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Revision: 1.104
Committed: Mon Oct 29 23:55:55 2012 UTC (11 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-3_1
Changes since 1.103: +6 -6 lines
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trailing space removal

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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 vector<object_ptr> skillvec;
57
58 static int attack_hth (object *pl, int dir, const char *string, object *skill);
59 static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
60
61 /* init_skills basically just sets up the skill_names table
62 * above. The index into the array is set up by the
63 * subtypes.
64 */
65 void
66 init_skills ()
67 {
68 // nop
69 }
70
71 void
72 add_skill_archetype (object *o)
73 {
74 assert (("skill name must equal skill skill", o->name == o->skill));
75
76 for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i)
77 if ((*i)->name == o->name)
78 {
79 // replace existing entry
80 SKILL_INDEX (o) = i - skillvec.begin ();
81 *i = o;
82 return;
83 }
84
85 // add new entry
86 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
87 SKILL_INDEX (o) = skillvec.size ();
88 skillvec.push_back (o);
89 }
90
91 /* This function goes through the player inventory and sets
92 * up the last_skills[] array in the player object.
93 * the last_skills[] is used to more quickly lookup skills -
94 * mostly used for sending exp.
95 */
96 void
97 player::link_skills ()
98 {
99 for (int i = 0; i < CS_NUM_SKILLS; ++i)
100 last_skill_ob [i] = 0;
101
102 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
103 if (tmp->type == SKILL)
104 {
105 int idx = SKILL_INDEX (tmp);
106
107 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
108
109 if (last_skill_ob [idx] != tmp)
110 {
111 last_skill_ob [idx] = tmp;
112 if (ns)
113 ns->last_skill_exp [idx] = -1;
114 }
115 }
116 }
117
118 static object *
119 find_skill (object *who, shstr_cmp name)
120 {
121 if (who->chosen_skill
122 && who->chosen_skill->skill == name
123 && who->chosen_skill->type == SKILL)
124 return who->chosen_skill;
125
126 for (object *tmp = who->inv; tmp; tmp = tmp->below)
127 if (tmp->skill == name && tmp->type == SKILL)
128 return splay (tmp);
129
130 return 0;
131 }
132
133 object *
134 player::find_skill (shstr_cmp name) const
135 {
136 // might want to use last_skill_obj at one point, or maybe not
137 return ::find_skill (ob, name);
138 }
139
140 /* This returns the skill pointer of the given name (the
141 * one that accumulates exp, has the level, etc).
142 *
143 * It is presumed that the player will be needing to actually
144 * use the skill, so thus if use of the skill requires a skill
145 * tool, this code will equip it.
146 */
147 object *
148 find_skill_by_name (object *who, shstr_cmp sh)
149 {
150 object *skill_tool = 0;
151
152 for (object *tmp = who->inv; tmp; tmp = tmp->below)
153 if (tmp->skill == sh)
154 {
155 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
156 /* If this is a skill that can be used without applying tool, return it */
157 return splay (tmp);
158 /* Try to find appropriate skilltool. If the player has one already
159 * applied, we try to keep using that one.
160 */
161 else if (tmp->type == SKILL_TOOL && !skill_tool)
162 skill_tool = tmp;
163 }
164
165 if (!skill_tool)
166 return 0;
167
168 /* Player has a tool to use the skill. If not applied, apply it -
169 * if not successful, return null. If they do have the skill tool
170 * but not the skill itself, give it to them.
171 */
172 object *skill = who->give_skill (skill_tool->skill);
173
174 if (!skill_tool->flag [FLAG_APPLIED])
175 if (!who->apply (splay (skill_tool)))
176 return 0;
177
178 return splay (skill);
179 }
180
181 object *
182 find_skill_by_name_fuzzy (object *who, const char *name)
183 {
184 if (name)
185 for (object *tmp = who->inv; tmp; tmp = tmp->below)
186 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
187 && tmp->skill.starts_with (name))
188 if (object *skop = find_skill_by_name (who, tmp->skill))
189 return skop;
190
191 return 0;
192 }
193
194 /* This returns the skill pointer of the given name (the
195 * one that accumulates exp, has the level, etc).
196 *
197 * It is presumed that the player will be needing to actually
198 * use the skill, so thus if use of the skill requires a skill
199 * tool, this code will equip it.
200 *
201 * This code is basically the same as find_skill_by_name() above,
202 * but instead a skill name, we search by matching number.
203 * this replaces find_skill.
204 *
205 * MUST NOT BE USED IN NEW CODE! (schmorp)
206 */
207 object *
208 find_skill_by_number (object *who, int skillno)
209 {
210 for (object *tmp = who->inv; tmp; tmp = tmp->below)
211 if (tmp->type == SKILL && tmp->subtype == skillno)
212 if (object *skop = find_skill_by_name (who, tmp->skill))
213 return skop;
214
215 return 0;
216 }
217
218 object *
219 object::give_skill (shstr_cmp name, bool can_use)
220 {
221 object *skill = find_skill (this, name);
222
223 if (!skill)
224 skill = give_skill_by_name (this, name);
225
226 if (skill && can_use)
227 skill->flag [FLAG_CAN_USE_SKILL] = true;
228
229 return skill;
230 }
231
232 /* do_skill() - Main skills use function-similar in scope to cast_spell().
233 * We handle all requests for skill use outside of some combat here.
234 * We require a separate routine outside of fire() so as to allow monsters
235 * to utilize skills. Returns 1 on use of skill, otherwise 0.
236 * This is changed (2002-11-30) from the old method that returned
237 * exp - no caller needed that info, but it also prevented the callers
238 * from know if a skill was actually used, as many skills don't
239 * give any exp for their direct use (eg, throwing).
240 * It returns 0 if no skill was used.
241 */
242 int
243 do_skill (object *op, object *part, object *skill, int dir, const char *string)
244 {
245 int success = 0, exp = 0;
246
247 if (!skill)
248 return 0;
249
250 /* The code below presumes that the skill points to the object that
251 * holds the exp, level, etc of the skill. So if this is a player
252 * go and try to find the actual real skill pointer, and if the
253 * the player doesn't have a bucket for that, create one.
254 */
255 if (skill->type != SKILL && op->type == PLAYER)
256 {
257 for (object *tmp = op->inv; tmp; tmp = tmp->below)
258 if (tmp->type == SKILL && tmp->skill == skill->skill)
259 {
260 skill = tmp;
261 goto found;
262 }
263
264 skill = give_skill_by_name (op, skill->skill);
265 found: ;
266 }
267
268 // skill, by_whom, on_which_object, which direction, skill_argument
269 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
270 return 0;
271
272 switch (skill->subtype)
273 {
274 case SK_LEVITATION:
275 /* Not 100% sure if this will work with new movement code -
276 * the levitation skill has move_type for flying, so when
277 * equipped, that should transfer to player, when not,
278 * shouldn't.
279 */
280 if (skill->flag [FLAG_APPLIED])
281 {
282 skill->clr_flag (FLAG_APPLIED);
283 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
284 }
285 else
286 {
287 skill->set_flag (FLAG_APPLIED);
288 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
289 }
290
291 op->update_stats ();
292 success = 1;
293 break;
294
295 case SK_STEALING:
296 exp = success = steal (op, dir, skill);
297 break;
298
299 case SK_LOCKPICKING:
300 exp = success = pick_lock (op, dir, skill);
301 break;
302
303 case SK_HIDING:
304 exp = success = hide (op, skill);
305 break;
306
307 case SK_JUMPING:
308 exp = success = jump (op, dir, skill);
309 break;
310
311 case SK_INSCRIPTION:
312 exp = success = write_on_item (op, string, skill);
313 break;
314
315 case SK_MEDITATION:
316 meditate (op, skill);
317 success = 1;
318 break;
319 /* note that the following 'attack' skills gain exp through hit_player() */
320
321 case SK_KARATE:
322 attack_hth (op, dir, "karate-chopped", skill);
323 break;
324
325 case SK_PUNCHING:
326 attack_hth (op, dir, "punched", skill);
327 break;
328
329 case SK_FLAME_TOUCH:
330 attack_hth (op, dir, "flamed", skill);
331 break;
332
333 case SK_SPARK_TOUCH:
334 attack_hth (op, dir, "zapped", skill);
335 break;
336
337 case SK_SHIVER:
338 attack_hth (op, dir, "froze", skill);
339 break;
340
341 case SK_ACID_SPLASH:
342 attack_hth (op, dir, "dissolved", skill);
343 break;
344
345 case SK_POISON_NAIL:
346 attack_hth (op, dir, "injected poison into", skill);
347 break;
348
349 case SK_CLAWING:
350 attack_hth (op, dir, "clawed", skill);
351 break;
352
353 case SK_ONE_HANDED_WEAPON:
354 case SK_TWO_HANDED_WEAPON:
355 attack_melee_weapon (op, dir, NULL, skill);
356 break;
357
358 case SK_FIND_TRAPS:
359 exp = success = find_traps (op, skill);
360 break;
361
362 case SK_SINGING:
363 exp = success = singing (op, dir, skill);
364 break;
365
366 case SK_ORATORY:
367 exp = success = use_oratory (op, dir, skill);
368 break;
369
370 case SK_SMITHERY:
371 case SK_BOWYER:
372 case SK_JEWELER:
373 case SK_ALCHEMY:
374 case SK_THAUMATURGY:
375 case SK_LITERACY:
376 case SK_WOODSMAN:
377 /* first, we try to find a cauldron, and do the alchemy thing.
378 * failing that, we go and identify stuff.
379 */
380 {
381 bool found_cauldron = false;
382
383 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
384 {
385 next = tmp->above;
386
387 if (tmp->flag [FLAG_IS_CAULDRON])
388 {
389 found_cauldron = true;
390
391 if (tmp->skill != skill->skill)
392 {
393 op->failmsgf ("You can't use the %s with the %s skill!",
394 query_name (tmp),
395 query_name (skill));
396 break;
397 }
398
399 attempt_do_alchemy (op, tmp, skill);
400
401 if (tmp->flag [FLAG_APPLIED])
402 esrv_send_inventory (op, tmp);
403 }
404 }
405
406 if (!found_cauldron)
407 exp = success = skill_ident (op, skill);
408 }
409 break;
410
411 case SK_DET_MAGIC:
412 case SK_DET_CURSE:
413 exp = success = skill_ident (op, skill);
414 break;
415
416 case SK_DISARM_TRAPS:
417 exp = success = remove_trap (op, dir, skill);
418 break;
419
420 case SK_THROWING:
421 success = skill_throw (op, part, dir, string, skill);
422 break;
423
424 case SK_SET_TRAP:
425 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
426 break;
427
428 case SK_USE_MAGIC_ITEM:
429 case SK_MISSILE_WEAPON:
430 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
431 break;
432
433 case SK_PRAYING:
434 success = pray (op, skill);
435 break;
436
437 case SK_BARGAINING:
438 success = describe_shop (op);
439 break;
440
441 case SK_SORCERY:
442 case SK_EVOCATION:
443 case SK_PYROMANCY:
444 case SK_SUMMONING:
445 case SK_CLIMBING:
446 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
447 break;
448
449 case SK_MINING:
450 success = skill_mining (op, part, skill, dir, string);
451 break;
452
453 default:
454 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
455 break;
456 }
457
458 /* For players we now update the speed_left from using the skill.
459 * Monsters have no skill use time because of the random nature in
460 * which use_monster_skill is called already simulates this.
461 * If certain skills should take more/less time, that should be
462 * in the code for the skill itself.
463 */
464 if (op->type == PLAYER)
465 op->speed_left -= 1.f;
466
467 /* this is a good place to add experience for successfull use of skills.
468 * Note that add_exp() will figure out player/monster experience
469 * gain problems.
470 */
471
472 if (success && exp)
473 change_exp (op, exp, skill->skill, 0);
474
475 return success;
476 }
477
478 /* calc_skill_exp() - calculates amount of experience can be gained for
479 * successfull use of a skill. Returns value of experience gain.
480 * Here we take the view that a player must 'overcome an opponent'
481 * in order to gain experience. Examples include foes killed combat,
482 * finding/disarming a trap, stealing from somebeing, etc.
483 * The gained experience is based primarily on the difference in levels,
484 * exp point value of vanquished foe, the relevent stats of the skill being
485 * used and modifications in the skills[] table.
486 *
487 * For now, monsters and players will be treated differently. Below I give
488 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
489 * Monsters just get 10% of the exp of the opponent.
490 *
491 * players get a ratio, eg, opponent lvl / player level. This is then
492 * multiplied by various things. If simple exp is true, then
493 * this multiplier, include the level difference, is always 1.
494 * This revised method prevents some cases where there are big gaps
495 * in the amount you get just because you are now equal level vs lower
496 * level
497 * who is player/creature that used the skill.
498 * op is the object that was 'defeated'.
499 * skill is the skill used. If no skill is used, it should just
500 * point back to who.
501 *
502 */
503 int
504 calc_skill_exp (object *who, object *op, object *skill)
505 {
506 int op_exp = 0, op_lvl = 0;
507 float base, value, lvl_mult = 0.0;
508
509 if (!skill)
510 skill = who;
511
512 /* Oct 95 - where we have an object, I expanded our treatment
513 * to 3 cases:
514 * non-living magic obj, runes and everything else.
515 *
516 * If an object is not alive and magical we set the base exp higher to
517 * help out exp awards for skill_ident skills. Also, if
518 * an item is type RUNE, we give out exp based on stats.Cha
519 * and level (this was the old system) -b.t.
520 */
521 if (!op)
522 { /* no item/creature */
523 op_lvl = max (1, who->map->difficulty);
524 op_exp = 0;
525 }
526 else if (op->type == RUNE || op->type == TRAP)
527 { /* all traps. If stats.Cha > 1 we use that
528 * for the amount of experience */
529 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
530 op_lvl = op->level;
531 }
532 else
533 { /* all other items/living creatures */
534 op_exp = op->stats.exp;
535 op_lvl = op->level;
536 if (!op->flag [FLAG_ALIVE])
537 op_lvl += 5 * abs (op->magic); /* for ident/make items */
538 }
539
540 if (op_lvl < 1)
541 op_lvl = 1;
542
543 if (who->type != PLAYER)
544 { /* for monsters only */
545 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
546 }
547 else
548 { /* for players */
549 base = op_exp;
550 /* if skill really is a skill, then we can look at the skill archetype for
551 * bse reward value (exp) and level multiplier factor.
552 */
553 if (skill->type == SKILL)
554 {
555 base += skill->arch->stats.exp;
556 if (settings.simple_exp)
557 {
558 if (skill->arch->level)
559 lvl_mult = (float) skill->arch->level / 100.0;
560 else
561 lvl_mult = 1.0; /* no adjustment */
562 }
563 else
564 {
565 if (skill->level)
566 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
567 else
568 lvl_mult = 1.0;
569 }
570 }
571 else
572 {
573 /* Don't divide by zero here! */
574 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
575 }
576 }
577
578 /* assemble the exp total, and return value */
579
580 value = base * lvl_mult;
581 if (value < 1)
582 value = 1; /* Always give at least 1 exp point */
583
584 #ifdef SKILL_UTIL_DEBUG
585 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
586 #endif
587 return ((int) value);
588 }
589
590 /* Learn skill. This inserts the requested skill in the player's
591 * inventory. The skill field of the scroll should have the
592 * exact name of the requested skill.
593 * This one actually teaches the player the skill as something
594 * they can equip.
595 * Return 0 if the player knows the skill, 1 if the
596 * player learns the skill, 2 otherwise.
597 */
598 int
599 learn_skill (object *pl, object *scroll)
600 {
601 if (!scroll->skill)
602 {
603 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
604 return 2;
605 }
606
607 object *tmp = find_skill (pl, scroll->skill);
608
609 /* player already knows it */
610 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
611 return 0;
612
613 /* now a random change to learn, based on player Int.
614 * give bonus based on level - otherwise stupid characters
615 * might never be able to learn anything.
616 */
617 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
618 return 2; /* failure :< */
619
620 if (!tmp)
621 tmp = give_skill_by_name (pl, scroll->skill);
622
623 if (!tmp)
624 {
625 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
626 return 2;
627 }
628
629 tmp->set_flag (FLAG_CAN_USE_SKILL);
630
631 return 1;
632 }
633
634 /* Gives a percentage clipped to 0% -> 100% of a/b. */
635 /* Probably belongs in some global utils-type file? */
636 static int
637 clipped_percent (sint64 a, sint64 b)
638 {
639 int rv;
640
641 if (b <= 0)
642 return 0;
643
644 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
645
646 if (rv < 0)
647 return 0;
648 else if (rv > 100)
649 return 100;
650
651 return rv;
652 }
653
654 static int
655 cmp_skillp (const void *sk1, const void *sk2)
656 {
657 return strcmp (&((*(const object **) sk1)->name),
658 &((*(const object **) sk2)->name));
659 }
660
661 /* show_skills() - Meant to allow players to examine
662 * their current skill list.
663 * This shows the amount of exp they have in the skills.
664 * we also include some other non skill related info (god,
665 * max weapon improvments, item power).
666 * Note this function is a bit more complicated becauase we
667 * we want ot sort the skills before printing them. If we
668 * just dumped this as we found it, this would be a bit
669 * simpler.
670 */
671 void
672 show_skills (object *pl, const char *search)
673 {
674 const char *cp;
675 int i, num_skills_found = 0;
676 object *skills[CS_NUM_SKILLS];
677 object *op = pl->contr->ob;
678
679 /* find the skills */
680 for (object *tmp = op->inv; tmp; tmp = tmp->below)
681 {
682 if (tmp->type == SKILL)
683 {
684 if (search && !tmp->name.contains (search))
685 continue;
686
687 skills[num_skills_found++] = tmp;
688
689 /* I don't know why some characters get a bunch of skills, but
690 * it sometimes happens (maybe a leftover from bugier earlier code
691 * and those character are still about). In any case, lets handle
692 * it so it doesn't crash the server - otherwise, one character may
693 * crash the server numerous times.
694 */
695 if (num_skills_found >= CS_NUM_SKILLS)
696 {
697 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
698 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
699 break;
700 }
701 }
702 }
703
704 dynbuf_text &msg = msg_dynbuf; msg.clear ();
705
706 msg << "T<Player skills:>\n\n";
707 if (num_skills_found > 1)
708 qsort (skills, num_skills_found, sizeof (skills [0]), cmp_skillp);
709
710 char buf[31]; /* +1 for '\0' */
711 const char *const periods = ".............................."; // 30
712
713 for (i = 0; i < num_skills_found; i++) {
714 object *tmp = skills[i];
715
716 /* Basically want to fill this out to 30 spaces with periods */
717 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
718
719 msg << " C<";
720
721 if (settings.permanent_exp_ratio)
722 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
723 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul),
724 clipped_percent (tmp->perm_exp, tmp->stats.exp));
725 else
726 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
727 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
728
729 msg << ">\n";
730 }
731
732 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
733
734 cp = determine_god (op);
735 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
736
737 msg << "Your equipped item power is " << (int)op->contr->item_power
738 << " out of " << int (op->level * settings.item_power_factor)
739 << ".\n";
740
741 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
742 }
743
744 /* use_skill() - similar to invoke command, it executes the skill in the
745 * direction that the user is facing. Returns false if we are unable to
746 * change to the requested skill, or were unable to use the skill properly.
747 * This is tricky because skills can have spaces. We basically roll
748 * our own find_skill_by_name so we can try to do better string matching.
749 */
750 int
751 use_skill (object *op, const char *string)
752 {
753 object *skop;
754 size_t len;
755
756 if (!string)
757 return 0;
758
759 for (skop = op->inv; skop; skop = skop->below)
760 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
761 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
762 {
763 skop = find_skill_by_name (op, skop->skill);
764 break;
765 }
766
767 if (!skop)
768 {
769 op->failmsgf ("Unable to find skill %s.", string);
770 return 0;
771 }
772
773 if (!(skill_flags [skop->subtype] & SF_USE))
774 {
775 op->failmsgf (
776 "You feel as if you wanted to do something funny, but you can't remember what. "
777 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
778 "use it with some item, or it's always active.>",
779 &skop->skill
780 );
781 return 0;
782 }
783
784 len = strlen (skop->skill);
785
786 /* All this logic goes and skips over the skill name to find any
787 * options given to the skill. Its pretty simple - if there
788 * are extra parameters (as deteremined by string length), we
789 * want to skip over any leading spaces.
790 */
791 if (len >= strlen (string))
792 string = NULL;
793 else
794 {
795 string += len;
796 while (*string == 0x20)
797 string++;
798
799 if (strlen (string) == 0)
800 string = NULL;
801 }
802
803 #ifdef SKILL_UTIL_DEBUG
804 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
805 #endif
806
807 if (do_skill (op, op, skop, op->facing, string))
808 return 1;
809
810 return 0;
811 }
812
813 static bool
814 hth_skill_p (object *skill)
815 {
816 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
817 }
818
819 /* This finds the first unarmed skill the player has, and returns it.
820 */
821 static object *
822 find_player_hth_skill (object *op)
823 {
824 for (object *tmp = op->inv; tmp; tmp = tmp->below)
825 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
826 return tmp;
827
828 return 0;
829 }
830
831 /* do_skill_attack() - We have got an appropriate opponent from either
832 * move_player_attack() or skill_attack(). In this part we get on with
833 * attacking, take care of messages from the attack and changes in invisible.
834 * Returns true if the attack damaged the opponent.
835 * tmp is the targetted monster.
836 * op is what is attacking
837 * string is passed along to describe what messages to describe
838 * the damage.
839 */
840 static int
841 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
842 {
843 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
844 return RESULT_INT (0);
845
846 /* For Players only: if there is no ready weapon, and no "attack" skill
847 * is readied either then try to find a skill for the player to use.
848 * it is presumed that if skill is set, it is a valid attack skill (eg,
849 * the caller should have set it appropriately). We still want to pass
850 * through that code if skill is set to change to the skill.
851 */
852 if (player *pl = op->contr)
853 {
854 if (skill)
855 {
856 if (!op->apply (skill))
857 return 0;
858 }
859 else
860 {
861 if (!pl->combat_ob)
862 {
863 if (op->flag [FLAG_READY_WEAPON])
864 {
865 for (tmp = op->inv; tmp; tmp = tmp->below)
866 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
867 break;
868
869 if (!tmp)
870 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
871
872 pl->combat_ob = tmp;
873 }
874
875 if (!pl->combat_ob)
876 {
877 /* See if the players chosen skill is a combat skill, and use
878 * it if appropriate.
879 */
880 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
881 skill = op->chosen_skill;
882 else
883 {
884 skill = find_player_hth_skill (op);
885
886 if (!skill)
887 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
888 }
889
890 op->apply (skill);
891 }
892
893 if (!pl->combat_ob)
894 {
895 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
896 return 0;
897 }
898 }
899
900 if (!op->apply (pl->combat_ob))
901 return 0;
902
903 if (!op->chosen_skill)
904 {
905 LOG (llevError, "do_skill_attack: weapon has no skill (%s)", pl->combat_ob->debug_desc ());
906 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "You hit a bug in the server, please contact an admin!");
907 return 0;
908 }
909 }
910
911 /* lose invisiblity/hiding status for running attacks */
912 if (pl->tmp_invis)
913 {
914 pl->tmp_invis = 0;
915 op->invisible = 0;
916 op->flag [FLAG_HIDDEN] = 0;
917 update_object (op, UP_OBJ_CHANGE);
918 }
919 }
920
921 int success = attack_ob (tmp, op);
922
923 /* print appropriate messages to the player */
924
925 if (success && string && tmp && !tmp->flag [FLAG_FREED])
926 {
927 if (op->type == PLAYER)
928 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
929 else if (tmp->type == PLAYER)
930 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
931 }
932
933 return success;
934 }
935
936 /* skill_attack() - Core routine for use when we attack using a skills
937 * system. In essence, this code handles
938 * all skill-based attacks, i.e. hth, missile and melee weapons should be
939 * treated here. If an opponent is already supplied by move_player(),
940 * we move right onto do_skill_attack(), otherwise we find if an
941 * appropriate opponent exists.
942 *
943 * This is called by move_player() and attack_hth()
944 *
945 * Initial implementation by -bt thomas@astro.psu.edu
946 */
947 int
948 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
949 {
950 sint16 tx, ty;
951 maptile *m;
952 int mflags;
953
954 if (!dir)
955 dir = pl->facing;
956
957 tx = freearr_x[dir];
958 ty = freearr_y[dir];
959
960 /* If we don't yet have an opponent, find if one exists, and attack.
961 * Legal opponents are the same as outlined in move_player_attack()
962 */
963 if (!tmp)
964 {
965 m = pl->map;
966 tx = pl->x + freearr_x[dir];
967 ty = pl->y + freearr_y[dir];
968
969 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
970 if (mflags & P_OUT_OF_MAP)
971 return 0;
972
973 /* space must be blocked for there to be anything interesting to do */
974 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
975 return 0;
976
977 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
978 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
979 {
980 /* Don't attack party members */
981 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
982 return 0;
983
984 break;
985 }
986 }
987
988 if (!tmp)
989 {
990 if (pl->type == PLAYER)
991 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
992
993 return 0;
994 }
995
996 return do_skill_attack (tmp, pl, string, skill);
997 }
998
999 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1000
1001 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1002 * (attack_hth) we check for weapon use, etc in the second (the new
1003 * function skill_attack() we actually attack.
1004 */
1005 static int
1006 attack_hth (object *pl, int dir, const char *string, object *skill)
1007 {
1008 object *enemy = NULL, *weapon;
1009
1010 if (pl->flag [FLAG_READY_WEAPON])
1011 for (weapon = pl->inv; weapon; weapon = weapon->below)
1012 {
1013 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1014 {
1015 weapon->clr_flag (FLAG_APPLIED);
1016 pl->clr_flag (FLAG_READY_WEAPON);
1017 pl->update_stats ();
1018 if (pl->type == PLAYER)
1019 {
1020 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1021 esrv_update_item (UPD_FLAGS, pl, weapon);
1022 }
1023
1024 break;
1025 }
1026 }
1027
1028 return skill_attack (enemy, pl, dir, string, skill);
1029 }
1030
1031 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1032 * For now we are just checking to see if we have a ready weapon here.
1033 * But there is a real neato possible feature of this scheme which
1034 * bears mentioning:
1035 * Since we are only calling this from do_skill() in the future
1036 * we may make this routine handle 'special' melee weapons attacks
1037 * (like disarming manuever with sai) based on player SK_level and
1038 * weapon type.
1039 */
1040 static int
1041 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1042 {
1043
1044 if (!op->flag [FLAG_READY_WEAPON])
1045 {
1046 if (op->type == PLAYER)
1047 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1048
1049 return 0;
1050 }
1051
1052 return skill_attack (NULL, op, dir, string, skill);
1053 }
1054