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Revision: 1.97
Committed: Thu Apr 15 00:36:51 2010 UTC (14 years, 1 month ago) by root
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Branch: MAIN
Changes since 1.96: +31 -23 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 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 vector<object_ptr> skillvec;
57
58 static int attack_hth (object *pl, int dir, const char *string, object *skill);
59 static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
60
61 /* init_skills basically just sets up the skill_names table
62 * above. The index into the array is set up by the
63 * subtypes.
64 */
65 void
66 init_skills ()
67 {
68 // nop
69 }
70
71 void
72 add_skill_archetype (object *o)
73 {
74 printf ("<%s><%s>\n", &o->name, &o->skill);//D
75
76 assert (("skill name must equal skill skill", o->name == o->skill));
77
78 for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i)
79 if ((*i)->name == o->name)
80 {
81 // replace existing entry
82 SKILL_INDEX (o) = i - skillvec.begin ();
83 *i = o;
84 return;
85 }
86
87 // add new entry
88 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
89 SKILL_INDEX (o) = skillvec.size ();
90 skillvec.push_back (o);
91 }
92
93 /* This function goes through the player inventory and sets
94 * up the last_skills[] array in the player object.
95 * the last_skills[] is used to more quickly lookup skills -
96 * mostly used for sending exp.
97 */
98 void
99 player::link_skills ()
100 {
101 for (int i = 0; i < CS_NUM_SKILLS; ++i)
102 last_skill_ob [i] = 0;
103
104 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
105 if (tmp->type == SKILL)
106 {
107 int idx = SKILL_INDEX (tmp);
108
109 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
110
111 if (last_skill_ob [idx] != tmp)
112 {
113 last_skill_ob [idx] = tmp;
114 if (ns)
115 ns->last_skill_exp [idx] = -1;
116 }
117 }
118 }
119
120 static object *
121 find_skill (object *who, shstr_cmp name)
122 {
123 if (who->chosen_skill
124 && who->chosen_skill->skill == name
125 && who->chosen_skill->type == SKILL)
126 return who->chosen_skill;
127
128 for (object *tmp = who->inv; tmp; tmp = tmp->below)
129 if (tmp->skill == name && tmp->type == SKILL)
130 return splay (tmp);
131
132 return 0;
133 }
134
135 object *
136 player::find_skill (shstr_cmp name) const
137 {
138 // might want to use last_skill_obj at one point, or maybe not
139 return ::find_skill (ob, name);
140 }
141
142 /* This returns the skill pointer of the given name (the
143 * one that accumulates exp, has the level, etc).
144 *
145 * It is presumed that the player will be needing to actually
146 * use the skill, so thus if use of the skill requires a skill
147 * tool, this code will equip it.
148 */
149 object *
150 find_skill_by_name (object *who, shstr_cmp sh)
151 {
152 object *skill_tool = 0;
153
154 for (object *tmp = who->inv; tmp; tmp = tmp->below)
155 if (tmp->skill == sh)
156 {
157 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
158 /* If this is a skill that can be used without applying tool, return it */
159 return splay (tmp);
160 /* Try to find appropriate skilltool. If the player has one already
161 * applied, we try to keep using that one.
162 */
163 else if (tmp->type == SKILL_TOOL && !skill_tool)
164 skill_tool = tmp;
165 }
166
167 if (!skill_tool)
168 return 0;
169
170 /* Player has a tool to use the skill. If not applied, apply it -
171 * if not successful, return null. If they do have the skill tool
172 * but not the skill itself, give it to them.
173 */
174 object *skill = who->give_skill (skill_tool->skill);
175
176 if (!skill_tool->flag [FLAG_APPLIED])
177 if (!who->apply (splay (skill_tool)))
178 return 0;
179
180 return splay (skill);
181 }
182
183 object *
184 find_skill_by_name_fuzzy (object *who, const char *name)
185 {
186 if (name)
187 for (object *tmp = who->inv; tmp; tmp = tmp->below)
188 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
189 && tmp->skill.starts_with (name))
190 if (object *skop = find_skill_by_name (who, tmp->skill))
191 return skop;
192
193 return 0;
194 }
195
196 /* This returns the skill pointer of the given name (the
197 * one that accumulates exp, has the level, etc).
198 *
199 * It is presumed that the player will be needing to actually
200 * use the skill, so thus if use of the skill requires a skill
201 * tool, this code will equip it.
202 *
203 * This code is basically the same as find_skill_by_name() above,
204 * but instead a skill name, we search by matching number.
205 * this replaces find_skill.
206 *
207 * MUST NOT BE USED IN NEW CODE! (schmorp)
208 */
209 object *
210 find_skill_by_number (object *who, int skillno)
211 {
212 for (object *tmp = who->inv; tmp; tmp = tmp->below)
213 if (tmp->type == SKILL && tmp->subtype == skillno)
214 if (object *skop = find_skill_by_name (who, tmp->skill))
215 return skop;
216
217 return 0;
218 }
219
220 object *
221 object::give_skill (shstr_cmp name, bool can_use)
222 {
223 object *skill = find_skill (this, name);
224
225 if (!skill)
226 skill = give_skill_by_name (this, name);
227
228 if (skill && can_use)
229 skill->flag [FLAG_CAN_USE_SKILL] = true;
230
231 return skill;
232 }
233
234 /* do_skill() - Main skills use function-similar in scope to cast_spell().
235 * We handle all requests for skill use outside of some combat here.
236 * We require a separate routine outside of fire() so as to allow monsters
237 * to utilize skills. Returns 1 on use of skill, otherwise 0.
238 * This is changed (2002-11-30) from the old method that returned
239 * exp - no caller needed that info, but it also prevented the callers
240 * from know if a skill was actually used, as many skills don't
241 * give any exp for their direct use (eg, throwing).
242 * It returns 0 if no skill was used.
243 */
244 int
245 do_skill (object *op, object *part, object *skill, int dir, const char *string)
246 {
247 int success = 0, exp = 0;
248
249 if (!skill)
250 return 0;
251
252 /* The code below presumes that the skill points to the object that
253 * holds the exp, level, etc of the skill. So if this is a player
254 * go and try to find the actual real skill pointer, and if the
255 * the player doesn't have a bucket for that, create one.
256 */
257 if (skill->type != SKILL && op->type == PLAYER)
258 {
259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
260 if (tmp->type == SKILL && tmp->skill == skill->skill)
261 {
262 skill = tmp;
263 goto found;
264 }
265
266 skill = give_skill_by_name (op, skill->skill);
267 found: ;
268 }
269
270 // skill, by_whom, on_which_object, which direction, skill_argument
271 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
272 return 0;
273
274 switch (skill->subtype)
275 {
276 case SK_LEVITATION:
277 /* Not 100% sure if this will work with new movement code -
278 * the levitation skill has move_type for flying, so when
279 * equipped, that should transfer to player, when not,
280 * shouldn't.
281 */
282 if (skill->flag [FLAG_APPLIED])
283 {
284 skill->clr_flag (FLAG_APPLIED);
285 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
286 }
287 else
288 {
289 skill->set_flag (FLAG_APPLIED);
290 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
291 }
292
293 op->update_stats ();
294 success = 1;
295 break;
296
297 case SK_STEALING:
298 exp = success = steal (op, dir, skill);
299 break;
300
301 case SK_LOCKPICKING:
302 exp = success = pick_lock (op, dir, skill);
303 break;
304
305 case SK_HIDING:
306 exp = success = hide (op, skill);
307 break;
308
309 case SK_JUMPING:
310 exp = success = jump (op, dir, skill);
311 break;
312
313 case SK_INSCRIPTION:
314 exp = success = write_on_item (op, string, skill);
315 break;
316
317 case SK_MEDITATION:
318 meditate (op, skill);
319 success = 1;
320 break;
321 /* note that the following 'attack' skills gain exp through hit_player() */
322
323 case SK_KARATE:
324 attack_hth (op, dir, "karate-chopped", skill);
325 break;
326
327 case SK_PUNCHING:
328 attack_hth (op, dir, "punched", skill);
329 break;
330
331 case SK_FLAME_TOUCH:
332 attack_hth (op, dir, "flamed", skill);
333 break;
334
335 case SK_SPARK_TOUCH:
336 attack_hth (op, dir, "zapped", skill);
337 break;
338
339 case SK_SHIVER:
340 attack_hth (op, dir, "froze", skill);
341 break;
342
343 case SK_ACID_SPLASH:
344 attack_hth (op, dir, "dissolved", skill);
345 break;
346
347 case SK_POISON_NAIL:
348 attack_hth (op, dir, "injected poison into", skill);
349 break;
350
351 case SK_CLAWING:
352 attack_hth (op, dir, "clawed", skill);
353 break;
354
355 case SK_ONE_HANDED_WEAPON:
356 case SK_TWO_HANDED_WEAPON:
357 attack_melee_weapon (op, dir, NULL, skill);
358 break;
359
360 case SK_FIND_TRAPS:
361 exp = success = find_traps (op, skill);
362 break;
363
364 case SK_SINGING:
365 exp = success = singing (op, dir, skill);
366 break;
367
368 case SK_ORATORY:
369 exp = success = use_oratory (op, dir, skill);
370 break;
371
372 case SK_SMITHERY:
373 case SK_BOWYER:
374 case SK_JEWELER:
375 case SK_ALCHEMY:
376 case SK_THAUMATURGY:
377 case SK_LITERACY:
378 case SK_WOODSMAN:
379 /* first, we try to find a cauldron, and do the alchemy thing.
380 * failing that, we go and identify stuff.
381 */
382 {
383 bool found_cauldron = false;
384
385 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
386 {
387 next = tmp->above;
388
389 if (tmp->flag [FLAG_IS_CAULDRON])
390 {
391 found_cauldron = true;
392
393 if (tmp->skill != skill->skill)
394 {
395 op->failmsgf ("You can't use the %s with the %s skill!",
396 query_name (tmp),
397 query_name (skill));
398 break;
399 }
400
401 attempt_do_alchemy (op, tmp, skill);
402
403 if (tmp->flag [FLAG_APPLIED])
404 esrv_send_inventory (op, tmp);
405 }
406 }
407
408 if (!found_cauldron)
409 exp = success = skill_ident (op, skill);
410 }
411 break;
412
413 case SK_DET_MAGIC:
414 case SK_DET_CURSE:
415 exp = success = skill_ident (op, skill);
416 break;
417
418 case SK_DISARM_TRAPS:
419 exp = success = remove_trap (op, dir, skill);
420 break;
421
422 case SK_THROWING:
423 success = skill_throw (op, part, dir, string, skill);
424 break;
425
426 case SK_SET_TRAP:
427 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
428 break;
429
430 case SK_USE_MAGIC_ITEM:
431 case SK_MISSILE_WEAPON:
432 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
433 break;
434
435 case SK_PRAYING:
436 success = pray (op, skill);
437 break;
438
439 case SK_BARGAINING:
440 success = describe_shop (op);
441 break;
442
443 case SK_SORCERY:
444 case SK_EVOCATION:
445 case SK_PYROMANCY:
446 case SK_SUMMONING:
447 case SK_CLIMBING:
448 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
449 break;
450
451 case SK_MINING:
452 success = skill_mining (op, part, skill, dir, string);
453 break;
454
455 default:
456 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
457 break;
458 }
459
460 /* For players we now update the speed_left from using the skill.
461 * Monsters have no skill use time because of the random nature in
462 * which use_monster_skill is called already simulates this.
463 * If certain skills should take more/less time, that should be
464 * in the code for the skill itself.
465 */
466 if (op->type == PLAYER)
467 op->speed_left -= 1.f;
468
469 /* this is a good place to add experience for successfull use of skills.
470 * Note that add_exp() will figure out player/monster experience
471 * gain problems.
472 */
473
474 if (success && exp)
475 change_exp (op, exp, skill->skill, 0);
476
477 return success;
478 }
479
480 /* calc_skill_exp() - calculates amount of experience can be gained for
481 * successfull use of a skill. Returns value of experience gain.
482 * Here we take the view that a player must 'overcome an opponent'
483 * in order to gain experience. Examples include foes killed combat,
484 * finding/disarming a trap, stealing from somebeing, etc.
485 * The gained experience is based primarily on the difference in levels,
486 * exp point value of vanquished foe, the relevent stats of the skill being
487 * used and modifications in the skills[] table.
488 *
489 * For now, monsters and players will be treated differently. Below I give
490 * the algorithm for *PLAYER* experience gain. Monster exp gain is simpler.
491 * Monsters just get 10% of the exp of the opponent.
492 *
493 * players get a ratio, eg, opponent lvl / player level. This is then
494 * multiplied by various things. If simple exp is true, then
495 * this multiplier, include the level difference, is always 1.
496 * This revised method prevents some cases where there are big gaps
497 * in the amount you get just because you are now equal level vs lower
498 * level
499 * who is player/creature that used the skill.
500 * op is the object that was 'defeated'.
501 * skill is the skill used. If no skill is used, it should just
502 * point back to who.
503 *
504 */
505 int
506 calc_skill_exp (object *who, object *op, object *skill)
507 {
508 int op_exp = 0, op_lvl = 0;
509 float base, value, lvl_mult = 0.0;
510
511 if (!skill)
512 skill = who;
513
514 /* Oct 95 - where we have an object, I expanded our treatment
515 * to 3 cases:
516 * non-living magic obj, runes and everything else.
517 *
518 * If an object is not alive and magical we set the base exp higher to
519 * help out exp awards for skill_ident skills. Also, if
520 * an item is type RUNE, we give out exp based on stats.Cha
521 * and level (this was the old system) -b.t.
522 */
523 if (!op)
524 { /* no item/creature */
525 op_lvl = max (1, who->map->difficulty);
526 op_exp = 0;
527 }
528 else if (op->type == RUNE || op->type == TRAP)
529 { /* all traps. If stats.Cha > 1 we use that
530 * for the amount of experience */
531 op_exp = op->stats.Cha > 1 ? op->stats.Cha : op->stats.exp;
532 op_lvl = op->level;
533 }
534 else
535 { /* all other items/living creatures */
536 op_exp = op->stats.exp;
537 op_lvl = op->level;
538 if (!op->flag [FLAG_ALIVE])
539 op_lvl += 5 * abs (op->magic); /* for ident/make items */
540 }
541
542 if (op_lvl < 1)
543 op_lvl = 1;
544
545 if (who->type != PLAYER)
546 { /* for monsters only */
547 return ((int) (op_exp * 0.1) + 1); /* we add one to insure positive value is returned */
548 }
549 else
550 { /* for players */
551 base = op_exp;
552 /* if skill really is a skill, then we can look at the skill archetype for
553 * bse reward value (exp) and level multiplier factor.
554 */
555 if (skill->type == SKILL)
556 {
557 base += skill->arch->stats.exp;
558 if (settings.simple_exp)
559 {
560 if (skill->arch->level)
561 lvl_mult = (float) skill->arch->level / 100.0;
562 else
563 lvl_mult = 1.0; /* no adjustment */
564 }
565 else
566 {
567 if (skill->level)
568 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
569 else
570 lvl_mult = 1.0;
571 }
572 }
573 else
574 {
575 /* Don't divide by zero here! */
576 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
577 }
578 }
579
580 /* assemble the exp total, and return value */
581
582 value = base * lvl_mult;
583 if (value < 1)
584 value = 1; /* Always give at least 1 exp point */
585
586 #ifdef SKILL_UTIL_DEBUG
587 LOG (llevDebug, "calc_skill_exp(): who: %s(lvl:%d) op:%s(lvl:%d)\n", who->name, skill->level, op->name, op_lvl);
588 #endif
589 return ((int) value);
590 }
591
592 /* Learn skill. This inserts the requested skill in the player's
593 * inventory. The skill field of the scroll should have the
594 * exact name of the requested skill.
595 * This one actually teaches the player the skill as something
596 * they can equip.
597 * Return 0 if the player knows the skill, 1 if the
598 * player learns the skill, 2 otherwise.
599 */
600 int
601 learn_skill (object *pl, object *scroll)
602 {
603 if (!scroll->skill)
604 {
605 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
606 return 2;
607 }
608
609 object *tmp = find_skill (pl, scroll->skill);
610
611 /* player already knows it */
612 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
613 return 0;
614
615 /* now a random change to learn, based on player Int.
616 * give bonus based on level - otherwise stupid characters
617 * might never be able to learn anything.
618 */
619 if (random_roll (0, 99, pl, PREFER_LOW) > (learn_spell[pl->stats.Int] + (pl->level / 5)))
620 return 2; /* failure :< */
621
622 if (!tmp)
623 tmp = give_skill_by_name (pl, scroll->skill);
624
625 if (!tmp)
626 {
627 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
628 return 2;
629 }
630
631 tmp->set_flag (FLAG_CAN_USE_SKILL);
632
633 return 1;
634 }
635
636 /* Gives a percentage clipped to 0% -> 100% of a/b. */
637 /* Probably belongs in some global utils-type file? */
638 static int
639 clipped_percent (sint64 a, sint64 b)
640 {
641 int rv;
642
643 if (b <= 0)
644 return 0;
645
646 rv = (int) ((100.0f * ((float) a) / ((float) b)) + 0.5f);
647
648 if (rv < 0)
649 return 0;
650 else if (rv > 100)
651 return 100;
652
653 return rv;
654 }
655
656 /* show_skills() - Meant to allow players to examine
657 * their current skill list.
658 * This shows the amount of exp they have in the skills.
659 * we also include some other non skill related info (god,
660 * max weapon improvments, item power).
661 * Note this function is a bit more complicated becauase we
662 * we want ot sort the skills before printing them. If we
663 * just dumped this as we found it, this would be a bit
664 * simpler.
665 */
666 //TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
667 void
668 show_skills (object *pl, const char *search)
669 {
670 const char *cp;
671 int i, num_skills_found = 0;
672 const char *const periods = ".............................."; // 30
673
674 /* Need to have a pointer and use strdup for qsort to work properly */
675 char skills[NUM_SKILLS][128]; // d'oh
676
677 object *op = pl->contr->ob;
678
679 for (object *tmp = op->inv; tmp; tmp = tmp->below)
680 {
681 if (tmp->type == SKILL)
682 {
683 if (search && !tmp->name.contains (search))
684 continue;
685
686 char buf[30];
687
688 /* Basically want to fill this out to 30 spaces with periods */
689 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
690
691 if (settings.permanent_exp_ratio)
692 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
693 buf, tmp->level, tmp->stats.exp,
694 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
695 else
696 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
697 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
698
699 /* I don't know why some characters get a bunch of skills, but
700 * it sometimes happens (maybe a leftover from bugier earlier code
701 * and those character are still about). In any case, lets handle
702 * it so it doesn't crash the server - otherwise, one character may
703 * crash the server numerous times.
704 */
705 if (num_skills_found >= NUM_SKILLS)
706 {
707 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
708 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
709 break;
710 }
711 }
712 }
713
714 dynbuf_text &msg = msg_dynbuf; msg.clear ();
715
716 msg << "T<Player skills:>\n\n";
717 if (num_skills_found > 1)
718 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
719
720 for (i = 0; i < num_skills_found; i++)
721 msg << " C<" << skills [i] << ">\n";
722
723 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
724
725 cp = determine_god (op);
726 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
727
728 msg << "Your equipped item power is " << (int)op->contr->item_power
729 << " out of " << int (op->level * settings.item_power_factor)
730 << ".\n";
731
732 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
733 }
734
735 /* use_skill() - similar to invoke command, it executes the skill in the
736 * direction that the user is facing. Returns false if we are unable to
737 * change to the requested skill, or were unable to use the skill properly.
738 * This is tricky because skills can have spaces. We basically roll
739 * our own find_skill_by_name so we can try to do better string matching.
740 */
741 int
742 use_skill (object *op, const char *string)
743 {
744 object *skop;
745 size_t len;
746
747 if (!string)
748 return 0;
749
750 for (skop = op->inv; skop; skop = skop->below)
751 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
752 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
753 {
754 skop = find_skill_by_name (op, skop->skill);
755 break;
756 }
757
758 if (!skop)
759 {
760 op->failmsgf ("Unable to find skill %s.", string);
761 return 0;
762 }
763
764 if (!(skill_flags [skop->subtype] & SF_USE))
765 {
766 op->failmsgf (
767 "You feel as if you wanted to do something funny, but you can't remember what. "
768 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
769 "use it with some item, or it's always active.>",
770 &skop->skill
771 );
772 return 0;
773 }
774
775 len = strlen (skop->skill);
776
777 /* All this logic goes and skips over the skill name to find any
778 * options given to the skill. Its pretty simple - if there
779 * are extra parameters (as deteremined by string length), we
780 * want to skip over any leading spaces.
781 */
782 if (len >= strlen (string))
783 string = NULL;
784 else
785 {
786 string += len;
787 while (*string == 0x20)
788 string++;
789
790 if (strlen (string) == 0)
791 string = NULL;
792 }
793
794 #ifdef SKILL_UTIL_DEBUG
795 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
796 #endif
797
798 if (do_skill (op, op, skop, op->facing, string))
799 return 1;
800
801 return 0;
802 }
803
804 static bool
805 hth_skill_p (object *skill)
806 {
807 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
808 }
809
810 /* This finds the first unarmed skill the player has, and returns it.
811 */
812 static object *
813 find_player_hth_skill (object *op)
814 {
815 for (object *tmp = op->inv; tmp; tmp = tmp->below)
816 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
817 return tmp;
818
819 return 0;
820 }
821
822 /* do_skill_attack() - We have got an appropriate opponent from either
823 * move_player_attack() or skill_attack(). In this part we get on with
824 * attacking, take care of messages from the attack and changes in invisible.
825 * Returns true if the attack damaged the opponent.
826 * tmp is the targetted monster.
827 * op is what is attacking
828 * string is passed along to describe what messages to describe
829 * the damage.
830 */
831 static int
832 do_skill_attack (object *tmp, object *op, const char *string, object *skill)
833 {
834 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
835 return RESULT_INT (0);
836
837 /* For Players only: if there is no ready weapon, and no "attack" skill
838 * is readied either then try to find a skill for the player to use.
839 * it is presumed that if skill is set, it is a valid attack skill (eg,
840 * the caller should have set it appropriately). We still want to pass
841 * through that code if skill is set to change to the skill.
842 */
843 if (player *pl = op->contr)
844 {
845 if (skill)
846 {
847 if (!op->apply (skill))
848 return 0;
849 }
850 else
851 {
852 if (!pl->combat_ob)
853 {
854 if (op->flag [FLAG_READY_WEAPON])
855 {
856 for (tmp = op->inv; tmp; tmp = tmp->below)
857 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
858 break;
859
860 if (!tmp)
861 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
862
863 pl->combat_ob = tmp;
864 }
865
866 if (!pl->combat_ob)
867 {
868 /* See if the players chosen skill is a combat skill, and use
869 * it if appropriate.
870 */
871 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
872 skill = op->chosen_skill;
873 else
874 {
875 skill = find_player_hth_skill (op);
876
877 if (!skill)
878 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
879 }
880
881 op->apply (skill);
882 }
883
884 if (!pl->combat_ob)
885 {
886 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
887 return 0;
888 }
889 }
890
891 if (!op->apply (pl->combat_ob))
892 return 0;
893 }
894
895 /* lose invisiblity/hiding status for running attacks */
896 if (pl->tmp_invis)
897 {
898 pl->tmp_invis = 0;
899 op->invisible = 0;
900 op->flag [FLAG_HIDDEN] = 0;
901 update_object (op, UP_OBJ_CHANGE);
902 }
903 }
904
905 int success = attack_ob (tmp, op);
906
907 /* print appropriate messages to the player */
908
909 if (success && string && tmp && !tmp->flag [FLAG_FREED])
910 {
911 if (op->type == PLAYER)
912 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
913 else if (tmp->type == PLAYER)
914 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
915 }
916
917 return success;
918 }
919
920 /* skill_attack() - Core routine for use when we attack using a skills
921 * system. In essence, this code handles
922 * all skill-based attacks, i.e. hth, missile and melee weapons should be
923 * treated here. If an opponent is already supplied by move_player(),
924 * we move right onto do_skill_attack(), otherwise we find if an
925 * appropriate opponent exists.
926 *
927 * This is called by move_player() and attack_hth()
928 *
929 * Initial implementation by -bt thomas@astro.psu.edu
930 */
931 int
932 skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
933 {
934 sint16 tx, ty;
935 maptile *m;
936 int mflags;
937
938 if (!dir)
939 dir = pl->facing;
940
941 tx = freearr_x[dir];
942 ty = freearr_y[dir];
943
944 /* If we don't yet have an opponent, find if one exists, and attack.
945 * Legal opponents are the same as outlined in move_player_attack()
946 */
947 if (!tmp)
948 {
949 m = pl->map;
950 tx = pl->x + freearr_x[dir];
951 ty = pl->y + freearr_y[dir];
952
953 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
954 if (mflags & P_OUT_OF_MAP)
955 return 0;
956
957 /* space must be blocked for there to be anything interesting to do */
958 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
959 return 0;
960
961 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
962 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
963 {
964 /* Don't attack party members */
965 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
966 return 0;
967
968 break;
969 }
970 }
971
972 if (!tmp)
973 {
974 if (pl->type == PLAYER)
975 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
976
977 return 0;
978 }
979
980 return do_skill_attack (tmp, pl, string, skill);
981 }
982
983 /* attack_hth() - this handles all hand-to-hand attacks -b.t. */
984
985 /* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
986 * (attack_hth) we check for weapon use, etc in the second (the new
987 * function skill_attack() we actually attack.
988 */
989 static int
990 attack_hth (object *pl, int dir, const char *string, object *skill)
991 {
992 object *enemy = NULL, *weapon;
993
994 if (pl->flag [FLAG_READY_WEAPON])
995 for (weapon = pl->inv; weapon; weapon = weapon->below)
996 {
997 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
998 {
999 weapon->clr_flag (FLAG_APPLIED);
1000 pl->clr_flag (FLAG_READY_WEAPON);
1001 pl->update_stats ();
1002 if (pl->type == PLAYER)
1003 {
1004 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1005 esrv_update_item (UPD_FLAGS, pl, weapon);
1006 }
1007
1008 break;
1009 }
1010 }
1011
1012 return skill_attack (enemy, pl, dir, string, skill);
1013 }
1014
1015 /* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1016 * For now we are just checking to see if we have a ready weapon here.
1017 * But there is a real neato possible feature of this scheme which
1018 * bears mentioning:
1019 * Since we are only calling this from do_skill() in the future
1020 * we may make this routine handle 'special' melee weapons attacks
1021 * (like disarming manuever with sai) based on player SK_level and
1022 * weapon type.
1023 */
1024 static int
1025 attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1026 {
1027
1028 if (!op->flag [FLAG_READY_WEAPON])
1029 {
1030 if (op->type == PLAYER)
1031 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1032
1033 return 0;
1034 }
1035
1036 return skill_attack (NULL, op, dir, string, skill);
1037 }
1038