ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skill_util.C
(Generate patch)

Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.106 by root, Wed Nov 23 06:05:38 2016 UTC vs.
Revision 1.107 by root, Sun Jan 29 02:47:06 2017 UTC

88 skillvec.push_back (o); 88 skillvec.push_back (o);
89} 89}
90 90
91/* This function goes through the player inventory and sets 91/* This function goes through the player inventory and sets
92 * up the last_skills[] array in the player object. 92 * up the last_skills[] array in the player object.
93 * the last_skills[] is used to more quickly lookup skills - 93 * the last_skills[] is used to more quickly lookup skills -
94 * mostly used for sending exp. 94 * mostly used for sending exp.
95 */ 95 */
96void 96void
97player::link_skills () 97player::link_skills ()
98{ 98{
227 skill->flag [FLAG_CAN_USE_SKILL] = true; 227 skill->flag [FLAG_CAN_USE_SKILL] = true;
228 228
229 return skill; 229 return skill;
230} 230}
231 231
232/* do_skill() - Main skills use function-similar in scope to cast_spell(). 232/* do_skill() - Main skills use function-similar in scope to cast_spell().
233 * We handle all requests for skill use outside of some combat here. 233 * We handle all requests for skill use outside of some combat here.
234 * We require a separate routine outside of fire() so as to allow monsters 234 * We require a separate routine outside of fire() so as to allow monsters
235 * to utilize skills. Returns 1 on use of skill, otherwise 0. 235 * to utilize skills. Returns 1 on use of skill, otherwise 0.
236 * This is changed (2002-11-30) from the old method that returned 236 * This is changed (2002-11-30) from the old method that returned
237 * exp - no caller needed that info, but it also prevented the callers 237 * exp - no caller needed that info, but it also prevented the callers
238 * from know if a skill was actually used, as many skills don't 238 * from know if a skill was actually used, as many skills don't
239 * give any exp for their direct use (eg, throwing). 239 * give any exp for their direct use (eg, throwing).
373 case SK_ALCHEMY: 373 case SK_ALCHEMY:
374 case SK_THAUMATURGY: 374 case SK_THAUMATURGY:
375 case SK_LITERACY: 375 case SK_LITERACY:
376 case SK_WOODSMAN: 376 case SK_WOODSMAN:
377 /* first, we try to find a cauldron, and do the alchemy thing. 377 /* first, we try to find a cauldron, and do the alchemy thing.
378 * failing that, we go and identify stuff. 378 * failing that, we go and identify stuff.
379 */ 379 */
380 { 380 {
381 bool found_cauldron = false; 381 bool found_cauldron = false;
382 382
383 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 383 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
453 default: 453 default:
454 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 454 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
455 break; 455 break;
456 } 456 }
457 457
458 /* For players we now update the speed_left from using the skill. 458 /* For players we now update the speed_left from using the skill.
459 * Monsters have no skill use time because of the random nature in 459 * Monsters have no skill use time because of the random nature in
460 * which use_monster_skill is called already simulates this. 460 * which use_monster_skill is called already simulates this.
461 * If certain skills should take more/less time, that should be 461 * If certain skills should take more/less time, that should be
462 * in the code for the skill itself. 462 * in the code for the skill itself.
463 */ 463 */
464 if (op->type == PLAYER) 464 if (op->type == PLAYER)
514 * non-living magic obj, runes and everything else. 514 * non-living magic obj, runes and everything else.
515 * 515 *
516 * If an object is not alive and magical we set the base exp higher to 516 * If an object is not alive and magical we set the base exp higher to
517 * help out exp awards for skill_ident skills. Also, if 517 * help out exp awards for skill_ident skills. Also, if
518 * an item is type RUNE, we give out exp based on stats.Cha 518 * an item is type RUNE, we give out exp based on stats.Cha
519 * and level (this was the old system) -b.t. 519 * and level (this was the old system) -b.t.
520 */ 520 */
521 if (!op) 521 if (!op)
522 { /* no item/creature */ 522 { /* no item/creature */
523 op_lvl = max (1, who->map->difficulty); 523 op_lvl = max (1, who->map->difficulty);
524 op_exp = 0; 524 op_exp = 0;
588} 588}
589 589
590/* Learn skill. This inserts the requested skill in the player's 590/* Learn skill. This inserts the requested skill in the player's
591 * inventory. The skill field of the scroll should have the 591 * inventory. The skill field of the scroll should have the
592 * exact name of the requested skill. 592 * exact name of the requested skill.
593 * This one actually teaches the player the skill as something 593 * This one actually teaches the player the skill as something
594 * they can equip. 594 * they can equip.
595 * Return 0 if the player knows the skill, 1 if the 595 * Return 0 if the player knows the skill, 1 if the
596 * player learns the skill, 2 otherwise. 596 * player learns the skill, 2 otherwise.
597 */ 597 */
598int 598int
739 << ".\n"; 739 << ".\n";
740 740
741 pl->contr->infobox (MSG_CHANNEL ("skills"), msg); 741 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
742} 742}
743 743
744/* use_skill() - similar to invoke command, it executes the skill in the 744/* use_skill() - similar to invoke command, it executes the skill in the
745 * direction that the user is facing. Returns false if we are unable to 745 * direction that the user is facing. Returns false if we are unable to
746 * change to the requested skill, or were unable to use the skill properly. 746 * change to the requested skill, or were unable to use the skill properly.
747 * This is tricky because skills can have spaces. We basically roll 747 * This is tricky because skills can have spaces. We basically roll
748 * our own find_skill_by_name so we can try to do better string matching. 748 * our own find_skill_by_name so we can try to do better string matching.
749 */ 749 */
750int 750int
751use_skill (object *op, const char *string) 751use_skill (object *op, const char *string)
752{ 752{

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines