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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.102 by root, Sat Apr 23 04:56:57 2011 UTC vs.
Revision 1.107 by root, Sun Jan 29 02:47:06 2017 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 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 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 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 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 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
26 26
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{
195 * one that accumulates exp, has the level, etc). 195 * one that accumulates exp, has the level, etc).
196 * 196 *
197 * It is presumed that the player will be needing to actually 197 * It is presumed that the player will be needing to actually
198 * use the skill, so thus if use of the skill requires a skill 198 * use the skill, so thus if use of the skill requires a skill
199 * tool, this code will equip it. 199 * tool, this code will equip it.
200 * 200 *
201 * This code is basically the same as find_skill_by_name() above, 201 * This code is basically the same as find_skill_by_name() above,
202 * but instead a skill name, we search by matching number. 202 * but instead a skill name, we search by matching number.
203 * this replaces find_skill. 203 * this replaces find_skill.
204 * 204 *
205 * MUST NOT BE USED IN NEW CODE! (schmorp) 205 * MUST NOT BE USED IN NEW CODE! (schmorp)
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
661/* show_skills() - Meant to allow players to examine 661/* show_skills() - Meant to allow players to examine
662 * their current skill list. 662 * their current skill list.
663 * This shows the amount of exp they have in the skills. 663 * This shows the amount of exp they have in the skills.
664 * we also include some other non skill related info (god, 664 * we also include some other non skill related info (god,
665 * max weapon improvments, item power). 665 * max weapon improvments, item power).
666 * Note this function is a bit more complicated becauase we 666 * Note this function is a bit more complicated because we
667 * we want ot sort the skills before printing them. If we 667 * we want to sort the skills before printing them. If we
668 * just dumped this as we found it, this would be a bit 668 * just dumped this as we found it, this would be a bit
669 * simpler. 669 * simpler.
670 */ 670 */
671void 671void
672show_skills (object *pl, const char *search) 672show_skills (object *pl, const char *search)
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{

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