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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 1.41 by root, Fri May 11 21:07:14 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 *
115 * tool, this code will equip it. 115 * tool, this code will equip it.
116 */ 116 */
117object * 117object *
118find_skill_by_name (object *who, const char *name) 118find_skill_by_name (object *who, const char *name)
119{ 119{
120 object *skill = NULL, *skill_tool = NULL, *tmp;
121
122 if (!name) 120 if (!name)
123 return NULL; 121 return 0;
122
123 object *skill = 0, *skill_tool = 0;
124 124
125 /* We make sure the length of the string in the object is greater 125 /* We make sure the length of the string in the object is greater
126 * in length than the passed string. Eg, if we have a skill called 126 * in length than the passed string. Eg, if we have a skill called
127 * 'hi', we don't want to match if the user passed 'high' 127 * 'hi', we don't want to match if the user passed 'high'
128 */ 128 */
129 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 129 for (object *tmp = who->inv; tmp; tmp = tmp->below)
130 { 130 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
132 skill = tmp; 132 skill = tmp;
133 133
134 /* Try to find appropriate skilltool. If the player has one already 134 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one. 135 * applied, we try to keep using that one.
136 */ 136 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
138 { 138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp; 140 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp; 142 skill_tool = tmp;
143 } 143 }
144 } 144 }
145
145 /* If this is a skill that can be used without a tool, return it */ 146 /* If this is a skill that can be used without a tool, return it */
146 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 147 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
147 return skill; 148 return skill;
148 149
149 /* Player has a tool to use the skill. IF not applied, apply it - 150 /* Player has a tool to use the skill. If not applied, apply it -
150 * if not successful, return null. If they do have the skill tool 151 * if not successful, return null. If they do have the skill tool
151 * but not the skill itself, give it to them. 152 * but not the skill itself, give it to them.
152 */ 153 */
153 if (skill_tool) 154 if (skill_tool)
154 { 155 {
155 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 156 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 {
157 if (apply_special (who, skill_tool, 0)) 157 if (apply_special (who, skill_tool, 0))
158 return NULL; 158 return 0;
159 }
160 159
161 if (!skill) 160 if (!skill)
162 { 161 {
163 skill = give_skill_by_name (who, skill_tool->skill); 162 skill = give_skill_by_name (who, skill_tool->skill);
164 link_player_skills (who); 163 link_player_skills (who);
165 } 164 }
166 165
167 return skill; 166 return skill;
168 } 167 }
169 168
170 return NULL; 169 return 0;
171} 170}
172 171
173 172
174/* This returns the skill pointer of the given name (the 173/* This returns the skill pointer of the given name (the
175 * one that accumlates exp, has the level, etc). 174 * one that accumlates exp, has the level, etc).
235} 234}
236 235
237/* This changes the objects skill to new_skill. 236/* This changes the objects skill to new_skill.
238 * note that this function doesn't always need to get used - 237 * note that this function doesn't always need to get used -
239 * you can now add skill exp to the player without the chosen_skill being 238 * you can now add skill exp to the player without the chosen_skill being
240 * set. This function is of most interest to players to update 239 * set. This function is of most interest to players to update
241 * the various range information. 240 * the various range information.
242 * if new_skill is null, this just unapplies the skill.
243 * flag has the current meaning:
244 * 0x1: If set, don't update the range pointer. This is useful when we
245 * need to ready a new skill, but don't want to clobber range.
246 * return 1 on success, 0 on error 241 * return 1 on success, 0 on error
247 */ 242 */
248int 243int
249change_skill (object *who, object *new_skill, int flag) 244change_skill (object *who, object *new_skill, int flag)
250{ 245{
251 int old_range;
252
253 if (who->type != PLAYER) 246 if (who->type != PLAYER)
254 return 0; 247 return 0;
255 248
249 // optimise this supposedly common case
250 if (new_skill == who->chosen_skill)
251 return 1;
252
253 if (who->chosen_skill)
254 apply_special (who, who->chosen_skill, AP_UNAPPLY);
255
256 if (!new_skill)
257 {
258 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
259 who->debug_desc ());
260 return 0;
261 }
262
256 player *pl = who->contr; 263 player *pl = who->contr;
257 264
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
270 // move skill to front, so it will be preferred next time 265 // move skill to front, so it will be prefered next time
271 new_skill->remove (); 266 new_skill->remove ();
272 who->insert (new_skill); 267 who->insert (new_skill);
273 268
274 if (apply_special (who, new_skill, AP_APPLY)) 269 if (apply_special (who, new_skill, AP_APPLY))
275 return 0; 270 return 0;
285{ 280{
286 who->chosen_skill = 0; 281 who->chosen_skill = 0;
287 CLEAR_FLAG (who, FLAG_READY_SKILL); 282 CLEAR_FLAG (who, FLAG_READY_SKILL);
288 283
289 if (who->type == PLAYER) 284 if (who->type == PLAYER)
290 {
291 if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL) 285 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
292 {
293 who->contr->ranged_skill = 0;
294 who->contr->ranged_ob = 0; 286 who->contr->ranged_ob = 0;
295 }
296 }
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.
301 * We require a separate routine outside of fire() so as to allow monsters 291 * We require a separate routine outside of fire() so as to allow monsters
695 link_player_skills (pl); 685 link_player_skills (pl);
696 return 1; 686 return 1;
697} 687}
698 688
699/* Gives a percentage clipped to 0% -> 100% of a/b. */ 689/* Gives a percentage clipped to 0% -> 100% of a/b. */
700
701/* Probably belongs in some global utils-type file? */ 690/* Probably belongs in some global utils-type file? */
702static int 691static int
703clipped_percent (sint64 a, sint64 b) 692clipped_percent (sint64 a, sint64 b)
704{ 693{
705 int rv; 694 int rv;
798 * direction that the user is facing. Returns false if we are unable to 787 * direction that the user is facing. Returns false if we are unable to
799 * change to the requested skill, or were unable to use the skill properly. 788 * change to the requested skill, or were unable to use the skill properly.
800 * This is tricky because skills can have spaces. We basically roll 789 * This is tricky because skills can have spaces. We basically roll
801 * our own find_skill_by_name so we can try to do better string matching. 790 * our own find_skill_by_name so we can try to do better string matching.
802 */ 791 */
803
804int 792int
805use_skill (object *op, const char *string) 793use_skill (object *op, const char *string)
806{ 794{
807 object *skop; 795 object *skop;
808 size_t len; 796 size_t len;
892 * is readied either then try to find a skill for the player to use. 880 * 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, 881 * 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 882 * 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. 883 * through that code if skill is set to change to the skill.
896 */ 884 */
897 if (op->type == PLAYER) 885 if (player *pl = op->contr)
898 { 886 {
899 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 887 if (!pl->combat_ob)
900 { 888 {
901 if (!skill) 889 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
902 { 890 {
903 /* See if the players chosen skill is a combat skill, and use 891 for (tmp = op->inv; tmp; tmp = tmp->below)
904 * it if appropriate. 892 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
905 */ 893 break;
906 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 894
907 skill = op->chosen_skill; 895 if (!tmp)
908 else
909 { 896 {
910 skill = find_player_hth_skill (op); 897 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
898 return 0;
899 }
911 900
901 change_skill (op, find_skill_by_name (op, tmp->skill), 1);
902 }
903 else
904 {
912 if (!skill) 905 if (!skill)
906 {
907 /* See if the players chosen skill is a combat skill, and use
908 * it if appropriate.
909 */
910 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
911 skill = op->chosen_skill;
912 else
913 { 913 {
914 skill = find_player_hth_skill (op);
915
916 if (!skill)
917 {
914 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 918 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
915 return 0; 919 return 0;
920 }
916 } 921 }
917 } 922 }
923
924 /* now try to ready the new skill */
925 if (!change_skill (op, skill, 0))
926 { /* oh oh, trouble! */
927 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
928 return 0;
929 }
918 } 930 }
919 931
920 /* now try to ready the new skill */ 932 if (!pl->combat_ob)
921 if (!change_skill (op, skill, 0)) 933 {
922 { /* oh oh, trouble! */ 934 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
923 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
924 return 0; 935 return 0;
925 } 936 }
926 } 937 }
927 else 938
939 op->set_weapon (pl->combat_ob);
940
941 /* lose invisiblity/hiding status for running attacks */
942 if (pl->tmp_invis)
928 { 943 {
929 /* Seen some crashes below where current_weapon is not set, 944 pl->tmp_invis = 0;
930 * even though the flag says it is. So if current weapon isn't set, 945 op->invisible = 0;
931 * do some work in trying to find the object to use. 946 op->hide = 0;
932 */ 947 update_object (op, UP_OBJ_CHANGE);
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)
939 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
940 break;
941
942 if (!tmp)
943 {
944 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
945 op->current_weapon = NULL;
946 return 0;
947 }
948 else
949 op->current_weapon = tmp;
950 }
951
952 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
953 } 948 }
954 }
955
956 /* lose invisiblity/hiding status for running attacks */
957
958 if (op->type == PLAYER && op->contr->tmp_invis)
959 {
960 op->contr->tmp_invis = 0;
961 op->invisible = 0;
962 op->hide = 0;
963 update_object (op, UP_OBJ_CHANGE);
964 } 949 }
965 950
966 int success = attack_ob (tmp, op); 951 int success = attack_ob (tmp, op);
967 952
968 /* print appropriate messages to the player */ 953 /* print appropriate messages to the player */
1039 } 1024 }
1040 1025
1041 return do_skill_attack (tmp, pl, string, skill); 1026 return do_skill_attack (tmp, pl, string, skill);
1042} 1027}
1043 1028
1044
1045/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 1029/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1046 1030
1047/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 1031/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1048 * (attack_hth) we check for weapon use, etc in the second (the new 1032 * (attack_hth) we check for weapon use, etc in the second (the new
1049 * function skill_attack() we actually attack. 1033 * function skill_attack() we actually attack.
1050 */ 1034 */
1051
1052static int 1035static int
1053attack_hth (object *pl, int dir, const char *string, object *skill) 1036attack_hth (object *pl, int dir, const char *string, object *skill)
1054{ 1037{
1055 object *enemy = NULL, *weapon; 1038 object *enemy = NULL, *weapon;
1056 1039
1065 if (pl->type == PLAYER) 1048 if (pl->type == PLAYER)
1066 { 1049 {
1067 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1050 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1068 esrv_update_item (UPD_FLAGS, pl, weapon); 1051 esrv_update_item (UPD_FLAGS, pl, weapon);
1069 } 1052 }
1053
1070 break; 1054 break;
1071 } 1055 }
1072 } 1056 }
1073 1057
1074 return skill_attack (enemy, pl, dir, string, skill); 1058 return skill_attack (enemy, pl, dir, string, skill);

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