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Revision: 1.63
Committed: Wed May 7 23:25:58 2008 UTC (16 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_6, rel-2_7, rel-2_54, rel-2_55, rel-2_56, rel-2_61
Changes since 1.62: +27 -26 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 /* Created July 95 to separate skill utilities from actual skills -b.t. */
25
26 /* Reconfigured skills code to allow linking of skills to experience
27 * categories. This is done solely through the init_new_exp_system() fctn.
28 * June/July 1995 -b.t. thomas@astro.psu.edu
29 */
30
31 /* July 1995 - Initial associated skills coding. Experience gains
32 * come solely from the use of skills. Overcoming an opponent (in combat,
33 * finding/disarming a trap, stealing from somebeing, etc) gains
34 * experience. Calc_skill_exp() handles the gained experience using
35 * modifications in the skills[] table. - b.t.
36 */
37
38 /* define the following for skills utility debuging */
39
40 /* #define SKILL_UTIL_DEBUG */
41
42 #include <global.h>
43 #include <object.h>
44 #include <sproto.h>
45 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
46 #include <spells.h>
47
48 const uint8_t skill_flags[NUM_SKILLS] = {
49 0, // SK_NONE
50 # define def(uc, flags) flags,
51 # include "skillinc.h"
52 # undef def
53 };
54
55 static int attack_hth (object *pl, int dir, const char *string, object *skill);
56 static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
57
58 /* init_skills basically just sets up the skill_names table
59 * above. The index into the array is set up by the
60 * subtypes.
61 */
62 void
63 init_skills (void)
64 {
65 for_all_archetypes (at)
66 if (at->type == SKILL)
67 {
68 if (skill_names[at->subtype])
69 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
70 at->subtype, &skill_names[at->subtype], &at->skill);
71 else
72 skill_names[at->subtype] = at->skill;
73 }
74
75 /* This isn't really an error if there is no skill subtype set, but
76 * checking for this may catch some user errors.
77 */
78 for (int i = 1; i < NUM_SKILLS; i++)
79 if (!skill_names[i])
80 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
81 }
82
83 /* This function goes through the player inventory and sets
84 * up the last_skills[] array in the player object.
85 * the last_skills[] is used to more quickly lookup skills -
86 * mostly used for sending exp.
87 */
88 void
89 link_player_skills (object *op)
90 {
91 for (object *tmp = op->inv; tmp; tmp = tmp->below)
92 if (tmp->type == SKILL)
93 {
94 /* This is really a warning, hence no else below */
95 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
96 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
97 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
98
99 if (tmp->subtype >= NUM_SKILLS)
100 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
101 else
102 {
103 op->contr->last_skill_ob[tmp->subtype] = tmp;
104 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
105 }
106 }
107 }
108
109 static object *
110 find_skill (object *who, const shstr &sh)
111 {
112 for (object *tmp = who->inv; tmp; tmp = tmp->below)
113 if (tmp->skill == sh && tmp->type == SKILL)
114 return tmp;
115
116 return 0;
117 }
118
119 /* This returns the skill pointer of the given name (the
120 * one that accumulates exp, has the level, etc).
121 *
122 * It is presumed that the player will be needing to actually
123 * use the skill, so thus if use of the skill requires a skill
124 * tool, this code will equip it.
125 */
126 object *
127 find_skill_by_name (object *who, const shstr &sh)
128 {
129 object *skill_tool = 0;
130
131 for (object *tmp = who->inv; tmp; tmp = tmp->below)
132 if (tmp->skill == sh)
133 {
134 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
135 /* If this is a skill that can be used without applying tool, return it */
136 return splay (tmp);
137 /* Try to find appropriate skilltool. If the player has one already
138 * applied, we try to keep using that one.
139 */
140 else if (tmp->type == SKILL_TOOL && !skill_tool)
141 skill_tool = tmp;
142 }
143
144 if (!skill_tool)
145 return 0;
146
147 /* Player has a tool to use the skill. If not applied, apply it -
148 * if not successful, return null. If they do have the skill tool
149 * but not the skill itself, give it to them.
150 */
151 object *skill = find_skill (who, skill_tool->skill);
152
153 if (!skill)
154 {
155 skill = give_skill_by_name (who, skill_tool->skill);
156 link_player_skills (who);
157 }
158
159 if (!skill_tool->flag [FLAG_APPLIED])
160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
161 return 0;
162
163 return splay (skill);
164 }
165
166 object *
167 find_skill_by_name (object *who, const char *name)
168 {
169 if (!name)
170 return 0;
171
172 for (object *tmp = who->inv; tmp; tmp = tmp->below)
173 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
174 && tmp->skill.begins_with (name))
175 if (object *skop = find_skill_by_name (who, tmp->skill))
176 return skop;
177
178 return 0;
179 }
180
181 /* This returns the skill pointer of the given name (the
182 * one that accumulates exp, has the level, etc).
183 *
184 * It is presumed that the player will be needing to actually
185 * use the skill, so thus if use of the skill requires a skill
186 * tool, this code will equip it.
187 *
188 * This code is basically the same as find_skill_by_name() above,
189 * but instead a skill name, we search by matching number.
190 * this replaces find_skill.
191 */
192 object *
193 find_skill_by_number (object *who, int skillno)
194 {
195 for (object *tmp = who->inv; tmp; tmp = tmp->below)
196 if (tmp->type == SKILL && tmp->subtype == skillno)
197 if (object *skop = find_skill_by_name (who, tmp->skill))
198 return skop;
199
200 return 0;
201 }
202
203 /* This changes the objects chosen_skill to new_skill.
204 * return 1 on success, 0 on error
205 */
206 bool
207 object::change_skill (object *new_skill)
208 {
209 if (type != PLAYER)
210 return 0;
211
212 // optimise this supposedly common case
213 if (new_skill == chosen_skill)
214 return 1;
215
216 if (chosen_skill)
217 {
218 chosen_skill->flag [FLAG_APPLIED] = false;
219 change_abil (this, chosen_skill);
220 }
221
222 chosen_skill = new_skill;
223
224 if (chosen_skill)
225 {
226 chosen_skill->flag [FLAG_APPLIED] = true;
227 change_abil (this, chosen_skill);
228 }
229
230 // always clear current weapon, as the selected skill could
231 // conflict with the current weapon skill, which would go
232 // undetected and exp would be given to the wrong skill.
233 current_weapon = 0;
234
235 update_stats ();
236 return 1;
237 }
238
239 /* do_skill() - Main skills use function-similar in scope to cast_spell().
240 * We handle all requests for skill use outside of some combat here.
241 * We require a separate routine outside of fire() so as to allow monsters
242 * to utilize skills. Returns 1 on use of skill, otherwise 0.
243 * This is changed (2002-11-30) from the old method that returned
244 * exp - no caller needed that info, but it also prevented the callers
245 * from know if a skill was actually used, as many skills don't
246 * give any exp for their direct use (eg, throwing).
247 * It returns 0 if no skill was used.
248 */
249 int
250 do_skill (object *op, object *part, object *skill, int dir, const char *string)
251 {
252 int success = 0, exp = 0;
253 int did_alc = 0;
254
255 if (!skill)
256 return 0;
257
258 /* The code below presumes that the skill points to the object that
259 * holds the exp, level, etc of the skill. So if this is a player
260 * go and try to find the actual real skill pointer, and if the
261 * the player doesn't have a bucket for that, create one.
262 */
263 if (skill->type != SKILL && op->type == PLAYER)
264 {
265 for (object *tmp = op->inv; tmp; tmp = tmp->below)
266 if (tmp->type == SKILL && tmp->skill == skill->skill)
267 {
268 skill = tmp;
269 goto found;
270 }
271
272 skill = give_skill_by_name (op, skill->skill);
273 found: ;
274 }
275
276 // skill, by_whom, on_which_object, which direction, skill_argument
277 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
278 return 0;
279
280 switch (skill->subtype)
281 {
282 case SK_LEVITATION:
283 /* Not 100% sure if this will work with new movement code -
284 * the levitation skill has move_type for flying, so when
285 * equipped, that should transfer to player, when not,
286 * shouldn't.
287 */
288 if (QUERY_FLAG (skill, FLAG_APPLIED))
289 {
290 CLEAR_FLAG (skill, FLAG_APPLIED);
291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
292 }
293 else
294 {
295 SET_FLAG (skill, FLAG_APPLIED);
296 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
297 }
298
299 op->update_stats ();
300 success = 1;
301 break;
302
303 case SK_STEALING:
304 exp = success = steal (op, dir, skill);
305 break;
306
307 case SK_LOCKPICKING:
308 exp = success = pick_lock (op, dir, skill);
309 break;
310
311 case SK_HIDING:
312 exp = success = hide (op, skill);
313 break;
314
315 case SK_JUMPING:
316 exp = success = jump (op, dir, skill);
317 break;
318
319 case SK_INSCRIPTION:
320 exp = success = write_on_item (op, string, skill);
321 break;
322
323 case SK_MEDITATION:
324 meditate (op, skill);
325 success = 1;
326 break;
327 /* note that the following 'attack' skills gain exp through hit_player() */
328
329 case SK_KARATE:
330 attack_hth (op, dir, "karate-chopped", skill);
331 break;
332
333 case SK_PUNCHING:
334 attack_hth (op, dir, "punched", skill);
335 break;
336
337 case SK_FLAME_TOUCH:
338 attack_hth (op, dir, "flamed", skill);
339 break;
340
341 case SK_SPARK_TOUCH:
342 attack_hth (op, dir, "zapped", skill);
343 break;
344
345 case SK_SHIVER:
346 attack_hth (op, dir, "froze", skill);
347 break;
348
349 case SK_ACID_SPLASH:
350 attack_hth (op, dir, "dissolved", skill);
351 break;
352
353 case SK_POISON_NAIL:
354 attack_hth (op, dir, "injected poison into", skill);
355 break;
356
357 case SK_CLAWING:
358 attack_hth (op, dir, "clawed", skill);
359 break;
360
361 case SK_ONE_HANDED_WEAPON:
362 case SK_TWO_HANDED_WEAPON:
363 attack_melee_weapon (op, dir, NULL, skill);
364 break;
365
366 case SK_FIND_TRAPS:
367 exp = success = find_traps (op, skill);
368 break;
369
370 case SK_SINGING:
371 exp = success = singing (op, dir, skill);
372 break;
373
374 case SK_ORATORY:
375 exp = success = use_oratory (op, dir, skill);
376 break;
377
378 case SK_SMITHERY:
379 case SK_BOWYER:
380 case SK_JEWELER:
381 case SK_ALCHEMY:
382 case SK_THAUMATURGY:
383 case SK_LITERACY:
384 case SK_WOODSMAN:
385 /* first, we try to find a cauldron, and do the alchemy thing.
386 * failing that, we go and identify stuff.
387 */
388 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
389 {
390 next = tmp->above;
391
392 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
393 {
394 attempt_do_alchemy (op, tmp);
395
396 if (QUERY_FLAG (tmp, FLAG_APPLIED))
397 esrv_send_inventory (op, tmp);
398
399 did_alc = 1;
400 }
401 }
402
403 if (did_alc == 0)
404 exp = success = skill_ident (op, skill);
405
406 break;
407
408 case SK_DET_MAGIC:
409 case SK_DET_CURSE:
410 exp = success = skill_ident (op, skill);
411 break;
412
413 case SK_DISARM_TRAPS:
414 exp = success = remove_trap (op, dir, skill);
415 break;
416
417 case SK_THROWING:
418 success = skill_throw (op, part, dir, string, skill);
419 break;
420
421 case SK_SET_TRAP:
422 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
423 break;
424
425 case SK_USE_MAGIC_ITEM:
426 case SK_MISSILE_WEAPON:
427 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
428 break;
429
430 case SK_PRAYING:
431 success = pray (op, skill);
432 break;
433
434 case SK_BARGAINING:
435 success = describe_shop (op);
436 break;
437
438 case SK_SORCERY:
439 case SK_EVOCATION:
440 case SK_PYROMANCY:
441 case SK_SUMMONING:
442 case SK_CLIMBING:
443 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
444 break;
445
446 default:
447 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
448 break;
449 }
450
451 /* For players we now update the speed_left from using the skill.
452 * Monsters have no skill use time because of the random nature in
453 * which use_monster_skill is called already simulates this.
454 * If certain skills should take more/less time, that should be
455 * in the code for the skill itself.
456 */
457 if (op->type == PLAYER)
458 op->speed_left -= 1.f;
459
460 /* this is a good place to add experience for successfull use of skills.
461 * Note that add_exp() will figure out player/monster experience
462 * gain problems.
463 */
464
465 if (success && exp)
466 change_exp (op, exp, skill->skill, 0);
467
468 return success;
469 }
470
471 /* calc_skill_exp() - calculates amount of experience can be gained for
472 * successfull use of a skill. Returns value of experience gain.
473 * Here we take the view that a player must 'overcome an opponent'
474 * in order to gain experience. Examples include foes killed combat,
475 * finding/disarming a trap, stealing from somebeing, etc.
476 * The gained experience is based primarily on the difference in levels,
477 * exp point value of vanquished foe, the relevent stats of the skill being
478 * used and modifications in the skills[] table.
479 *
480 * For now, monsters and players will be treated differently. Below I give
481 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
482 * Monsters just get 10% of the exp of the opponent.
483 *
484 * players get a ratio, eg, opponent lvl / player level. This is then
485 * multiplied by various things. If simple exp is true, then
486 * this multiplier, include the level difference, is always 1.
487 * This revised method prevents some cases where there are big gaps
488 * in the amount you get just because you are now equal level vs lower
489 * level
490 * who is player/creature that used the skill.
491 * op is the object that was 'defeated'.
492 * skill is the skill used. If no skill is used, it should just
493 * point back to who.
494 *
495 */
496 int
497 calc_skill_exp (object *who, object *op, object *skill)
498 {
499 int op_exp = 0, op_lvl = 0;
500 float base, value, lvl_mult = 0.0;
501
502 if (!skill)
503 skill = who;
504
505 /* Oct 95 - where we have an object, I expanded our treatment
506 * to 3 cases:
507 * non-living magic obj, runes and everything else.
508 *
509 * If an object is not alive and magical we set the base exp higher to
510 * help out exp awards for skill_ident skills. Also, if
511 * an item is type RUNE, we give out exp based on stats.Cha
512 * and level (this was the old system) -b.t.
513 */
514 if (!op)
515 { /* no item/creature */
516 op_lvl = max (1, who->map->difficulty);
517 op_exp = 0;
518 }
519 else if (op->type == RUNE || op->type == TRAP)
520 { /* all traps. If stats.Cha > 1 we use that
521 * for the amount of experience */
522 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
523 op_lvl = op->level;
524 }
525 else
526 { /* all other items/living creatures */
527 op_exp = op->stats.exp;
528 op_lvl = op->level;
529 if (!QUERY_FLAG (op, FLAG_ALIVE))
530 op_lvl += 5 * abs (op->magic); /* for ident/make items */
531 }
532
533 if (op_lvl < 1)
534 op_lvl = 1;
535
536 if (who->type != PLAYER)
537 { /* for monsters only */
538 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
539 }
540 else
541 { /* for players */
542 base = op_exp;
543 /* if skill really is a skill, then we can look at the skill archetype for
544 * bse reward value (exp) and level multiplier factor.
545 */
546 if (skill->type == SKILL)
547 {
548 base += skill->arch->stats.exp;
549 if (settings.simple_exp)
550 {
551 if (skill->arch->level)
552 lvl_mult = (float) skill->arch->level / 100.0;
553 else
554 lvl_mult = 1.0; /* no adjustment */
555 }
556 else
557 {
558 if (skill->level)
559 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
560 else
561 lvl_mult = 1.0;
562 }
563 }
564 else
565 {
566 /* Don't divide by zero here! */
567 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
568 }
569 }
570
571 /* assemble the exp total, and return value */
572
573 value = base * lvl_mult;
574 if (value < 1)
575 value = 1; /* Always give at least 1 exp point */
576
577 #ifdef SKILL_UTIL_DEBUG
578 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
579 #endif
580 return ((int) value);
581 }
582
583 /* Learn skill. This inserts the requested skill in the player's
584 * inventory. The skill field of the scroll should have the
585 * exact name of the requested skill.
586 * This one actually teaches the player the skill as something
587 * they can equip.
588 * Return 0 if the player knows the skill, 1 if the
589 * player learns the skill, 2 otherwise.
590 */
591 int
592 learn_skill (object *pl, object *scroll)
593 {
594 if (!scroll->skill)
595 {
596 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
597 return 2;
598 }
599
600 object *tmp = find_skill (pl, scroll->skill);
601
602 /* player already knows it */
603 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
604 return 0;
605
606 /* now a random change to learn, based on player Int.
607 * give bonus based on level - otherwise stupid characters
608 * might never be able to learn anything.
609 */
610 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
611 return 2; /* failure :< */
612
613 if (!tmp)
614 tmp = give_skill_by_name (pl, scroll->skill);
615
616 if (!tmp)
617 {
618 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
619 return 2;
620 }
621
622 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
623 link_player_skills (pl);
624 return 1;
625 }
626
627 /* Gives a percentage clipped to 0% -> 100% of a/b. */
628 /* Probably belongs in some global utils-type file? */
629 static int
630 clipped_percent (sint64 a, sint64 b)
631 {
632 int rv;
633
634 if (b <= 0)
635 return 0;
636
637 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
638
639 if (rv < 0)
640 return 0;
641 else if (rv > 100)
642 return 100;
643
644 return rv;
645 }
646
647 /* show_skills() - Meant to allow players to examine
648 * their current skill list.
649 * This shows the amount of exp they have in the skills.
650 * we also include some other non skill related info (god,
651 * max weapon improvments, item power).
652 * Note this function is a bit more complicated becauase we
653 * we want ot sort the skills before printing them. If we
654 * just dumped this as we found it, this would be a bit
655 * simpler.
656 */
657 //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
658 void
659 show_skills (object *op, const char *search)
660 {
661 object *tmp = NULL;
662 char buf[MAX_BUF];
663 const char *cp;
664 int i, num_skills_found = 0;
665 static const char *const periods = "........................................";
666
667 /* Need to have a pointer and use strdup for qsort to work properly */
668 char skills[NUM_SKILLS][MAX_BUF];
669
670 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
671 {
672 if (tmp->type == SKILL)
673 {
674 if (search && strstr (tmp->name, search) == NULL)
675 continue;
676 /* Basically want to fill this out to 40 spaces with periods */
677 sprintf (buf, "%s%s", &tmp->name, periods);
678 buf[40] = 0;
679
680 if (settings.permanent_exp_ratio)
681 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
682 buf, tmp->level, tmp->stats.exp,
683 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
684 else
685 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
686 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
687
688 /* I don't know why some characters get a bunch of skills, but
689 * it sometimes happens (maybe a leftover from bugier earlier code
690 * and those character are still about). In any case, lets handle
691 * it so it doesn't crash the server - otherwise, one character may
692 * crash the server numerous times.
693 */
694 if (num_skills_found >= NUM_SKILLS)
695 {
696 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
697 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
698 break;
699 }
700 }
701 }
702
703 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
704 if (num_skills_found > 1)
705 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
706
707 for (i = 0; i < num_skills_found; i++)
708 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
709
710 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
711
712 cp = determine_god (op);
713 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
714
715 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n",
716 op->contr->item_power, (int) (op->level * settings.item_power_factor));
717 }
718
719 /* use_skill() - similar to invoke command, it executes the skill in the
720 * direction that the user is facing. Returns false if we are unable to
721 * change to the requested skill, or were unable to use the skill properly.
722 * This is tricky because skills can have spaces. We basically roll
723 * our own find_skill_by_name so we can try to do better string matching.
724 */
725 int
726 use_skill (object *op, const char *string)
727 {
728 object *skop;
729 size_t len;
730
731 if (!string)
732 return 0;
733
734 for (skop = op->inv; skop; skop = skop->below)
735 {
736 if (skop->type == SKILL
737 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
738 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
739 break;
740 else if (skop->type == SKILL_TOOL
741 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
742 break;
743 }
744
745 if (!skop)
746 {
747 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
748 return 0;
749 }
750
751 len = strlen (skop->skill);
752
753 /* All this logic goes and skips over the skill name to find any
754 * options given to the skill. Its pretty simple - if there
755 * are extra parameters (as deteremined by string length), we
756 * want to skip over any leading spaces.
757 */
758 if (len >= strlen (string))
759 string = NULL;
760 else
761 {
762 string += len;
763 while (*string == 0x20)
764 string++;
765
766 if (strlen (string) == 0)
767 string = NULL;
768 }
769
770 #ifdef SKILL_UTIL_DEBUG
771 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
772 #endif
773
774 if (do_skill (op, op, skop, op->facing, string))
775 return 1;
776
777 return 0;
778 }
779
780 static bool
781 hth_skill_p (object *skill)
782 {
783 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
784 }
785
786 /* This finds the first unarmed skill the player has, and returns it.
787 */
788 static object *
789 find_player_hth_skill (object *op)
790 {
791 for (object *tmp = op->inv; tmp; tmp = tmp->below)
792 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
793 return tmp;
794
795 return 0;
796 }
797
798 /* do_skill_attack() - We have got an appropriate opponent from either
799 * move_player_attack() or skill_attack(). In this part we get on with
800 * attacking, take care of messages from the attack and changes in invisible.
801 * Returns true if the attack damaged the opponent.
802 * tmp is the targetted monster.
803 * op is what is attacking
804 * string is passed along to describe what messages to describe
805 * the damage.
806 */
807 static int
808 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
809 {
810 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
811 return RESULT_INT (0);
812
813 /* For Players only: if there is no ready weapon, and no "attack" skill
814 * is readied either then try to find a skill for the player to use.
815 * it is presumed that if skill is set, it is a valid attack skill (eg,
816 * the caller should have set it appropriately). We still want to pass
817 * through that code if skill is set to change to the skill.
818 */
819 if (player *pl = op->contr)
820 {
821 if (skill)
822 op->change_skill (skill);
823 else
824 {
825 if (!pl->combat_ob)
826 {
827 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
828 {
829 for (tmp = op->inv; tmp; tmp = tmp->below)
830 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
831 break;
832
833 if (!tmp)
834 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
835
836 pl->combat_ob = tmp;
837 }
838
839 if (!pl->combat_ob)
840 {
841 /* See if the players chosen skill is a combat skill, and use
842 * it if appropriate.
843 */
844 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
845 skill = op->chosen_skill;
846 else
847 {
848 skill = find_player_hth_skill (op);
849
850 if (!skill)
851 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
852 }
853
854 if (skill)
855 {
856 op->change_skill (0);
857 apply_special (op, skill, AP_APPLY);
858 }
859 }
860
861 if (!pl->combat_ob)
862 {
863 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
864 return 0;
865 }
866 }
867
868 if (!op->change_weapon (pl->combat_ob))
869 return 0;
870 }
871
872 /* lose invisiblity/hiding status for running attacks */
873 if (pl->tmp_invis)
874 {
875 pl->tmp_invis = 0;
876 op->invisible = 0;
877 op->hide = 0;
878 update_object (op, UP_OBJ_CHANGE);
879 }
880 }
881
882 int success = attack_ob (tmp, op);
883
884 /* print appropriate messages to the player */
885
886 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
887 {
888 if (op->type == PLAYER)
889 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
890 else if (tmp->type == PLAYER)
891 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
892 }
893
894 return success;
895 }
896
897 /* skill_attack() - Core routine for use when we attack using a skills
898 * system. In essence, this code handles
899 * all skill-based attacks, i.e. hth, missile and melee weapons should be
900 * treated here. If an opponent is already supplied by move_player(),
901 * we move right onto do_skill_attack(), otherwise we find if an
902 * appropriate opponent exists.
903 *
904 * This is called by move_player() and attack_hth()
905 *
906 * Initial implementation by -bt thomas@astro.psu.edu
907 */
908 int
909 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
910 {
911 sint16 tx, ty;
912 maptile *m;
913 int mflags;
914
915 if (!dir)
916 dir = pl->facing;
917
918 tx = freearr_x[dir];
919 ty = freearr_y[dir];
920
921 /* If we don't yet have an opponent, find if one exists, and attack.
922 * Legal opponents are the same as outlined in move_player_attack()
923 */
924 if (!tmp)
925 {
926 m = pl->map;
927 tx = pl->x + freearr_x[dir];
928 ty = pl->y + freearr_y[dir];
929
930 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
931 if (mflags & P_OUT_OF_MAP)
932 return 0;
933
934 /* space must be blocked for there to be anything interesting to do */
935 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
936 return 0;
937
938 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
939 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
940 {
941 /* Don't attack party members */
942 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
943 return 0;
944
945 break;
946 }
947 }
948
949 if (!tmp)
950 {
951 if (pl->type == PLAYER)
952 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
953
954 return 0;
955 }
956
957 return do_skill_attack (tmp, pl, string, skill);
958 }
959
960 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
961
962 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
963 * (attack_hth) we check for weapon use, etc in the second (the new
964 * function skill_attack() we actually attack.
965 */
966 static int
967 attack_hth (object *pl, int dir, const char *string, object *skill)
968 {
969 object *enemy = NULL, *weapon;
970
971 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
972 for (weapon = pl->inv; weapon; weapon = weapon->below)
973 {
974 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
975 {
976 CLEAR_FLAG (weapon, FLAG_APPLIED);
977 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
978 pl->update_stats ();
979 if (pl->type == PLAYER)
980 {
981 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
982 esrv_update_item (UPD_FLAGS, pl, weapon);
983 }
984
985 break;
986 }
987 }
988
989 return skill_attack (enemy, pl, dir, string, skill);
990 }
991
992 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
993 * For now we are just checking to see if we have a ready weapon here.
994 * But there is a real neato possible feature of this scheme which
995 * bears mentioning:
996 * Since we are only calling this from do_skill() in the future
997 * we may make this routine handle 'special' melee weapons attacks
998 * (like disarming manuever with sai) based on player SK_level and
999 * weapon type.
1000 */
1001 static int
1002 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1003 {
1004
1005 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1006 {
1007 if (op->type == PLAYER)
1008 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1009
1010 return 0;
1011 }
1012
1013 return skill_attack (NULL, op, dir, string, skill);
1014 }
1015