ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skill_util.C
Revision: 1.57
Committed: Tue Jun 5 13:05:03 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.56: +7 -12 lines
Log Message:
- improve observe
- remove more cruft code
- archetype loading almost works again, reloading probbaly still borked.

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors 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_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 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 splay (tmp);
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 if (!skill_tool->flag [FLAG_APPLIED])
161 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
162 return 0;
163
164 return splay (skill);
165 }
166
167 object *
168 find_skill_by_name (object *who, const char *name)
169 {
170 if (!name)
171 return 0;
172
173 for (object *tmp = who->inv; tmp; tmp = tmp->below)
174 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
175 && tmp->skill.begins_with (name))
176 if (object *skop = find_skill_by_name (who, tmp->skill))
177 return skop;
178
179 return 0;
180 }
181
182 /* This returns the skill pointer of the given name (the
183 * one that accumulates exp, has the level, etc).
184 *
185 * It is presumed that the player will be needing to actually
186 * use the skill, so thus if use of the skill requires a skill
187 * tool, this code will equip it.
188 *
189 * This code is basically the same as find_skill_by_name() above,
190 * but instead a skill name, we search by matching number.
191 * this replaces find_skill.
192 */
193 object *
194 find_skill_by_number (object *who, int skillno)
195 {
196 for (object *tmp = who->inv; tmp; tmp = tmp->below)
197 if (tmp->type == SKILL && tmp->subtype == skillno)
198 if (object *skop = find_skill_by_name (who, tmp->skill))
199 return skop;
200
201 return 0;
202 }
203
204 /* This changes the objects chosen_skill to new_skill.
205 * return 1 on success, 0 on error
206 */
207 bool
208 object::change_skill (object *new_skill)
209 {
210 if (type != PLAYER)
211 return 0;
212
213 // optimise this supposedly common case
214 if (new_skill == chosen_skill)
215 return 1;
216
217 if (chosen_skill)
218 {
219 chosen_skill->flag [FLAG_APPLIED] = false;
220 change_abil (this, chosen_skill);
221 }
222
223 chosen_skill = new_skill;
224
225 if (chosen_skill)
226 {
227 chosen_skill->flag [FLAG_APPLIED] = true;
228 change_abil (this, chosen_skill);
229 }
230
231 // always clear current weapon, as the selected skill could
232 // conflict with the current weapon skill, which would go
233 // undetected and exp would be given to the wrong skill.
234 current_weapon = 0;
235
236 update_stats ();
237 return 1;
238 }
239
240 /* do_skill() - Main skills use function-similar in scope to cast_spell().
241 * We handle all requests for skill use outside of some combat here.
242 * We require a separate routine outside of fire() so as to allow monsters
243 * to utilize skills. Returns 1 on use of skill, otherwise 0.
244 * This is changed (2002-11-30) from the old method that returned
245 * exp - no caller needed that info, but it also prevented the callers
246 * from know if a skill was actually used, as many skills don't
247 * give any exp for their direct use (eg, throwing).
248 * It returns 0 if no skill was used.
249 */
250 int
251 do_skill (object *op, object *part, object *skill, int dir, const char *string)
252 {
253 int success = 0, exp = 0;
254 int did_alc = 0;
255
256 if (!skill)
257 return 0;
258
259 /* The code below presumes that the skill points to the object that
260 * holds the exp, level, etc of the skill. So if this is a player
261 * go and try to find the actual real skill pointer, and if the
262 * the player doesn't have a bucket for that, create one.
263 */
264 if (skill->type != SKILL && op->type == PLAYER)
265 {
266 for (object *tmp = op->inv; tmp; tmp = tmp->below)
267 if (tmp->type == SKILL && tmp->skill == skill->skill)
268 {
269 skill = tmp;
270 goto found;
271 }
272
273 skill = give_skill_by_name (op, skill->skill);
274 found: ;
275 }
276
277 // skill, by_whom, on_which_object, which direction, skill_argument
278 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
279 return 0;
280
281 switch (skill->subtype)
282 {
283 case SK_LEVITATION:
284 /* Not 100% sure if this will work with new movement code -
285 * the levitation skill has move_type for flying, so when
286 * equipped, that should transfer to player, when not,
287 * shouldn't.
288 */
289 if (QUERY_FLAG (skill, FLAG_APPLIED))
290 {
291 CLEAR_FLAG (skill, FLAG_APPLIED);
292 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
293 }
294 else
295 {
296 SET_FLAG (skill, FLAG_APPLIED);
297 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
298 }
299
300 op->update_stats ();
301 success = 1;
302 break;
303
304 case SK_STEALING:
305 exp = success = steal (op, dir, skill);
306 break;
307
308 case SK_LOCKPICKING:
309 exp = success = pick_lock (op, dir, skill);
310 break;
311
312 case SK_HIDING:
313 exp = success = hide (op, skill);
314 break;
315
316 case SK_JUMPING:
317 success = jump (op, dir, skill);
318 break;
319
320 case SK_INSCRIPTION:
321 exp = success = write_on_item (op, string, skill);
322 break;
323
324 case SK_MEDITATION:
325 meditate (op, skill);
326 success = 1;
327 break;
328 /* note that the following 'attack' skills gain exp through hit_player() */
329
330 case SK_KARATE:
331 attack_hth (op, dir, "karate-chopped", skill);
332 break;
333
334 case SK_PUNCHING:
335 attack_hth (op, dir, "punched", skill);
336 break;
337
338 case SK_FLAME_TOUCH:
339 attack_hth (op, dir, "flamed", skill);
340 break;
341
342 case SK_SPARK_TOUCH:
343 attack_hth (op, dir, "zapped", skill);
344 break;
345
346 case SK_SHIVER:
347 attack_hth (op, dir, "froze", skill);
348 break;
349
350 case SK_ACID_SPLASH:
351 attack_hth (op, dir, "dissolved", skill);
352 break;
353
354 case SK_POISON_NAIL:
355 attack_hth (op, dir, "injected poison into", skill);
356 break;
357
358 case SK_CLAWING:
359 attack_hth (op, dir, "clawed", skill);
360 break;
361
362 case SK_ONE_HANDED_WEAPON:
363 case SK_TWO_HANDED_WEAPON:
364 attack_melee_weapon (op, dir, NULL, skill);
365 break;
366
367 case SK_FIND_TRAPS:
368 exp = success = find_traps (op, skill);
369 break;
370
371 case SK_SINGING:
372 exp = success = singing (op, dir, skill);
373 break;
374
375 case SK_ORATORY:
376 exp = success = use_oratory (op, dir, skill);
377 break;
378
379 case SK_SMITHERY:
380 case SK_BOWYER:
381 case SK_JEWELER:
382 case SK_ALCHEMY:
383 case SK_THAUMATURGY:
384 case SK_LITERACY:
385 case SK_WOODSMAN:
386 /* first, we try to find a cauldron, and do the alchemy thing.
387 * failing that, we go and identify stuff.
388 */
389 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
390 {
391 next = tmp->above;
392
393 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
394 {
395 attempt_do_alchemy (op, tmp);
396
397 if (QUERY_FLAG (tmp, FLAG_APPLIED))
398 esrv_send_inventory (op, tmp);
399
400 did_alc = 1;
401 }
402 }
403
404 if (did_alc == 0)
405 exp = success = skill_ident (op, skill);
406
407 break;
408
409 case SK_DET_MAGIC:
410 case SK_DET_CURSE:
411 exp = success = skill_ident (op, skill);
412 break;
413
414 case SK_DISARM_TRAPS:
415 exp = success = remove_trap (op, dir, skill);
416 break;
417
418 case SK_THROWING:
419 success = skill_throw (op, part, dir, string, skill);
420 break;
421
422 case SK_SET_TRAP:
423 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
424 break;
425
426 case SK_USE_MAGIC_ITEM:
427 case SK_MISSILE_WEAPON:
428 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
429 break;
430
431 case SK_PRAYING:
432 success = pray (op, skill);
433 break;
434
435 case SK_BARGAINING:
436 success = describe_shop (op);
437 break;
438
439 case SK_SORCERY:
440 case SK_EVOCATION:
441 case SK_PYROMANCY:
442 case SK_SUMMONING:
443 case SK_CLIMBING:
444 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
445 break;
446
447 default:
448 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
449 break;
450 }
451
452 /* For players we now update the speed_left from using the skill.
453 * Monsters have no skill use time because of the random nature in
454 * which use_monster_skill is called already simulates this.
455 * If certain skills should take more/less time, that should be
456 * in the code for the skill itself.
457 */
458
459 if (op->type == PLAYER)
460 op->speed_left -= 1.f;
461
462 /* this is a good place to add experience for successfull use of skills.
463 * Note that add_exp() will figure out player/monster experience
464 * gain problems.
465 */
466
467 if (success && exp)
468 change_exp (op, exp, skill->skill, 0);
469
470 return success;
471 }
472
473 /* calc_skill_exp() - calculates amount of experience can be gained for
474 * successfull use of a skill. Returns value of experience gain.
475 * Here we take the view that a player must 'overcome an opponent'
476 * in order to gain experience. Examples include foes killed combat,
477 * finding/disarming a trap, stealing from somebeing, etc.
478 * The gained experience is based primarily on the difference in levels,
479 * exp point value of vanquished foe, the relevent stats of the skill being
480 * used and modifications in the skills[] table.
481 *
482 * For now, monsters and players will be treated differently. Below I give
483 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
484 * Monsters just get 10% of the exp of the opponent.
485 *
486 * players get a ratio, eg, opponent lvl / player level. This is then
487 * multiplied by various things. If simple exp is true, then
488 * this multiplier, include the level difference, is always 1.
489 * This revised method prevents some cases where there are big gaps
490 * in the amount you get just because you are now equal level vs lower
491 * level
492 * who is player/creature that used the skill.
493 * op is the object that was 'defeated'.
494 * skill is the skill used. If no skill is used, it should just
495 * point back to who.
496 *
497 */
498 int
499 calc_skill_exp (object *who, object *op, object *skill)
500 {
501 int op_exp = 0, op_lvl = 0;
502 float base, value, lvl_mult = 0.0;
503
504 if (!skill)
505 skill = who;
506
507 /* Oct 95 - where we have an object, I expanded our treatment
508 * to 3 cases:
509 * non-living magic obj, runes and everything else.
510 *
511 * If an object is not alive and magical we set the base exp higher to
512 * help out exp awards for skill_ident skills. Also, if
513 * an item is type RUNE, we give out exp based on stats.Cha
514 * and level (this was the old system) -b.t.
515 */
516
517 if (!op)
518 { /* no item/creature */
519 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty;
520 op_exp = 0;
521 }
522 else if (op->type == RUNE || op->type == TRAP)
523 { /* all traps. If stats.Cha > 1 we use that
524 * for the amount of experience */
525 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
526 op_lvl = op->level;
527 }
528 else
529 { /* all other items/living creatures */
530 op_exp = op->stats.exp;
531 op_lvl = op->level;
532 if (!QUERY_FLAG (op, FLAG_ALIVE))
533 { /* for ident/make items */
534 op_lvl += 5 * abs (op->magic);
535 }
536 }
537
538 if (op_lvl < 1)
539 op_lvl = 1;
540
541 if (who->type != PLAYER)
542 { /* for monsters only */
543 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
544 }
545 else
546 { /* for players */
547 base = op_exp;
548 /* if skill really is a skill, then we can look at the skill archetype for
549 * bse reward value (exp) and level multiplier factor.
550 */
551 if (skill->type == SKILL)
552 {
553 base += skill->arch->stats.exp;
554 if (settings.simple_exp)
555 {
556 if (skill->arch->level)
557 lvl_mult = (float) skill->arch->level / 100.0;
558 else
559 lvl_mult = 1.0; /* no adjustment */
560 }
561 else
562 {
563 if (skill->level)
564 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
565 else
566 lvl_mult = 1.0;
567 }
568 }
569 else
570 {
571 /* Don't divide by zero here! */
572 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1);
573 }
574 }
575
576 /* assemble the exp total, and return value */
577
578 value = base * lvl_mult;
579 if (value < 1)
580 value = 1; /* Always give at least 1 exp point */
581
582 #ifdef SKILL_UTIL_DEBUG
583 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
584 #endif
585 return ((int) value);
586 }
587
588 /* Learn skill. This inserts the requested skill in the player's
589 * inventory. The skill field of the scroll should have the
590 * exact name of the requested skill.
591 * This one actually teaches the player the skill as something
592 * they can equip.
593 * Return 0 if the player knows the skill, 1 if the
594 * player learns the skill, 2 otherwise.
595 */
596 int
597 learn_skill (object *pl, object *scroll)
598 {
599 if (!scroll->skill)
600 {
601 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
602 return 2;
603 }
604
605 object *tmp = find_skill (pl, scroll->skill);
606
607 /* player already knows it */
608 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
609 return 0;
610
611 /* now a random change to learn, based on player Int.
612 * give bonus based on level - otherwise stupid characters
613 * might never be able to learn anything.
614 */
615 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
616 return 2; /* failure :< */
617
618 if (!tmp)
619 tmp = give_skill_by_name (pl, scroll->skill);
620
621 if (!tmp)
622 {
623 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
624 return 2;
625 }
626
627 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
628 link_player_skills (pl);
629 return 1;
630 }
631
632 /* Gives a percentage clipped to 0% -> 100% of a/b. */
633 /* Probably belongs in some global utils-type file? */
634 static int
635 clipped_percent (sint64 a, sint64 b)
636 {
637 int rv;
638
639 if (b <= 0)
640 return 0;
641
642 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
643
644 if (rv < 0)
645 return 0;
646 else if (rv > 100)
647 return 100;
648
649 return rv;
650 }
651
652 /* show_skills() - Meant to allow players to examine
653 * their current skill list.
654 * This shows the amount of exp they have in the skills.
655 * we also include some other non skill related info (god,
656 * max weapon improvments, item power).
657 * Note this function is a bit more complicated becauase we
658 * we want ot sort the skills before printing them. If we
659 * just dumped this as we found it, this would be a bit
660 * simpler.
661 */
662 //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
663 void
664 show_skills (object *op, const char *search)
665 {
666 object *tmp = NULL;
667 char buf[MAX_BUF];
668 const char *cp;
669 int i, num_skills_found = 0;
670 static const char *const periods = "........................................";
671
672 /* Need to have a pointer and use strdup for qsort to work properly */
673 char skills[NUM_SKILLS][MAX_BUF];
674
675 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
676 {
677 if (tmp->type == SKILL)
678 {
679 if (search && strstr (tmp->name, search) == NULL)
680 continue;
681 /* Basically want to fill this out to 40 spaces with periods */
682 sprintf (buf, "%s%s", &tmp->name, periods);
683 buf[40] = 0;
684
685 if (settings.permanent_exp_ratio)
686 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
687 buf, tmp->level, tmp->stats.exp,
688 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
689 else
690 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
691 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
692
693 /* I don't know why some characters get a bunch of skills, but
694 * it sometimes happens (maybe a leftover from bugier earlier code
695 * and those character are still about). In any case, lets handle
696 * it so it doesn't crash the server - otherwise, one character may
697 * crash the server numerous times.
698 */
699 if (num_skills_found >= NUM_SKILLS)
700 {
701 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
702 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
703 break;
704 }
705 }
706 }
707
708 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
709 if (num_skills_found > 1)
710 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
711
712 for (i = 0; i < num_skills_found; i++)
713 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
714
715 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
716
717 cp = determine_god (op);
718 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
719
720 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
721 op->contr->item_power, (int) (op->level * settings.item_power_factor));
722 }
723
724 /* use_skill() - similar to invoke command, it executes the skill in the
725 * direction that the user is facing. Returns false if we are unable to
726 * change to the requested skill, or were unable to use the skill properly.
727 * This is tricky because skills can have spaces. We basically roll
728 * our own find_skill_by_name so we can try to do better string matching.
729 */
730 int
731 use_skill (object *op, const char *string)
732 {
733 object *skop;
734 size_t len;
735
736 if (!string)
737 return 0;
738
739 for (skop = op->inv; skop; skop = skop->below)
740 {
741 if (skop->type == SKILL
742 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
743 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
744 break;
745 else if (skop->type == SKILL_TOOL
746 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
747 break;
748 }
749
750 if (!skop)
751 {
752 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
753 return 0;
754 }
755
756 len = strlen (skop->skill);
757
758 /* All this logic goes and skips over the skill name to find any
759 * options given to the skill. Its pretty simple - if there
760 * are extra parameters (as deteremined by string length), we
761 * want to skip over any leading spaces.
762 */
763 if (len >= strlen (string))
764 string = NULL;
765 else
766 {
767 string += len;
768 while (*string == 0x20)
769 string++;
770
771 if (strlen (string) == 0)
772 string = NULL;
773 }
774
775 #ifdef SKILL_UTIL_DEBUG
776 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
777 #endif
778
779 if (do_skill (op, op, skop, op->facing, string))
780 return 1;
781
782 return 0;
783 }
784
785 static bool
786 hth_skill_p (object *skill)
787 {
788 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
789 }
790
791 /* This finds the first unarmed skill the player has, and returns it.
792 */
793 static object *
794 find_player_hth_skill (object *op)
795 {
796 for (object *tmp = op->inv; tmp; tmp = tmp->below)
797 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
798 return tmp;
799
800 return 0;
801 }
802
803 /* do_skill_attack() - We have got an appropriate opponent from either
804 * move_player_attack() or skill_attack(). In this part we get on with
805 * attacking, take care of messages from the attack and changes in invisible.
806 * Returns true if the attack damaged the opponent.
807 * tmp is the targetted monster.
808 * op is what is attacking
809 * string is passed along to describe what messages to describe
810 * the damage.
811 */
812 static int
813 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
814 {
815 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
816 return RESULT_INT (0);
817
818 /* For Players only: if there is no ready weapon, and no "attack" skill
819 * is readied either then try to find a skill for the player to use.
820 * it is presumed that if skill is set, it is a valid attack skill (eg,
821 * the caller should have set it appropriately). We still want to pass
822 * through that code if skill is set to change to the skill.
823 */
824 if (player *pl = op->contr)
825 {
826 if (!pl->combat_ob)
827 {
828 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
829 {
830 for (tmp = op->inv; tmp; tmp = tmp->below)
831 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
832 break;
833
834 if (!tmp)
835 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
836
837 pl->combat_ob = tmp;
838 }
839
840 if (!pl->combat_ob)
841 {
842 if (!skill)
843 {
844 /* See if the players chosen skill is a combat skill, and use
845 * it if appropriate.
846 */
847 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
848 skill = op->chosen_skill;
849 else
850 {
851 skill = find_player_hth_skill (op);
852
853 if (!skill)
854 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
855 }
856 }
857
858 if (skill)
859 {
860 op->change_skill (0);
861 apply_special (op, skill, AP_APPLY);
862 }
863 }
864
865 if (!pl->combat_ob)
866 {
867 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
868 return 0;
869 }
870 }
871
872 if (!op->change_weapon (pl->combat_ob))
873 return 0;
874
875 /* lose invisiblity/hiding status for running attacks */
876 if (pl->tmp_invis)
877 {
878 pl->tmp_invis = 0;
879 op->invisible = 0;
880 op->hide = 0;
881 update_object (op, UP_OBJ_CHANGE);
882 }
883 }
884
885 int success = attack_ob (tmp, op);
886
887 /* print appropriate messages to the player */
888
889 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
890 {
891 if (op->type == PLAYER)
892 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
893 else if (tmp->type == PLAYER)
894 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
895 }
896
897 return success;
898 }
899
900 /* skill_attack() - Core routine for use when we attack using a skills
901 * system. In essence, this code handles
902 * all skill-based attacks, ie hth, missile and melee weapons should be
903 * treated here. If an opponent is already supplied by move_player(),
904 * we move right onto do_skill_attack(), otherwise we find if an
905 * appropriate opponent exists.
906 *
907 * This is called by move_player() and attack_hth()
908 *
909 * Initial implementation by -bt thomas@astro.psu.edu
910 */
911 int
912 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
913 {
914 sint16 tx, ty;
915 maptile *m;
916 int mflags;
917
918 if (!dir)
919 dir = pl->facing;
920
921 tx = freearr_x[dir];
922 ty = freearr_y[dir];
923
924 /* If we don't yet have an opponent, find if one exists, and attack.
925 * Legal opponents are the same as outlined in move_player_attack()
926 */
927 if (!tmp)
928 {
929 m = pl->map;
930 tx = pl->x + freearr_x[dir];
931 ty = pl->y + freearr_y[dir];
932
933 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
934 if (mflags & P_OUT_OF_MAP)
935 return 0;
936
937 /* space must be blocked for there to be anything interesting to do */
938 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
939 return 0;
940
941 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
942 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
943 {
944 /* Don't attack party members */
945 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
946 return 0;
947
948 break;
949 }
950 }
951
952 if (!tmp)
953 {
954 if (pl->type == PLAYER)
955 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
956
957 return 0;
958 }
959
960 return do_skill_attack (tmp, pl, string, skill);
961 }
962
963 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
964
965 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
966 * (attack_hth) we check for weapon use, etc in the second (the new
967 * function skill_attack() we actually attack.
968 */
969 static int
970 attack_hth (object *pl, int dir, const char *string, object *skill)
971 {
972 object *enemy = NULL, *weapon;
973
974 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
975 for (weapon = pl->inv; weapon; weapon = weapon->below)
976 {
977 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
978 {
979 CLEAR_FLAG (weapon, FLAG_APPLIED);
980 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
981 pl->update_stats ();
982 if (pl->type == PLAYER)
983 {
984 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
985 esrv_update_item (UPD_FLAGS, pl, weapon);
986 }
987
988 break;
989 }
990 }
991
992 return skill_attack (enemy, pl, dir, string, skill);
993 }
994
995 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
996 * For now we are just checking to see if we have a ready weapon here.
997 * But there is a real neato possible feature of this scheme which
998 * bears mentioning:
999 * Since we are only calling this from do_skill() in the future
1000 * we may make this routine handle 'special' melee weapons attacks
1001 * (like disarming manuever with sai) based on player SK_level and
1002 * weapon type.
1003 */
1004 static int
1005 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1006 {
1007
1008 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1009 {
1010 if (op->type == PLAYER)
1011 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1012
1013 return 0;
1014 }
1015
1016 return skill_attack (NULL, op, dir, string, skill);
1017 }
1018