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Revision: 1.71
Committed: Wed Dec 31 18:07:41 2008 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.70: +1 -1 lines
Log Message:
further optimisations

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 player::link_skills ()
90 {
91 for (int i = 0; i < NUM_SKILLS; ++i)
92 last_skill_ob [i] = 0;
93
94 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
95 if (tmp->type == SKILL)
96 {
97 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
98
99 if (last_skill_ob [tmp->subtype] != tmp)
100 {
101 /* This is really a warning, hence no else below */
102 if (last_skill_ob [tmp->subtype])
103 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
104 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
105
106 last_skill_ob [tmp->subtype] = tmp;
107 if (ns)
108 ns->last_skill_exp [tmp->subtype] = -1;
109 }
110 }
111 }
112
113 static object *
114 find_skill (object *who, const shstr &name)
115 {
116 if (who->chosen_skill
117 && who->chosen_skill->skill == name
118 && who->chosen_skill->type == SKILL)
119 return who->chosen_skill;
120
121 for (object *tmp = who->inv; tmp; tmp = tmp->below)
122 if (tmp->skill == name && tmp->type == SKILL)
123 return splay (tmp);
124
125 return 0;
126 }
127
128 object *player::find_skill (const shstr &name) const
129 {
130 // might want to use last_skill_obj at one point, or maybe not
131 return ::find_skill (ob, name);
132 }
133
134 object *player::find_skill (const char *name) const
135 {
136 return find_skill (shstr (name));
137 }
138
139 /* This returns the skill pointer of the given name (the
140 * one that accumulates exp, has the level, etc).
141 *
142 * It is presumed that the player will be needing to actually
143 * use the skill, so thus if use of the skill requires a skill
144 * tool, this code will equip it.
145 */
146 object *
147 find_skill_by_name (object *who, shstr_tmp sh)
148 {
149 object *skill_tool = 0;
150
151 for (object *tmp = who->inv; tmp; tmp = tmp->below)
152 if (tmp->skill == sh)
153 {
154 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
155 /* If this is a skill that can be used without applying tool, return it */
156 return splay (tmp);
157 /* Try to find appropriate skilltool. If the player has one already
158 * applied, we try to keep using that one.
159 */
160 else if (tmp->type == SKILL_TOOL && !skill_tool)
161 skill_tool = tmp;
162 }
163
164 if (!skill_tool)
165 return 0;
166
167 /* Player has a tool to use the skill. If not applied, apply it -
168 * if not successful, return null. If they do have the skill tool
169 * but not the skill itself, give it to them.
170 */
171 object *skill = find_skill (who, skill_tool->skill);
172
173 if (!skill)
174 skill = give_skill_by_name (who, skill_tool->skill);
175
176 if (!skill_tool->flag [FLAG_APPLIED])
177 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
178 return 0;
179
180 return splay (skill);
181 }
182
183 object *
184 find_skill_by_name (object *who, const char *name)
185 {
186 if (!name)
187 return 0;
188
189 for (object *tmp = who->inv; tmp; tmp = tmp->below)
190 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
191 && tmp->skill.starts_with (name))
192 if (object *skop = find_skill_by_name (who, tmp->skill))
193 return skop;
194
195 return 0;
196 }
197
198 /* This returns the skill pointer of the given name (the
199 * one that accumulates exp, has the level, etc).
200 *
201 * It is presumed that the player will be needing to actually
202 * use the skill, so thus if use of the skill requires a skill
203 * tool, this code will equip it.
204 *
205 * This code is basically the same as find_skill_by_name() above,
206 * but instead a skill name, we search by matching number.
207 * this replaces find_skill.
208 */
209 object *
210 find_skill_by_number (object *who, int skillno)
211 {
212 for (object *tmp = who->inv; tmp; tmp = tmp->below)
213 if (tmp->type == SKILL && tmp->subtype == skillno)
214 if (object *skop = find_skill_by_name (who, tmp->skill))
215 return skop;
216
217 return 0;
218 }
219
220 /* This changes the objects chosen_skill to new_skill.
221 * return 1 on success, 0 on error
222 */
223 bool
224 object::change_skill (object *new_skill)
225 {
226 if (type != PLAYER)
227 return 0;
228
229 // optimise this supposedly common case
230 if (new_skill == chosen_skill)
231 return 1;
232
233 if (chosen_skill)
234 {
235 chosen_skill->flag [FLAG_APPLIED] = false;
236 change_abil (this, chosen_skill);
237 }
238
239 chosen_skill = new_skill;
240
241 if (chosen_skill)
242 {
243 chosen_skill->flag [FLAG_APPLIED] = true;
244 change_abil (this, chosen_skill);
245 }
246
247 // always clear current weapon, as the selected skill could
248 // conflict with the current weapon skill, which would go
249 // undetected and exp would be given to the wrong skill.
250 current_weapon = 0;
251
252 update_stats ();
253 return 1;
254 }
255
256 /* do_skill() - Main skills use function-similar in scope to cast_spell().
257 * We handle all requests for skill use outside of some combat here.
258 * We require a separate routine outside of fire() so as to allow monsters
259 * to utilize skills. Returns 1 on use of skill, otherwise 0.
260 * This is changed (2002-11-30) from the old method that returned
261 * exp - no caller needed that info, but it also prevented the callers
262 * from know if a skill was actually used, as many skills don't
263 * give any exp for their direct use (eg, throwing).
264 * It returns 0 if no skill was used.
265 */
266 int
267 do_skill (object *op, object *part, object *skill, int dir, const char *string)
268 {
269 int success = 0, exp = 0;
270 int did_alc = 0;
271
272 if (!skill)
273 return 0;
274
275 /* The code below presumes that the skill points to the object that
276 * holds the exp, level, etc of the skill. So if this is a player
277 * go and try to find the actual real skill pointer, and if the
278 * the player doesn't have a bucket for that, create one.
279 */
280 if (skill->type != SKILL && op->type == PLAYER)
281 {
282 for (object *tmp = op->inv; tmp; tmp = tmp->below)
283 if (tmp->type == SKILL && tmp->skill == skill->skill)
284 {
285 skill = tmp;
286 goto found;
287 }
288
289 skill = give_skill_by_name (op, skill->skill);
290 found: ;
291 }
292
293 // skill, by_whom, on_which_object, which direction, skill_argument
294 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
295 return 0;
296
297 switch (skill->subtype)
298 {
299 case SK_LEVITATION:
300 /* Not 100% sure if this will work with new movement code -
301 * the levitation skill has move_type for flying, so when
302 * equipped, that should transfer to player, when not,
303 * shouldn't.
304 */
305 if (QUERY_FLAG (skill, FLAG_APPLIED))
306 {
307 CLEAR_FLAG (skill, FLAG_APPLIED);
308 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
309 }
310 else
311 {
312 SET_FLAG (skill, FLAG_APPLIED);
313 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
314 }
315
316 op->update_stats ();
317 success = 1;
318 break;
319
320 case SK_STEALING:
321 exp = success = steal (op, dir, skill);
322 break;
323
324 case SK_LOCKPICKING:
325 exp = success = pick_lock (op, dir, skill);
326 break;
327
328 case SK_HIDING:
329 exp = success = hide (op, skill);
330 break;
331
332 case SK_JUMPING:
333 exp = success = jump (op, dir, skill);
334 break;
335
336 case SK_INSCRIPTION:
337 exp = success = write_on_item (op, string, skill);
338 break;
339
340 case SK_MEDITATION:
341 meditate (op, skill);
342 success = 1;
343 break;
344 /* note that the following 'attack' skills gain exp through hit_player() */
345
346 case SK_KARATE:
347 attack_hth (op, dir, "karate-chopped", skill);
348 break;
349
350 case SK_PUNCHING:
351 attack_hth (op, dir, "punched", skill);
352 break;
353
354 case SK_FLAME_TOUCH:
355 attack_hth (op, dir, "flamed", skill);
356 break;
357
358 case SK_SPARK_TOUCH:
359 attack_hth (op, dir, "zapped", skill);
360 break;
361
362 case SK_SHIVER:
363 attack_hth (op, dir, "froze", skill);
364 break;
365
366 case SK_ACID_SPLASH:
367 attack_hth (op, dir, "dissolved", skill);
368 break;
369
370 case SK_POISON_NAIL:
371 attack_hth (op, dir, "injected poison into", skill);
372 break;
373
374 case SK_CLAWING:
375 attack_hth (op, dir, "clawed", skill);
376 break;
377
378 case SK_ONE_HANDED_WEAPON:
379 case SK_TWO_HANDED_WEAPON:
380 attack_melee_weapon (op, dir, NULL, skill);
381 break;
382
383 case SK_FIND_TRAPS:
384 exp = success = find_traps (op, skill);
385 break;
386
387 case SK_SINGING:
388 exp = success = singing (op, dir, skill);
389 break;
390
391 case SK_ORATORY:
392 exp = success = use_oratory (op, dir, skill);
393 break;
394
395 case SK_SMITHERY:
396 case SK_BOWYER:
397 case SK_JEWELER:
398 case SK_ALCHEMY:
399 case SK_THAUMATURGY:
400 case SK_LITERACY:
401 case SK_WOODSMAN:
402 /* first, we try to find a cauldron, and do the alchemy thing.
403 * failing that, we go and identify stuff.
404 */
405 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
406 {
407 next = tmp->above;
408
409 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
410 {
411 attempt_do_alchemy (op, tmp);
412
413 if (QUERY_FLAG (tmp, FLAG_APPLIED))
414 esrv_send_inventory (op, tmp);
415
416 did_alc = 1;
417 }
418 }
419
420 if (did_alc == 0)
421 exp = success = skill_ident (op, skill);
422
423 break;
424
425 case SK_DET_MAGIC:
426 case SK_DET_CURSE:
427 exp = success = skill_ident (op, skill);
428 break;
429
430 case SK_DISARM_TRAPS:
431 exp = success = remove_trap (op, dir, skill);
432 break;
433
434 case SK_THROWING:
435 success = skill_throw (op, part, dir, string, skill);
436 break;
437
438 case SK_SET_TRAP:
439 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
440 break;
441
442 case SK_USE_MAGIC_ITEM:
443 case SK_MISSILE_WEAPON:
444 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
445 break;
446
447 case SK_PRAYING:
448 success = pray (op, skill);
449 break;
450
451 case SK_BARGAINING:
452 success = describe_shop (op);
453 break;
454
455 case SK_SORCERY:
456 case SK_EVOCATION:
457 case SK_PYROMANCY:
458 case SK_SUMMONING:
459 case SK_CLIMBING:
460 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
461 break;
462
463 default:
464 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
465 break;
466 }
467
468 /* For players we now update the speed_left from using the skill.
469 * Monsters have no skill use time because of the random nature in
470 * which use_monster_skill is called already simulates this.
471 * If certain skills should take more/less time, that should be
472 * in the code for the skill itself.
473 */
474 if (op->type == PLAYER)
475 op->speed_left -= 1.f;
476
477 /* this is a good place to add experience for successfull use of skills.
478 * Note that add_exp() will figure out player/monster experience
479 * gain problems.
480 */
481
482 if (success && exp)
483 change_exp (op, exp, skill->skill, 0);
484
485 return success;
486 }
487
488 /* calc_skill_exp() - calculates amount of experience can be gained for
489 * successfull use of a skill. Returns value of experience gain.
490 * Here we take the view that a player must 'overcome an opponent'
491 * in order to gain experience. Examples include foes killed combat,
492 * finding/disarming a trap, stealing from somebeing, etc.
493 * The gained experience is based primarily on the difference in levels,
494 * exp point value of vanquished foe, the relevent stats of the skill being
495 * used and modifications in the skills[] table.
496 *
497 * For now, monsters and players will be treated differently. Below I give
498 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
499 * Monsters just get 10% of the exp of the opponent.
500 *
501 * players get a ratio, eg, opponent lvl / player level. This is then
502 * multiplied by various things. If simple exp is true, then
503 * this multiplier, include the level difference, is always 1.
504 * This revised method prevents some cases where there are big gaps
505 * in the amount you get just because you are now equal level vs lower
506 * level
507 * who is player/creature that used the skill.
508 * op is the object that was 'defeated'.
509 * skill is the skill used. If no skill is used, it should just
510 * point back to who.
511 *
512 */
513 int
514 calc_skill_exp (object *who, object *op, object *skill)
515 {
516 int op_exp = 0, op_lvl = 0;
517 float base, value, lvl_mult = 0.0;
518
519 if (!skill)
520 skill = who;
521
522 /* Oct 95 - where we have an object, I expanded our treatment
523 * to 3 cases:
524 * non-living magic obj, runes and everything else.
525 *
526 * If an object is not alive and magical we set the base exp higher to
527 * help out exp awards for skill_ident skills. Also, if
528 * an item is type RUNE, we give out exp based on stats.Cha
529 * and level (this was the old system) -b.t.
530 */
531 if (!op)
532 { /* no item/creature */
533 op_lvl = max (1, who->map->difficulty);
534 op_exp = 0;
535 }
536 else if (op->type == RUNE || op->type == TRAP)
537 { /* all traps. If stats.Cha > 1 we use that
538 * for the amount of experience */
539 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
540 op_lvl = op->level;
541 }
542 else
543 { /* all other items/living creatures */
544 op_exp = op->stats.exp;
545 op_lvl = op->level;
546 if (!QUERY_FLAG (op, FLAG_ALIVE))
547 op_lvl += 5 * abs (op->magic); /* for ident/make items */
548 }
549
550 if (op_lvl < 1)
551 op_lvl = 1;
552
553 if (who->type != PLAYER)
554 { /* for monsters only */
555 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
556 }
557 else
558 { /* for players */
559 base = op_exp;
560 /* if skill really is a skill, then we can look at the skill archetype for
561 * bse reward value (exp) and level multiplier factor.
562 */
563 if (skill->type == SKILL)
564 {
565 base += skill->arch->stats.exp;
566 if (settings.simple_exp)
567 {
568 if (skill->arch->level)
569 lvl_mult = (float) skill->arch->level / 100.0;
570 else
571 lvl_mult = 1.0; /* no adjustment */
572 }
573 else
574 {
575 if (skill->level)
576 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
577 else
578 lvl_mult = 1.0;
579 }
580 }
581 else
582 {
583 /* Don't divide by zero here! */
584 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
585 }
586 }
587
588 /* assemble the exp total, and return value */
589
590 value = base * lvl_mult;
591 if (value < 1)
592 value = 1; /* Always give at least 1 exp point */
593
594 #ifdef SKILL_UTIL_DEBUG
595 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
596 #endif
597 return ((int) value);
598 }
599
600 /* Learn skill. This inserts the requested skill in the player's
601 * inventory. The skill field of the scroll should have the
602 * exact name of the requested skill.
603 * This one actually teaches the player the skill as something
604 * they can equip.
605 * Return 0 if the player knows the skill, 1 if the
606 * player learns the skill, 2 otherwise.
607 */
608 int
609 learn_skill (object *pl, object *scroll)
610 {
611 if (!scroll->skill)
612 {
613 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
614 return 2;
615 }
616
617 object *tmp = find_skill (pl, scroll->skill);
618
619 /* player already knows it */
620 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
621 return 0;
622
623 /* now a random change to learn, based on player Int.
624 * give bonus based on level - otherwise stupid characters
625 * might never be able to learn anything.
626 */
627 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
628 return 2; /* failure :< */
629
630 if (!tmp)
631 tmp = give_skill_by_name (pl, scroll->skill);
632
633 if (!tmp)
634 {
635 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
636 return 2;
637 }
638
639 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
640
641 return 1;
642 }
643
644 /* Gives a percentage clipped to 0% -> 100% of a/b. */
645 /* Probably belongs in some global utils-type file? */
646 static int
647 clipped_percent (sint64 a, sint64 b)
648 {
649 int rv;
650
651 if (b <= 0)
652 return 0;
653
654 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
655
656 if (rv < 0)
657 return 0;
658 else if (rv > 100)
659 return 100;
660
661 return rv;
662 }
663
664 /* show_skills() - Meant to allow players to examine
665 * their current skill list.
666 * This shows the amount of exp they have in the skills.
667 * we also include some other non skill related info (god,
668 * max weapon improvments, item power).
669 * Note this function is a bit more complicated becauase we
670 * we want ot sort the skills before printing them. If we
671 * just dumped this as we found it, this would be a bit
672 * simpler.
673 */
674 //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
675 void
676 show_skills (object *pl, const char *search)
677 {
678 const char *cp;
679 int i, num_skills_found = 0;
680 const char *const periods = ".............................."; // 30
681
682 /* Need to have a pointer and use strdup for qsort to work properly */
683 char skills[NUM_SKILLS][128]; // d'oh
684
685 object *op = pl->contr->ob;
686
687 for (object *tmp = op->inv; tmp; tmp = tmp->below)
688 {
689 if (tmp->type == SKILL)
690 {
691 if (search && !strstr (tmp->name, search))
692 continue;
693
694 char buf[30];
695
696 /* Basically want to fill this out to 30 spaces with periods */
697 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
698
699 if (settings.permanent_exp_ratio)
700 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
701 buf, tmp->level, tmp->stats.exp,
702 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
703 else
704 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
705 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
706
707 /* I don't know why some characters get a bunch of skills, but
708 * it sometimes happens (maybe a leftover from bugier earlier code
709 * and those character are still about). In any case, lets handle
710 * it so it doesn't crash the server - otherwise, one character may
711 * crash the server numerous times.
712 */
713 if (num_skills_found >= NUM_SKILLS)
714 {
715 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
716 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
717 break;
718 }
719 }
720 }
721
722 dynbuf_text msg (4096, 1024);
723
724 msg << "T<Player skills:>\n\n";
725 if (num_skills_found > 1)
726 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
727
728 for (i = 0; i < num_skills_found; i++)
729 msg << " C<" << skills [i] << ">\n";
730
731 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
732
733 cp = determine_god (op);
734 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
735
736 msg << "Your equipped item power is " << (int)op->contr->item_power
737 << " out of " << int (op->level * settings.item_power_factor)
738 << ".\n";
739
740 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
741 }
742
743 /* use_skill() - similar to invoke command, it executes the skill in the
744 * direction that the user is facing. Returns false if we are unable to
745 * change to the requested skill, or were unable to use the skill properly.
746 * This is tricky because skills can have spaces. We basically roll
747 * our own find_skill_by_name so we can try to do better string matching.
748 */
749 int
750 use_skill (object *op, const char *string)
751 {
752 object *skop;
753 size_t len;
754
755 if (!string)
756 return 0;
757
758 for (skop = op->inv; skop; skop = skop->below)
759 {
760 if (skop->type == SKILL
761 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
762 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
763 break;
764 else if (skop->type == SKILL_TOOL
765 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
766 break;
767 }
768
769 if (!skop)
770 {
771 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
772 return 0;
773 }
774
775 len = strlen (skop->skill);
776
777 /* All this logic goes and skips over the skill name to find any
778 * options given to the skill. Its pretty simple - if there
779 * are extra parameters (as deteremined by string length), we
780 * want to skip over any leading spaces.
781 */
782 if (len >= strlen (string))
783 string = NULL;
784 else
785 {
786 string += len;
787 while (*string == 0x20)
788 string++;
789
790 if (strlen (string) == 0)
791 string = NULL;
792 }
793
794 #ifdef SKILL_UTIL_DEBUG
795 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
796 #endif
797
798 if (do_skill (op, op, skop, op->facing, string))
799 return 1;
800
801 return 0;
802 }
803
804 static bool
805 hth_skill_p (object *skill)
806 {
807 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
808 }
809
810 /* This finds the first unarmed skill the player has, and returns it.
811 */
812 static object *
813 find_player_hth_skill (object *op)
814 {
815 for (object *tmp = op->inv; tmp; tmp = tmp->below)
816 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
817 return tmp;
818
819 return 0;
820 }
821
822 /* do_skill_attack() - We have got an appropriate opponent from either
823 * move_player_attack() or skill_attack(). In this part we get on with
824 * attacking, take care of messages from the attack and changes in invisible.
825 * Returns true if the attack damaged the opponent.
826 * tmp is the targetted monster.
827 * op is what is attacking
828 * string is passed along to describe what messages to describe
829 * the damage.
830 */
831 static int
832 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
833 {
834 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
835 return RESULT_INT (0);
836
837 /* For Players only: if there is no ready weapon, and no "attack" skill
838 * is readied either then try to find a skill for the player to use.
839 * it is presumed that if skill is set, it is a valid attack skill (eg,
840 * the caller should have set it appropriately). We still want to pass
841 * through that code if skill is set to change to the skill.
842 */
843 if (player *pl = op->contr)
844 {
845 if (skill)
846 op->change_skill (skill);
847 else
848 {
849 if (!pl->combat_ob)
850 {
851 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
852 {
853 for (tmp = op->inv; tmp; tmp = tmp->below)
854 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
855 break;
856
857 if (!tmp)
858 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
859
860 pl->combat_ob = tmp;
861 }
862
863 if (!pl->combat_ob)
864 {
865 /* See if the players chosen skill is a combat skill, and use
866 * it if appropriate.
867 */
868 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
869 skill = op->chosen_skill;
870 else
871 {
872 skill = find_player_hth_skill (op);
873
874 if (!skill)
875 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
876 }
877
878 if (skill)
879 {
880 op->change_skill (0);
881 apply_special (op, skill, AP_APPLY);
882 }
883 }
884
885 if (!pl->combat_ob)
886 {
887 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
888 return 0;
889 }
890 }
891
892 if (!op->change_weapon (pl->combat_ob))
893 return 0;
894 }
895
896 /* lose invisiblity/hiding status for running attacks */
897 if (pl->tmp_invis)
898 {
899 pl->tmp_invis = 0;
900 op->invisible = 0;
901 op->flag [FLAG_HIDDEN] = 0;
902 update_object (op, UP_OBJ_CHANGE);
903 }
904 }
905
906 int success = attack_ob (tmp, op);
907
908 /* print appropriate messages to the player */
909
910 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
911 {
912 if (op->type == PLAYER)
913 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
914 else if (tmp->type == PLAYER)
915 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
916 }
917
918 return success;
919 }
920
921 /* skill_attack() - Core routine for use when we attack using a skills
922 * system. In essence, this code handles
923 * all skill-based attacks, i.e. hth, missile and melee weapons should be
924 * treated here. If an opponent is already supplied by move_player(),
925 * we move right onto do_skill_attack(), otherwise we find if an
926 * appropriate opponent exists.
927 *
928 * This is called by move_player() and attack_hth()
929 *
930 * Initial implementation by -bt thomas@astro.psu.edu
931 */
932 int
933 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
934 {
935 sint16 tx, ty;
936 maptile *m;
937 int mflags;
938
939 if (!dir)
940 dir = pl->facing;
941
942 tx = freearr_x[dir];
943 ty = freearr_y[dir];
944
945 /* If we don't yet have an opponent, find if one exists, and attack.
946 * Legal opponents are the same as outlined in move_player_attack()
947 */
948 if (!tmp)
949 {
950 m = pl->map;
951 tx = pl->x + freearr_x[dir];
952 ty = pl->y + freearr_y[dir];
953
954 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
955 if (mflags & P_OUT_OF_MAP)
956 return 0;
957
958 /* space must be blocked for there to be anything interesting to do */
959 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
960 return 0;
961
962 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
963 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
964 {
965 /* Don't attack party members */
966 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
967 return 0;
968
969 break;
970 }
971 }
972
973 if (!tmp)
974 {
975 if (pl->type == PLAYER)
976 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
977
978 return 0;
979 }
980
981 return do_skill_attack (tmp, pl, string, skill);
982 }
983
984 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
985
986 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
987 * (attack_hth) we check for weapon use, etc in the second (the new
988 * function skill_attack() we actually attack.
989 */
990 static int
991 attack_hth (object *pl, int dir, const char *string, object *skill)
992 {
993 object *enemy = NULL, *weapon;
994
995 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
996 for (weapon = pl->inv; weapon; weapon = weapon->below)
997 {
998 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
999 {
1000 CLEAR_FLAG (weapon, FLAG_APPLIED);
1001 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1002 pl->update_stats ();
1003 if (pl->type == PLAYER)
1004 {
1005 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1006 esrv_update_item (UPD_FLAGS, pl, weapon);
1007 }
1008
1009 break;
1010 }
1011 }
1012
1013 return skill_attack (enemy, pl, dir, string, skill);
1014 }
1015
1016 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1017 * For now we are just checking to see if we have a ready weapon here.
1018 * But there is a real neato possible feature of this scheme which
1019 * bears mentioning:
1020 * Since we are only calling this from do_skill() in the future
1021 * we may make this routine handle 'special' melee weapons attacks
1022 * (like disarming manuever with sai) based on player SK_level and
1023 * weapon type.
1024 */
1025 static int
1026 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1027 {
1028
1029 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1030 {
1031 if (op->type == PLAYER)
1032 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1033
1034 return 0;
1035 }
1036
1037 return skill_attack (NULL, op, dir, string, skill);
1038 }
1039