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/cvs/deliantra/server/server/skill_util.C
Revision: 1.46
Committed: Sun May 13 15:13:57 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.45: +4 -6 lines
Log Message:
lots of little changes:
- fix MIN/MAX_AC/WC and use them
- abstratc weapon speed into player->weapon_speed, as
  it is just way too confusing and probably needs frequent updates :)
- use ob_speed/weapon_sp * 0.5 as an arbitrary real attack speed
  .5 needs tuning, elsewhere, but ahs been put in as a stopgap measure.
- fix speed issues, properly use weapon_sp (if a bit lagged)
- clear current weapon when readying skills because a skill might already
  be readied implicitly.

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 /* Created July 95 to separate skill utilities from actual skills -b.t. */
26
27 /* Reconfigured skills code to allow linking of skills to experience
28 * categories. This is done solely through the init_new_exp_system() fctn.
29 * June/July 1995 -b.t. thomas@astro.psu.edu
30 */
31
32 /* July 1995 - Initial associated skills coding. Experience gains
33 * come solely from the use of skills. Overcoming an opponent (in combat,
34 * finding/disarming a trap, stealing from somebeing, etc) gains
35 * experience. Calc_skill_exp() handles the gained experience using
36 * modifications in the skills[] table. - b.t.
37 */
38
39 /* define the following for skills utility debuging */
40
41 /* #define SKILL_UTIL_DEBUG */
42
43 #include <global.h>
44 #include <object.h>
45 #include <sproto.h>
46 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
47 #include <spells.h>
48
49 const uint8_t skill_flags[NUM_SKILLS] = {
50 0, // SK_NONE
51 # define def(uc, flags) flags,
52 # include "skillinc.h"
53 # undef def
54 };
55
56 static int attack_hth (object *pl, int dir, const char *string, object *skill);
57 static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
58
59 /* init_skills basically just sets up the skill_names table
60 * above. The index into the array is set up by the
61 * subtypes.
62 */
63 void
64 init_skills (void)
65 {
66 for (archetype *at = first_archetype; at; at = at->next)
67 if (at->clone.type == SKILL)
68 {
69 if (skill_names[at->clone.subtype])
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
72 else
73 skill_names[at->clone.subtype] = at->clone.skill;
74 }
75
76 /* This isn't really an error if there is no skill subtype set, but
77 * checking for this may catch some user errors.
78 */
79 for (int i = 1; i < NUM_SKILLS; i++)
80 if (!skill_names[i])
81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
82 }
83
84 /* This function goes through the player inventory and sets
85 * up the last_skills[] array in the player object.
86 * the last_skills[] is used to more quickly lookup skills -
87 * mostly used for sending exp.
88 */
89 void
90 link_player_skills (object *op)
91 {
92 for (object *tmp = op->inv; tmp; tmp = tmp->below)
93 if (tmp->type == SKILL)
94 {
95 /* This is really a warning, hence no else below */
96 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
99
100 if (tmp->subtype >= NUM_SKILLS)
101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
102 else
103 {
104 op->contr->last_skill_ob[tmp->subtype] = tmp;
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
106 }
107 }
108 }
109
110 /* This returns the skill pointer of the given name (the
111 * one that accumlates exp, has the level, etc).
112 *
113 * It is presumed that the player will be needing to actually
114 * use the skill, so thus if use of the skill requires a skill
115 * tool, this code will equip it.
116 */
117 object *
118 find_skill_by_name (object *who, const char *name)
119 {
120 if (!name)
121 return 0;
122
123 object *skill = 0, *skill_tool = 0;
124
125 /* We make sure the length of the string in the object is greater
126 * in length than the passed string. Eg, if we have a skill called
127 * 'hi', we don't want to match if the user passed 'high'
128 */
129 for (object *tmp = who->inv; tmp; tmp = tmp->below)
130 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
132 skill = tmp;
133
134 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one.
136 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 }
144 }
145
146 /* If this is a skill that can be used without a tool, return it */
147 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
148 return skill;
149
150 /* Player has a tool to use the skill. If not applied, apply it -
151 * if not successful, return null. If they do have the skill tool
152 * but not the skill itself, give it to them.
153 */
154 if (skill_tool)
155 {
156 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
157 if (apply_special (who, skill_tool, 0))
158 return 0;
159
160 if (!skill)
161 {
162 skill = give_skill_by_name (who, skill_tool->skill);
163 link_player_skills (who);
164 }
165
166 return skill;
167 }
168
169 return 0;
170 }
171
172 /* This returns the skill pointer of the given name (the
173 * one that accumlates exp, has the level, etc).
174 *
175 * It is presumed that the player will be needing to actually
176 * use the skill, so thus if use of the skill requires a skill
177 * tool, this code will equip it.
178 *
179 * This code is basically the same as find_skill_by_name() above,
180 * but instead a skill name, we search by matching number.
181 * this replaces find_skill.
182 */
183 object *
184 find_skill_by_number (object *who, int skillno)
185 {
186 object *skill = NULL, *skill_tool = NULL, *tmp;
187
188 if (skillno < 1 || skillno >= NUM_SKILLS)
189 return NULL;
190
191 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
192 {
193 if (tmp->type == SKILL && tmp->subtype == skillno)
194 skill = tmp;
195
196 /* Try to find appropriate skilltool. If the player has one already
197 * applied, we try to keep using that one.
198 */
199 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
200 {
201 if (QUERY_FLAG (tmp, FLAG_APPLIED))
202 skill_tool = tmp;
203 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
204 skill_tool = tmp;
205 }
206 }
207 /* If this is a skill that can be used without a tool, return it */
208 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
209 return skill;
210
211 /* Player has a tool to use the skill. IF not applied, apply it -
212 * if not successful, return null. If they do have the skill tool
213 * but not the skill itself, give it to them.
214 */
215 if (skill_tool)
216 {
217 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
218 {
219 if (apply_special (who, skill_tool, 0))
220 return NULL;
221 }
222
223 if (!skill)
224 {
225 skill = give_skill_by_name (who, skill_tool->skill);
226 link_player_skills (who);
227 }
228
229 return skill;
230 }
231
232 return NULL;
233 }
234
235 /* This changes the objects skill to new_skill.
236 * note that this function doesn't always need to get used -
237 * you can now add skill exp to the player without the chosen_skill being
238 * set. This function is of most interest to players to update
239 * the various range information.
240 * return 1 on success, 0 on error
241 */
242 int
243 change_skill (object *who, object *new_skill, int flag)
244 {
245 if (who->type != PLAYER)
246 return 0;
247
248 #if 0
249 // optimise this supposedly common case
250 if (new_skill == who->chosen_skill)
251 return 1;
252 #endif
253
254 if (!new_skill)
255 {
256 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
257 who->debug_desc ());
258 return 0;
259 }
260
261 // the skill could be readied already because it is used by a weapon.
262 who->change_weapon (0);
263 new_skill->inv_splay ();
264
265 if (apply_special (who, new_skill, AP_APPLY))
266 return 0;
267
268 return 1;
269 }
270
271 /* This function just clears the chosen_skill and range_skill values
272 * in the player.
273 */
274 void
275 clear_skill (object *who)
276 {
277 who->chosen_skill = 0;
278 CLEAR_FLAG (who, FLAG_READY_SKILL);
279
280 if (who->type == PLAYER)
281 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
282 who->contr->ranged_ob = 0;
283 }
284
285 /* do_skill() - Main skills use function-similar in scope to cast_spell().
286 * We handle all requests for skill use outside of some combat here.
287 * We require a separate routine outside of fire() so as to allow monsters
288 * to utilize skills. Returns 1 on use of skill, otherwise 0.
289 * This is changed (2002-11-30) from the old method that returned
290 * exp - no caller needed that info, but it also prevented the callers
291 * from know if a skill was actually used, as many skills don't
292 * give any exp for their direct use (eg, throwing).
293 * It returns 0 if no skill was used.
294 */
295 int
296 do_skill (object *op, object *part, object *skill, int dir, const char *string)
297 {
298 int success = 0, exp = 0;
299 int did_alc = 0;
300
301 if (!skill)
302 return 0;
303
304 /* The code below presumes that the skill points to the object that
305 * holds the exp, level, etc of the skill. So if this is a player
306 * go and try to find the actual real skill pointer, and if the
307 * the player doesn't have a bucket for that, create one.
308 */
309 if (skill->type != SKILL && op->type == PLAYER)
310 {
311 for (object *tmp = op->inv; tmp; tmp = tmp->below)
312 if (tmp->type == SKILL && tmp->skill == skill->skill)
313 {
314 skill = tmp;
315 goto found;
316 }
317
318 skill = give_skill_by_name (op, skill->skill);
319 found: ;
320 }
321
322 // skill, by_whom, on_which_object, which direction, skill_argument
323 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
324 return 0;
325
326 switch (skill->subtype)
327 {
328 case SK_LEVITATION:
329 /* Not 100% sure if this will work with new movement code -
330 * the levitation skill has move_type for flying, so when
331 * equipped, that should transfer to player, when not,
332 * shouldn't.
333 */
334 if (QUERY_FLAG (skill, FLAG_APPLIED))
335 {
336 CLEAR_FLAG (skill, FLAG_APPLIED);
337 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
338 }
339 else
340 {
341 SET_FLAG (skill, FLAG_APPLIED);
342 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
343 }
344
345 op->update_stats ();
346 success = 1;
347 break;
348
349 case SK_STEALING:
350 exp = success = steal (op, dir, skill);
351 break;
352
353 case SK_LOCKPICKING:
354 exp = success = pick_lock (op, dir, skill);
355 break;
356
357 case SK_HIDING:
358 exp = success = hide (op, skill);
359 break;
360
361 case SK_JUMPING:
362 success = jump (op, dir, skill);
363 break;
364
365 case SK_INSCRIPTION:
366 exp = success = write_on_item (op, string, skill);
367 break;
368
369 case SK_MEDITATION:
370 meditate (op, skill);
371 success = 1;
372 break;
373 /* note that the following 'attack' skills gain exp through hit_player() */
374
375 case SK_KARATE:
376 attack_hth (op, dir, "karate-chopped", skill);
377 break;
378
379 case SK_PUNCHING:
380 attack_hth (op, dir, "punched", skill);
381 break;
382
383 case SK_FLAME_TOUCH:
384 attack_hth (op, dir, "flamed", skill);
385 break;
386
387 case SK_SPARK_TOUCH:
388 attack_hth (op, dir, "zapped", skill);
389 break;
390
391 case SK_SHIVER:
392 attack_hth (op, dir, "froze", skill);
393 break;
394
395 case SK_ACID_SPLASH:
396 attack_hth (op, dir, "dissolved", skill);
397 break;
398
399 case SK_POISON_NAIL:
400 attack_hth (op, dir, "injected poison into", skill);
401 break;
402
403 case SK_CLAWING:
404 attack_hth (op, dir, "clawed", skill);
405 break;
406
407 case SK_ONE_HANDED_WEAPON:
408 case SK_TWO_HANDED_WEAPON:
409 attack_melee_weapon (op, dir, NULL, skill);
410 break;
411
412 case SK_FIND_TRAPS:
413 exp = success = find_traps (op, skill);
414 break;
415
416 case SK_SINGING:
417 exp = success = singing (op, dir, skill);
418 break;
419
420 case SK_ORATORY:
421 exp = success = use_oratory (op, dir, skill);
422 break;
423
424 case SK_SMITHERY:
425 case SK_BOWYER:
426 case SK_JEWELER:
427 case SK_ALCHEMY:
428 case SK_THAUMATURGY:
429 case SK_LITERACY:
430 case SK_WOODSMAN:
431 /* first, we try to find a cauldron, and do the alchemy thing.
432 * failing that, we go and identify stuff.
433 */
434 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
435 {
436 next = tmp->above;
437
438 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
439 {
440 attempt_do_alchemy (op, tmp);
441
442 if (QUERY_FLAG (tmp, FLAG_APPLIED))
443 esrv_send_inventory (op, tmp);
444
445 did_alc = 1;
446 }
447 }
448
449 if (did_alc == 0)
450 exp = success = skill_ident (op, skill);
451
452 break;
453
454 case SK_DET_MAGIC:
455 case SK_DET_CURSE:
456 exp = success = skill_ident (op, skill);
457 break;
458
459 case SK_DISARM_TRAPS:
460 exp = success = remove_trap (op, dir, skill);
461 break;
462
463 case SK_THROWING:
464 success = skill_throw (op, part, dir, string, skill);
465 break;
466
467 case SK_SET_TRAP:
468 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
469 break;
470
471 case SK_USE_MAGIC_ITEM:
472 case SK_MISSILE_WEAPON:
473 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
474 break;
475
476 case SK_PRAYING:
477 success = pray (op, skill);
478 break;
479
480 case SK_BARGAINING:
481 success = describe_shop (op);
482 break;
483
484 case SK_SORCERY:
485 case SK_EVOCATION:
486 case SK_PYROMANCY:
487 case SK_SUMMONING:
488 case SK_CLIMBING:
489 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
490 break;
491
492 default:
493 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
494 break;
495 }
496
497 /* For players we now update the speed_left from using the skill.
498 * Monsters have no skill use time because of the random nature in
499 * which use_monster_skill is called already simulates this.
500 * If certain skills should take more/less time, that should be
501 * in the code for the skill itself.
502 */
503
504 if (op->type == PLAYER)
505 op->speed_left -= 1.f;
506
507 /* this is a good place to add experience for successfull use of skills.
508 * Note that add_exp() will figure out player/monster experience
509 * gain problems.
510 */
511
512 if (success && exp)
513 change_exp (op, exp, skill->skill, 0);
514
515 return success;
516 }
517
518 /* calc_skill_exp() - calculates amount of experience can be gained for
519 * successfull use of a skill. Returns value of experience gain.
520 * Here we take the view that a player must 'overcome an opponent'
521 * in order to gain experience. Examples include foes killed combat,
522 * finding/disarming a trap, stealing from somebeing, etc.
523 * The gained experience is based primarily on the difference in levels,
524 * exp point value of vanquished foe, the relevent stats of the skill being
525 * used and modifications in the skills[] table.
526 *
527 * For now, monsters and players will be treated differently. Below I give
528 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
529 * Monsters just get 10% of the exp of the opponent.
530 *
531 * players get a ratio, eg, opponent lvl / player level. This is then
532 * multiplied by various things. If simple exp is true, then
533 * this multiplier, include the level difference, is always 1.
534 * This revised method prevents some cases where there are big gaps
535 * in the amount you get just because you are now equal level vs lower
536 * level
537 * who is player/creature that used the skill.
538 * op is the object that was 'defeated'.
539 * skill is the skill used. If no skill is used, it should just
540 * point back to who.
541 *
542 */
543 int
544 calc_skill_exp (object *who, object *op, object *skill)
545 {
546 int op_exp = 0, op_lvl = 0;
547 float base, value, lvl_mult = 0.0;
548
549 if (!skill)
550 skill = who;
551
552 /* Oct 95 - where we have an object, I expanded our treatment
553 * to 3 cases:
554 * non-living magic obj, runes and everything else.
555 *
556 * If an object is not alive and magical we set the base exp higher to
557 * help out exp awards for skill_ident skills. Also, if
558 * an item is type RUNE, we give out exp based on stats.Cha
559 * and level (this was the old system) -b.t.
560 */
561
562 if (!op)
563 { /* no item/creature */
564 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
565 op_exp = 0;
566 }
567 else if (op->type == RUNE || op->type == TRAP)
568 { /* all traps. If stats.Cha > 1 we use that
569 * for the amount of experience */
570 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
571 op_lvl = op->level;
572 }
573 else
574 { /* all other items/living creatures */
575 op_exp = op->stats.exp;
576 op_lvl = op->level;
577 if (!QUERY_FLAG (op, FLAG_ALIVE))
578 { /* for ident/make items */
579 op_lvl += 5 * abs (op->magic);
580 }
581 }
582
583 if (op_lvl < 1)
584 op_lvl = 1;
585
586 if (who->type != PLAYER)
587 { /* for monsters only */
588 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
589 }
590 else
591 { /* for players */
592 base = op_exp;
593 /* if skill really is a skill, then we can look at the skill archetype for
594 * bse reward value (exp) and level multiplier factor.
595 */
596 if (skill->type == SKILL)
597 {
598 base += skill->arch->clone.stats.exp;
599 if (settings.simple_exp)
600 {
601 if (skill->arch->clone.level)
602 lvl_mult = (float) skill->arch->clone.level / 100.0;
603 else
604 lvl_mult = 1.0; /* no adjustment */
605 }
606 else
607 {
608 if (skill->level)
609 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
610 else
611 lvl_mult = 1.0;
612 }
613 }
614 else
615 {
616 /* Don't divide by zero here! */
617 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
618 }
619 }
620
621 /* assemble the exp total, and return value */
622
623 value = base * lvl_mult;
624 if (value < 1)
625 value = 1; /* Always give at least 1 exp point */
626
627 #ifdef SKILL_UTIL_DEBUG
628 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
629 #endif
630 return ((int) value);
631 }
632
633 /* Learn skill. This inserts the requested skill in the player's
634 * inventory. The skill field of the scroll should have the
635 * exact name of the requested skill.
636 * This one actually teaches the player the skill as something
637 * they can equip.
638 * Return 0 if the player knows the skill, 1 if the
639 * player learns the skill, 2 otherwise.
640 */
641 int
642 learn_skill (object *pl, object *scroll)
643 {
644 object *tmp;
645
646 if (!scroll->skill)
647 {
648 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
649 return 2;
650 }
651
652 /* can't use find_skill_by_name because we want skills the player knows
653 * but can't use natively.
654 */
655
656 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
657 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
658 break;
659
660 /* player already knows it */
661 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
662 return 0;
663
664 /* now a random change to learn, based on player Int.
665 * give bonus based on level - otherwise stupid characters
666 * might never be able to learn anything.
667 */
668 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
669 return 2; /* failure :< */
670
671 if (!tmp)
672 tmp = give_skill_by_name (pl, scroll->skill);
673
674 if (!tmp)
675 {
676 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
677 return 2;
678 }
679
680 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
681 link_player_skills (pl);
682 return 1;
683 }
684
685 /* Gives a percentage clipped to 0% -> 100% of a/b. */
686 /* Probably belongs in some global utils-type file? */
687 static int
688 clipped_percent (sint64 a, sint64 b)
689 {
690 int rv;
691
692 if (b <= 0)
693 return 0;
694
695 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
696
697 if (rv < 0)
698 return 0;
699 else if (rv > 100)
700 return 100;
701
702 return rv;
703 }
704
705 /* show_skills() - Meant to allow players to examine
706 * their current skill list.
707 * This shows the amount of exp they have in the skills.
708 * we also include some other non skill related info (god,
709 * max weapon improvments, item power).
710 * Note this function is a bit more complicated becauase we
711 * we want ot sort the skills before printing them. If we
712 * just dumped this as we found it, this would be a bit
713 * simpler.
714 */
715
716 void
717 show_skills (object *op, const char *search)
718 {
719 object *tmp = NULL;
720 char buf[MAX_BUF];
721 const char *cp;
722 int i, num_skills_found = 0;
723 static const char *const periods = "........................................";
724
725 /* Need to have a pointer and use strdup for qsort to work properly */
726 char skills[NUM_SKILLS][MAX_BUF];
727
728
729 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
730 {
731 if (tmp->type == SKILL)
732 {
733 if (search && strstr (tmp->name, search) == NULL)
734 continue;
735 /* Basically want to fill this out to 40 spaces with periods */
736 sprintf (buf, "%s%s", &tmp->name, periods);
737 buf[40] = 0;
738
739 if (settings.permanent_exp_ratio)
740 {
741 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
742 buf, tmp->level, tmp->stats.exp,
743 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
744 }
745 else
746 {
747 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
748 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
749 }
750 /* I don't know why some characters get a bunch of skills, but
751 * it sometimes happens (maybe a leftover from bugier earlier code
752 * and those character are still about). In any case, lets handle
753 * it so it doesn't crash the server - otherwise, one character may
754 * crash the server numerous times.
755 */
756 if (num_skills_found >= NUM_SKILLS)
757 {
758 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
759 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
760 break;
761 }
762 }
763 }
764
765 clear_win_info (op);
766 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
767 if (num_skills_found > 1)
768 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
769
770 for (i = 0; i < num_skills_found; i++)
771 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
772
773 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
774
775 cp = determine_god (op);
776 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
777
778 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
779 op->contr->item_power, (int) (op->level * settings.item_power_factor));
780 }
781
782 /* use_skill() - similar to invoke command, it executes the skill in the
783 * direction that the user is facing. Returns false if we are unable to
784 * change to the requested skill, or were unable to use the skill properly.
785 * This is tricky because skills can have spaces. We basically roll
786 * our own find_skill_by_name so we can try to do better string matching.
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, op, "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->change_weapon (pl->combat_ob))
936 return 0;
937
938 /* lose invisiblity/hiding status for running attacks */
939 if (pl->tmp_invis)
940 {
941 pl->tmp_invis = 0;
942 op->invisible = 0;
943 op->hide = 0;
944 update_object (op, UP_OBJ_CHANGE);
945 }
946 }
947
948 int success = attack_ob (tmp, op);
949
950 /* print appropriate messages to the player */
951
952 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
953 {
954 if (op->type == PLAYER)
955 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
956 else if (tmp->type == PLAYER)
957 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
958 }
959
960 return success;
961 }
962
963 /* skill_attack() - Core routine for use when we attack using a skills
964 * system. In essence, this code handles
965 * all skill-based attacks, ie hth, missile and melee weapons should be
966 * treated here. If an opponent is already supplied by move_player(),
967 * we move right onto do_skill_attack(), otherwise we find if an
968 * appropriate opponent exists.
969 *
970 * This is called by move_player() and attack_hth()
971 *
972 * Initial implementation by -bt thomas@astro.psu.edu
973 */
974 int
975 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
976 {
977 sint16 tx, ty;
978 maptile *m;
979 int mflags;
980
981 if (!dir)
982 dir = pl->facing;
983
984 tx = freearr_x[dir];
985 ty = freearr_y[dir];
986
987 /* If we don't yet have an opponent, find if one exists, and attack.
988 * Legal opponents are the same as outlined in move_player_attack()
989 */
990 if (!tmp)
991 {
992 m = pl->map;
993 tx = pl->x + freearr_x[dir];
994 ty = pl->y + freearr_y[dir];
995
996 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
997 if (mflags & P_OUT_OF_MAP)
998 return 0;
999
1000 /* space must be blocked for there to be anything interesting to do */
1001 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1002 return 0;
1003
1004 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1005 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1006 {
1007 /* Don't attack party members */
1008 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1009 return 0;
1010
1011 break;
1012 }
1013 }
1014
1015 if (!tmp)
1016 {
1017 if (pl->type == PLAYER)
1018 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1019
1020 return 0;
1021 }
1022
1023 return do_skill_attack (tmp, pl, string, skill);
1024 }
1025
1026 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1027
1028 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1029 * (attack_hth) we check for weapon use, etc in the second (the new
1030 * function skill_attack() we actually attack.
1031 */
1032 static int
1033 attack_hth (object *pl, int dir, const char *string, object *skill)
1034 {
1035 object *enemy = NULL, *weapon;
1036
1037 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1038 for (weapon = pl->inv; weapon; weapon = weapon->below)
1039 {
1040 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1041 {
1042 CLEAR_FLAG (weapon, FLAG_APPLIED);
1043 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1044 pl->update_stats ();
1045 if (pl->type == PLAYER)
1046 {
1047 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1048 esrv_update_item (UPD_FLAGS, pl, weapon);
1049 }
1050
1051 break;
1052 }
1053 }
1054
1055 return skill_attack (enemy, pl, dir, string, skill);
1056 }
1057
1058 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1059 * For now we are just checking to see if we have a ready weapon here.
1060 * But there is a real neato possible feature of this scheme which
1061 * bears mentioning:
1062 * Since we are only calling this from do_skill() in the future
1063 * we may make this routine handle 'special' melee weapons attacks
1064 * (like disarming manuever with sai) based on player SK_level and
1065 * weapon type.
1066 */
1067 static int
1068 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1069 {
1070
1071 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1072 {
1073 if (op->type == PLAYER)
1074 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1075
1076 return 0;
1077 }
1078
1079 return skill_attack (NULL, op, dir, string, skill);
1080
1081 }