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Revision: 1.73
Committed: Thu Jan 1 19:42:43 2009 UTC (15 years, 5 months ago) by root
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Branch: MAIN
Changes since 1.72: +4 -9 lines
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# 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, shstr_cmp 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 (shstr_cmp 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 /* This returns the skill pointer of the given name (the
135 * one that accumulates exp, has the level, etc).
136 *
137 * It is presumed that the player will be needing to actually
138 * use the skill, so thus if use of the skill requires a skill
139 * tool, this code will equip it.
140 */
141 object *
142 find_skill_by_name (object *who, shstr_cmp sh)
143 {
144 object *skill_tool = 0;
145
146 for (object *tmp = who->inv; tmp; tmp = tmp->below)
147 if (tmp->skill == sh)
148 {
149 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
150 /* If this is a skill that can be used without applying tool, return it */
151 return splay (tmp);
152 /* Try to find appropriate skilltool. If the player has one already
153 * applied, we try to keep using that one.
154 */
155 else if (tmp->type == SKILL_TOOL && !skill_tool)
156 skill_tool = tmp;
157 }
158
159 if (!skill_tool)
160 return 0;
161
162 /* Player has a tool to use the skill. If not applied, apply it -
163 * if not successful, return null. If they do have the skill tool
164 * but not the skill itself, give it to them.
165 */
166 object *skill = find_skill (who, skill_tool->skill);
167
168 if (!skill)
169 skill = give_skill_by_name (who, skill_tool->skill);
170
171 if (!skill_tool->flag [FLAG_APPLIED])
172 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
173 return 0;
174
175 return splay (skill);
176 }
177
178 object *
179 find_skill_by_name_fuzzy (object *who, const char *name)
180 {
181 if (!name)
182 return 0;
183
184 for (object *tmp = who->inv; tmp; tmp = tmp->below)
185 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
186 && tmp->skill.starts_with (name))
187 if (object *skop = find_skill_by_name (who, tmp->skill))
188 return skop;
189
190 return 0;
191 }
192
193 /* This returns the skill pointer of the given name (the
194 * one that accumulates exp, has the level, etc).
195 *
196 * It is presumed that the player will be needing to actually
197 * use the skill, so thus if use of the skill requires a skill
198 * tool, this code will equip it.
199 *
200 * This code is basically the same as find_skill_by_name() above,
201 * but instead a skill name, we search by matching number.
202 * this replaces find_skill.
203 */
204 object *
205 find_skill_by_number (object *who, int skillno)
206 {
207 for (object *tmp = who->inv; tmp; tmp = tmp->below)
208 if (tmp->type == SKILL && tmp->subtype == skillno)
209 if (object *skop = find_skill_by_name (who, tmp->skill))
210 return skop;
211
212 return 0;
213 }
214
215 /* This changes the objects chosen_skill to new_skill.
216 * return 1 on success, 0 on error
217 */
218 bool
219 object::change_skill (object *new_skill)
220 {
221 if (type != PLAYER)
222 return 0;
223
224 // optimise this supposedly common case
225 if (new_skill == chosen_skill)
226 return 1;
227
228 if (chosen_skill)
229 {
230 chosen_skill->flag [FLAG_APPLIED] = false;
231 change_abil (this, chosen_skill);
232 }
233
234 chosen_skill = new_skill;
235
236 if (chosen_skill)
237 {
238 chosen_skill->flag [FLAG_APPLIED] = true;
239 change_abil (this, chosen_skill);
240 }
241
242 // always clear current weapon, as the selected skill could
243 // conflict with the current weapon skill, which would go
244 // undetected and exp would be given to the wrong skill.
245 current_weapon = 0;
246
247 update_stats ();
248 return 1;
249 }
250
251 /* do_skill() - Main skills use function-similar in scope to cast_spell().
252 * We handle all requests for skill use outside of some combat here.
253 * We require a separate routine outside of fire() so as to allow monsters
254 * to utilize skills. Returns 1 on use of skill, otherwise 0.
255 * This is changed (2002-11-30) from the old method that returned
256 * exp - no caller needed that info, but it also prevented the callers
257 * from know if a skill was actually used, as many skills don't
258 * give any exp for their direct use (eg, throwing).
259 * It returns 0 if no skill was used.
260 */
261 int
262 do_skill (object *op, object *part, object *skill, int dir, const char *string)
263 {
264 int success = 0, exp = 0;
265 int did_alc = 0;
266
267 if (!skill)
268 return 0;
269
270 /* The code below presumes that the skill points to the object that
271 * holds the exp, level, etc of the skill. So if this is a player
272 * go and try to find the actual real skill pointer, and if the
273 * the player doesn't have a bucket for that, create one.
274 */
275 if (skill->type != SKILL && op->type == PLAYER)
276 {
277 for (object *tmp = op->inv; tmp; tmp = tmp->below)
278 if (tmp->type == SKILL && tmp->skill == skill->skill)
279 {
280 skill = tmp;
281 goto found;
282 }
283
284 skill = give_skill_by_name (op, skill->skill);
285 found: ;
286 }
287
288 // skill, by_whom, on_which_object, which direction, skill_argument
289 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
290 return 0;
291
292 switch (skill->subtype)
293 {
294 case SK_LEVITATION:
295 /* Not 100% sure if this will work with new movement code -
296 * the levitation skill has move_type for flying, so when
297 * equipped, that should transfer to player, when not,
298 * shouldn't.
299 */
300 if (QUERY_FLAG (skill, FLAG_APPLIED))
301 {
302 CLEAR_FLAG (skill, FLAG_APPLIED);
303 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
304 }
305 else
306 {
307 SET_FLAG (skill, FLAG_APPLIED);
308 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
309 }
310
311 op->update_stats ();
312 success = 1;
313 break;
314
315 case SK_STEALING:
316 exp = success = steal (op, dir, skill);
317 break;
318
319 case SK_LOCKPICKING:
320 exp = success = pick_lock (op, dir, skill);
321 break;
322
323 case SK_HIDING:
324 exp = success = hide (op, skill);
325 break;
326
327 case SK_JUMPING:
328 exp = success = jump (op, dir, skill);
329 break;
330
331 case SK_INSCRIPTION:
332 exp = success = write_on_item (op, string, skill);
333 break;
334
335 case SK_MEDITATION:
336 meditate (op, skill);
337 success = 1;
338 break;
339 /* note that the following 'attack' skills gain exp through hit_player() */
340
341 case SK_KARATE:
342 attack_hth (op, dir, "karate-chopped", skill);
343 break;
344
345 case SK_PUNCHING:
346 attack_hth (op, dir, "punched", skill);
347 break;
348
349 case SK_FLAME_TOUCH:
350 attack_hth (op, dir, "flamed", skill);
351 break;
352
353 case SK_SPARK_TOUCH:
354 attack_hth (op, dir, "zapped", skill);
355 break;
356
357 case SK_SHIVER:
358 attack_hth (op, dir, "froze", skill);
359 break;
360
361 case SK_ACID_SPLASH:
362 attack_hth (op, dir, "dissolved", skill);
363 break;
364
365 case SK_POISON_NAIL:
366 attack_hth (op, dir, "injected poison into", skill);
367 break;
368
369 case SK_CLAWING:
370 attack_hth (op, dir, "clawed", skill);
371 break;
372
373 case SK_ONE_HANDED_WEAPON:
374 case SK_TWO_HANDED_WEAPON:
375 attack_melee_weapon (op, dir, NULL, skill);
376 break;
377
378 case SK_FIND_TRAPS:
379 exp = success = find_traps (op, skill);
380 break;
381
382 case SK_SINGING:
383 exp = success = singing (op, dir, skill);
384 break;
385
386 case SK_ORATORY:
387 exp = success = use_oratory (op, dir, skill);
388 break;
389
390 case SK_SMITHERY:
391 case SK_BOWYER:
392 case SK_JEWELER:
393 case SK_ALCHEMY:
394 case SK_THAUMATURGY:
395 case SK_LITERACY:
396 case SK_WOODSMAN:
397 /* first, we try to find a cauldron, and do the alchemy thing.
398 * failing that, we go and identify stuff.
399 */
400 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
401 {
402 next = tmp->above;
403
404 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
405 {
406 attempt_do_alchemy (op, tmp);
407
408 if (QUERY_FLAG (tmp, FLAG_APPLIED))
409 esrv_send_inventory (op, tmp);
410
411 did_alc = 1;
412 }
413 }
414
415 if (did_alc == 0)
416 exp = success = skill_ident (op, skill);
417
418 break;
419
420 case SK_DET_MAGIC:
421 case SK_DET_CURSE:
422 exp = success = skill_ident (op, skill);
423 break;
424
425 case SK_DISARM_TRAPS:
426 exp = success = remove_trap (op, dir, skill);
427 break;
428
429 case SK_THROWING:
430 success = skill_throw (op, part, dir, string, skill);
431 break;
432
433 case SK_SET_TRAP:
434 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
435 break;
436
437 case SK_USE_MAGIC_ITEM:
438 case SK_MISSILE_WEAPON:
439 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
440 break;
441
442 case SK_PRAYING:
443 success = pray (op, skill);
444 break;
445
446 case SK_BARGAINING:
447 success = describe_shop (op);
448 break;
449
450 case SK_SORCERY:
451 case SK_EVOCATION:
452 case SK_PYROMANCY:
453 case SK_SUMMONING:
454 case SK_CLIMBING:
455 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
456 break;
457
458 default:
459 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
460 break;
461 }
462
463 /* For players we now update the speed_left from using the skill.
464 * Monsters have no skill use time because of the random nature in
465 * which use_monster_skill is called already simulates this.
466 * If certain skills should take more/less time, that should be
467 * in the code for the skill itself.
468 */
469 if (op->type == PLAYER)
470 op->speed_left -= 1.f;
471
472 /* this is a good place to add experience for successfull use of skills.
473 * Note that add_exp() will figure out player/monster experience
474 * gain problems.
475 */
476
477 if (success && exp)
478 change_exp (op, exp, skill->skill, 0);
479
480 return success;
481 }
482
483 /* calc_skill_exp() - calculates amount of experience can be gained for
484 * successfull use of a skill. Returns value of experience gain.
485 * Here we take the view that a player must 'overcome an opponent'
486 * in order to gain experience. Examples include foes killed combat,
487 * finding/disarming a trap, stealing from somebeing, etc.
488 * The gained experience is based primarily on the difference in levels,
489 * exp point value of vanquished foe, the relevent stats of the skill being
490 * used and modifications in the skills[] table.
491 *
492 * For now, monsters and players will be treated differently. Below I give
493 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
494 * Monsters just get 10% of the exp of the opponent.
495 *
496 * players get a ratio, eg, opponent lvl / player level. This is then
497 * multiplied by various things. If simple exp is true, then
498 * this multiplier, include the level difference, is always 1.
499 * This revised method prevents some cases where there are big gaps
500 * in the amount you get just because you are now equal level vs lower
501 * level
502 * who is player/creature that used the skill.
503 * op is the object that was 'defeated'.
504 * skill is the skill used. If no skill is used, it should just
505 * point back to who.
506 *
507 */
508 int
509 calc_skill_exp (object *who, object *op, object *skill)
510 {
511 int op_exp = 0, op_lvl = 0;
512 float base, value, lvl_mult = 0.0;
513
514 if (!skill)
515 skill = who;
516
517 /* Oct 95 - where we have an object, I expanded our treatment
518 * to 3 cases:
519 * non-living magic obj, runes and everything else.
520 *
521 * If an object is not alive and magical we set the base exp higher to
522 * help out exp awards for skill_ident skills. Also, if
523 * an item is type RUNE, we give out exp based on stats.Cha
524 * and level (this was the old system) -b.t.
525 */
526 if (!op)
527 { /* no item/creature */
528 op_lvl = max (1, who->map->difficulty);
529 op_exp = 0;
530 }
531 else if (op->type == RUNE || op->type == TRAP)
532 { /* all traps. If stats.Cha > 1 we use that
533 * for the amount of experience */
534 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
535 op_lvl = op->level;
536 }
537 else
538 { /* all other items/living creatures */
539 op_exp = op->stats.exp;
540 op_lvl = op->level;
541 if (!QUERY_FLAG (op, FLAG_ALIVE))
542 op_lvl += 5 * abs (op->magic); /* for ident/make items */
543 }
544
545 if (op_lvl < 1)
546 op_lvl = 1;
547
548 if (who->type != PLAYER)
549 { /* for monsters only */
550 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
551 }
552 else
553 { /* for players */
554 base = op_exp;
555 /* if skill really is a skill, then we can look at the skill archetype for
556 * bse reward value (exp) and level multiplier factor.
557 */
558 if (skill->type == SKILL)
559 {
560 base += skill->arch->stats.exp;
561 if (settings.simple_exp)
562 {
563 if (skill->arch->level)
564 lvl_mult = (float) skill->arch->level / 100.0;
565 else
566 lvl_mult = 1.0; /* no adjustment */
567 }
568 else
569 {
570 if (skill->level)
571 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
572 else
573 lvl_mult = 1.0;
574 }
575 }
576 else
577 {
578 /* Don't divide by zero here! */
579 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
580 }
581 }
582
583 /* assemble the exp total, and return value */
584
585 value = base * lvl_mult;
586 if (value < 1)
587 value = 1; /* Always give at least 1 exp point */
588
589 #ifdef SKILL_UTIL_DEBUG
590 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
591 #endif
592 return ((int) value);
593 }
594
595 /* Learn skill. This inserts the requested skill in the player's
596 * inventory. The skill field of the scroll should have the
597 * exact name of the requested skill.
598 * This one actually teaches the player the skill as something
599 * they can equip.
600 * Return 0 if the player knows the skill, 1 if the
601 * player learns the skill, 2 otherwise.
602 */
603 int
604 learn_skill (object *pl, object *scroll)
605 {
606 if (!scroll->skill)
607 {
608 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
609 return 2;
610 }
611
612 object *tmp = find_skill (pl, scroll->skill);
613
614 /* player already knows it */
615 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
616 return 0;
617
618 /* now a random change to learn, based on player Int.
619 * give bonus based on level - otherwise stupid characters
620 * might never be able to learn anything.
621 */
622 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
623 return 2; /* failure :< */
624
625 if (!tmp)
626 tmp = give_skill_by_name (pl, scroll->skill);
627
628 if (!tmp)
629 {
630 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
631 return 2;
632 }
633
634 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
635
636 return 1;
637 }
638
639 /* Gives a percentage clipped to 0% -> 100% of a/b. */
640 /* Probably belongs in some global utils-type file? */
641 static int
642 clipped_percent (sint64 a, sint64 b)
643 {
644 int rv;
645
646 if (b <= 0)
647 return 0;
648
649 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
650
651 if (rv < 0)
652 return 0;
653 else if (rv > 100)
654 return 100;
655
656 return rv;
657 }
658
659 /* show_skills() - Meant to allow players to examine
660 * their current skill list.
661 * This shows the amount of exp they have in the skills.
662 * we also include some other non skill related info (god,
663 * max weapon improvments, item power).
664 * Note this function is a bit more complicated becauase we
665 * we want ot sort the skills before printing them. If we
666 * just dumped this as we found it, this would be a bit
667 * simpler.
668 */
669 //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
670 void
671 show_skills (object *pl, const char *search)
672 {
673 const char *cp;
674 int i, num_skills_found = 0;
675 const char *const periods = ".............................."; // 30
676
677 /* Need to have a pointer and use strdup for qsort to work properly */
678 char skills[NUM_SKILLS][128]; // d'oh
679
680 object *op = pl->contr->ob;
681
682 for (object *tmp = op->inv; tmp; tmp = tmp->below)
683 {
684 if (tmp->type == SKILL)
685 {
686 if (search && !tmp->name.contains (search))
687 continue;
688
689 char buf[30];
690
691 /* Basically want to fill this out to 30 spaces with periods */
692 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
693
694 if (settings.permanent_exp_ratio)
695 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
696 buf, tmp->level, tmp->stats.exp,
697 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
698 else
699 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
700 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
701
702 /* I don't know why some characters get a bunch of skills, but
703 * it sometimes happens (maybe a leftover from bugier earlier code
704 * and those character are still about). In any case, lets handle
705 * it so it doesn't crash the server - otherwise, one character may
706 * crash the server numerous times.
707 */
708 if (num_skills_found >= NUM_SKILLS)
709 {
710 new_draw_info (NDI_RED, 0, op, "Your character has too many skills.");
711 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin");
712 break;
713 }
714 }
715 }
716
717 dynbuf_text msg (4096, 1024);
718
719 msg << "T<Player skills:>\n\n";
720 if (num_skills_found > 1)
721 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
722
723 for (i = 0; i < num_skills_found; i++)
724 msg << " C<" << skills [i] << ">\n";
725
726 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
727
728 cp = determine_god (op);
729 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
730
731 msg << "Your equipped item power is " << (int)op->contr->item_power
732 << " out of " << int (op->level * settings.item_power_factor)
733 << ".\n";
734
735 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
736 }
737
738 /* use_skill() - similar to invoke command, it executes the skill in the
739 * direction that the user is facing. Returns false if we are unable to
740 * change to the requested skill, or were unable to use the skill properly.
741 * This is tricky because skills can have spaces. We basically roll
742 * our own find_skill_by_name so we can try to do better string matching.
743 */
744 int
745 use_skill (object *op, const char *string)
746 {
747 object *skop;
748 size_t len;
749
750 if (!string)
751 return 0;
752
753 for (skop = op->inv; skop; skop = skop->below)
754 {
755 if (skop->type == SKILL
756 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
757 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
758 break;
759 else if (skop->type == SKILL_TOOL
760 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
761 break;
762 }
763
764 if (!skop)
765 {
766 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
767 return 0;
768 }
769
770 len = strlen (skop->skill);
771
772 /* All this logic goes and skips over the skill name to find any
773 * options given to the skill. Its pretty simple - if there
774 * are extra parameters (as deteremined by string length), we
775 * want to skip over any leading spaces.
776 */
777 if (len >= strlen (string))
778 string = NULL;
779 else
780 {
781 string += len;
782 while (*string == 0x20)
783 string++;
784
785 if (strlen (string) == 0)
786 string = NULL;
787 }
788
789 #ifdef SKILL_UTIL_DEBUG
790 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
791 #endif
792
793 if (do_skill (op, op, skop, op->facing, string))
794 return 1;
795
796 return 0;
797 }
798
799 static bool
800 hth_skill_p (object *skill)
801 {
802 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
803 }
804
805 /* This finds the first unarmed skill the player has, and returns it.
806 */
807 static object *
808 find_player_hth_skill (object *op)
809 {
810 for (object *tmp = op->inv; tmp; tmp = tmp->below)
811 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
812 return tmp;
813
814 return 0;
815 }
816
817 /* do_skill_attack() - We have got an appropriate opponent from either
818 * move_player_attack() or skill_attack(). In this part we get on with
819 * attacking, take care of messages from the attack and changes in invisible.
820 * Returns true if the attack damaged the opponent.
821 * tmp is the targetted monster.
822 * op is what is attacking
823 * string is passed along to describe what messages to describe
824 * the damage.
825 */
826 static int
827 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
828 {
829 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
830 return RESULT_INT (0);
831
832 /* For Players only: if there is no ready weapon, and no "attack" skill
833 * is readied either then try to find a skill for the player to use.
834 * it is presumed that if skill is set, it is a valid attack skill (eg,
835 * the caller should have set it appropriately). We still want to pass
836 * through that code if skill is set to change to the skill.
837 */
838 if (player *pl = op->contr)
839 {
840 if (skill)
841 op->change_skill (skill);
842 else
843 {
844 if (!pl->combat_ob)
845 {
846 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
847 {
848 for (tmp = op->inv; tmp; tmp = tmp->below)
849 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
850 break;
851
852 if (!tmp)
853 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
854
855 pl->combat_ob = tmp;
856 }
857
858 if (!pl->combat_ob)
859 {
860 /* See if the players chosen skill is a combat skill, and use
861 * it if appropriate.
862 */
863 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
864 skill = op->chosen_skill;
865 else
866 {
867 skill = find_player_hth_skill (op);
868
869 if (!skill)
870 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
871 }
872
873 if (skill)
874 {
875 op->change_skill (0);
876 apply_special (op, skill, AP_APPLY);
877 }
878 }
879
880 if (!pl->combat_ob)
881 {
882 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
883 return 0;
884 }
885 }
886
887 if (!op->change_weapon (pl->combat_ob))
888 return 0;
889 }
890
891 /* lose invisiblity/hiding status for running attacks */
892 if (pl->tmp_invis)
893 {
894 pl->tmp_invis = 0;
895 op->invisible = 0;
896 op->flag [FLAG_HIDDEN] = 0;
897 update_object (op, UP_OBJ_CHANGE);
898 }
899 }
900
901 int success = attack_ob (tmp, op);
902
903 /* print appropriate messages to the player */
904
905 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
906 {
907 if (op->type == PLAYER)
908 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
909 else if (tmp->type == PLAYER)
910 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
911 }
912
913 return success;
914 }
915
916 /* skill_attack() - Core routine for use when we attack using a skills
917 * system. In essence, this code handles
918 * all skill-based attacks, i.e. hth, missile and melee weapons should be
919 * treated here. If an opponent is already supplied by move_player(),
920 * we move right onto do_skill_attack(), otherwise we find if an
921 * appropriate opponent exists.
922 *
923 * This is called by move_player() and attack_hth()
924 *
925 * Initial implementation by -bt thomas@astro.psu.edu
926 */
927 int
928 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
929 {
930 sint16 tx, ty;
931 maptile *m;
932 int mflags;
933
934 if (!dir)
935 dir = pl->facing;
936
937 tx = freearr_x[dir];
938 ty = freearr_y[dir];
939
940 /* If we don't yet have an opponent, find if one exists, and attack.
941 * Legal opponents are the same as outlined in move_player_attack()
942 */
943 if (!tmp)
944 {
945 m = pl->map;
946 tx = pl->x + freearr_x[dir];
947 ty = pl->y + freearr_y[dir];
948
949 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
950 if (mflags & P_OUT_OF_MAP)
951 return 0;
952
953 /* space must be blocked for there to be anything interesting to do */
954 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
955 return 0;
956
957 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
958 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
959 {
960 /* Don't attack party members */
961 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
962 return 0;
963
964 break;
965 }
966 }
967
968 if (!tmp)
969 {
970 if (pl->type == PLAYER)
971 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
972
973 return 0;
974 }
975
976 return do_skill_attack (tmp, pl, string, skill);
977 }
978
979 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
980
981 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
982 * (attack_hth) we check for weapon use, etc in the second (the new
983 * function skill_attack() we actually attack.
984 */
985 static int
986 attack_hth (object *pl, int dir, const char *string, object *skill)
987 {
988 object *enemy = NULL, *weapon;
989
990 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
991 for (weapon = pl->inv; weapon; weapon = weapon->below)
992 {
993 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
994 {
995 CLEAR_FLAG (weapon, FLAG_APPLIED);
996 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
997 pl->update_stats ();
998 if (pl->type == PLAYER)
999 {
1000 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1001 esrv_update_item (UPD_FLAGS, pl, weapon);
1002 }
1003
1004 break;
1005 }
1006 }
1007
1008 return skill_attack (enemy, pl, dir, string, skill);
1009 }
1010
1011 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1012 * For now we are just checking to see if we have a ready weapon here.
1013 * But there is a real neato possible feature of this scheme which
1014 * bears mentioning:
1015 * Since we are only calling this from do_skill() in the future
1016 * we may make this routine handle 'special' melee weapons attacks
1017 * (like disarming manuever with sai) based on player SK_level and
1018 * weapon type.
1019 */
1020 static int
1021 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1022 {
1023
1024 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1025 {
1026 if (op->type == PLAYER)
1027 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1028
1029 return 0;
1030 }
1031
1032 return skill_attack (NULL, op, dir, string, skill);
1033 }
1034