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Revision: 1.52
Committed: Fri May 18 01:01:02 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.51: +10 -28 lines
Log Message:
more skill tuning:
- clear_skill is gone, use change_skill (0) instead.
- change_skill now clears the current_weapon.
- more intelligent weapon switching on unapply.
- be more clever when initially applying weapons
  on player load/connect.
- survive wrong setting of READY_WEAPON.

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 static object *
111 find_skill (object *who, const shstr &sh)
112 {
113 for (object *tmp = who->inv; tmp; tmp = tmp->below)
114 if (tmp->skill == sh && tmp->type == SKILL)
115 return tmp;
116
117 return 0;
118 }
119
120 /* This returns the skill pointer of the given name (the
121 * one that accumulates exp, has the level, etc).
122 *
123 * It is presumed that the player will be needing to actually
124 * use the skill, so thus if use of the skill requires a skill
125 * tool, this code will equip it.
126 */
127 object *
128 find_skill_by_name (object *who, const shstr &sh)
129 {
130 object *skill_tool = 0;
131
132 for (object *tmp = who->inv; tmp; tmp = tmp->below)
133 if (tmp->skill == sh)
134 {
135 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
136 /* If this is a skill that can be used without applying tool, return it */
137 return tmp->inv_splay ();
138 /* Try to find appropriate skilltool. If the player has one already
139 * applied, we try to keep using that one.
140 */
141 else if (tmp->type == SKILL_TOOL && !skill_tool)
142 skill_tool = tmp;
143 }
144
145 if (!skill_tool)
146 return 0;
147
148 /* Player has a tool to use the skill. If not applied, apply it -
149 * if not successful, return null. If they do have the skill tool
150 * but not the skill itself, give it to them.
151 */
152 object *skill = find_skill (who, skill_tool->skill);
153
154 if (!skill)
155 {
156 skill = give_skill_by_name (who, skill_tool->skill);
157 link_player_skills (who);
158 }
159
160 skill->inv_splay ();
161
162 if (!skill_tool->flag [FLAG_APPLIED])
163 if (apply_special (who, skill_tool, AP_APPLY | AP_NO_READY))
164 return 0;
165
166 return skill;
167 }
168
169 object *
170 find_skill_by_name (object *who, const char *name)
171 {
172 if (!name)
173 return 0;
174
175 for (object *tmp = who->inv; tmp; tmp = tmp->below)
176 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
177 && tmp->skill.begins_with (name))
178 if (object *skop = find_skill_by_name (who, tmp->skill))
179 return skop;
180
181 return 0;
182 }
183
184 /* This returns the skill pointer of the given name (the
185 * one that accumulates exp, has the level, etc).
186 *
187 * It is presumed that the player will be needing to actually
188 * use the skill, so thus if use of the skill requires a skill
189 * tool, this code will equip it.
190 *
191 * This code is basically the same as find_skill_by_name() above,
192 * but instead a skill name, we search by matching number.
193 * this replaces find_skill.
194 */
195 object *
196 find_skill_by_number (object *who, int skillno)
197 {
198 for (object *tmp = who->inv; tmp; tmp = tmp->below)
199 if (tmp->type == SKILL && tmp->subtype == skillno)
200 if (object *skop = find_skill_by_name (who, tmp->skill))
201 return skop;
202
203 return 0;
204 }
205
206 /* This changes the objects chosen_skill to new_skill.
207 * return 1 on success, 0 on error
208 */
209 bool
210 object::change_skill (object *new_skill)
211 {
212 if (type != PLAYER)
213 return 0;
214
215 // optimise this supposedly common case
216 if (new_skill == chosen_skill)
217 return 1;
218
219 if (chosen_skill)
220 {
221 chosen_skill->flag [FLAG_APPLIED] = false;
222 change_abil (this, chosen_skill);
223 }
224
225 chosen_skill = new_skill;
226
227 if (chosen_skill)
228 {
229 chosen_skill->flag [FLAG_APPLIED] = true;
230 change_abil (this, chosen_skill);
231 chosen_skill->inv_splay ();
232 }
233
234 // always clear current weapon, as the selected skill could
235 // conflict with the current weapon skill, which would go
236 // undetected and exp would be given to the wrong skill.
237 current_weapon = 0;
238
239 update_stats ();
240 return 1;
241 }
242
243 /* do_skill() - Main skills use function-similar in scope to cast_spell().
244 * We handle all requests for skill use outside of some combat here.
245 * We require a separate routine outside of fire() so as to allow monsters
246 * to utilize skills. Returns 1 on use of skill, otherwise 0.
247 * This is changed (2002-11-30) from the old method that returned
248 * exp - no caller needed that info, but it also prevented the callers
249 * from know if a skill was actually used, as many skills don't
250 * give any exp for their direct use (eg, throwing).
251 * It returns 0 if no skill was used.
252 */
253 int
254 do_skill (object *op, object *part, object *skill, int dir, const char *string)
255 {
256 int success = 0, exp = 0;
257 int did_alc = 0;
258
259 if (!skill)
260 return 0;
261
262 /* The code below presumes that the skill points to the object that
263 * holds the exp, level, etc of the skill. So if this is a player
264 * go and try to find the actual real skill pointer, and if the
265 * the player doesn't have a bucket for that, create one.
266 */
267 if (skill->type != SKILL && op->type == PLAYER)
268 {
269 for (object *tmp = op->inv; tmp; tmp = tmp->below)
270 if (tmp->type == SKILL && tmp->skill == skill->skill)
271 {
272 skill = tmp;
273 goto found;
274 }
275
276 skill = give_skill_by_name (op, skill->skill);
277 found: ;
278 }
279
280 // skill, by_whom, on_which_object, which direction, skill_argument
281 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
282 return 0;
283
284 switch (skill->subtype)
285 {
286 case SK_LEVITATION:
287 /* Not 100% sure if this will work with new movement code -
288 * the levitation skill has move_type for flying, so when
289 * equipped, that should transfer to player, when not,
290 * shouldn't.
291 */
292 if (QUERY_FLAG (skill, FLAG_APPLIED))
293 {
294 CLEAR_FLAG (skill, FLAG_APPLIED);
295 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
296 }
297 else
298 {
299 SET_FLAG (skill, FLAG_APPLIED);
300 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
301 }
302
303 op->update_stats ();
304 success = 1;
305 break;
306
307 case SK_STEALING:
308 exp = success = steal (op, dir, skill);
309 break;
310
311 case SK_LOCKPICKING:
312 exp = success = pick_lock (op, dir, skill);
313 break;
314
315 case SK_HIDING:
316 exp = success = hide (op, skill);
317 break;
318
319 case SK_JUMPING:
320 success = jump (op, dir, skill);
321 break;
322
323 case SK_INSCRIPTION:
324 exp = success = write_on_item (op, string, skill);
325 break;
326
327 case SK_MEDITATION:
328 meditate (op, skill);
329 success = 1;
330 break;
331 /* note that the following 'attack' skills gain exp through hit_player() */
332
333 case SK_KARATE:
334 attack_hth (op, dir, "karate-chopped", skill);
335 break;
336
337 case SK_PUNCHING:
338 attack_hth (op, dir, "punched", skill);
339 break;
340
341 case SK_FLAME_TOUCH:
342 attack_hth (op, dir, "flamed", skill);
343 break;
344
345 case SK_SPARK_TOUCH:
346 attack_hth (op, dir, "zapped", skill);
347 break;
348
349 case SK_SHIVER:
350 attack_hth (op, dir, "froze", skill);
351 break;
352
353 case SK_ACID_SPLASH:
354 attack_hth (op, dir, "dissolved", skill);
355 break;
356
357 case SK_POISON_NAIL:
358 attack_hth (op, dir, "injected poison into", skill);
359 break;
360
361 case SK_CLAWING:
362 attack_hth (op, dir, "clawed", skill);
363 break;
364
365 case SK_ONE_HANDED_WEAPON:
366 case SK_TWO_HANDED_WEAPON:
367 attack_melee_weapon (op, dir, NULL, skill);
368 break;
369
370 case SK_FIND_TRAPS:
371 exp = success = find_traps (op, skill);
372 break;
373
374 case SK_SINGING:
375 exp = success = singing (op, dir, skill);
376 break;
377
378 case SK_ORATORY:
379 exp = success = use_oratory (op, dir, skill);
380 break;
381
382 case SK_SMITHERY:
383 case SK_BOWYER:
384 case SK_JEWELER:
385 case SK_ALCHEMY:
386 case SK_THAUMATURGY:
387 case SK_LITERACY:
388 case SK_WOODSMAN:
389 /* first, we try to find a cauldron, and do the alchemy thing.
390 * failing that, we go and identify stuff.
391 */
392 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
393 {
394 next = tmp->above;
395
396 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
397 {
398 attempt_do_alchemy (op, tmp);
399
400 if (QUERY_FLAG (tmp, FLAG_APPLIED))
401 esrv_send_inventory (op, tmp);
402
403 did_alc = 1;
404 }
405 }
406
407 if (did_alc == 0)
408 exp = success = skill_ident (op, skill);
409
410 break;
411
412 case SK_DET_MAGIC:
413 case SK_DET_CURSE:
414 exp = success = skill_ident (op, skill);
415 break;
416
417 case SK_DISARM_TRAPS:
418 exp = success = remove_trap (op, dir, skill);
419 break;
420
421 case SK_THROWING:
422 success = skill_throw (op, part, dir, string, skill);
423 break;
424
425 case SK_SET_TRAP:
426 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
427 break;
428
429 case SK_USE_MAGIC_ITEM:
430 case SK_MISSILE_WEAPON:
431 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
432 break;
433
434 case SK_PRAYING:
435 success = pray (op, skill);
436 break;
437
438 case SK_BARGAINING:
439 success = describe_shop (op);
440 break;
441
442 case SK_SORCERY:
443 case SK_EVOCATION:
444 case SK_PYROMANCY:
445 case SK_SUMMONING:
446 case SK_CLIMBING:
447 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
448 break;
449
450 default:
451 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
452 break;
453 }
454
455 /* For players we now update the speed_left from using the skill.
456 * Monsters have no skill use time because of the random nature in
457 * which use_monster_skill is called already simulates this.
458 * If certain skills should take more/less time, that should be
459 * in the code for the skill itself.
460 */
461
462 if (op->type == PLAYER)
463 op->speed_left -= 1.f;
464
465 /* this is a good place to add experience for successfull use of skills.
466 * Note that add_exp() will figure out player/monster experience
467 * gain problems.
468 */
469
470 if (success && exp)
471 change_exp (op, exp, skill->skill, 0);
472
473 return success;
474 }
475
476 /* calc_skill_exp() - calculates amount of experience can be gained for
477 * successfull use of a skill. Returns value of experience gain.
478 * Here we take the view that a player must 'overcome an opponent'
479 * in order to gain experience. Examples include foes killed combat,
480 * finding/disarming a trap, stealing from somebeing, etc.
481 * The gained experience is based primarily on the difference in levels,
482 * exp point value of vanquished foe, the relevent stats of the skill being
483 * used and modifications in the skills[] table.
484 *
485 * For now, monsters and players will be treated differently. Below I give
486 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
487 * Monsters just get 10% of the exp of the opponent.
488 *
489 * players get a ratio, eg, opponent lvl / player level. This is then
490 * multiplied by various things. If simple exp is true, then
491 * this multiplier, include the level difference, is always 1.
492 * This revised method prevents some cases where there are big gaps
493 * in the amount you get just because you are now equal level vs lower
494 * level
495 * who is player/creature that used the skill.
496 * op is the object that was 'defeated'.
497 * skill is the skill used. If no skill is used, it should just
498 * point back to who.
499 *
500 */
501 int
502 calc_skill_exp (object *who, object *op, object *skill)
503 {
504 int op_exp = 0, op_lvl = 0;
505 float base, value, lvl_mult = 0.0;
506
507 if (!skill)
508 skill = who;
509
510 /* Oct 95 - where we have an object, I expanded our treatment
511 * to 3 cases:
512 * non-living magic obj, runes and everything else.
513 *
514 * If an object is not alive and magical we set the base exp higher to
515 * help out exp awards for skill_ident skills. Also, if
516 * an item is type RUNE, we give out exp based on stats.Cha
517 * and level (this was the old system) -b.t.
518 */
519
520 if (!op)
521 { /* no item/creature */
522 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
523 op_exp = 0;
524 }
525 else if (op->type == RUNE || op->type == TRAP)
526 { /* all traps. If stats.Cha > 1 we use that
527 * for the amount of experience */
528 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
529 op_lvl = op->level;
530 }
531 else
532 { /* all other items/living creatures */
533 op_exp = op->stats.exp;
534 op_lvl = op->level;
535 if (!QUERY_FLAG (op, FLAG_ALIVE))
536 { /* for ident/make items */
537 op_lvl += 5 * abs (op->magic);
538 }
539 }
540
541 if (op_lvl < 1)
542 op_lvl = 1;
543
544 if (who->type != PLAYER)
545 { /* for monsters only */
546 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
547 }
548 else
549 { /* for players */
550 base = op_exp;
551 /* if skill really is a skill, then we can look at the skill archetype for
552 * bse reward value (exp) and level multiplier factor.
553 */
554 if (skill->type == SKILL)
555 {
556 base += skill->arch->clone.stats.exp;
557 if (settings.simple_exp)
558 {
559 if (skill->arch->clone.level)
560 lvl_mult = (float) skill->arch->clone.level / 100.0;
561 else
562 lvl_mult = 1.0; /* no adjustment */
563 }
564 else
565 {
566 if (skill->level)
567 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0);
568 else
569 lvl_mult = 1.0;
570 }
571 }
572 else
573 {
574 /* Don't divide by zero here! */
575 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
576 }
577 }
578
579 /* assemble the exp total, and return value */
580
581 value = base * lvl_mult;
582 if (value < 1)
583 value = 1; /* Always give at least 1 exp point */
584
585 #ifdef SKILL_UTIL_DEBUG
586 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
587 #endif
588 return ((int) value);
589 }
590
591 /* Learn skill. This inserts the requested skill in the player's
592 * inventory. The skill field of the scroll should have the
593 * exact name of the requested skill.
594 * This one actually teaches the player the skill as something
595 * they can equip.
596 * Return 0 if the player knows the skill, 1 if the
597 * player learns the skill, 2 otherwise.
598 */
599 int
600 learn_skill (object *pl, object *scroll)
601 {
602 if (!scroll->skill)
603 {
604 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
605 return 2;
606 }
607
608 object *tmp = find_skill (pl, scroll->skill);
609
610 /* player already knows it */
611 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
612 return 0;
613
614 /* now a random change to learn, based on player Int.
615 * give bonus based on level - otherwise stupid characters
616 * might never be able to learn anything.
617 */
618 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
619 return 2; /* failure :< */
620
621 if (!tmp)
622 tmp = give_skill_by_name (pl, scroll->skill);
623
624 if (!tmp)
625 {
626 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
627 return 2;
628 }
629
630 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
631 link_player_skills (pl);
632 return 1;
633 }
634
635 /* Gives a percentage clipped to 0% -> 100% of a/b. */
636 /* Probably belongs in some global utils-type file? */
637 static int
638 clipped_percent (sint64 a, sint64 b)
639 {
640 int rv;
641
642 if (b <= 0)
643 return 0;
644
645 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
646
647 if (rv < 0)
648 return 0;
649 else if (rv > 100)
650 return 100;
651
652 return rv;
653 }
654
655 /* show_skills() - Meant to allow players to examine
656 * their current skill list.
657 * This shows the amount of exp they have in the skills.
658 * we also include some other non skill related info (god,
659 * max weapon improvments, item power).
660 * Note this function is a bit more complicated becauase we
661 * we want ot sort the skills before printing them. If we
662 * just dumped this as we found it, this would be a bit
663 * simpler.
664 */
665
666 void
667 show_skills (object *op, const char *search)
668 {
669 object *tmp = NULL;
670 char buf[MAX_BUF];
671 const char *cp;
672 int i, num_skills_found = 0;
673 static const char *const periods = "........................................";
674
675 /* Need to have a pointer and use strdup for qsort to work properly */
676 char skills[NUM_SKILLS][MAX_BUF];
677
678
679 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
680 {
681 if (tmp->type == SKILL)
682 {
683 if (search && strstr (tmp->name, search) == NULL)
684 continue;
685 /* Basically want to fill this out to 40 spaces with periods */
686 sprintf (buf, "%s%s", &tmp->name, periods);
687 buf[40] = 0;
688
689 if (settings.permanent_exp_ratio)
690 {
691 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
692 buf, tmp->level, tmp->stats.exp,
693 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
694 }
695 else
696 {
697 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
698 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
699 }
700 /* I don't know why some characters get a bunch of skills, but
701 * it sometimes happens (maybe a leftover from bugier earlier code
702 * and those character are still about). In any case, lets handle
703 * it so it doesn't crash the server - otherwise, one character may
704 * crash the server numerous times.
705 */
706 if (num_skills_found >= NUM_SKILLS)
707 {
708 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
709 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
710 break;
711 }
712 }
713 }
714
715 clear_win_info (op);
716 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
717 if (num_skills_found > 1)
718 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
719
720 for (i = 0; i < num_skills_found; i++)
721 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
722
723 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
724
725 cp = determine_god (op);
726 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
727
728 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
729 op->contr->item_power, (int) (op->level * settings.item_power_factor));
730 }
731
732 /* use_skill() - similar to invoke command, it executes the skill in the
733 * direction that the user is facing. Returns false if we are unable to
734 * change to the requested skill, or were unable to use the skill properly.
735 * This is tricky because skills can have spaces. We basically roll
736 * our own find_skill_by_name so we can try to do better string matching.
737 */
738 int
739 use_skill (object *op, const char *string)
740 {
741 object *skop;
742 size_t len;
743
744 if (!string)
745 return 0;
746
747 for (skop = op->inv; skop; skop = skop->below)
748 {
749 if (skop->type == SKILL
750 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
751 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
752 break;
753 else if (skop->type == SKILL_TOOL
754 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
755 break;
756 }
757
758 if (!skop)
759 {
760 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
761 return 0;
762 }
763
764 len = strlen (skop->skill);
765
766 /* All this logic goes and skips over the skill name to find any
767 * options given to the skill. Its pretty simple - if there
768 * are extra parameters (as deteremined by string length), we
769 * want to skip over any leading spaces.
770 */
771 if (len >= strlen (string))
772 string = NULL;
773 else
774 {
775 string += len;
776 while (*string == 0x20)
777 string++;
778
779 if (strlen (string) == 0)
780 string = NULL;
781 }
782
783 #ifdef SKILL_UTIL_DEBUG
784 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
785 #endif
786
787 if (do_skill (op, op, skop, op->facing, string))
788 return 1;
789
790 return 0;
791 }
792
793 static bool
794 hth_skill_p (object *skill)
795 {
796 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
797 }
798
799 /* This finds the first unarmed skill the player has, and returns it.
800 */
801 static object *
802 find_player_hth_skill (object *op)
803 {
804 for (object *tmp = op->inv; tmp; tmp = tmp->below)
805 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
806 return tmp;
807
808 return 0;
809 }
810
811 /* do_skill_attack() - We have got an appropriate opponent from either
812 * move_player_attack() or skill_attack(). In this part we get on with
813 * attacking, take care of messages from the attack and changes in invisible.
814 * Returns true if the attack damaged the opponent.
815 * tmp is the targetted monster.
816 * op is what is attacking
817 * string is passed along to describe what messages to describe
818 * the damage.
819 */
820 static int
821 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
822 {
823 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
824 return RESULT_INT (0);
825
826 /* For Players only: if there is no ready weapon, and no "attack" skill
827 * is readied either then try to find a skill for the player to use.
828 * it is presumed that if skill is set, it is a valid attack skill (eg,
829 * the caller should have set it appropriately). We still want to pass
830 * through that code if skill is set to change to the skill.
831 */
832 if (player *pl = op->contr)
833 {
834 if (!pl->combat_ob)
835 {
836 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
837 {
838 for (tmp = op->inv; tmp; tmp = tmp->below)
839 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
840 break;
841
842 if (!tmp)
843 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
844
845 pl->combat_ob = tmp;
846 }
847
848 if (!pl->combat_ob)
849 {
850 if (!skill)
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
866 op->change_skill (0);
867 apply_special (op, skill, AP_APPLY);
868 }
869
870 if (!pl->combat_ob)
871 {
872 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
873 return 0;
874 }
875 }
876
877 if (!op->change_weapon (pl->combat_ob))
878 return 0;
879
880 /* lose invisiblity/hiding status for running attacks */
881 if (pl->tmp_invis)
882 {
883 pl->tmp_invis = 0;
884 op->invisible = 0;
885 op->hide = 0;
886 update_object (op, UP_OBJ_CHANGE);
887 }
888 }
889
890 int success = attack_ob (tmp, op);
891
892 /* print appropriate messages to the player */
893
894 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
895 {
896 if (op->type == PLAYER)
897 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
898 else if (tmp->type == PLAYER)
899 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
900 }
901
902 return success;
903 }
904
905 /* skill_attack() - Core routine for use when we attack using a skills
906 * system. In essence, this code handles
907 * all skill-based attacks, ie hth, missile and melee weapons should be
908 * treated here. If an opponent is already supplied by move_player(),
909 * we move right onto do_skill_attack(), otherwise we find if an
910 * appropriate opponent exists.
911 *
912 * This is called by move_player() and attack_hth()
913 *
914 * Initial implementation by -bt thomas@astro.psu.edu
915 */
916 int
917 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
918 {
919 sint16 tx, ty;
920 maptile *m;
921 int mflags;
922
923 if (!dir)
924 dir = pl->facing;
925
926 tx = freearr_x[dir];
927 ty = freearr_y[dir];
928
929 /* If we don't yet have an opponent, find if one exists, and attack.
930 * Legal opponents are the same as outlined in move_player_attack()
931 */
932 if (!tmp)
933 {
934 m = pl->map;
935 tx = pl->x + freearr_x[dir];
936 ty = pl->y + freearr_y[dir];
937
938 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
939 if (mflags & P_OUT_OF_MAP)
940 return 0;
941
942 /* space must be blocked for there to be anything interesting to do */
943 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
944 return 0;
945
946 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
947 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
948 {
949 /* Don't attack party members */
950 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
951 return 0;
952
953 break;
954 }
955 }
956
957 if (!tmp)
958 {
959 if (pl->type == PLAYER)
960 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
961
962 return 0;
963 }
964
965 return do_skill_attack (tmp, pl, string, skill);
966 }
967
968 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
969
970 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
971 * (attack_hth) we check for weapon use, etc in the second (the new
972 * function skill_attack() we actually attack.
973 */
974 static int
975 attack_hth (object *pl, int dir, const char *string, object *skill)
976 {
977 object *enemy = NULL, *weapon;
978
979 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
980 for (weapon = pl->inv; weapon; weapon = weapon->below)
981 {
982 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
983 {
984 CLEAR_FLAG (weapon, FLAG_APPLIED);
985 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
986 pl->update_stats ();
987 if (pl->type == PLAYER)
988 {
989 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
990 esrv_update_item (UPD_FLAGS, pl, weapon);
991 }
992
993 break;
994 }
995 }
996
997 return skill_attack (enemy, pl, dir, string, skill);
998 }
999
1000 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1001 * For now we are just checking to see if we have a ready weapon here.
1002 * But there is a real neato possible feature of this scheme which
1003 * bears mentioning:
1004 * Since we are only calling this from do_skill() in the future
1005 * we may make this routine handle 'special' melee weapons attacks
1006 * (like disarming manuever with sai) based on player SK_level and
1007 * weapon type.
1008 */
1009 static int
1010 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1011 {
1012
1013 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1014 {
1015 if (op->type == PLAYER)
1016 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1017
1018 return 0;
1019 }
1020
1021 return skill_attack (NULL, op, dir, string, skill);
1022 }
1023