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Revision: 1.92
Committed: Sat Apr 10 04:54:10 2010 UTC (14 years, 1 month ago) by root
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Branch: MAIN
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# 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 (!who->apply (splay (skill_tool)))
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 for (object *tmp = who->inv; tmp; tmp = tmp->below)
184 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
185 && tmp->skill.starts_with (name))
186 if (object *skop = find_skill_by_name (who, tmp->skill))
187 return skop;
188
189 return 0;
190 }
191
192 /* This returns the skill pointer of the given name (the
193 * one that accumulates exp, has the level, etc).
194 *
195 * It is presumed that the player will be needing to actually
196 * use the skill, so thus if use of the skill requires a skill
197 * tool, this code will equip it.
198 *
199 * This code is basically the same as find_skill_by_name() above,
200 * but instead a skill name, we search by matching number.
201 * this replaces find_skill.
202 */
203 object *
204 find_skill_by_number (object *who, int skillno)
205 {
206 for (object *tmp = who->inv; tmp; tmp = tmp->below)
207 if (tmp->type == SKILL && tmp->subtype == skillno)
208 if (object *skop = find_skill_by_name (who, tmp->skill))
209 return skop;
210
211 return 0;
212 }
213
214 /* This changes the objects chosen_skill to new_skill.
215 * return 1 on success, 0 on error
216 */
217 bool
218 object::change_skill (object *new_skill)
219 {
220 if (type != PLAYER)
221 return 0;
222
223 // optimise this supposedly common case
224 if (new_skill == chosen_skill)
225 return 1;
226
227 if (chosen_skill)
228 {
229 chosen_skill->flag [FLAG_APPLIED] = false;
230 change_abil (this, chosen_skill);
231 }
232
233 chosen_skill = new_skill;
234
235 if (chosen_skill)
236 {
237 chosen_skill->flag [FLAG_APPLIED] = true;
238 change_abil (this, chosen_skill);
239 }
240
241 // always clear current weapon, as the selected skill could
242 // conflict with the current weapon skill, which would go
243 // undetected and exp would be given to the wrong skill.
244 current_weapon = 0;
245
246 update_stats ();
247 return 1;
248 }
249
250 /* do_skill() - Main skills use function-similar in scope to cast_spell().
251 * We handle all requests for skill use outside of some combat here.
252 * We require a separate routine outside of fire() so as to allow monsters
253 * to utilize skills. Returns 1 on use of skill, otherwise 0.
254 * This is changed (2002-11-30) from the old method that returned
255 * exp - no caller needed that info, but it also prevented the callers
256 * from know if a skill was actually used, as many skills don't
257 * give any exp for their direct use (eg, throwing).
258 * It returns 0 if no skill was used.
259 */
260 int
261 do_skill (object *op, object *part, object *skill, int dir, const char *string)
262 {
263 int success = 0, exp = 0;
264
265 if (!skill)
266 return 0;
267
268 /* The code below presumes that the skill points to the object that
269 * holds the exp, level, etc of the skill. So if this is a player
270 * go and try to find the actual real skill pointer, and if the
271 * the player doesn't have a bucket for that, create one.
272 */
273 if (skill->type != SKILL && op->type == PLAYER)
274 {
275 for (object *tmp = op->inv; tmp; tmp = tmp->below)
276 if (tmp->type == SKILL && tmp->skill == skill->skill)
277 {
278 skill = tmp;
279 goto found;
280 }
281
282 skill = give_skill_by_name (op, skill->skill);
283 found: ;
284 }
285
286 // skill, by_whom, on_which_object, which direction, skill_argument
287 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
288 return 0;
289
290 switch (skill->subtype)
291 {
292 case SK_LEVITATION:
293 /* Not 100% sure if this will work with new movement code -
294 * the levitation skill has move_type for flying, so when
295 * equipped, that should transfer to player, when not,
296 * shouldn't.
297 */
298 if (QUERY_FLAG (skill, FLAG_APPLIED))
299 {
300 CLEAR_FLAG (skill, FLAG_APPLIED);
301 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
302 }
303 else
304 {
305 SET_FLAG (skill, FLAG_APPLIED);
306 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
307 }
308
309 op->update_stats ();
310 success = 1;
311 break;
312
313 case SK_STEALING:
314 exp = success = steal (op, dir, skill);
315 break;
316
317 case SK_LOCKPICKING:
318 exp = success = pick_lock (op, dir, skill);
319 break;
320
321 case SK_HIDING:
322 exp = success = hide (op, skill);
323 break;
324
325 case SK_JUMPING:
326 exp = success = jump (op, dir, skill);
327 break;
328
329 case SK_INSCRIPTION:
330 exp = success = write_on_item (op, string, skill);
331 break;
332
333 case SK_MEDITATION:
334 meditate (op, skill);
335 success = 1;
336 break;
337 /* note that the following 'attack' skills gain exp through hit_player() */
338
339 case SK_KARATE:
340 attack_hth (op, dir, "karate-chopped", skill);
341 break;
342
343 case SK_PUNCHING:
344 attack_hth (op, dir, "punched", skill);
345 break;
346
347 case SK_FLAME_TOUCH:
348 attack_hth (op, dir, "flamed", skill);
349 break;
350
351 case SK_SPARK_TOUCH:
352 attack_hth (op, dir, "zapped", skill);
353 break;
354
355 case SK_SHIVER:
356 attack_hth (op, dir, "froze", skill);
357 break;
358
359 case SK_ACID_SPLASH:
360 attack_hth (op, dir, "dissolved", skill);
361 break;
362
363 case SK_POISON_NAIL:
364 attack_hth (op, dir, "injected poison into", skill);
365 break;
366
367 case SK_CLAWING:
368 attack_hth (op, dir, "clawed", skill);
369 break;
370
371 case SK_ONE_HANDED_WEAPON:
372 case SK_TWO_HANDED_WEAPON:
373 attack_melee_weapon (op, dir, NULL, skill);
374 break;
375
376 case SK_FIND_TRAPS:
377 exp = success = find_traps (op, skill);
378 break;
379
380 case SK_SINGING:
381 exp = success = singing (op, dir, skill);
382 break;
383
384 case SK_ORATORY:
385 exp = success = use_oratory (op, dir, skill);
386 break;
387
388 case SK_SMITHERY:
389 case SK_BOWYER:
390 case SK_JEWELER:
391 case SK_ALCHEMY:
392 case SK_THAUMATURGY:
393 case SK_LITERACY:
394 case SK_WOODSMAN:
395 /* first, we try to find a cauldron, and do the alchemy thing.
396 * failing that, we go and identify stuff.
397 */
398 {
399 bool found_cauldron = false;
400
401 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
402 {
403 next = tmp->above;
404
405 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
406 {
407 found_cauldron = true;
408
409 if (tmp->skill != skill->skill)
410 {
411 op->failmsgf ("You can't use the %s with the %s skill!",
412 query_name (tmp),
413 query_name (skill));
414 break;
415 }
416
417 attempt_do_alchemy (op, tmp, skill);
418
419 if (QUERY_FLAG (tmp, FLAG_APPLIED))
420 esrv_send_inventory (op, tmp);
421 }
422 }
423
424 if (!found_cauldron)
425 exp = success = skill_ident (op, skill);
426 }
427 break;
428
429 case SK_DET_MAGIC:
430 case SK_DET_CURSE:
431 exp = success = skill_ident (op, skill);
432 break;
433
434 case SK_DISARM_TRAPS:
435 exp = success = remove_trap (op, dir, skill);
436 break;
437
438 case SK_THROWING:
439 success = skill_throw (op, part, dir, string, skill);
440 break;
441
442 case SK_SET_TRAP:
443 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
444 break;
445
446 case SK_USE_MAGIC_ITEM:
447 case SK_MISSILE_WEAPON:
448 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
449 break;
450
451 case SK_PRAYING:
452 success = pray (op, skill);
453 break;
454
455 case SK_BARGAINING:
456 success = describe_shop (op);
457 break;
458
459 case SK_SORCERY:
460 case SK_EVOCATION:
461 case SK_PYROMANCY:
462 case SK_SUMMONING:
463 case SK_CLIMBING:
464 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
465 break;
466
467 case SK_MINING:
468 success = skill_mining (op, part, skill, dir, string);
469 break;
470
471 case SK_FISHING:
472 success = skill_fishing (op, part, skill, dir, string);
473 break;
474
475 default:
476 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
477 break;
478 }
479
480 /* For players we now update the speed_left from using the skill.
481 * Monsters have no skill use time because of the random nature in
482 * which use_monster_skill is called already simulates this.
483 * If certain skills should take more/less time, that should be
484 * in the code for the skill itself.
485 */
486 if (op->type == PLAYER)
487 op->speed_left -= 1.f;
488
489 /* this is a good place to add experience for successfull use of skills.
490 * Note that add_exp() will figure out player/monster experience
491 * gain problems.
492 */
493
494 if (success && exp)
495 change_exp (op, exp, skill->skill, 0);
496
497 return success;
498 }
499
500 /* calc_skill_exp() - calculates amount of experience can be gained for
501 * successfull use of a skill. Returns value of experience gain.
502 * Here we take the view that a player must 'overcome an opponent'
503 * in order to gain experience. Examples include foes killed combat,
504 * finding/disarming a trap, stealing from somebeing, etc.
505 * The gained experience is based primarily on the difference in levels,
506 * exp point value of vanquished foe, the relevent stats of the skill being
507 * used and modifications in the skills[] table.
508 *
509 * For now, monsters and players will be treated differently. Below I give
510 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
511 * Monsters just get 10% of the exp of the opponent.
512 *
513 * players get a ratio, eg, opponent lvl / player level. This is then
514 * multiplied by various things. If simple exp is true, then
515 * this multiplier, include the level difference, is always 1.
516 * This revised method prevents some cases where there are big gaps
517 * in the amount you get just because you are now equal level vs lower
518 * level
519 * who is player/creature that used the skill.
520 * op is the object that was 'defeated'.
521 * skill is the skill used. If no skill is used, it should just
522 * point back to who.
523 *
524 */
525 int
526 calc_skill_exp (object *who, object *op, object *skill)
527 {
528 int op_exp = 0, op_lvl = 0;
529 float base, value, lvl_mult = 0.0;
530
531 if (!skill)
532 skill = who;
533
534 /* Oct 95 - where we have an object, I expanded our treatment
535 * to 3 cases:
536 * non-living magic obj, runes and everything else.
537 *
538 * If an object is not alive and magical we set the base exp higher to
539 * help out exp awards for skill_ident skills. Also, if
540 * an item is type RUNE, we give out exp based on stats.Cha
541 * and level (this was the old system) -b.t.
542 */
543 if (!op)
544 { /* no item/creature */
545 op_lvl = max (1, who->map->difficulty);
546 op_exp = 0;
547 }
548 else if (op->type == RUNE || op->type == TRAP)
549 { /* all traps. If stats.Cha > 1 we use that
550 * for the amount of experience */
551 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
552 op_lvl = op->level;
553 }
554 else
555 { /* all other items/living creatures */
556 op_exp = op->stats.exp;
557 op_lvl = op->level;
558 if (!QUERY_FLAG (op, FLAG_ALIVE))
559 op_lvl += 5 * abs (op->magic); /* for ident/make items */
560 }
561
562 if (op_lvl < 1)
563 op_lvl = 1;
564
565 if (who->type != PLAYER)
566 { /* for monsters only */
567 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
568 }
569 else
570 { /* for players */
571 base = op_exp;
572 /* if skill really is a skill, then we can look at the skill archetype for
573 * bse reward value (exp) and level multiplier factor.
574 */
575 if (skill->type == SKILL)
576 {
577 base += skill->arch->stats.exp;
578 if (settings.simple_exp)
579 {
580 if (skill->arch->level)
581 lvl_mult = (float) skill->arch->level / 100.0;
582 else
583 lvl_mult = 1.0; /* no adjustment */
584 }
585 else
586 {
587 if (skill->level)
588 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
589 else
590 lvl_mult = 1.0;
591 }
592 }
593 else
594 {
595 /* Don't divide by zero here! */
596 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
597 }
598 }
599
600 /* assemble the exp total, and return value */
601
602 value = base * lvl_mult;
603 if (value < 1)
604 value = 1; /* Always give at least 1 exp point */
605
606 #ifdef SKILL_UTIL_DEBUG
607 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
608 #endif
609 return ((int) value);
610 }
611
612 /* Learn skill. This inserts the requested skill in the player's
613 * inventory. The skill field of the scroll should have the
614 * exact name of the requested skill.
615 * This one actually teaches the player the skill as something
616 * they can equip.
617 * Return 0 if the player knows the skill, 1 if the
618 * player learns the skill, 2 otherwise.
619 */
620 int
621 learn_skill (object *pl, object *scroll)
622 {
623 if (!scroll->skill)
624 {
625 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
626 return 2;
627 }
628
629 object *tmp = find_skill (pl, scroll->skill);
630
631 /* player already knows it */
632 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
633 return 0;
634
635 /* now a random change to learn, based on player Int.
636 * give bonus based on level - otherwise stupid characters
637 * might never be able to learn anything.
638 */
639 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
640 return 2; /* failure :< */
641
642 if (!tmp)
643 tmp = give_skill_by_name (pl, scroll->skill);
644
645 if (!tmp)
646 {
647 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
648 return 2;
649 }
650
651 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
652
653 return 1;
654 }
655
656 /* Gives a percentage clipped to 0% -> 100% of a/b. */
657 /* Probably belongs in some global utils-type file? */
658 static int
659 clipped_percent (sint64 a, sint64 b)
660 {
661 int rv;
662
663 if (b <= 0)
664 return 0;
665
666 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
667
668 if (rv < 0)
669 return 0;
670 else if (rv > 100)
671 return 100;
672
673 return rv;
674 }
675
676 /* show_skills() - Meant to allow players to examine
677 * their current skill list.
678 * This shows the amount of exp they have in the skills.
679 * we also include some other non skill related info (god,
680 * max weapon improvments, item power).
681 * Note this function is a bit more complicated becauase we
682 * we want ot sort the skills before printing them. If we
683 * just dumped this as we found it, this would be a bit
684 * simpler.
685 */
686 //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
687 void
688 show_skills (object *pl, const char *search)
689 {
690 const char *cp;
691 int i, num_skills_found = 0;
692 const char *const periods = ".............................."; // 30
693
694 /* Need to have a pointer and use strdup for qsort to work properly */
695 char skills[NUM_SKILLS][128]; // d'oh
696
697 object *op = pl->contr->ob;
698
699 for (object *tmp = op->inv; tmp; tmp = tmp->below)
700 {
701 if (tmp->type == SKILL)
702 {
703 if (search && !tmp->name.contains (search))
704 continue;
705
706 char buf[30];
707
708 /* Basically want to fill this out to 30 spaces with periods */
709 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
710
711 if (settings.permanent_exp_ratio)
712 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
713 buf, tmp->level, tmp->stats.exp,
714 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
715 else
716 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
717 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
718
719 /* I don't know why some characters get a bunch of skills, but
720 * it sometimes happens (maybe a leftover from bugier earlier code
721 * and those character are still about). In any case, lets handle
722 * it so it doesn't crash the server - otherwise, one character may
723 * crash the server numerous times.
724 */
725 if (num_skills_found >= NUM_SKILLS)
726 {
727 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
728 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
729 break;
730 }
731 }
732 }
733
734 dynbuf_text &msg = msg_dynbuf; msg.clear ();
735
736 msg << "T<Player skills:>\n\n";
737 if (num_skills_found > 1)
738 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
739
740 for (i = 0; i < num_skills_found; i++)
741 msg << " C<" << skills [i] << ">\n";
742
743 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
744
745 cp = determine_god (op);
746 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
747
748 msg << "Your equipped item power is " << (int)op->contr->item_power
749 << " out of " << int (op->level * settings.item_power_factor)
750 << ".\n";
751
752 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
753 }
754
755 /* use_skill() - similar to invoke command, it executes the skill in the
756 * direction that the user is facing. Returns false if we are unable to
757 * change to the requested skill, or were unable to use the skill properly.
758 * This is tricky because skills can have spaces. We basically roll
759 * our own find_skill_by_name so we can try to do better string matching.
760 */
761 int
762 use_skill (object *op, const char *string)
763 {
764 object *skop;
765 size_t len;
766
767 if (!string)
768 return 0;
769
770 for (skop = op->inv; skop; skop = skop->below)
771 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
772 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
773 {
774 skop = find_skill_by_name (op, skop->skill);
775 break;
776 }
777
778 if (!skop)
779 {
780 op->failmsgf ("Unable to find skill %s.", string);
781 return 0;
782 }
783
784 if (!(skill_flags [skop->subtype] & SF_USE))
785 {
786 op->failmsgf (
787 "You feel as if you wanted to do something funny, but you can't remember what. "
788 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
789 "use it with some item, or it's always active.>",
790 &skop->skill
791 );
792 return 0;
793 }
794
795 len = strlen (skop->skill);
796
797 /* All this logic goes and skips over the skill name to find any
798 * options given to the skill. Its pretty simple - if there
799 * are extra parameters (as deteremined by string length), we
800 * want to skip over any leading spaces.
801 */
802 if (len >= strlen (string))
803 string = NULL;
804 else
805 {
806 string += len;
807 while (*string == 0x20)
808 string++;
809
810 if (strlen (string) == 0)
811 string = NULL;
812 }
813
814 #ifdef SKILL_UTIL_DEBUG
815 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
816 #endif
817
818 if (do_skill (op, op, skop, op->facing, string))
819 return 1;
820
821 return 0;
822 }
823
824 static bool
825 hth_skill_p (object *skill)
826 {
827 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
828 }
829
830 /* This finds the first unarmed skill the player has, and returns it.
831 */
832 static object *
833 find_player_hth_skill (object *op)
834 {
835 for (object *tmp = op->inv; tmp; tmp = tmp->below)
836 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp))
837 return tmp;
838
839 return 0;
840 }
841
842 /* do_skill_attack() - We have got an appropriate opponent from either
843 * move_player_attack() or skill_attack(). In this part we get on with
844 * attacking, take care of messages from the attack and changes in invisible.
845 * Returns true if the attack damaged the opponent.
846 * tmp is the targetted monster.
847 * op is what is attacking
848 * string is passed along to describe what messages to describe
849 * the damage.
850 */
851 static int
852 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
853 {
854 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
855 return RESULT_INT (0);
856
857 /* For Players only: if there is no ready weapon, and no "attack" skill
858 * is readied either then try to find a skill for the player to use.
859 * it is presumed that if skill is set, it is a valid attack skill (eg,
860 * the caller should have set it appropriately). We still want to pass
861 * through that code if skill is set to change to the skill.
862 */
863 if (player *pl = op->contr)
864 {
865 if (skill)
866 {
867 if (!op->apply (skill))
868 return 0;
869 }
870 else
871 {
872 if (!pl->combat_ob)
873 {
874 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
875 {
876 for (tmp = op->inv; tmp; tmp = tmp->below)
877 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
878 break;
879
880 if (!tmp)
881 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
882
883 pl->combat_ob = tmp;
884 }
885
886 if (!pl->combat_ob)
887 {
888 /* See if the players chosen skill is a combat skill, and use
889 * it if appropriate.
890 */
891 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
892 skill = op->chosen_skill;
893 else
894 {
895 skill = find_player_hth_skill (op);
896
897 if (!skill)
898 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
899 }
900
901 op->apply (skill);
902 }
903
904 if (!pl->combat_ob)
905 {
906 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
907 return 0;
908 }
909 }
910
911 if (!op->apply (pl->combat_ob))
912 return 0;
913 }
914
915 /* lose invisiblity/hiding status for running attacks */
916 if (pl->tmp_invis)
917 {
918 pl->tmp_invis = 0;
919 op->invisible = 0;
920 op->flag [FLAG_HIDDEN] = 0;
921 update_object (op, UP_OBJ_CHANGE);
922 }
923 }
924
925 int success = attack_ob (tmp, op);
926
927 /* print appropriate messages to the player */
928
929 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
930 {
931 if (op->type == PLAYER)
932 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
933 else if (tmp->type == PLAYER)
934 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
935 }
936
937 return success;
938 }
939
940 /* skill_attack() - Core routine for use when we attack using a skills
941 * system. In essence, this code handles
942 * all skill-based attacks, i.e. hth, missile and melee weapons should be
943 * treated here. If an opponent is already supplied by move_player(),
944 * we move right onto do_skill_attack(), otherwise we find if an
945 * appropriate opponent exists.
946 *
947 * This is called by move_player() and attack_hth()
948 *
949 * Initial implementation by -bt thomas@astro.psu.edu
950 */
951 int
952 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
953 {
954 sint16 tx, ty;
955 maptile *m;
956 int mflags;
957
958 if (!dir)
959 dir = pl->facing;
960
961 tx = freearr_x[dir];
962 ty = freearr_y[dir];
963
964 /* If we don't yet have an opponent, find if one exists, and attack.
965 * Legal opponents are the same as outlined in move_player_attack()
966 */
967 if (!tmp)
968 {
969 m = pl->map;
970 tx = pl->x + freearr_x[dir];
971 ty = pl->y + freearr_y[dir];
972
973 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
974 if (mflags & P_OUT_OF_MAP)
975 return 0;
976
977 /* space must be blocked for there to be anything interesting to do */
978 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
979 return 0;
980
981 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
982 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
983 {
984 /* Don't attack party members */
985 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
986 return 0;
987
988 break;
989 }
990 }
991
992 if (!tmp)
993 {
994 if (pl->type == PLAYER)
995 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
996
997 return 0;
998 }
999
1000 return do_skill_attack (tmp, pl, string, skill);
1001 }
1002
1003 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1004
1005 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1006 * (attack_hth) we check for weapon use, etc in the second (the new
1007 * function skill_attack() we actually attack.
1008 */
1009 static int
1010 attack_hth (object *pl, int dir, const char *string, object *skill)
1011 {
1012 object *enemy = NULL, *weapon;
1013
1014 if (QUERY_FLAG (pl, FLAG_READY_WEAPON))
1015 for (weapon = pl->inv; weapon; weapon = weapon->below)
1016 {
1017 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED))
1018 {
1019 CLEAR_FLAG (weapon, FLAG_APPLIED);
1020 CLEAR_FLAG (pl, FLAG_READY_WEAPON);
1021 pl->update_stats ();
1022 if (pl->type == PLAYER)
1023 {
1024 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1025 esrv_update_item (UPD_FLAGS, pl, weapon);
1026 }
1027
1028 break;
1029 }
1030 }
1031
1032 return skill_attack (enemy, pl, dir, string, skill);
1033 }
1034
1035 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1036 * For now we are just checking to see if we have a ready weapon here.
1037 * But there is a real neato possible feature of this scheme which
1038 * bears mentioning:
1039 * Since we are only calling this from do_skill() in the future
1040 * we may make this routine handle 'special' melee weapons attacks
1041 * (like disarming manuever with sai) based on player SK_level and
1042 * weapon type.
1043 */
1044 static int
1045 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1046 {
1047
1048 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1049 {
1050 if (op->type == PLAYER)
1051 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1052
1053 return 0;
1054 }
1055
1056 return skill_attack (NULL, op, dir, string, skill);
1057 }
1058