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Revision: 1.88
Committed: Mon Apr 5 02:05:32 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.87: +4 -1 lines
Log Message:
mining skill :)

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 /* Created July 95 to separate skill utilities from actual skills -b.t. */
26
27 /* Reconfigured skills code to allow linking of skills to experience
28 * categories. This is done solely through the init_new_exp_system() fctn.
29 * June/July 1995 -b.t. thomas@astro.psu.edu
30 */
31
32 /* July 1995 - Initial associated skills coding. Experience gains
33 * come solely from the use of skills. Overcoming an opponent (in combat,
34 * finding/disarming a trap, stealing from somebeing, etc) gains
35 * experience. Calc_skill_exp() handles the gained experience using
36 * modifications in the skills[] table. - b.t.
37 */
38
39 /* define the following for skills utility debuging */
40
41 /* #define SKILL_UTIL_DEBUG */
42
43 #include <global.h>
44 #include <object.h>
45 #include <sproto.h>
46 #include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
47 #include <spells.h>
48
49 const uint8_t skill_flags[NUM_SKILLS] = {
50 0, // SK_NONE
51 # define def(uc, flags) flags,
52 # include "skillinc.h"
53 # undef def
54 };
55
56 static int attack_hth (object *pl, int dir, const char *string, object *skill);
57 static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
58
59 /* init_skills basically just sets up the skill_names table
60 * above. The index into the array is set up by the
61 * subtypes.
62 */
63 void
64 init_skills ()
65 {
66 for_all_archetypes (at)
67 if (at->type == SKILL)
68 {
69 if (skill_names[at->subtype])
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
71 at->subtype, &skill_names[at->subtype], &at->skill);
72 else
73 skill_names[at->subtype] = at->skill;
74 }
75
76 /* This isn't really an error if there is no skill subtype set, but
77 * checking for this may catch some user errors.
78 */
79 for (int i = 1; i < NUM_SKILLS; i++)
80 if (!skill_names[i])
81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
82 }
83
84 /* This function goes through the player inventory and sets
85 * up the last_skills[] array in the player object.
86 * the last_skills[] is used to more quickly lookup skills -
87 * mostly used for sending exp.
88 */
89 void
90 player::link_skills ()
91 {
92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
94
95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
96 if (tmp->type == SKILL)
97 {
98 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
99
100 if (last_skill_ob [tmp->subtype] != tmp)
101 {
102 /* This is really a warning, hence no else below */
103 if (last_skill_ob [tmp->subtype])
104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
105 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
106
107 last_skill_ob [tmp->subtype] = tmp;
108 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1;
110 }
111 }
112 }
113
114 static object *
115 find_skill (object *who, shstr_cmp name)
116 {
117 if (who->chosen_skill
118 && who->chosen_skill->skill == name
119 && who->chosen_skill->type == SKILL)
120 return who->chosen_skill;
121
122 for (object *tmp = who->inv; tmp; tmp = tmp->below)
123 if (tmp->skill == name && tmp->type == SKILL)
124 return splay (tmp);
125
126 return 0;
127 }
128
129 object *player::find_skill (shstr_cmp name) const
130 {
131 // might want to use last_skill_obj at one point, or maybe not
132 return ::find_skill (ob, name);
133 }
134
135 /* This returns the skill pointer of the given name (the
136 * one that accumulates exp, has the level, etc).
137 *
138 * It is presumed that the player will be needing to actually
139 * use the skill, so thus if use of the skill requires a skill
140 * tool, this code will equip it.
141 */
142 object *
143 find_skill_by_name (object *who, shstr_cmp sh)
144 {
145 object *skill_tool = 0;
146
147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
148 if (tmp->skill == sh)
149 {
150 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
151 /* If this is a skill that can be used without applying tool, return it */
152 return splay (tmp);
153 /* Try to find appropriate skilltool. If the player has one already
154 * applied, we try to keep using that one.
155 */
156 else if (tmp->type == SKILL_TOOL && !skill_tool)
157 skill_tool = tmp;
158 }
159
160 if (!skill_tool)
161 return 0;
162
163 /* Player has a tool to use the skill. If not applied, apply it -
164 * if not successful, return null. If they do have the skill tool
165 * but not the skill itself, give it to them.
166 */
167 object *skill = find_skill (who, skill_tool->skill);
168
169 if (!skill)
170 skill = give_skill_by_name (who, skill_tool->skill);
171
172 if (!skill_tool->flag [FLAG_APPLIED])
173 if (apply_special (who, splay (skill_tool), AP_APPLY))
174 return 0;
175
176 return splay (skill);
177 }
178
179 object *
180 find_skill_by_name_fuzzy (object *who, const char *name)
181 {
182 if (!name)
183 return 0;
184
185 for (object *tmp = who->inv; tmp; tmp = tmp->below)
186 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
187 && tmp->skill.starts_with (name))
188 if (object *skop = find_skill_by_name (who, tmp->skill))
189 return skop;
190
191 return 0;
192 }
193
194 /* This returns the skill pointer of the given name (the
195 * one that accumulates exp, has the level, etc).
196 *
197 * It is presumed that the player will be needing to actually
198 * use the skill, so thus if use of the skill requires a skill
199 * tool, this code will equip it.
200 *
201 * This code is basically the same as find_skill_by_name() above,
202 * but instead a skill name, we search by matching number.
203 * this replaces find_skill.
204 */
205 object *
206 find_skill_by_number (object *who, int skillno)
207 {
208 for (object *tmp = who->inv; tmp; tmp = tmp->below)
209 if (tmp->type == SKILL && tmp->subtype == skillno)
210 if (object *skop = find_skill_by_name (who, tmp->skill))
211 return skop;
212
213 return 0;
214 }
215
216 /* This changes the objects chosen_skill to new_skill.
217 * return 1 on success, 0 on error
218 */
219 bool
220 object::change_skill (object *new_skill)
221 {
222 if (type != PLAYER)
223 return 0;
224
225 // optimise this supposedly common case
226 if (new_skill == chosen_skill)
227 return 1;
228
229 if (chosen_skill)
230 {
231 chosen_skill->flag [FLAG_APPLIED] = false;
232 change_abil (this, chosen_skill);
233 }
234
235 chosen_skill = new_skill;
236
237 if (chosen_skill)
238 {
239 chosen_skill->flag [FLAG_APPLIED] = true;
240 change_abil (this, chosen_skill);
241 }
242
243 // always clear current weapon, as the selected skill could
244 // conflict with the current weapon skill, which would go
245 // undetected and exp would be given to the wrong skill.
246 current_weapon = 0;
247
248 update_stats ();
249 return 1;
250 }
251
252 /* do_skill() - Main skills use function-similar in scope to cast_spell().
253 * We handle all requests for skill use outside of some combat here.
254 * We require a separate routine outside of fire() so as to allow monsters
255 * to utilize skills. Returns 1 on use of skill, otherwise 0.
256 * This is changed (2002-11-30) from the old method that returned
257 * exp - no caller needed that info, but it also prevented the callers
258 * from know if a skill was actually used, as many skills don't
259 * give any exp for their direct use (eg, throwing).
260 * It returns 0 if no skill was used.
261 */
262 int
263 do_skill (object *op, object *part, object *skill, int dir, const char *string)
264 {
265 int success = 0, exp = 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 {
401 bool found_cauldron = false;
402
403 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
404 {
405 next = tmp->above;
406
407 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
408 {
409 found_cauldron = true;
410
411 if (tmp->skill != skill->skill)
412 {
413 op->failmsg (format ("You can't use the %s with the %s skill!",
414 query_name (tmp),
415 query_name (skill)));
416 break;
417 }
418
419 attempt_do_alchemy (op, tmp, skill);
420
421 if (QUERY_FLAG (tmp, FLAG_APPLIED))
422 esrv_send_inventory (op, tmp);
423 }
424 }
425
426 if (!found_cauldron)
427 exp = success = skill_ident (op, skill);
428 }
429 break;
430
431 case SK_DET_MAGIC:
432 case SK_DET_CURSE:
433 exp = success = skill_ident (op, skill);
434 break;
435
436 case SK_DISARM_TRAPS:
437 exp = success = remove_trap (op, dir, skill);
438 break;
439
440 case SK_THROWING:
441 success = skill_throw (op, part, dir, string, skill);
442 break;
443
444 case SK_SET_TRAP:
445 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
446 break;
447
448 case SK_USE_MAGIC_ITEM:
449 case SK_MISSILE_WEAPON:
450 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
451 break;
452
453 case SK_PRAYING:
454 success = pray (op, skill);
455 break;
456
457 case SK_BARGAINING:
458 success = describe_shop (op);
459 break;
460
461 case SK_SORCERY:
462 case SK_EVOCATION:
463 case SK_PYROMANCY:
464 case SK_SUMMONING:
465 case SK_CLIMBING:
466 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
467 break;
468
469 case SK_MINING:
470 success = skill_mining (op, part, skill, dir, string);
471 break;
472
473 case SK_FISHING:
474 success = skill_fishing (op, part, skill, dir, string);
475 break;
476
477 default:
478 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
479 break;
480 }
481
482 /* For players we now update the speed_left from using the skill.
483 * Monsters have no skill use time because of the random nature in
484 * which use_monster_skill is called already simulates this.
485 * If certain skills should take more/less time, that should be
486 * in the code for the skill itself.
487 */
488 if (op->type == PLAYER)
489 op->speed_left -= 1.f;
490
491 /* this is a good place to add experience for successfull use of skills.
492 * Note that add_exp() will figure out player/monster experience
493 * gain problems.
494 */
495
496 if (success && exp)
497 change_exp (op, exp, skill->skill, 0);
498
499 return success;
500 }
501
502 /* calc_skill_exp() - calculates amount of experience can be gained for
503 * successfull use of a skill. Returns value of experience gain.
504 * Here we take the view that a player must 'overcome an opponent'
505 * in order to gain experience. Examples include foes killed combat,
506 * finding/disarming a trap, stealing from somebeing, etc.
507 * The gained experience is based primarily on the difference in levels,
508 * exp point value of vanquished foe, the relevent stats of the skill being
509 * used and modifications in the skills[] table.
510 *
511 * For now, monsters and players will be treated differently. Below I give
512 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
513 * Monsters just get 10% of the exp of the opponent.
514 *
515 * players get a ratio, eg, opponent lvl / player level. This is then
516 * multiplied by various things. If simple exp is true, then
517 * this multiplier, include the level difference, is always 1.
518 * This revised method prevents some cases where there are big gaps
519 * in the amount you get just because you are now equal level vs lower
520 * level
521 * who is player/creature that used the skill.
522 * op is the object that was 'defeated'.
523 * skill is the skill used. If no skill is used, it should just
524 * point back to who.
525 *
526 */
527 int
528 calc_skill_exp (object *who, object *op, object *skill)
529 {
530 int op_exp = 0, op_lvl = 0;
531 float base, value, lvl_mult = 0.0;
532
533 if (!skill)
534 skill = who;
535
536 /* Oct 95 - where we have an object, I expanded our treatment
537 * to 3 cases:
538 * non-living magic obj, runes and everything else.
539 *
540 * If an object is not alive and magical we set the base exp higher to
541 * help out exp awards for skill_ident skills. Also, if
542 * an item is type RUNE, we give out exp based on stats.Cha
543 * and level (this was the old system) -b.t.
544 */
545 if (!op)
546 { /* no item/creature */
547 op_lvl = max (1, who->map->difficulty);
548 op_exp = 0;
549 }
550 else if (op->type == RUNE || op->type == TRAP)
551 { /* all traps. If stats.Cha > 1 we use that
552 * for the amount of experience */
553 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
554 op_lvl = op->level;
555 }
556 else
557 { /* all other items/living creatures */
558 op_exp = op->stats.exp;
559 op_lvl = op->level;
560 if (!QUERY_FLAG (op, FLAG_ALIVE))
561 op_lvl += 5 * abs (op->magic); /* for ident/make items */
562 }
563
564 if (op_lvl < 1)
565 op_lvl = 1;
566
567 if (who->type != PLAYER)
568 { /* for monsters only */
569 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
570 }
571 else
572 { /* for players */
573 base = op_exp;
574 /* if skill really is a skill, then we can look at the skill archetype for
575 * bse reward value (exp) and level multiplier factor.
576 */
577 if (skill->type == SKILL)
578 {
579 base += skill->arch->stats.exp;
580 if (settings.simple_exp)
581 {
582 if (skill->arch->level)
583 lvl_mult = (float) skill->arch->level / 100.0;
584 else
585 lvl_mult = 1.0; /* no adjustment */
586 }
587 else
588 {
589 if (skill->level)
590 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
591 else
592 lvl_mult = 1.0;
593 }
594 }
595 else
596 {
597 /* Don't divide by zero here! */
598 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
599 }
600 }
601
602 /* assemble the exp total, and return value */
603
604 value = base * lvl_mult;
605 if (value < 1)
606 value = 1; /* Always give at least 1 exp point */
607
608 #ifdef SKILL_UTIL_DEBUG
609 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
610 #endif
611 return ((int) value);
612 }
613
614 /* Learn skill. This inserts the requested skill in the player's
615 * inventory. The skill field of the scroll should have the
616 * exact name of the requested skill.
617 * This one actually teaches the player the skill as something
618 * they can equip.
619 * Return 0 if the player knows the skill, 1 if the
620 * player learns the skill, 2 otherwise.
621 */
622 int
623 learn_skill (object *pl, object *scroll)
624 {
625 if (!scroll->skill)
626 {
627 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
628 return 2;
629 }
630
631 object *tmp = find_skill (pl, scroll->skill);
632
633 /* player already knows it */
634 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
635 return 0;
636
637 /* now a random change to learn, based on player Int.
638 * give bonus based on level - otherwise stupid characters
639 * might never be able to learn anything.
640 */
641 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
642 return 2; /* failure :< */
643
644 if (!tmp)
645 tmp = give_skill_by_name (pl, scroll->skill);
646
647 if (!tmp)
648 {
649 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
650 return 2;
651 }
652
653 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
654
655 return 1;
656 }
657
658 /* Gives a percentage clipped to 0% -> 100% of a/b. */
659 /* Probably belongs in some global utils-type file? */
660 static int
661 clipped_percent (sint64 a, sint64 b)
662 {
663 int rv;
664
665 if (b <= 0)
666 return 0;
667
668 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
669
670 if (rv < 0)
671 return 0;
672 else if (rv > 100)
673 return 100;
674
675 return rv;
676 }
677
678 /* show_skills() - Meant to allow players to examine
679 * their current skill list.
680 * This shows the amount of exp they have in the skills.
681 * we also include some other non skill related info (god,
682 * max weapon improvments, item power).
683 * Note this function is a bit more complicated becauase we
684 * we want ot sort the skills before printing them. If we
685 * just dumped this as we found it, this would be a bit
686 * simpler.
687 */
688 //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
689 void
690 show_skills (object *pl, const char *search)
691 {
692 const char *cp;
693 int i, num_skills_found = 0;
694 const char *const periods = ".............................."; // 30
695
696 /* Need to have a pointer and use strdup for qsort to work properly */
697 char skills[NUM_SKILLS][128]; // d'oh
698
699 object *op = pl->contr->ob;
700
701 for (object *tmp = op->inv; tmp; tmp = tmp->below)
702 {
703 if (tmp->type == SKILL)
704 {
705 if (search && !tmp->name.contains (search))
706 continue;
707
708 char buf[30];
709
710 /* Basically want to fill this out to 30 spaces with periods */
711 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
712
713 if (settings.permanent_exp_ratio)
714 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
715 buf, tmp->level, tmp->stats.exp,
716 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
717 else
718 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
719 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
720
721 /* I don't know why some characters get a bunch of skills, but
722 * it sometimes happens (maybe a leftover from bugier earlier code
723 * and those character are still about). In any case, lets handle
724 * it so it doesn't crash the server - otherwise, one character may
725 * crash the server numerous times.
726 */
727 if (num_skills_found >= NUM_SKILLS)
728 {
729 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
730 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
731 break;
732 }
733 }
734 }
735
736 dynbuf_text &msg = msg_dynbuf; msg.clear ();
737
738 msg << "T<Player skills:>\n\n";
739 if (num_skills_found > 1)
740 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
741
742 for (i = 0; i < num_skills_found; i++)
743 msg << " C<" << skills [i] << ">\n";
744
745 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
746
747 cp = determine_god (op);
748 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
749
750 msg << "Your equipped item power is " << (int)op->contr->item_power
751 << " out of " << int (op->level * settings.item_power_factor)
752 << ".\n";
753
754 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
755 }
756
757 /* use_skill() - similar to invoke command, it executes the skill in the
758 * direction that the user is facing. Returns false if we are unable to
759 * change to the requested skill, or were unable to use the skill properly.
760 * This is tricky because skills can have spaces. We basically roll
761 * our own find_skill_by_name so we can try to do better string matching.
762 */
763 int
764 use_skill (object *op, const char *string)
765 {
766 object *skop;
767 size_t len;
768
769 if (!string)
770 return 0;
771
772 for (skop = op->inv; skop; skop = skop->below)
773 {
774 if (skop->type == SKILL
775 && skop->flag [FLAG_CAN_USE_SKILL]
776 && skop->skill.starts_with (string))
777 break;
778 else if (skop->type == SKILL_TOOL
779 && skop->skill.starts_with (string)
780 && op->apply (skop))
781 break;
782 }
783
784 if (!skop)
785 {
786 op->failmsg (format ("Unable to find skill %s.", string));
787 return 0;
788 }
789
790 if (!(skill_flags [skop->subtype] & SF_USE))
791 {
792 op->failmsg (format (
793 "You feel as if you wanted to do something funny, but you can't remember what. "
794 "H<The %s skill cannot be used - maybe you need to ready it, use it with some item, or it's always active.>",
795 &skop->skill
796 ));
797 return 0;
798 }
799
800 len = strlen (skop->skill);
801
802 /* All this logic goes and skips over the skill name to find any
803 * options given to the skill. Its pretty simple - if there
804 * are extra parameters (as deteremined by string length), we
805 * want to skip over any leading spaces.
806 */
807 if (len >= strlen (string))
808 string = NULL;
809 else
810 {
811 string += len;
812 while (*string == 0x20)
813 string++;
814
815 if (strlen (string) == 0)
816 string = NULL;
817 }
818
819 #ifdef SKILL_UTIL_DEBUG
820 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
821 #endif
822
823 if (do_skill (op, op, skop, op->facing, string))
824 return 1;
825
826 return 0;
827 }
828
829 static bool
830 hth_skill_p (object *skill)
831 {
832 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
833 }
834
835 /* This finds the first unarmed skill the player has, and returns it.
836 */
837 static object *
838 find_player_hth_skill (object *op)
839 {
840 for (object *tmp = op->inv; tmp; tmp = tmp->below)
841 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
842 return tmp;
843
844 return 0;
845 }
846
847 /* do_skill_attack() - We have got an appropriate opponent from either
848 * move_player_attack() or skill_attack(). In this part we get on with
849 * attacking, take care of messages from the attack and changes in invisible.
850 * Returns true if the attack damaged the opponent.
851 * tmp is the targetted monster.
852 * op is what is attacking
853 * string is passed along to describe what messages to describe
854 * the damage.
855 */
856 static int
857 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
858 {
859 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
860 return RESULT_INT (0);
861
862 /* For Players only: if there is no ready weapon, and no "attack" skill
863 * is readied either then try to find a skill for the player to use.
864 * it is presumed that if skill is set, it is a valid attack skill (eg,
865 * the caller should have set it appropriately). We still want to pass
866 * through that code if skill is set to change to the skill.
867 */
868 if (player *pl = op->contr)
869 {
870 if (skill)
871 {
872 if (!op->apply (skill))
873 return 0;
874 }
875 else
876 {
877 if (!pl->combat_ob)
878 {
879 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
880 {
881 for (tmp = op->inv; tmp; tmp = tmp->below)
882 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
883 break;
884
885 if (!tmp)
886 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
887
888 pl->combat_ob = tmp;
889 }
890
891 if (!pl->combat_ob)
892 {
893 /* See if the players chosen skill is a combat skill, and use
894 * it if appropriate.
895 */
896 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
897 skill = op->chosen_skill;
898 else
899 {
900 skill = find_player_hth_skill (op);
901
902 if (!skill)
903 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
904 }
905
906 op->apply (skill);
907 }
908
909 if (!pl->combat_ob)
910 {
911 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
912 return 0;
913 }
914 }
915
916 if (!op->apply (pl->combat_ob))
917 return 0;
918 }
919
920 /* lose invisiblity/hiding status for running attacks */
921 if (pl->tmp_invis)
922 {
923 pl->tmp_invis = 0;
924 op->invisible = 0;
925 op->flag [FLAG_HIDDEN] = 0;
926 update_object (op, UP_OBJ_CHANGE);
927 }
928 }
929
930 int success = attack_ob (tmp, op);
931
932 /* print appropriate messages to the player */
933
934 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
935 {
936 if (op->type == PLAYER)
937 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
938 else if (tmp->type == PLAYER)
939 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
940 }
941
942 return success;
943 }
944
945 /* skill_attack() - Core routine for use when we attack using a skills
946 * system. In essence, this code handles
947 * all skill-based attacks, i.e. hth, missile and melee weapons should be
948 * treated here. If an opponent is already supplied by move_player(),
949 * we move right onto do_skill_attack(), otherwise we find if an
950 * appropriate opponent exists.
951 *
952 * This is called by move_player() and attack_hth()
953 *
954 * Initial implementation by -bt thomas@astro.psu.edu
955 */
956 int
957 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
958 {
959 sint16 tx, ty;
960 maptile *m;
961 int mflags;
962
963 if (!dir)
964 dir = pl->facing;
965
966 tx = freearr_x[dir];
967 ty = freearr_y[dir];
968
969 /* If we don't yet have an opponent, find if one exists, and attack.
970 * Legal opponents are the same as outlined in move_player_attack()
971 */
972 if (!tmp)
973 {
974 m = pl->map;
975 tx = pl->x + freearr_x[dir];
976 ty = pl->y + freearr_y[dir];
977
978 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
979 if (mflags & P_OUT_OF_MAP)
980 return 0;
981
982 /* space must be blocked for there to be anything interesting to do */
983 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
984 return 0;
985
986 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
987 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
988 {
989 /* Don't attack party members */
990 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
991 return 0;
992
993 break;
994 }
995 }
996
997 if (!tmp)
998 {
999 if (pl->type == PLAYER)
1000 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
1001
1002 return 0;
1003 }
1004
1005 return do_skill_attack (tmp, pl, string, skill);
1006 }
1007
1008 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1009
1010 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1011 * (attack_hth) we check for weapon use, etc in the second (the new
1012 * function skill_attack() we actually attack.
1013 */
1014 static int
1015 attack_hth (object *pl, int dir, const char *string, object *skill)
1016 {
1017 object *enemy = NULL, *weapon;
1018
1019 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1020 for (weapon = pl->inv; weapon; weapon = weapon->below)
1021 {
1022 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1023 {
1024 CLEAR_FLAG (weapon, FLAG_APPLIED);
1025 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1026 pl->update_stats ();
1027 if (pl->type == PLAYER)
1028 {
1029 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1030 esrv_update_item (UPD_FLAGS, pl, weapon);
1031 }
1032
1033 break;
1034 }
1035 }
1036
1037 return skill_attack (enemy, pl, dir, string, skill);
1038 }
1039
1040 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1041 * For now we are just checking to see if we have a ready weapon here.
1042 * But there is a real neato possible feature of this scheme which
1043 * bears mentioning:
1044 * Since we are only calling this from do_skill() in the future
1045 * we may make this routine handle 'special' melee weapons attacks
1046 * (like disarming manuever with sai) based on player SK_level and
1047 * weapon type.
1048 */
1049 static int
1050 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1051 {
1052
1053 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1054 {
1055 if (op->type == PLAYER)
1056 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1057
1058 return 0;
1059 }
1060
1061 return skill_attack (NULL, op, dir, string, skill);
1062 }
1063