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Revision: 1.95
Committed: Tue Apr 13 03:44:21 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.94: +17 -5 lines
Log Message:
give_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 *
130 player::find_skill (shstr_cmp name) const
131 {
132 // might want to use last_skill_obj at one point, or maybe not
133 return ::find_skill (ob, name);
134 }
135
136 /* This returns the skill pointer of the given name (the
137 * one that accumulates exp, has the level, etc).
138 *
139 * It is presumed that the player will be needing to actually
140 * use the skill, so thus if use of the skill requires a skill
141 * tool, this code will equip it.
142 */
143 object *
144 find_skill_by_name (object *who, shstr_cmp sh)
145 {
146 object *skill_tool = 0;
147
148 for (object *tmp = who->inv; tmp; tmp = tmp->below)
149 if (tmp->skill == sh)
150 {
151 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
152 /* If this is a skill that can be used without applying tool, return it */
153 return splay (tmp);
154 /* Try to find appropriate skilltool. If the player has one already
155 * applied, we try to keep using that one.
156 */
157 else if (tmp->type == SKILL_TOOL && !skill_tool)
158 skill_tool = tmp;
159 }
160
161 if (!skill_tool)
162 return 0;
163
164 /* Player has a tool to use the skill. If not applied, apply it -
165 * if not successful, return null. If they do have the skill tool
166 * but not the skill itself, give it to them.
167 */
168 object *skill = who->give_skill (skill_tool->skill);
169
170 if (!skill_tool->flag [FLAG_APPLIED])
171 if (!who->apply (splay (skill_tool)))
172 return 0;
173
174 return splay (skill);
175 }
176
177 object *
178 find_skill_by_name_fuzzy (object *who, const char *name)
179 {
180 if (name)
181 for (object *tmp = who->inv; tmp; tmp = tmp->below)
182 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
183 && tmp->skill.starts_with (name))
184 if (object *skop = find_skill_by_name (who, tmp->skill))
185 return skop;
186
187 return 0;
188 }
189
190 /* This returns the skill pointer of the given name (the
191 * one that accumulates exp, has the level, etc).
192 *
193 * It is presumed that the player will be needing to actually
194 * use the skill, so thus if use of the skill requires a skill
195 * tool, this code will equip it.
196 *
197 * This code is basically the same as find_skill_by_name() above,
198 * but instead a skill name, we search by matching number.
199 * this replaces find_skill.
200 */
201 object *
202 find_skill_by_number (object *who, int skillno)
203 {
204 for (object *tmp = who->inv; tmp; tmp = tmp->below)
205 if (tmp->type == SKILL && tmp->subtype == skillno)
206 if (object *skop = find_skill_by_name (who, tmp->skill))
207 return skop;
208
209 return 0;
210 }
211
212 object *
213 object::give_skill (shstr_cmp name, bool can_use)
214 {
215 object *skill = find_skill (this, name);
216
217 if (!skill)
218 skill = give_skill_by_name (this, name);
219
220 if (skill && can_use)
221 skill->flag [FLAG_CAN_USE_SKILL] = true;
222
223 return skill;
224 }
225
226 /* do_skill() - Main skills use function-similar in scope to cast_spell().
227 * We handle all requests for skill use outside of some combat here.
228 * We require a separate routine outside of fire() so as to allow monsters
229 * to utilize skills. Returns 1 on use of skill, otherwise 0.
230 * This is changed (2002-11-30) from the old method that returned
231 * exp - no caller needed that info, but it also prevented the callers
232 * from know if a skill was actually used, as many skills don't
233 * give any exp for their direct use (eg, throwing).
234 * It returns 0 if no skill was used.
235 */
236 int
237 do_skill (object *op, object *part, object *skill, int dir, const char *string)
238 {
239 int success = 0, exp = 0;
240
241 if (!skill)
242 return 0;
243
244 /* The code below presumes that the skill points to the object that
245 * holds the exp, level, etc of the skill. So if this is a player
246 * go and try to find the actual real skill pointer, and if the
247 * the player doesn't have a bucket for that, create one.
248 */
249 if (skill->type != SKILL && op->type == PLAYER)
250 {
251 for (object *tmp = op->inv; tmp; tmp = tmp->below)
252 if (tmp->type == SKILL && tmp->skill == skill->skill)
253 {
254 skill = tmp;
255 goto found;
256 }
257
258 skill = give_skill_by_name (op, skill->skill);
259 found: ;
260 }
261
262 // skill, by_whom, on_which_object, which direction, skill_argument
263 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
264 return 0;
265
266 switch (skill->subtype)
267 {
268 case SK_LEVITATION:
269 /* Not 100% sure if this will work with new movement code -
270 * the levitation skill has move_type for flying, so when
271 * equipped, that should transfer to player, when not,
272 * shouldn't.
273 */
274 if (skill->flag [FLAG_APPLIED])
275 {
276 skill->clr_flag (FLAG_APPLIED);
277 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
278 }
279 else
280 {
281 skill->set_flag (FLAG_APPLIED);
282 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
283 }
284
285 op->update_stats ();
286 success = 1;
287 break;
288
289 case SK_STEALING:
290 exp = success = steal (op, dir, skill);
291 break;
292
293 case SK_LOCKPICKING:
294 exp = success = pick_lock (op, dir, skill);
295 break;
296
297 case SK_HIDING:
298 exp = success = hide (op, skill);
299 break;
300
301 case SK_JUMPING:
302 exp = success = jump (op, dir, skill);
303 break;
304
305 case SK_INSCRIPTION:
306 exp = success = write_on_item (op, string, skill);
307 break;
308
309 case SK_MEDITATION:
310 meditate (op, skill);
311 success = 1;
312 break;
313 /* note that the following 'attack' skills gain exp through hit_player() */
314
315 case SK_KARATE:
316 attack_hth (op, dir, "karate-chopped", skill);
317 break;
318
319 case SK_PUNCHING:
320 attack_hth (op, dir, "punched", skill);
321 break;
322
323 case SK_FLAME_TOUCH:
324 attack_hth (op, dir, "flamed", skill);
325 break;
326
327 case SK_SPARK_TOUCH:
328 attack_hth (op, dir, "zapped", skill);
329 break;
330
331 case SK_SHIVER:
332 attack_hth (op, dir, "froze", skill);
333 break;
334
335 case SK_ACID_SPLASH:
336 attack_hth (op, dir, "dissolved", skill);
337 break;
338
339 case SK_POISON_NAIL:
340 attack_hth (op, dir, "injected poison into", skill);
341 break;
342
343 case SK_CLAWING:
344 attack_hth (op, dir, "clawed", skill);
345 break;
346
347 case SK_ONE_HANDED_WEAPON:
348 case SK_TWO_HANDED_WEAPON:
349 attack_melee_weapon (op, dir, NULL, skill);
350 break;
351
352 case SK_FIND_TRAPS:
353 exp = success = find_traps (op, skill);
354 break;
355
356 case SK_SINGING:
357 exp = success = singing (op, dir, skill);
358 break;
359
360 case SK_ORATORY:
361 exp = success = use_oratory (op, dir, skill);
362 break;
363
364 case SK_SMITHERY:
365 case SK_BOWYER:
366 case SK_JEWELER:
367 case SK_ALCHEMY:
368 case SK_THAUMATURGY:
369 case SK_LITERACY:
370 case SK_WOODSMAN:
371 /* first, we try to find a cauldron, and do the alchemy thing.
372 * failing that, we go and identify stuff.
373 */
374 {
375 bool found_cauldron = false;
376
377 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
378 {
379 next = tmp->above;
380
381 if (tmp->flag [FLAG_IS_CAULDRON])
382 {
383 found_cauldron = true;
384
385 if (tmp->skill != skill->skill)
386 {
387 op->failmsgf ("You can't use the %s with the %s skill!",
388 query_name (tmp),
389 query_name (skill));
390 break;
391 }
392
393 attempt_do_alchemy (op, tmp, skill);
394
395 if (tmp->flag [FLAG_APPLIED])
396 esrv_send_inventory (op, tmp);
397 }
398 }
399
400 if (!found_cauldron)
401 exp = success = skill_ident (op, skill);
402 }
403 break;
404
405 case SK_DET_MAGIC:
406 case SK_DET_CURSE:
407 exp = success = skill_ident (op, skill);
408 break;
409
410 case SK_DISARM_TRAPS:
411 exp = success = remove_trap (op, dir, skill);
412 break;
413
414 case SK_THROWING:
415 success = skill_throw (op, part, dir, string, skill);
416 break;
417
418 case SK_SET_TRAP:
419 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
420 break;
421
422 case SK_USE_MAGIC_ITEM:
423 case SK_MISSILE_WEAPON:
424 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
425 break;
426
427 case SK_PRAYING:
428 success = pray (op, skill);
429 break;
430
431 case SK_BARGAINING:
432 success = describe_shop (op);
433 break;
434
435 case SK_SORCERY:
436 case SK_EVOCATION:
437 case SK_PYROMANCY:
438 case SK_SUMMONING:
439 case SK_CLIMBING:
440 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
441 break;
442
443 case SK_MINING:
444 success = skill_mining (op, part, skill, dir, string);
445 break;
446
447 case SK_FISHING:
448 success = skill_fishing (op, part, skill, dir, string);
449 break;
450
451 default:
452 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
453 break;
454 }
455
456 /* For players we now update the speed_left from using the skill.
457 * Monsters have no skill use time because of the random nature in
458 * which use_monster_skill is called already simulates this.
459 * If certain skills should take more/less time, that should be
460 * in the code for the skill itself.
461 */
462 if (op->type == PLAYER)
463 op->speed_left -= 1.f;
464
465 /* this is a good place to add experience for successfull use of skills.
466 * Note that add_exp() will figure out player/monster experience
467 * gain problems.
468 */
469
470 if (success && exp)
471 change_exp (op, exp, skill->skill, 0);
472
473 return success;
474 }
475
476 /* calc_skill_exp() - calculates amount of experience can be gained for
477 * successfull use of a skill. Returns value of experience gain.
478 * Here we take the view that a player must 'overcome an opponent'
479 * in order to gain experience. Examples include foes killed combat,
480 * finding/disarming a trap, stealing from somebeing, etc.
481 * The gained experience is based primarily on the difference in levels,
482 * exp point value of vanquished foe, the relevent stats of the skill being
483 * used and modifications in the skills[] table.
484 *
485 * For now, monsters and players will be treated differently. Below I give
486 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
487 * Monsters just get 10% of the exp of the opponent.
488 *
489 * players get a ratio, eg, opponent lvl / player level. This is then
490 * multiplied by various things. If simple exp is true, then
491 * this multiplier, include the level difference, is always 1.
492 * This revised method prevents some cases where there are big gaps
493 * in the amount you get just because you are now equal level vs lower
494 * level
495 * who is player/creature that used the skill.
496 * op is the object that was 'defeated'.
497 * skill is the skill used. If no skill is used, it should just
498 * point back to who.
499 *
500 */
501 int
502 calc_skill_exp (object *who, object *op, object *skill)
503 {
504 int op_exp = 0, op_lvl = 0;
505 float base, value, lvl_mult = 0.0;
506
507 if (!skill)
508 skill = who;
509
510 /* Oct 95 - where we have an object, I expanded our treatment
511 * to 3 cases:
512 * non-living magic obj, runes and everything else.
513 *
514 * If an object is not alive and magical we set the base exp higher to
515 * help out exp awards for skill_ident skills. Also, if
516 * an item is type RUNE, we give out exp based on stats.Cha
517 * and level (this was the old system) -b.t.
518 */
519 if (!op)
520 { /* no item/creature */
521 op_lvl = max (1, who->map->difficulty);
522 op_exp = 0;
523 }
524 else if (op->type == RUNE || op->type == TRAP)
525 { /* all traps. If stats.Cha > 1 we use that
526 * for the amount of experience */
527 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
528 op_lvl = op->level;
529 }
530 else
531 { /* all other items/living creatures */
532 op_exp = op->stats.exp;
533 op_lvl = op->level;
534 if (!op->flag [FLAG_ALIVE])
535 op_lvl += 5 * abs (op->magic); /* for ident/make items */
536 }
537
538 if (op_lvl < 1)
539 op_lvl = 1;
540
541 if (who->type != PLAYER)
542 { /* for monsters only */
543 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
544 }
545 else
546 { /* for players */
547 base = op_exp;
548 /* if skill really is a skill, then we can look at the skill archetype for
549 * bse reward value (exp) and level multiplier factor.
550 */
551 if (skill->type == SKILL)
552 {
553 base += skill->arch->stats.exp;
554 if (settings.simple_exp)
555 {
556 if (skill->arch->level)
557 lvl_mult = (float) skill->arch->level / 100.0;
558 else
559 lvl_mult = 1.0; /* no adjustment */
560 }
561 else
562 {
563 if (skill->level)
564 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
565 else
566 lvl_mult = 1.0;
567 }
568 }
569 else
570 {
571 /* Don't divide by zero here! */
572 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
573 }
574 }
575
576 /* assemble the exp total, and return value */
577
578 value = base * lvl_mult;
579 if (value < 1)
580 value = 1; /* Always give at least 1 exp point */
581
582 #ifdef SKILL_UTIL_DEBUG
583 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
584 #endif
585 return ((int) value);
586 }
587
588 /* Learn skill. This inserts the requested skill in the player's
589 * inventory. The skill field of the scroll should have the
590 * exact name of the requested skill.
591 * This one actually teaches the player the skill as something
592 * they can equip.
593 * Return 0 if the player knows the skill, 1 if the
594 * player learns the skill, 2 otherwise.
595 */
596 int
597 learn_skill (object *pl, object *scroll)
598 {
599 if (!scroll->skill)
600 {
601 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
602 return 2;
603 }
604
605 object *tmp = find_skill (pl, scroll->skill);
606
607 /* player already knows it */
608 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
609 return 0;
610
611 /* now a random change to learn, based on player Int.
612 * give bonus based on level - otherwise stupid characters
613 * might never be able to learn anything.
614 */
615 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
616 return 2; /* failure :< */
617
618 if (!tmp)
619 tmp = give_skill_by_name (pl, scroll->skill);
620
621 if (!tmp)
622 {
623 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
624 return 2;
625 }
626
627 tmp->set_flag (FLAG_CAN_USE_SKILL);
628
629 return 1;
630 }
631
632 /* Gives a percentage clipped to 0% -> 100% of a/b. */
633 /* Probably belongs in some global utils-type file? */
634 static int
635 clipped_percent (sint64 a, sint64 b)
636 {
637 int rv;
638
639 if (b <= 0)
640 return 0;
641
642 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
643
644 if (rv < 0)
645 return 0;
646 else if (rv > 100)
647 return 100;
648
649 return rv;
650 }
651
652 /* show_skills() - Meant to allow players to examine
653 * their current skill list.
654 * This shows the amount of exp they have in the skills.
655 * we also include some other non skill related info (god,
656 * max weapon improvments, item power).
657 * Note this function is a bit more complicated becauase we
658 * we want ot sort the skills before printing them. If we
659 * just dumped this as we found it, this would be a bit
660 * simpler.
661 */
662 //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
663 void
664 show_skills (object *pl, const char *search)
665 {
666 const char *cp;
667 int i, num_skills_found = 0;
668 const char *const periods = ".............................."; // 30
669
670 /* Need to have a pointer and use strdup for qsort to work properly */
671 char skills[NUM_SKILLS][128]; // d'oh
672
673 object *op = pl->contr->ob;
674
675 for (object *tmp = op->inv; tmp; tmp = tmp->below)
676 {
677 if (tmp->type == SKILL)
678 {
679 if (search && !tmp->name.contains (search))
680 continue;
681
682 char buf[30];
683
684 /* Basically want to fill this out to 30 spaces with periods */
685 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
686
687 if (settings.permanent_exp_ratio)
688 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
689 buf, tmp->level, tmp->stats.exp,
690 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
691 else
692 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
693 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
694
695 /* I don't know why some characters get a bunch of skills, but
696 * it sometimes happens (maybe a leftover from bugier earlier code
697 * and those character are still about). In any case, lets handle
698 * it so it doesn't crash the server - otherwise, one character may
699 * crash the server numerous times.
700 */
701 if (num_skills_found >= NUM_SKILLS)
702 {
703 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
704 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
705 break;
706 }
707 }
708 }
709
710 dynbuf_text &msg = msg_dynbuf; msg.clear ();
711
712 msg << "T<Player skills:>\n\n";
713 if (num_skills_found > 1)
714 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
715
716 for (i = 0; i < num_skills_found; i++)
717 msg << " C<" << skills [i] << ">\n";
718
719 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
720
721 cp = determine_god (op);
722 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
723
724 msg << "Your equipped item power is " << (int)op->contr->item_power
725 << " out of " << int (op->level * settings.item_power_factor)
726 << ".\n";
727
728 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
729 }
730
731 /* use_skill() - similar to invoke command, it executes the skill in the
732 * direction that the user is facing. Returns false if we are unable to
733 * change to the requested skill, or were unable to use the skill properly.
734 * This is tricky because skills can have spaces. We basically roll
735 * our own find_skill_by_name so we can try to do better string matching.
736 */
737 int
738 use_skill (object *op, const char *string)
739 {
740 object *skop;
741 size_t len;
742
743 if (!string)
744 return 0;
745
746 for (skop = op->inv; skop; skop = skop->below)
747 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
748 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
749 {
750 skop = find_skill_by_name (op, skop->skill);
751 break;
752 }
753
754 if (!skop)
755 {
756 op->failmsgf ("Unable to find skill %s.", string);
757 return 0;
758 }
759
760 if (!(skill_flags [skop->subtype] & SF_USE))
761 {
762 op->failmsgf (
763 "You feel as if you wanted to do something funny, but you can't remember what. "
764 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
765 "use it with some item, or it's always active.>",
766 &skop->skill
767 );
768 return 0;
769 }
770
771 len = strlen (skop->skill);
772
773 /* All this logic goes and skips over the skill name to find any
774 * options given to the skill. Its pretty simple - if there
775 * are extra parameters (as deteremined by string length), we
776 * want to skip over any leading spaces.
777 */
778 if (len >= strlen (string))
779 string = NULL;
780 else
781 {
782 string += len;
783 while (*string == 0x20)
784 string++;
785
786 if (strlen (string) == 0)
787 string = NULL;
788 }
789
790 #ifdef SKILL_UTIL_DEBUG
791 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
792 #endif
793
794 if (do_skill (op, op, skop, op->facing, string))
795 return 1;
796
797 return 0;
798 }
799
800 static bool
801 hth_skill_p (object *skill)
802 {
803 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
804 }
805
806 /* This finds the first unarmed skill the player has, and returns it.
807 */
808 static object *
809 find_player_hth_skill (object *op)
810 {
811 for (object *tmp = op->inv; tmp; tmp = tmp->below)
812 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
813 return tmp;
814
815 return 0;
816 }
817
818 /* do_skill_attack() - We have got an appropriate opponent from either
819 * move_player_attack() or skill_attack(). In this part we get on with
820 * attacking, take care of messages from the attack and changes in invisible.
821 * Returns true if the attack damaged the opponent.
822 * tmp is the targetted monster.
823 * op is what is attacking
824 * string is passed along to describe what messages to describe
825 * the damage.
826 */
827 static int
828 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
829 {
830 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
831 return RESULT_INT (0);
832
833 /* For Players only: if there is no ready weapon, and no "attack" skill
834 * is readied either then try to find a skill for the player to use.
835 * it is presumed that if skill is set, it is a valid attack skill (eg,
836 * the caller should have set it appropriately). We still want to pass
837 * through that code if skill is set to change to the skill.
838 */
839 if (player *pl = op->contr)
840 {
841 if (skill)
842 {
843 if (!op->apply (skill))
844 return 0;
845 }
846 else
847 {
848 if (!pl->combat_ob)
849 {
850 if (op->flag [FLAG_READY_WEAPON])
851 {
852 for (tmp = op->inv; tmp; tmp = tmp->below)
853 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
854 break;
855
856 if (!tmp)
857 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
858
859 pl->combat_ob = tmp;
860 }
861
862 if (!pl->combat_ob)
863 {
864 /* See if the players chosen skill is a combat skill, and use
865 * it if appropriate.
866 */
867 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
868 skill = op->chosen_skill;
869 else
870 {
871 skill = find_player_hth_skill (op);
872
873 if (!skill)
874 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
875 }
876
877 op->apply (skill);
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->apply (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 && !tmp->flag [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 ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [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 (pl->flag [FLAG_READY_WEAPON])
991 for (weapon = pl->inv; weapon; weapon = weapon->below)
992 {
993 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
994 {
995 weapon->clr_flag (FLAG_APPLIED);
996 pl->clr_flag (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 (!op->flag [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