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Revision: 1.94
Committed: Sun Apr 11 00:34:06 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.93: +18 -18 lines
Log Message:
get rid of QUERY_FLAG/SET_FLAG/CLEAR_FLAG macros that I always hated

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
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 ()
65 {
66 for_all_archetypes (at)
67 if (at->type == SKILL)
68 {
69 if (skill_names[at->subtype])
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
71 at->subtype, &skill_names[at->subtype], &at->skill);
72 else
73 skill_names[at->subtype] = at->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 player::link_skills ()
91 {
92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
94
95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
96 if (tmp->type == SKILL)
97 {
98 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
99
100 if (last_skill_ob [tmp->subtype] != tmp)
101 {
102 /* This is really a warning, hence no else below */
103 if (last_skill_ob [tmp->subtype])
104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
105 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
106
107 last_skill_ob [tmp->subtype] = tmp;
108 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1;
110 }
111 }
112 }
113
114 static object *
115 find_skill (object *who, shstr_cmp name)
116 {
117 if (who->chosen_skill
118 && who->chosen_skill->skill == name
119 && who->chosen_skill->type == SKILL)
120 return who->chosen_skill;
121
122 for (object *tmp = who->inv; tmp; tmp = tmp->below)
123 if (tmp->skill == name && tmp->type == SKILL)
124 return splay (tmp);
125
126 return 0;
127 }
128
129 object *player::find_skill (shstr_cmp name) const
130 {
131 // might want to use last_skill_obj at one point, or maybe not
132 return ::find_skill (ob, name);
133 }
134
135 /* This returns the skill pointer of the given name (the
136 * one that accumulates exp, has the level, etc).
137 *
138 * It is presumed that the player will be needing to actually
139 * use the skill, so thus if use of the skill requires a skill
140 * tool, this code will equip it.
141 */
142 object *
143 find_skill_by_name (object *who, shstr_cmp sh)
144 {
145 object *skill_tool = 0;
146
147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
148 if (tmp->skill == sh)
149 {
150 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
151 /* If this is a skill that can be used without applying tool, return it */
152 return splay (tmp);
153 /* Try to find appropriate skilltool. If the player has one already
154 * applied, we try to keep using that one.
155 */
156 else if (tmp->type == SKILL_TOOL && !skill_tool)
157 skill_tool = tmp;
158 }
159
160 if (!skill_tool)
161 return 0;
162
163 /* Player has a tool to use the skill. If not applied, apply it -
164 * if not successful, return null. If they do have the skill tool
165 * but not the skill itself, give it to them.
166 */
167 object *skill = find_skill (who, skill_tool->skill);
168
169 if (!skill)
170 skill = give_skill_by_name (who, skill_tool->skill);
171
172 if (!skill_tool->flag [FLAG_APPLIED])
173 if (!who->apply (splay (skill_tool)))
174 return 0;
175
176 return splay (skill);
177 }
178
179 object *
180 find_skill_by_name_fuzzy (object *who, const char *name)
181 {
182 if (name)
183 for (object *tmp = who->inv; tmp; tmp = tmp->below)
184 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
185 && tmp->skill.starts_with (name))
186 if (object *skop = find_skill_by_name (who, tmp->skill))
187 return skop;
188
189 return 0;
190 }
191
192 /* This returns the skill pointer of the given name (the
193 * one that accumulates exp, has the level, etc).
194 *
195 * It is presumed that the player will be needing to actually
196 * use the skill, so thus if use of the skill requires a skill
197 * tool, this code will equip it.
198 *
199 * This code is basically the same as find_skill_by_name() above,
200 * but instead a skill name, we search by matching number.
201 * this replaces find_skill.
202 */
203 object *
204 find_skill_by_number (object *who, int skillno)
205 {
206 for (object *tmp = who->inv; tmp; tmp = tmp->below)
207 if (tmp->type == SKILL && tmp->subtype == skillno)
208 if (object *skop = find_skill_by_name (who, tmp->skill))
209 return skop;
210
211 return 0;
212 }
213
214 /* do_skill() - Main skills use function-similar in scope to cast_spell().
215 * We handle all requests for skill use outside of some combat here.
216 * We require a separate routine outside of fire() so as to allow monsters
217 * to utilize skills. Returns 1 on use of skill, otherwise 0.
218 * This is changed (2002-11-30) from the old method that returned
219 * exp - no caller needed that info, but it also prevented the callers
220 * from know if a skill was actually used, as many skills don't
221 * give any exp for their direct use (eg, throwing).
222 * It returns 0 if no skill was used.
223 */
224 int
225 do_skill (object *op, object *part, object *skill, int dir, const char *string)
226 {
227 int success = 0, exp = 0;
228
229 if (!skill)
230 return 0;
231
232 /* The code below presumes that the skill points to the object that
233 * holds the exp, level, etc of the skill. So if this is a player
234 * go and try to find the actual real skill pointer, and if the
235 * the player doesn't have a bucket for that, create one.
236 */
237 if (skill->type != SKILL && op->type == PLAYER)
238 {
239 for (object *tmp = op->inv; tmp; tmp = tmp->below)
240 if (tmp->type == SKILL && tmp->skill == skill->skill)
241 {
242 skill = tmp;
243 goto found;
244 }
245
246 skill = give_skill_by_name (op, skill->skill);
247 found: ;
248 }
249
250 // skill, by_whom, on_which_object, which direction, skill_argument
251 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
252 return 0;
253
254 switch (skill->subtype)
255 {
256 case SK_LEVITATION:
257 /* Not 100% sure if this will work with new movement code -
258 * the levitation skill has move_type for flying, so when
259 * equipped, that should transfer to player, when not,
260 * shouldn't.
261 */
262 if (skill->flag [FLAG_APPLIED])
263 {
264 skill->clr_flag (FLAG_APPLIED);
265 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
266 }
267 else
268 {
269 skill->set_flag (FLAG_APPLIED);
270 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
271 }
272
273 op->update_stats ();
274 success = 1;
275 break;
276
277 case SK_STEALING:
278 exp = success = steal (op, dir, skill);
279 break;
280
281 case SK_LOCKPICKING:
282 exp = success = pick_lock (op, dir, skill);
283 break;
284
285 case SK_HIDING:
286 exp = success = hide (op, skill);
287 break;
288
289 case SK_JUMPING:
290 exp = success = jump (op, dir, skill);
291 break;
292
293 case SK_INSCRIPTION:
294 exp = success = write_on_item (op, string, skill);
295 break;
296
297 case SK_MEDITATION:
298 meditate (op, skill);
299 success = 1;
300 break;
301 /* note that the following 'attack' skills gain exp through hit_player() */
302
303 case SK_KARATE:
304 attack_hth (op, dir, "karate-chopped", skill);
305 break;
306
307 case SK_PUNCHING:
308 attack_hth (op, dir, "punched", skill);
309 break;
310
311 case SK_FLAME_TOUCH:
312 attack_hth (op, dir, "flamed", skill);
313 break;
314
315 case SK_SPARK_TOUCH:
316 attack_hth (op, dir, "zapped", skill);
317 break;
318
319 case SK_SHIVER:
320 attack_hth (op, dir, "froze", skill);
321 break;
322
323 case SK_ACID_SPLASH:
324 attack_hth (op, dir, "dissolved", skill);
325 break;
326
327 case SK_POISON_NAIL:
328 attack_hth (op, dir, "injected poison into", skill);
329 break;
330
331 case SK_CLAWING:
332 attack_hth (op, dir, "clawed", skill);
333 break;
334
335 case SK_ONE_HANDED_WEAPON:
336 case SK_TWO_HANDED_WEAPON:
337 attack_melee_weapon (op, dir, NULL, skill);
338 break;
339
340 case SK_FIND_TRAPS:
341 exp = success = find_traps (op, skill);
342 break;
343
344 case SK_SINGING:
345 exp = success = singing (op, dir, skill);
346 break;
347
348 case SK_ORATORY:
349 exp = success = use_oratory (op, dir, skill);
350 break;
351
352 case SK_SMITHERY:
353 case SK_BOWYER:
354 case SK_JEWELER:
355 case SK_ALCHEMY:
356 case SK_THAUMATURGY:
357 case SK_LITERACY:
358 case SK_WOODSMAN:
359 /* first, we try to find a cauldron, and do the alchemy thing.
360 * failing that, we go and identify stuff.
361 */
362 {
363 bool found_cauldron = false;
364
365 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
366 {
367 next = tmp->above;
368
369 if (tmp->flag [FLAG_IS_CAULDRON])
370 {
371 found_cauldron = true;
372
373 if (tmp->skill != skill->skill)
374 {
375 op->failmsgf ("You can't use the %s with the %s skill!",
376 query_name (tmp),
377 query_name (skill));
378 break;
379 }
380
381 attempt_do_alchemy (op, tmp, skill);
382
383 if (tmp->flag [FLAG_APPLIED])
384 esrv_send_inventory (op, tmp);
385 }
386 }
387
388 if (!found_cauldron)
389 exp = success = skill_ident (op, skill);
390 }
391 break;
392
393 case SK_DET_MAGIC:
394 case SK_DET_CURSE:
395 exp = success = skill_ident (op, skill);
396 break;
397
398 case SK_DISARM_TRAPS:
399 exp = success = remove_trap (op, dir, skill);
400 break;
401
402 case SK_THROWING:
403 success = skill_throw (op, part, dir, string, skill);
404 break;
405
406 case SK_SET_TRAP:
407 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
408 break;
409
410 case SK_USE_MAGIC_ITEM:
411 case SK_MISSILE_WEAPON:
412 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
413 break;
414
415 case SK_PRAYING:
416 success = pray (op, skill);
417 break;
418
419 case SK_BARGAINING:
420 success = describe_shop (op);
421 break;
422
423 case SK_SORCERY:
424 case SK_EVOCATION:
425 case SK_PYROMANCY:
426 case SK_SUMMONING:
427 case SK_CLIMBING:
428 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
429 break;
430
431 case SK_MINING:
432 success = skill_mining (op, part, skill, dir, string);
433 break;
434
435 case SK_FISHING:
436 success = skill_fishing (op, part, skill, dir, string);
437 break;
438
439 default:
440 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
441 break;
442 }
443
444 /* For players we now update the speed_left from using the skill.
445 * Monsters have no skill use time because of the random nature in
446 * which use_monster_skill is called already simulates this.
447 * If certain skills should take more/less time, that should be
448 * in the code for the skill itself.
449 */
450 if (op->type == PLAYER)
451 op->speed_left -= 1.f;
452
453 /* this is a good place to add experience for successfull use of skills.
454 * Note that add_exp() will figure out player/monster experience
455 * gain problems.
456 */
457
458 if (success && exp)
459 change_exp (op, exp, skill->skill, 0);
460
461 return success;
462 }
463
464 /* calc_skill_exp() - calculates amount of experience can be gained for
465 * successfull use of a skill. Returns value of experience gain.
466 * Here we take the view that a player must 'overcome an opponent'
467 * in order to gain experience. Examples include foes killed combat,
468 * finding/disarming a trap, stealing from somebeing, etc.
469 * The gained experience is based primarily on the difference in levels,
470 * exp point value of vanquished foe, the relevent stats of the skill being
471 * used and modifications in the skills[] table.
472 *
473 * For now, monsters and players will be treated differently. Below I give
474 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
475 * Monsters just get 10% of the exp of the opponent.
476 *
477 * players get a ratio, eg, opponent lvl / player level. This is then
478 * multiplied by various things. If simple exp is true, then
479 * this multiplier, include the level difference, is always 1.
480 * This revised method prevents some cases where there are big gaps
481 * in the amount you get just because you are now equal level vs lower
482 * level
483 * who is player/creature that used the skill.
484 * op is the object that was 'defeated'.
485 * skill is the skill used. If no skill is used, it should just
486 * point back to who.
487 *
488 */
489 int
490 calc_skill_exp (object *who, object *op, object *skill)
491 {
492 int op_exp = 0, op_lvl = 0;
493 float base, value, lvl_mult = 0.0;
494
495 if (!skill)
496 skill = who;
497
498 /* Oct 95 - where we have an object, I expanded our treatment
499 * to 3 cases:
500 * non-living magic obj, runes and everything else.
501 *
502 * If an object is not alive and magical we set the base exp higher to
503 * help out exp awards for skill_ident skills. Also, if
504 * an item is type RUNE, we give out exp based on stats.Cha
505 * and level (this was the old system) -b.t.
506 */
507 if (!op)
508 { /* no item/creature */
509 op_lvl = max (1, who->map->difficulty);
510 op_exp = 0;
511 }
512 else if (op->type == RUNE || op->type == TRAP)
513 { /* all traps. If stats.Cha > 1 we use that
514 * for the amount of experience */
515 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
516 op_lvl = op->level;
517 }
518 else
519 { /* all other items/living creatures */
520 op_exp = op->stats.exp;
521 op_lvl = op->level;
522 if (!op->flag [FLAG_ALIVE])
523 op_lvl += 5 * abs (op->magic); /* for ident/make items */
524 }
525
526 if (op_lvl < 1)
527 op_lvl = 1;
528
529 if (who->type != PLAYER)
530 { /* for monsters only */
531 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
532 }
533 else
534 { /* for players */
535 base = op_exp;
536 /* if skill really is a skill, then we can look at the skill archetype for
537 * bse reward value (exp) and level multiplier factor.
538 */
539 if (skill->type == SKILL)
540 {
541 base += skill->arch->stats.exp;
542 if (settings.simple_exp)
543 {
544 if (skill->arch->level)
545 lvl_mult = (float) skill->arch->level / 100.0;
546 else
547 lvl_mult = 1.0; /* no adjustment */
548 }
549 else
550 {
551 if (skill->level)
552 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
553 else
554 lvl_mult = 1.0;
555 }
556 }
557 else
558 {
559 /* Don't divide by zero here! */
560 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
561 }
562 }
563
564 /* assemble the exp total, and return value */
565
566 value = base * lvl_mult;
567 if (value < 1)
568 value = 1; /* Always give at least 1 exp point */
569
570 #ifdef SKILL_UTIL_DEBUG
571 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
572 #endif
573 return ((int) value);
574 }
575
576 /* Learn skill. This inserts the requested skill in the player's
577 * inventory. The skill field of the scroll should have the
578 * exact name of the requested skill.
579 * This one actually teaches the player the skill as something
580 * they can equip.
581 * Return 0 if the player knows the skill, 1 if the
582 * player learns the skill, 2 otherwise.
583 */
584 int
585 learn_skill (object *pl, object *scroll)
586 {
587 if (!scroll->skill)
588 {
589 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
590 return 2;
591 }
592
593 object *tmp = find_skill (pl, scroll->skill);
594
595 /* player already knows it */
596 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
597 return 0;
598
599 /* now a random change to learn, based on player Int.
600 * give bonus based on level - otherwise stupid characters
601 * might never be able to learn anything.
602 */
603 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
604 return 2; /* failure :< */
605
606 if (!tmp)
607 tmp = give_skill_by_name (pl, scroll->skill);
608
609 if (!tmp)
610 {
611 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
612 return 2;
613 }
614
615 tmp->set_flag (FLAG_CAN_USE_SKILL);
616
617 return 1;
618 }
619
620 /* Gives a percentage clipped to 0% -> 100% of a/b. */
621 /* Probably belongs in some global utils-type file? */
622 static int
623 clipped_percent (sint64 a, sint64 b)
624 {
625 int rv;
626
627 if (b <= 0)
628 return 0;
629
630 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
631
632 if (rv < 0)
633 return 0;
634 else if (rv > 100)
635 return 100;
636
637 return rv;
638 }
639
640 /* show_skills() - Meant to allow players to examine
641 * their current skill list.
642 * This shows the amount of exp they have in the skills.
643 * we also include some other non skill related info (god,
644 * max weapon improvments, item power).
645 * Note this function is a bit more complicated becauase we
646 * we want ot sort the skills before printing them. If we
647 * just dumped this as we found it, this would be a bit
648 * simpler.
649 */
650 //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
651 void
652 show_skills (object *pl, const char *search)
653 {
654 const char *cp;
655 int i, num_skills_found = 0;
656 const char *const periods = ".............................."; // 30
657
658 /* Need to have a pointer and use strdup for qsort to work properly */
659 char skills[NUM_SKILLS][128]; // d'oh
660
661 object *op = pl->contr->ob;
662
663 for (object *tmp = op->inv; tmp; tmp = tmp->below)
664 {
665 if (tmp->type == SKILL)
666 {
667 if (search && !tmp->name.contains (search))
668 continue;
669
670 char buf[30];
671
672 /* Basically want to fill this out to 30 spaces with periods */
673 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
674
675 if (settings.permanent_exp_ratio)
676 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
677 buf, tmp->level, tmp->stats.exp,
678 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
679 else
680 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
681 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
682
683 /* I don't know why some characters get a bunch of skills, but
684 * it sometimes happens (maybe a leftover from bugier earlier code
685 * and those character are still about). In any case, lets handle
686 * it so it doesn't crash the server - otherwise, one character may
687 * crash the server numerous times.
688 */
689 if (num_skills_found >= NUM_SKILLS)
690 {
691 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
692 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
693 break;
694 }
695 }
696 }
697
698 dynbuf_text &msg = msg_dynbuf; msg.clear ();
699
700 msg << "T<Player skills:>\n\n";
701 if (num_skills_found > 1)
702 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
703
704 for (i = 0; i < num_skills_found; i++)
705 msg << " C<" << skills [i] << ">\n";
706
707 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
708
709 cp = determine_god (op);
710 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
711
712 msg << "Your equipped item power is " << (int)op->contr->item_power
713 << " out of " << int (op->level * settings.item_power_factor)
714 << ".\n";
715
716 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
717 }
718
719 /* use_skill() - similar to invoke command, it executes the skill in the
720 * direction that the user is facing. Returns false if we are unable to
721 * change to the requested skill, or were unable to use the skill properly.
722 * This is tricky because skills can have spaces. We basically roll
723 * our own find_skill_by_name so we can try to do better string matching.
724 */
725 int
726 use_skill (object *op, const char *string)
727 {
728 object *skop;
729 size_t len;
730
731 if (!string)
732 return 0;
733
734 for (skop = op->inv; skop; skop = skop->below)
735 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
736 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
737 {
738 skop = find_skill_by_name (op, skop->skill);
739 break;
740 }
741
742 if (!skop)
743 {
744 op->failmsgf ("Unable to find skill %s.", string);
745 return 0;
746 }
747
748 if (!(skill_flags [skop->subtype] & SF_USE))
749 {
750 op->failmsgf (
751 "You feel as if you wanted to do something funny, but you can't remember what. "
752 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
753 "use it with some item, or it's always active.>",
754 &skop->skill
755 );
756 return 0;
757 }
758
759 len = strlen (skop->skill);
760
761 /* All this logic goes and skips over the skill name to find any
762 * options given to the skill. Its pretty simple - if there
763 * are extra parameters (as deteremined by string length), we
764 * want to skip over any leading spaces.
765 */
766 if (len >= strlen (string))
767 string = NULL;
768 else
769 {
770 string += len;
771 while (*string == 0x20)
772 string++;
773
774 if (strlen (string) == 0)
775 string = NULL;
776 }
777
778 #ifdef SKILL_UTIL_DEBUG
779 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
780 #endif
781
782 if (do_skill (op, op, skop, op->facing, string))
783 return 1;
784
785 return 0;
786 }
787
788 static bool
789 hth_skill_p (object *skill)
790 {
791 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
792 }
793
794 /* This finds the first unarmed skill the player has, and returns it.
795 */
796 static object *
797 find_player_hth_skill (object *op)
798 {
799 for (object *tmp = op->inv; tmp; tmp = tmp->below)
800 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
801 return tmp;
802
803 return 0;
804 }
805
806 /* do_skill_attack() - We have got an appropriate opponent from either
807 * move_player_attack() or skill_attack(). In this part we get on with
808 * attacking, take care of messages from the attack and changes in invisible.
809 * Returns true if the attack damaged the opponent.
810 * tmp is the targetted monster.
811 * op is what is attacking
812 * string is passed along to describe what messages to describe
813 * the damage.
814 */
815 static int
816 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
817 {
818 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
819 return RESULT_INT (0);
820
821 /* For Players only: if there is no ready weapon, and no "attack" skill
822 * is readied either then try to find a skill for the player to use.
823 * it is presumed that if skill is set, it is a valid attack skill (eg,
824 * the caller should have set it appropriately). We still want to pass
825 * through that code if skill is set to change to the skill.
826 */
827 if (player *pl = op->contr)
828 {
829 if (skill)
830 {
831 if (!op->apply (skill))
832 return 0;
833 }
834 else
835 {
836 if (!pl->combat_ob)
837 {
838 if (op->flag [FLAG_READY_WEAPON])
839 {
840 for (tmp = op->inv; tmp; tmp = tmp->below)
841 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
842 break;
843
844 if (!tmp)
845 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
846
847 pl->combat_ob = tmp;
848 }
849
850 if (!pl->combat_ob)
851 {
852 /* See if the players chosen skill is a combat skill, and use
853 * it if appropriate.
854 */
855 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
856 skill = op->chosen_skill;
857 else
858 {
859 skill = find_player_hth_skill (op);
860
861 if (!skill)
862 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
863 }
864
865 op->apply (skill);
866 }
867
868 if (!pl->combat_ob)
869 {
870 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
871 return 0;
872 }
873 }
874
875 if (!op->apply (pl->combat_ob))
876 return 0;
877 }
878
879 /* lose invisiblity/hiding status for running attacks */
880 if (pl->tmp_invis)
881 {
882 pl->tmp_invis = 0;
883 op->invisible = 0;
884 op->flag [FLAG_HIDDEN] = 0;
885 update_object (op, UP_OBJ_CHANGE);
886 }
887 }
888
889 int success = attack_ob (tmp, op);
890
891 /* print appropriate messages to the player */
892
893 if (success && string && tmp && !tmp->flag [FLAG_FREED])
894 {
895 if (op->type == PLAYER)
896 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
897 else if (tmp->type == PLAYER)
898 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
899 }
900
901 return success;
902 }
903
904 /* skill_attack() - Core routine for use when we attack using a skills
905 * system. In essence, this code handles
906 * all skill-based attacks, i.e. hth, missile and melee weapons should be
907 * treated here. If an opponent is already supplied by move_player(),
908 * we move right onto do_skill_attack(), otherwise we find if an
909 * appropriate opponent exists.
910 *
911 * This is called by move_player() and attack_hth()
912 *
913 * Initial implementation by -bt thomas@astro.psu.edu
914 */
915 int
916 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
917 {
918 sint16 tx, ty;
919 maptile *m;
920 int mflags;
921
922 if (!dir)
923 dir = pl->facing;
924
925 tx = freearr_x[dir];
926 ty = freearr_y[dir];
927
928 /* If we don't yet have an opponent, find if one exists, and attack.
929 * Legal opponents are the same as outlined in move_player_attack()
930 */
931 if (!tmp)
932 {
933 m = pl->map;
934 tx = pl->x + freearr_x[dir];
935 ty = pl->y + freearr_y[dir];
936
937 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
938 if (mflags & P_OUT_OF_MAP)
939 return 0;
940
941 /* space must be blocked for there to be anything interesting to do */
942 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
943 return 0;
944
945 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
946 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
947 {
948 /* Don't attack party members */
949 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
950 return 0;
951
952 break;
953 }
954 }
955
956 if (!tmp)
957 {
958 if (pl->type == PLAYER)
959 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
960
961 return 0;
962 }
963
964 return do_skill_attack (tmp, pl, string, skill);
965 }
966
967 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
968
969 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
970 * (attack_hth) we check for weapon use, etc in the second (the new
971 * function skill_attack() we actually attack.
972 */
973 static int
974 attack_hth (object *pl, int dir, const char *string, object *skill)
975 {
976 object *enemy = NULL, *weapon;
977
978 if (pl->flag [FLAG_READY_WEAPON])
979 for (weapon = pl->inv; weapon; weapon = weapon->below)
980 {
981 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
982 {
983 weapon->clr_flag (FLAG_APPLIED);
984 pl->clr_flag (FLAG_READY_WEAPON);
985 pl->update_stats ();
986 if (pl->type == PLAYER)
987 {
988 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
989 esrv_update_item (UPD_FLAGS, pl, weapon);
990 }
991
992 break;
993 }
994 }
995
996 return skill_attack (enemy, pl, dir, string, skill);
997 }
998
999 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1000 * For now we are just checking to see if we have a ready weapon here.
1001 * But there is a real neato possible feature of this scheme which
1002 * bears mentioning:
1003 * Since we are only calling this from do_skill() in the future
1004 * we may make this routine handle 'special' melee weapons attacks
1005 * (like disarming manuever with sai) based on player SK_level and
1006 * weapon type.
1007 */
1008 static int
1009 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1010 {
1011
1012 if (!op->flag [FLAG_READY_WEAPON])
1013 {
1014 if (op->type == PLAYER)
1015 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1016
1017 return 0;
1018 }
1019
1020 return skill_attack (NULL, op, dir, string, skill);
1021 }
1022