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Revision: 1.36
Committed: Thu May 3 04:50:27 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.35: +2 -8 lines
Log Message:
- skill system is looking as if it were going somewhere, slowly.
- support a regex argument to who to limit user reports.

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 * return 1 on success, 0 on error
243 */
244 int
245 change_skill (object *who, object *new_skill, int flag)
246 {
247 if (who->type != PLAYER)
248 return 0;
249
250 if (!new_skill)
251 {
252 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
253 who->debug_desc ());
254 return 0;
255 }
256
257 player *pl = who->contr;
258
259 // move skill to front, so it will be preferred next time
260 new_skill->remove ();
261 who->insert (new_skill);
262
263 if (apply_special (who, new_skill, AP_APPLY))
264 return 0;
265
266 return 1;
267 }
268
269 /* This function just clears the chosen_skill and range_skill values
270 * in the player.
271 */
272 void
273 clear_skill (object *who)
274 {
275 who->chosen_skill = 0;
276 CLEAR_FLAG (who, FLAG_READY_SKILL);
277
278 if (who->type == PLAYER)
279 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
280 who->contr->ranged_ob = 0;
281 }
282
283 /* do_skill() - Main skills use function-similar in scope to cast_spell().
284 * We handle all requests for skill use outside of some combat here.
285 * We require a separate routine outside of fire() so as to allow monsters
286 * to utilize skills. Returns 1 on use of skill, otherwise 0.
287 * This is changed (2002-11-30) from the old method that returned
288 * exp - no caller needed that info, but it also prevented the callers
289 * from know if a skill was actually used, as many skills don't
290 * give any exp for their direct use (eg, throwing).
291 * It returns 0 if no skill was used.
292 */
293 int
294 do_skill (object *op, object *part, object *skill, int dir, const char *string)
295 {
296 int success = 0, exp = 0;
297 int did_alc = 0;
298 object *tmp, *next;
299
300 if (!skill)
301 return 0;
302
303 /* The code below presumes that the skill points to the object that
304 * holds the exp, level, etc of the skill. So if this is a player
305 * go and try to find the actual real skill pointer, and if the
306 * the player doesn't have a bucket for that, create one.
307 */
308 if (skill->type != SKILL && op->type == PLAYER)
309 {
310 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
311 if (tmp->type == SKILL && tmp->skill == skill->skill)
312 break;
313
314 if (!tmp)
315 tmp = give_skill_by_name (op, skill->skill);
316
317 skill = tmp;
318 }
319
320 // skill, by_whom, on_which_object, which direction, skill_argument
321 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
322 return 0;
323
324 switch (skill->subtype)
325 {
326 case SK_LEVITATION:
327 /* Not 100% sure if this will work with new movement code -
328 * the levitation skill has move_type for flying, so when
329 * equipped, that should transfer to player, when not,
330 * shouldn't.
331 */
332 if (QUERY_FLAG (skill, FLAG_APPLIED))
333 {
334 CLEAR_FLAG (skill, FLAG_APPLIED);
335 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
336 }
337 else
338 {
339 SET_FLAG (skill, FLAG_APPLIED);
340 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
341 }
342
343 op->update_stats ();
344 success = 1;
345 break;
346
347 case SK_STEALING:
348 exp = success = steal (op, dir, skill);
349 break;
350
351 case SK_LOCKPICKING:
352 exp = success = pick_lock (op, dir, skill);
353 break;
354
355 case SK_HIDING:
356 exp = success = hide (op, skill);
357 break;
358
359 case SK_JUMPING:
360 success = jump (op, dir, skill);
361 break;
362
363 case SK_INSCRIPTION:
364 exp = success = write_on_item (op, string, skill);
365 break;
366
367 case SK_MEDITATION:
368 meditate (op, skill);
369 success = 1;
370 break;
371 /* note that the following 'attack' skills gain exp through hit_player() */
372
373 case SK_KARATE:
374 attack_hth (op, dir, "karate-chopped", skill);
375 break;
376
377 case SK_PUNCHING:
378 attack_hth (op, dir, "punched", skill);
379 break;
380
381 case SK_FLAME_TOUCH:
382 attack_hth (op, dir, "flamed", skill);
383 break;
384
385 case SK_SPARK_TOUCH:
386 attack_hth (op, dir, "zapped", skill);
387 break;
388
389 case SK_SHIVER:
390 attack_hth (op, dir, "froze", skill);
391 break;
392
393 case SK_ACID_SPLASH:
394 attack_hth (op, dir, "dissolved", skill);
395 break;
396
397 case SK_POISON_NAIL:
398 attack_hth (op, dir, "injected poison into", skill);
399 break;
400
401 case SK_CLAWING:
402 attack_hth (op, dir, "clawed", skill);
403 break;
404
405 case SK_ONE_HANDED_WEAPON:
406 case SK_TWO_HANDED_WEAPON:
407 attack_melee_weapon (op, dir, NULL, skill);
408 break;
409
410 case SK_FIND_TRAPS:
411 exp = success = find_traps (op, skill);
412 break;
413
414 case SK_SINGING:
415 exp = success = singing (op, dir, skill);
416 break;
417
418 case SK_ORATORY:
419 exp = success = use_oratory (op, dir, skill);
420 break;
421
422 case SK_SMITHERY:
423 case SK_BOWYER:
424 case SK_JEWELER:
425 case SK_ALCHEMY:
426 case SK_THAUMATURGY:
427 case SK_LITERACY:
428 case SK_WOODSMAN:
429 /* first, we try to find a cauldron, and do the alchemy thing.
430 * failing that, we go and identify stuff.
431 */
432 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next)
433 {
434 next = tmp->above;
435
436 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
437 {
438 attempt_do_alchemy (op, tmp);
439
440 if (QUERY_FLAG (tmp, FLAG_APPLIED))
441 esrv_send_inventory (op, tmp);
442
443 did_alc = 1;
444 }
445 }
446
447 if (did_alc == 0)
448 exp = success = skill_ident (op, skill);
449
450 break;
451
452 case SK_DET_MAGIC:
453 case SK_DET_CURSE:
454 exp = success = skill_ident (op, skill);
455 break;
456
457 case SK_DISARM_TRAPS:
458 exp = success = remove_trap (op, dir, skill);
459 break;
460
461 case SK_THROWING:
462 success = skill_throw (op, part, dir, string, skill);
463 break;
464
465 case SK_SET_TRAP:
466 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
467 break;
468
469 case SK_USE_MAGIC_ITEM:
470 case SK_MISSILE_WEAPON:
471 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
472 break;
473
474 case SK_PRAYING:
475 success = pray (op, skill);
476 break;
477
478 case SK_BARGAINING:
479 success = describe_shop (op);
480 break;
481
482 case SK_SORCERY:
483 case SK_EVOCATION:
484 case SK_PYROMANCY:
485 case SK_SUMMONING:
486 case SK_CLIMBING:
487 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
488 break;
489
490 default:
491 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
492 break;
493 }
494
495 /* For players we now update the speed_left from using the skill.
496 * Monsters have no skill use time because of the random nature in
497 * which use_monster_skill is called already simulates this.
498 * If certain skills should take more/less time, that should be
499 * in the code for the skill itself.
500 */
501
502 if (op->type == PLAYER)
503 op->speed_left -= 1.0;
504
505 /* this is a good place to add experience for successfull use of skills.
506 * Note that add_exp() will figure out player/monster experience
507 * gain problems.
508 */
509
510 if (success && exp)
511 change_exp (op, exp, skill->skill, 0);
512
513 return success;
514 }
515
516 /* calc_skill_exp() - calculates amount of experience can be gained for
517 * successfull use of a skill. Returns value of experience gain.
518 * Here we take the view that a player must 'overcome an opponent'
519 * in order to gain experience. Examples include foes killed combat,
520 * finding/disarming a trap, stealing from somebeing, etc.
521 * The gained experience is based primarily on the difference in levels,
522 * exp point value of vanquished foe, the relevent stats of the skill being
523 * used and modifications in the skills[] table.
524 *
525 * For now, monsters and players will be treated differently. Below I give
526 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
527 * Monsters just get 10% of the exp of the opponent.
528 *
529 * players get a ratio, eg, opponent lvl / player level. This is then
530 * multiplied by various things. If simple exp is true, then
531 * this multiplier, include the level difference, is always 1.
532 * This revised method prevents some cases where there are big gaps
533 * in the amount you get just because you are now equal level vs lower
534 * level
535 * who is player/creature that used the skill.
536 * op is the object that was 'defeated'.
537 * skill is the skill used. If no skill is used, it should just
538 * point back to who.
539 *
540 */
541 int
542 calc_skill_exp (object *who, object *op, object *skill)
543 {
544 int op_exp = 0, op_lvl = 0;
545 float base, value, lvl_mult = 0.0;
546
547 if (!skill)
548 skill = who;
549
550 /* Oct 95 - where we have an object, I expanded our treatment
551 * to 3 cases:
552 * non-living magic obj, runes and everything else.
553 *
554 * If an object is not alive and magical we set the base exp higher to
555 * help out exp awards for skill_ident skills. Also, if
556 * an item is type RUNE, we give out exp based on stats.Cha
557 * and level (this was the old system) -b.t.
558 */
559
560 if (!op)
561 { /* no item/creature */
562 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
563 op_exp = 0;
564 }
565 else if (op->type == RUNE || op->type == TRAP)
566 { /* all traps. If stats.Cha > 1 we use that
567 * for the amount of experience */
568 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
569 op_lvl = op->level;
570 }
571 else
572 { /* all other items/living creatures */
573 op_exp = op->stats.exp;
574 op_lvl = op->level;
575 if (!QUERY_FLAG (op, FLAG_ALIVE))
576 { /* for ident/make items */
577 op_lvl += 5 * abs (op->magic);
578 }
579 }
580
581 if (op_lvl < 1)
582 op_lvl = 1;
583
584 if (who->type != PLAYER)
585 { /* for monsters only */
586 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
587 }
588 else
589 { /* for players */
590 base = op_exp;
591 /* if skill really is a skill, then we can look at the skill archetype for
592 * bse reward value (exp) and level multiplier factor.
593 */
594 if (skill->type == SKILL)
595 {
596 base += skill->arch->clone.stats.exp;
597 if (settings.simple_exp)
598 {
599 if (skill->arch->clone.level)
600 lvl_mult = (float) skill->arch->clone.level / 100.0;
601 else
602 lvl_mult = 1.0; /* no adjustment */
603 }
604 else
605 {
606 if (skill->level)
607 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
608 else
609 lvl_mult = 1.0;
610 }
611 }
612 else
613 {
614 /* Don't divide by zero here! */
615 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
616 }
617 }
618
619 /* assemble the exp total, and return value */
620
621 value = base * lvl_mult;
622 if (value < 1)
623 value = 1; /* Always give at least 1 exp point */
624
625 #ifdef SKILL_UTIL_DEBUG
626 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
627 #endif
628 return ((int) value);
629 }
630
631 /* Learn skill. This inserts the requested skill in the player's
632 * inventory. The skill field of the scroll should have the
633 * exact name of the requested skill.
634 * This one actually teaches the player the skill as something
635 * they can equip.
636 * Return 0 if the player knows the skill, 1 if the
637 * player learns the skill, 2 otherwise.
638 */
639 int
640 learn_skill (object *pl, object *scroll)
641 {
642 object *tmp;
643
644 if (!scroll->skill)
645 {
646 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
647 return 2;
648 }
649
650 /* can't use find_skill_by_name because we want skills the player knows
651 * but can't use natively.
652 */
653
654 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
655 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
656 break;
657
658 /* player already knows it */
659 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
660 return 0;
661
662 /* now a random change to learn, based on player Int.
663 * give bonus based on level - otherwise stupid characters
664 * might never be able to learn anything.
665 */
666 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
667 return 2; /* failure :< */
668
669 if (!tmp)
670 tmp = give_skill_by_name (pl, scroll->skill);
671
672 if (!tmp)
673 {
674 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
675 return 2;
676 }
677
678 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
679 link_player_skills (pl);
680 return 1;
681 }
682
683 /* Gives a percentage clipped to 0% -> 100% of a/b. */
684
685 /* Probably belongs in some global utils-type file? */
686 static int
687 clipped_percent (sint64 a, sint64 b)
688 {
689 int rv;
690
691 if (b <= 0)
692 return 0;
693
694 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
695
696 if (rv < 0)
697 return 0;
698 else if (rv > 100)
699 return 100;
700
701 return rv;
702 }
703
704 /* show_skills() - Meant to allow players to examine
705 * their current skill list.
706 * This shows the amount of exp they have in the skills.
707 * we also include some other non skill related info (god,
708 * max weapon improvments, item power).
709 * Note this function is a bit more complicated becauase we
710 * we want ot sort the skills before printing them. If we
711 * just dumped this as we found it, this would be a bit
712 * simpler.
713 */
714
715 void
716 show_skills (object *op, const char *search)
717 {
718 object *tmp = NULL;
719 char buf[MAX_BUF];
720 const char *cp;
721 int i, num_skills_found = 0;
722 static const char *const periods = "........................................";
723
724 /* Need to have a pointer and use strdup for qsort to work properly */
725 char skills[NUM_SKILLS][MAX_BUF];
726
727
728 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
729 {
730 if (tmp->type == SKILL)
731 {
732 if (search && strstr (tmp->name, search) == NULL)
733 continue;
734 /* Basically want to fill this out to 40 spaces with periods */
735 sprintf (buf, "%s%s", &tmp->name, periods);
736 buf[40] = 0;
737
738 if (settings.permanent_exp_ratio)
739 {
740 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
741 buf, tmp->level, tmp->stats.exp,
742 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
743 }
744 else
745 {
746 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
747 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
748 }
749 /* I don't know why some characters get a bunch of skills, but
750 * it sometimes happens (maybe a leftover from bugier earlier code
751 * and those character are still about). In any case, lets handle
752 * it so it doesn't crash the server - otherwise, one character may
753 * crash the server numerous times.
754 */
755 if (num_skills_found >= NUM_SKILLS)
756 {
757 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
758 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
759 break;
760 }
761 }
762 }
763
764 clear_win_info (op);
765 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
766 if (num_skills_found > 1)
767 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
768
769 for (i = 0; i < num_skills_found; i++)
770 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
771
772 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
773
774 cp = determine_god (op);
775 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
776
777 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
778 op->contr->item_power, (int) (op->level * settings.item_power_factor));
779 }
780
781 /* use_skill() - similar to invoke command, it executes the skill in the
782 * direction that the user is facing. Returns false if we are unable to
783 * change to the requested skill, or were unable to use the skill properly.
784 * This is tricky because skills can have spaces. We basically roll
785 * our own find_skill_by_name so we can try to do better string matching.
786 */
787
788 int
789 use_skill (object *op, const char *string)
790 {
791 object *skop;
792 size_t len;
793
794 if (!string)
795 return 0;
796
797 for (skop = op->inv; skop != NULL; skop = skop->below)
798 {
799 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
800 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
801 break;
802 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
803 break;
804 }
805 if (!skop)
806 {
807 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
808 return 0;
809 }
810
811 len = strlen (skop->skill);
812
813 /* All this logic goes and skips over the skill name to find any
814 * options given to the skill. Its pretty simple - if there
815 * are extra parameters (as deteremined by string length), we
816 * want to skip over any leading spaces.
817 */
818 if (len >= strlen (string))
819 {
820 string = NULL;
821 }
822 else
823 {
824 string += len;
825 while (*string == 0x20)
826 string++;
827 if (strlen (string) == 0)
828 string = NULL;
829 }
830
831 #ifdef SKILL_UTIL_DEBUG
832 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
833 #endif
834
835 /* Change to the new skill, then execute it. */
836 if (do_skill (op, op, skop, op->facing, string))
837 return 1;
838
839 return 0;
840 }
841
842 static bool
843 hth_skill_p (object *skill)
844 {
845 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
846 }
847
848 /* This finds the first unarmed skill the player has, and returns it.
849 */
850 static object *
851 find_player_hth_skill (object *op)
852 {
853 for (object *tmp = op->inv; tmp; tmp = tmp->below)
854 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
855 return tmp;
856
857 return 0;
858 }
859
860 /* do_skill_attack() - We have got an appropriate opponent from either
861 * move_player_attack() or skill_attack(). In this part we get on with
862 * attacking, take care of messages from the attack and changes in invisible.
863 * Returns true if the attack damaged the opponent.
864 * tmp is the targetted monster.
865 * op is what is attacking
866 * string is passed along to describe what messages to describe
867 * the damage.
868 */
869 static int
870 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
871 {
872 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
873 return RESULT_INT (0);
874
875 /* For Players only: if there is no ready weapon, and no "attack" skill
876 * is readied either then try to find a skill for the player to use.
877 * it is presumed that if skill is set, it is a valid attack skill (eg,
878 * the caller should have set it appropriately). We still want to pass
879 * through that code if skill is set to change to the skill.
880 */
881 if (player *pl = op->contr)
882 {
883 if (!pl->combat_ob)
884 {
885 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
886 {
887 for (tmp = op->inv; tmp; tmp = tmp->below)
888 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
889 break;
890
891 if (!tmp)
892 {
893 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
894 return 0;
895 }
896
897 change_skill (op, find_skill_by_name (op, tmp->skill), 1);
898 }
899 else
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
928 if (!pl->combat_ob)
929 {
930 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
931 return 0;
932 }
933 }
934
935 if (op->current_weapon != pl->combat_ob)
936 {
937 op->current_weapon = pl->combat_ob;
938 op->update_stats ();
939 }
940
941 /* lose invisiblity/hiding status for running attacks */
942
943 if (pl->tmp_invis)
944 {
945 pl->tmp_invis = 0;
946 op->invisible = 0;
947 op->hide = 0;
948 update_object (op, UP_OBJ_CHANGE);
949 }
950 }
951
952 int success = attack_ob (tmp, op);
953
954 /* print appropriate messages to the player */
955
956 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
957 {
958 if (op->type == PLAYER)
959 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
960 else if (tmp->type == PLAYER)
961 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
962 }
963
964 return success;
965 }
966
967 /* skill_attack() - Core routine for use when we attack using a skills
968 * system. In essence, this code handles
969 * all skill-based attacks, ie hth, missile and melee weapons should be
970 * treated here. If an opponent is already supplied by move_player(),
971 * we move right onto do_skill_attack(), otherwise we find if an
972 * appropriate opponent exists.
973 *
974 * This is called by move_player() and attack_hth()
975 *
976 * Initial implementation by -bt thomas@astro.psu.edu
977 */
978 int
979 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
980 {
981 sint16 tx, ty;
982 maptile *m;
983 int mflags;
984
985 if (!dir)
986 dir = pl->facing;
987
988 tx = freearr_x[dir];
989 ty = freearr_y[dir];
990
991 /* If we don't yet have an opponent, find if one exists, and attack.
992 * Legal opponents are the same as outlined in move_player_attack()
993 */
994 if (!tmp)
995 {
996 m = pl->map;
997 tx = pl->x + freearr_x[dir];
998 ty = pl->y + freearr_y[dir];
999
1000 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
1001 if (mflags & P_OUT_OF_MAP)
1002 return 0;
1003
1004 /* space must be blocked for there to be anything interesting to do */
1005 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1006 return 0;
1007
1008 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1009 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1010 {
1011 /* Don't attack party members */
1012 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1013 return 0;
1014
1015 break;
1016 }
1017 }
1018
1019 if (!tmp)
1020 {
1021 if (pl->type == PLAYER)
1022 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1023
1024 return 0;
1025 }
1026
1027 return do_skill_attack (tmp, pl, string, skill);
1028 }
1029
1030
1031 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1032
1033 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1034 * (attack_hth) we check for weapon use, etc in the second (the new
1035 * function skill_attack() we actually attack.
1036 */
1037
1038 static int
1039 attack_hth (object *pl, int dir, const char *string, object *skill)
1040 {
1041 object *enemy = NULL, *weapon;
1042
1043 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1044 for (weapon = pl->inv; weapon; weapon = weapon->below)
1045 {
1046 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1047 {
1048 CLEAR_FLAG (weapon, FLAG_APPLIED);
1049 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1050 pl->update_stats ();
1051 if (pl->type == PLAYER)
1052 {
1053 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1054 esrv_update_item (UPD_FLAGS, pl, weapon);
1055 }
1056 break;
1057 }
1058 }
1059
1060 return skill_attack (enemy, pl, dir, string, skill);
1061 }
1062
1063 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1064 * For now we are just checking to see if we have a ready weapon here.
1065 * But there is a real neato possible feature of this scheme which
1066 * bears mentioning:
1067 * Since we are only calling this from do_skill() in the future
1068 * we may make this routine handle 'special' melee weapons attacks
1069 * (like disarming manuever with sai) based on player SK_level and
1070 * weapon type.
1071 */
1072 static int
1073 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1074 {
1075
1076 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1077 {
1078 if (op->type == PLAYER)
1079 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1080
1081 return 0;
1082 }
1083
1084 return skill_attack (NULL, op, dir, string, skill);
1085
1086 }