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/cvs/deliantra/server/server/skill_util.C
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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.34 by root, Mon Apr 30 05:54:14 2007 UTC vs.
Revision 1.35 by root, Tue May 1 05:48:20 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
246 * return 1 on success, 0 on error 246 * return 1 on success, 0 on error
247 */ 247 */
248int 248int
249change_skill (object *who, object *new_skill, int flag) 249change_skill (object *who, object *new_skill, int flag)
250{ 250{
251 int old_range;
252
253 if (who->type != PLAYER) 251 if (who->type != PLAYER)
254 return 0; 252 return 0;
255 253
254 if (!new_skill)
255 {
256 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
257 who->debug_desc ());
258 return 0;
259 }
260
256 player *pl = who->contr; 261 player *pl = who->contr;
257
258 if (pl->ranged_skill && pl->ranged_skill == new_skill)
259 return 1;
260
261 if (!new_skill)
262 {
263 if (pl->ranged_skill)
264 apply_special (who, pl->ranged_skill, AP_UNAPPLY);
265
266 /* Only goal in this case was to unapply a skill */
267 return 0;
268 }
269 262
270 // move skill to front, so it will be preferred next time 263 // move skill to front, so it will be preferred next time
271 new_skill->remove (); 264 new_skill->remove ();
272 who->insert (new_skill); 265 who->insert (new_skill);
273 266
286 who->chosen_skill = 0; 279 who->chosen_skill = 0;
287 CLEAR_FLAG (who, FLAG_READY_SKILL); 280 CLEAR_FLAG (who, FLAG_READY_SKILL);
288 281
289 if (who->type == PLAYER) 282 if (who->type == PLAYER)
290 { 283 {
291 if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL) 284 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
292 {
293 who->contr->ranged_skill = 0;
294 who->contr->ranged_ob = 0; 285 who->contr->ranged_ob = 0;
295 }
296 } 286 }
297} 287}
298 288
299/* do_skill() - Main skills use function-similar in scope to cast_spell(). 289/* do_skill() - Main skills use function-similar in scope to cast_spell().
300 * We handle all requests for skill use outside of some combat here. 290 * We handle all requests for skill use outside of some combat here.
892 * is readied either then try to find a skill for the player to use. 882 * is readied either then try to find a skill for the player to use.
893 * it is presumed that if skill is set, it is a valid attack skill (eg, 883 * it is presumed that if skill is set, it is a valid attack skill (eg,
894 * the caller should have set it appropriately). We still want to pass 884 * the caller should have set it appropriately). We still want to pass
895 * through that code if skill is set to change to the skill. 885 * through that code if skill is set to change to the skill.
896 */ 886 */
897 if (op->type == PLAYER) 887 if (player *pl = op->contr)
898 { 888 {
889 if (!pl->combat_ob)
890 {
899 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 891 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
900 {
901 if (!skill)
902 { 892 {
903 /* See if the players chosen skill is a combat skill, and use
904 * it if appropriate.
905 */
906 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
907 skill = op->chosen_skill;
908 else
909 {
910 skill = find_player_hth_skill (op);
911
912 if (!skill)
913 {
914 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
915 return 0;
916 }
917 }
918 }
919
920 /* now try to ready the new skill */
921 if (!change_skill (op, skill, 0))
922 { /* oh oh, trouble! */
923 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
924 return 0;
925 }
926 }
927 else
928 {
929 /* Seen some crashes below where current_weapon is not set,
930 * even though the flag says it is. So if current weapon isn't set,
931 * do some work in trying to find the object to use.
932 */
933 if (!op->current_weapon)
934 {
935 object *tmp;
936
937 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
938 for (tmp = op->inv; tmp; tmp = tmp->below) 893 for (tmp = op->inv; tmp; tmp = tmp->below)
939 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 894 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
940 break; 895 break;
941 896
942 if (!tmp) 897 if (!tmp)
943 { 898 {
944 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 899 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
945 op->current_weapon = NULL;
946 return 0; 900 return 0;
947 } 901 }
948 else 902
949 op->current_weapon = tmp; 903 change_skill (op, find_skill_by_name (op, tmp->skill), 1);
950 } 904 }
905 else
906 {
907 if (!skill)
908 {
909 /* See if the players chosen skill is a combat skill, and use
910 * it if appropriate.
911 */
912 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
913 skill = op->chosen_skill;
914 else
915 {
916 skill = find_player_hth_skill (op);
951 917
952 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 918 if (!skill)
919 {
920 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
921 return 0;
922 }
923 }
924 }
925
926 /* now try to ready the new skill */
927 if (!change_skill (op, skill, 0))
928 { /* oh oh, trouble! */
929 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
930 return 0;
931 }
932 }
933
934 if (!pl->combat_ob)
935 {
936 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
937 return 0;
938 }
939 }
940
941 if (op->current_weapon != pl->combat_ob)
953 } 942 {
954 } 943 op->current_weapon = pl->combat_ob;
944 op->update_stats ();
945 }
955 946
956 /* lose invisiblity/hiding status for running attacks */ 947 /* lose invisiblity/hiding status for running attacks */
957 948
958 if (op->type == PLAYER && op->contr->tmp_invis) 949 if (pl->tmp_invis)
959 { 950 {
960 op->contr->tmp_invis = 0; 951 pl->tmp_invis = 0;
961 op->invisible = 0; 952 op->invisible = 0;
962 op->hide = 0; 953 op->hide = 0;
963 update_object (op, UP_OBJ_CHANGE); 954 update_object (op, UP_OBJ_CHANGE);
955 }
964 } 956 }
965 957
966 int success = attack_ob (tmp, op); 958 int success = attack_ob (tmp, op);
967 959
968 /* print appropriate messages to the player */ 960 /* print appropriate messages to the player */

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