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Revision: 1.34
Committed: Mon Apr 30 05:54:14 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.33: +7 -7 lines
Log Message:
works a tad better

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
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 int old_range;
252
253 if (who->type != PLAYER)
254 return 0;
255
256 player *pl = who->contr;
257
258 if (pl->ranged_skill && pl->ranged_skill == new_skill)
259 return 1;
260
261 if (!new_skill)
262 {
263 if (pl->ranged_skill)
264 apply_special (who, pl->ranged_skill, AP_UNAPPLY);
265
266 /* Only goal in this case was to unapply a skill */
267 return 0;
268 }
269
270 // move skill to front, so it will be preferred next time
271 new_skill->remove ();
272 who->insert (new_skill);
273
274 if (apply_special (who, new_skill, AP_APPLY))
275 return 0;
276
277 return 1;
278 }
279
280 /* This function just clears the chosen_skill and range_skill values
281 * in the player.
282 */
283 void
284 clear_skill (object *who)
285 {
286 who->chosen_skill = 0;
287 CLEAR_FLAG (who, FLAG_READY_SKILL);
288
289 if (who->type == PLAYER)
290 {
291 if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL)
292 {
293 who->contr->ranged_skill = 0;
294 who->contr->ranged_ob = 0;
295 }
296 }
297 }
298
299 /* do_skill() - Main skills use function-similar in scope to cast_spell().
300 * We handle all requests for skill use outside of some combat here.
301 * We require a separate routine outside of fire() so as to allow monsters
302 * to utilize skills. Returns 1 on use of skill, otherwise 0.
303 * This is changed (2002-11-30) from the old method that returned
304 * exp - no caller needed that info, but it also prevented the callers
305 * from know if a skill was actually used, as many skills don't
306 * give any exp for their direct use (eg, throwing).
307 * It returns 0 if no skill was used.
308 */
309 int
310 do_skill (object *op, object *part, object *skill, int dir, const char *string)
311 {
312 int success = 0, exp = 0;
313 int did_alc = 0;
314 object *tmp, *next;
315
316 if (!skill)
317 return 0;
318
319 /* The code below presumes that the skill points to the object that
320 * holds the exp, level, etc of the skill. So if this is a player
321 * go and try to find the actual real skill pointer, and if the
322 * the player doesn't have a bucket for that, create one.
323 */
324 if (skill->type != SKILL && op->type == PLAYER)
325 {
326 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
327 if (tmp->type == SKILL && tmp->skill == skill->skill)
328 break;
329
330 if (!tmp)
331 tmp = give_skill_by_name (op, skill->skill);
332
333 skill = tmp;
334 }
335
336 // skill, by_whom, on_which_object, which direction, skill_argument
337 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
338 return 0;
339
340 switch (skill->subtype)
341 {
342 case SK_LEVITATION:
343 /* Not 100% sure if this will work with new movement code -
344 * the levitation skill has move_type for flying, so when
345 * equipped, that should transfer to player, when not,
346 * shouldn't.
347 */
348 if (QUERY_FLAG (skill, FLAG_APPLIED))
349 {
350 CLEAR_FLAG (skill, FLAG_APPLIED);
351 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
352 }
353 else
354 {
355 SET_FLAG (skill, FLAG_APPLIED);
356 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
357 }
358
359 op->update_stats ();
360 success = 1;
361 break;
362
363 case SK_STEALING:
364 exp = success = steal (op, dir, skill);
365 break;
366
367 case SK_LOCKPICKING:
368 exp = success = pick_lock (op, dir, skill);
369 break;
370
371 case SK_HIDING:
372 exp = success = hide (op, skill);
373 break;
374
375 case SK_JUMPING:
376 success = jump (op, dir, skill);
377 break;
378
379 case SK_INSCRIPTION:
380 exp = success = write_on_item (op, string, skill);
381 break;
382
383 case SK_MEDITATION:
384 meditate (op, skill);
385 success = 1;
386 break;
387 /* note that the following 'attack' skills gain exp through hit_player() */
388
389 case SK_KARATE:
390 attack_hth (op, dir, "karate-chopped", skill);
391 break;
392
393 case SK_PUNCHING:
394 attack_hth (op, dir, "punched", skill);
395 break;
396
397 case SK_FLAME_TOUCH:
398 attack_hth (op, dir, "flamed", skill);
399 break;
400
401 case SK_SPARK_TOUCH:
402 attack_hth (op, dir, "zapped", skill);
403 break;
404
405 case SK_SHIVER:
406 attack_hth (op, dir, "froze", skill);
407 break;
408
409 case SK_ACID_SPLASH:
410 attack_hth (op, dir, "dissolved", skill);
411 break;
412
413 case SK_POISON_NAIL:
414 attack_hth (op, dir, "injected poison into", skill);
415 break;
416
417 case SK_CLAWING:
418 attack_hth (op, dir, "clawed", skill);
419 break;
420
421 case SK_ONE_HANDED_WEAPON:
422 case SK_TWO_HANDED_WEAPON:
423 attack_melee_weapon (op, dir, NULL, skill);
424 break;
425
426 case SK_FIND_TRAPS:
427 exp = success = find_traps (op, skill);
428 break;
429
430 case SK_SINGING:
431 exp = success = singing (op, dir, skill);
432 break;
433
434 case SK_ORATORY:
435 exp = success = use_oratory (op, dir, skill);
436 break;
437
438 case SK_SMITHERY:
439 case SK_BOWYER:
440 case SK_JEWELER:
441 case SK_ALCHEMY:
442 case SK_THAUMATURGY:
443 case SK_LITERACY:
444 case SK_WOODSMAN:
445 /* first, we try to find a cauldron, and do the alchemy thing.
446 * failing that, we go and identify stuff.
447 */
448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
449 {
450 next = tmp->above;
451
452 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
453 {
454 attempt_do_alchemy (op, tmp);
455
456 if (QUERY_FLAG (tmp, FLAG_APPLIED))
457 esrv_send_inventory (op, tmp);
458
459 did_alc = 1;
460 }
461 }
462
463 if (did_alc == 0)
464 exp = success = skill_ident (op, skill);
465
466 break;
467
468 case SK_DET_MAGIC:
469 case SK_DET_CURSE:
470 exp = success = skill_ident (op, skill);
471 break;
472
473 case SK_DISARM_TRAPS:
474 exp = success = remove_trap (op, dir, skill);
475 break;
476
477 case SK_THROWING:
478 success = skill_throw (op, part, dir, string, skill);
479 break;
480
481 case SK_SET_TRAP:
482 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
483 break;
484
485 case SK_USE_MAGIC_ITEM:
486 case SK_MISSILE_WEAPON:
487 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
488 break;
489
490 case SK_PRAYING:
491 success = pray (op, skill);
492 break;
493
494 case SK_BARGAINING:
495 success = describe_shop (op);
496 break;
497
498 case SK_SORCERY:
499 case SK_EVOCATION:
500 case SK_PYROMANCY:
501 case SK_SUMMONING:
502 case SK_CLIMBING:
503 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
504 break;
505
506 default:
507 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
508 break;
509 }
510
511 /* For players we now update the speed_left from using the skill.
512 * Monsters have no skill use time because of the random nature in
513 * which use_monster_skill is called already simulates this.
514 * If certain skills should take more/less time, that should be
515 * in the code for the skill itself.
516 */
517
518 if (op->type == PLAYER)
519 op->speed_left -= 1.0;
520
521 /* this is a good place to add experience for successfull use of skills.
522 * Note that add_exp() will figure out player/monster experience
523 * gain problems.
524 */
525
526 if (success && exp)
527 change_exp (op, exp, skill->skill, 0);
528
529 return success;
530 }
531
532 /* calc_skill_exp() - calculates amount of experience can be gained for
533 * successfull use of a skill. Returns value of experience gain.
534 * Here we take the view that a player must 'overcome an opponent'
535 * in order to gain experience. Examples include foes killed combat,
536 * finding/disarming a trap, stealing from somebeing, etc.
537 * The gained experience is based primarily on the difference in levels,
538 * exp point value of vanquished foe, the relevent stats of the skill being
539 * used and modifications in the skills[] table.
540 *
541 * For now, monsters and players will be treated differently. Below I give
542 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
543 * Monsters just get 10% of the exp of the opponent.
544 *
545 * players get a ratio, eg, opponent lvl / player level. This is then
546 * multiplied by various things. If simple exp is true, then
547 * this multiplier, include the level difference, is always 1.
548 * This revised method prevents some cases where there are big gaps
549 * in the amount you get just because you are now equal level vs lower
550 * level
551 * who is player/creature that used the skill.
552 * op is the object that was 'defeated'.
553 * skill is the skill used. If no skill is used, it should just
554 * point back to who.
555 *
556 */
557 int
558 calc_skill_exp (object *who, object *op, object *skill)
559 {
560 int op_exp = 0, op_lvl = 0;
561 float base, value, lvl_mult = 0.0;
562
563 if (!skill)
564 skill = who;
565
566 /* Oct 95 - where we have an object, I expanded our treatment
567 * to 3 cases:
568 * non-living magic obj, runes and everything else.
569 *
570 * If an object is not alive and magical we set the base exp higher to
571 * help out exp awards for skill_ident skills. Also, if
572 * an item is type RUNE, we give out exp based on stats.Cha
573 * and level (this was the old system) -b.t.
574 */
575
576 if (!op)
577 { /* no item/creature */
578 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
579 op_exp = 0;
580 }
581 else if (op->type == RUNE || op->type == TRAP)
582 { /* all traps. If stats.Cha > 1 we use that
583 * for the amount of experience */
584 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
585 op_lvl = op->level;
586 }
587 else
588 { /* all other items/living creatures */
589 op_exp = op->stats.exp;
590 op_lvl = op->level;
591 if (!QUERY_FLAG (op, FLAG_ALIVE))
592 { /* for ident/make items */
593 op_lvl += 5 * abs (op->magic);
594 }
595 }
596
597 if (op_lvl < 1)
598 op_lvl = 1;
599
600 if (who->type != PLAYER)
601 { /* for monsters only */
602 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
603 }
604 else
605 { /* for players */
606 base = op_exp;
607 /* if skill really is a skill, then we can look at the skill archetype for
608 * bse reward value (exp) and level multiplier factor.
609 */
610 if (skill->type == SKILL)
611 {
612 base += skill->arch->clone.stats.exp;
613 if (settings.simple_exp)
614 {
615 if (skill->arch->clone.level)
616 lvl_mult = (float) skill->arch->clone.level / 100.0;
617 else
618 lvl_mult = 1.0; /* no adjustment */
619 }
620 else
621 {
622 if (skill->level)
623 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
624 else
625 lvl_mult = 1.0;
626 }
627 }
628 else
629 {
630 /* Don't divide by zero here! */
631 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
632 }
633 }
634
635 /* assemble the exp total, and return value */
636
637 value = base * lvl_mult;
638 if (value < 1)
639 value = 1; /* Always give at least 1 exp point */
640
641 #ifdef SKILL_UTIL_DEBUG
642 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
643 #endif
644 return ((int) value);
645 }
646
647 /* Learn skill. This inserts the requested skill in the player's
648 * inventory. The skill field of the scroll should have the
649 * exact name of the requested skill.
650 * This one actually teaches the player the skill as something
651 * they can equip.
652 * Return 0 if the player knows the skill, 1 if the
653 * player learns the skill, 2 otherwise.
654 */
655 int
656 learn_skill (object *pl, object *scroll)
657 {
658 object *tmp;
659
660 if (!scroll->skill)
661 {
662 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
663 return 2;
664 }
665
666 /* can't use find_skill_by_name because we want skills the player knows
667 * but can't use natively.
668 */
669
670 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
671 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
672 break;
673
674 /* player already knows it */
675 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
676 return 0;
677
678 /* now a random change to learn, based on player Int.
679 * give bonus based on level - otherwise stupid characters
680 * might never be able to learn anything.
681 */
682 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
683 return 2; /* failure :< */
684
685 if (!tmp)
686 tmp = give_skill_by_name (pl, scroll->skill);
687
688 if (!tmp)
689 {
690 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
691 return 2;
692 }
693
694 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
695 link_player_skills (pl);
696 return 1;
697 }
698
699 /* Gives a percentage clipped to 0% -> 100% of a/b. */
700
701 /* Probably belongs in some global utils-type file? */
702 static int
703 clipped_percent (sint64 a, sint64 b)
704 {
705 int rv;
706
707 if (b <= 0)
708 return 0;
709
710 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
711
712 if (rv < 0)
713 return 0;
714 else if (rv > 100)
715 return 100;
716
717 return rv;
718 }
719
720 /* show_skills() - Meant to allow players to examine
721 * their current skill list.
722 * This shows the amount of exp they have in the skills.
723 * we also include some other non skill related info (god,
724 * max weapon improvments, item power).
725 * Note this function is a bit more complicated becauase we
726 * we want ot sort the skills before printing them. If we
727 * just dumped this as we found it, this would be a bit
728 * simpler.
729 */
730
731 void
732 show_skills (object *op, const char *search)
733 {
734 object *tmp = NULL;
735 char buf[MAX_BUF];
736 const char *cp;
737 int i, num_skills_found = 0;
738 static const char *const periods = "........................................";
739
740 /* Need to have a pointer and use strdup for qsort to work properly */
741 char skills[NUM_SKILLS][MAX_BUF];
742
743
744 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
745 {
746 if (tmp->type == SKILL)
747 {
748 if (search && strstr (tmp->name, search) == NULL)
749 continue;
750 /* Basically want to fill this out to 40 spaces with periods */
751 sprintf (buf, "%s%s", &tmp->name, periods);
752 buf[40] = 0;
753
754 if (settings.permanent_exp_ratio)
755 {
756 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
757 buf, tmp->level, tmp->stats.exp,
758 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
759 }
760 else
761 {
762 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
763 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
764 }
765 /* I don't know why some characters get a bunch of skills, but
766 * it sometimes happens (maybe a leftover from bugier earlier code
767 * and those character are still about). In any case, lets handle
768 * it so it doesn't crash the server - otherwise, one character may
769 * crash the server numerous times.
770 */
771 if (num_skills_found >= NUM_SKILLS)
772 {
773 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
774 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
775 break;
776 }
777 }
778 }
779
780 clear_win_info (op);
781 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
782 if (num_skills_found > 1)
783 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
784
785 for (i = 0; i < num_skills_found; i++)
786 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
787
788 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
789
790 cp = determine_god (op);
791 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
792
793 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
794 op->contr->item_power, (int) (op->level * settings.item_power_factor));
795 }
796
797 /* use_skill() - similar to invoke command, it executes the skill in the
798 * direction that the user is facing. Returns false if we are unable to
799 * change to the requested skill, or were unable to use the skill properly.
800 * This is tricky because skills can have spaces. We basically roll
801 * our own find_skill_by_name so we can try to do better string matching.
802 */
803
804 int
805 use_skill (object *op, const char *string)
806 {
807 object *skop;
808 size_t len;
809
810 if (!string)
811 return 0;
812
813 for (skop = op->inv; skop != NULL; skop = skop->below)
814 {
815 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
816 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
817 break;
818 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
819 break;
820 }
821 if (!skop)
822 {
823 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
824 return 0;
825 }
826
827 len = strlen (skop->skill);
828
829 /* All this logic goes and skips over the skill name to find any
830 * options given to the skill. Its pretty simple - if there
831 * are extra parameters (as deteremined by string length), we
832 * want to skip over any leading spaces.
833 */
834 if (len >= strlen (string))
835 {
836 string = NULL;
837 }
838 else
839 {
840 string += len;
841 while (*string == 0x20)
842 string++;
843 if (strlen (string) == 0)
844 string = NULL;
845 }
846
847 #ifdef SKILL_UTIL_DEBUG
848 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
849 #endif
850
851 /* Change to the new skill, then execute it. */
852 if (do_skill (op, op, skop, op->facing, string))
853 return 1;
854
855 return 0;
856 }
857
858 static bool
859 hth_skill_p (object *skill)
860 {
861 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
862 }
863
864 /* This finds the first unarmed skill the player has, and returns it.
865 */
866 static object *
867 find_player_hth_skill (object *op)
868 {
869 for (object *tmp = op->inv; tmp; tmp = tmp->below)
870 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
871 return tmp;
872
873 return 0;
874 }
875
876 /* do_skill_attack() - We have got an appropriate opponent from either
877 * move_player_attack() or skill_attack(). In this part we get on with
878 * attacking, take care of messages from the attack and changes in invisible.
879 * Returns true if the attack damaged the opponent.
880 * tmp is the targetted monster.
881 * op is what is attacking
882 * string is passed along to describe what messages to describe
883 * the damage.
884 */
885 static int
886 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
887 {
888 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
889 return RESULT_INT (0);
890
891 /* For Players only: if there is no ready weapon, and no "attack" skill
892 * is readied either then try to find a skill for the player to use.
893 * it is presumed that if skill is set, it is a valid attack skill (eg,
894 * the caller should have set it appropriately). We still want to pass
895 * through that code if skill is set to change to the skill.
896 */
897 if (op->type == PLAYER)
898 {
899 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
900 {
901 if (!skill)
902 {
903 /* See if the players chosen skill is a combat skill, and use
904 * it if appropriate.
905 */
906 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
907 skill = op->chosen_skill;
908 else
909 {
910 skill = find_player_hth_skill (op);
911
912 if (!skill)
913 {
914 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
915 return 0;
916 }
917 }
918 }
919
920 /* now try to ready the new skill */
921 if (!change_skill (op, skill, 0))
922 { /* oh oh, trouble! */
923 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
924 return 0;
925 }
926 }
927 else
928 {
929 /* Seen some crashes below where current_weapon is not set,
930 * even though the flag says it is. So if current weapon isn't set,
931 * do some work in trying to find the object to use.
932 */
933 if (!op->current_weapon)
934 {
935 object *tmp;
936
937 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
938 for (tmp = op->inv; tmp; tmp = tmp->below)
939 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
940 break;
941
942 if (!tmp)
943 {
944 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
945 op->current_weapon = NULL;
946 return 0;
947 }
948 else
949 op->current_weapon = tmp;
950 }
951
952 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
953 }
954 }
955
956 /* lose invisiblity/hiding status for running attacks */
957
958 if (op->type == PLAYER && op->contr->tmp_invis)
959 {
960 op->contr->tmp_invis = 0;
961 op->invisible = 0;
962 op->hide = 0;
963 update_object (op, UP_OBJ_CHANGE);
964 }
965
966 int success = attack_ob (tmp, op);
967
968 /* print appropriate messages to the player */
969
970 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
971 {
972 if (op->type == PLAYER)
973 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
974 else if (tmp->type == PLAYER)
975 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
976 }
977
978 return success;
979 }
980
981 /* skill_attack() - Core routine for use when we attack using a skills
982 * system. In essence, this code handles
983 * all skill-based attacks, ie hth, missile and melee weapons should be
984 * treated here. If an opponent is already supplied by move_player(),
985 * we move right onto do_skill_attack(), otherwise we find if an
986 * appropriate opponent exists.
987 *
988 * This is called by move_player() and attack_hth()
989 *
990 * Initial implementation by -bt thomas@astro.psu.edu
991 */
992 int
993 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
994 {
995 sint16 tx, ty;
996 maptile *m;
997 int mflags;
998
999 if (!dir)
1000 dir = pl->facing;
1001
1002 tx = freearr_x[dir];
1003 ty = freearr_y[dir];
1004
1005 /* If we don't yet have an opponent, find if one exists, and attack.
1006 * Legal opponents are the same as outlined in move_player_attack()
1007 */
1008 if (!tmp)
1009 {
1010 m = pl->map;
1011 tx = pl->x + freearr_x[dir];
1012 ty = pl->y + freearr_y[dir];
1013
1014 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1015 if (mflags & P_OUT_OF_MAP)
1016 return 0;
1017
1018 /* space must be blocked for there to be anything interesting to do */
1019 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1020 return 0;
1021
1022 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1023 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1024 {
1025 /* Don't attack party members */
1026 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1027 return 0;
1028
1029 break;
1030 }
1031 }
1032
1033 if (!tmp)
1034 {
1035 if (pl->type == PLAYER)
1036 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1037
1038 return 0;
1039 }
1040
1041 return do_skill_attack (tmp, pl, string, skill);
1042 }
1043
1044
1045 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1046
1047 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1048 * (attack_hth) we check for weapon use, etc in the second (the new
1049 * function skill_attack() we actually attack.
1050 */
1051
1052 static int
1053 attack_hth (object *pl, int dir, const char *string, object *skill)
1054 {
1055 object *enemy = NULL, *weapon;
1056
1057 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1058 for (weapon = pl->inv; weapon; weapon = weapon->below)
1059 {
1060 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1061 {
1062 CLEAR_FLAG (weapon, FLAG_APPLIED);
1063 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1064 pl->update_stats ();
1065 if (pl->type == PLAYER)
1066 {
1067 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1068 esrv_update_item (UPD_FLAGS, pl, weapon);
1069 }
1070 break;
1071 }
1072 }
1073
1074 return skill_attack (enemy, pl, dir, string, skill);
1075 }
1076
1077 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1078 * For now we are just checking to see if we have a ready weapon here.
1079 * But there is a real neato possible feature of this scheme which
1080 * bears mentioning:
1081 * Since we are only calling this from do_skill() in the future
1082 * we may make this routine handle 'special' melee weapons attacks
1083 * (like disarming manuever with sai) based on player SK_level and
1084 * weapon type.
1085 */
1086 static int
1087 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1088 {
1089
1090 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1091 {
1092 if (op->type == PLAYER)
1093 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1094
1095 return 0;
1096 }
1097
1098 return skill_attack (NULL, op, dir, string, skill);
1099
1100 }