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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 1.38 by root, Thu May 3 10:39:46 2007 UTC vs.
Revision 1.47 by root, Sun May 13 19:56:57 2007 UTC

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
173 171
174/* This returns the skill pointer of the given name (the 172/* This returns the skill pointer of the given name (the
175 * one that accumlates exp, has the level, etc). 173 * one that accumlates exp, has the level, etc).
176 * 174 *
177 * It is presumed that the player will be needing to actually 175 * It is presumed that the player will be needing to actually
183 * this replaces find_skill. 181 * this replaces find_skill.
184 */ 182 */
185object * 183object *
186find_skill_by_number (object *who, int skillno) 184find_skill_by_number (object *who, int skillno)
187{ 185{
186 if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS))
187 return 0;
188
188 object *skill = NULL, *skill_tool = NULL, *tmp; 189 object *skill = NULL, *skill_tool = NULL;
189 190
190 if (skillno < 1 || skillno >= NUM_SKILLS)
191 return NULL;
192
193 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 191 for (object *tmp = who->inv; tmp; tmp = tmp->below)
194 { 192 {
195 if (tmp->type == SKILL && tmp->subtype == skillno) 193 if (tmp->type == SKILL && tmp->subtype == skillno)
196 skill = tmp; 194 skill = tmp;
197 195
198 /* Try to find appropriate skilltool. If the player has one already 196 /* Try to find appropriate skilltool. If the player has one already
204 skill_tool = tmp; 202 skill_tool = tmp;
205 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 203 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
206 skill_tool = tmp; 204 skill_tool = tmp;
207 } 205 }
208 } 206 }
207
209 /* If this is a skill that can be used without a tool, return it */ 208 /* If this is a skill that can be used without a tool, return it */
210 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 209 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
211 return skill; 210 return skill;
212 211
213 /* Player has a tool to use the skill. IF not applied, apply it - 212 /* Player has a tool to use the skill. If not applied, apply it -
214 * if not successful, return null. If they do have the skill tool 213 * if not successful, return null. If they do have the skill tool
215 * but not the skill itself, give it to them. 214 * but not the skill itself, give it to them.
216 */ 215 */
217 if (skill_tool) 216 if (skill_tool)
218 { 217 {
219 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 218 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
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 * return 1 on success, 0 on error 241 * return 1 on success, 0 on error
243 */ 242 */
244int 243int
245change_skill (object *who, object *new_skill, int flag) 244change_skill (object *who, object *new_skill, int flag)
246{ 245{
247 if (who->type != PLAYER) 246 if (who->type != PLAYER)
248 return 0; 247 return 0;
248
249#if 0
250 // optimise this supposedly common case
251 if (new_skill == who->chosen_skill)
252 return 1;
253#endif
249 254
250 if (!new_skill) 255 if (!new_skill)
251 { 256 {
252 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n", 257 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
253 who->debug_desc ()); 258 who->debug_desc ());
254 return 0; 259 return 0;
255 } 260 }
256 261
257 player *pl = who->contr; 262 // the skill could be readied already because it is used by a weapon.
258 263 who->change_weapon (0);
259 // move skill to front, so it will be preferred next time 264 new_skill->inv_splay ();
260 new_skill->remove ();
261 who->insert (new_skill);
262 265
263 if (apply_special (who, new_skill, AP_APPLY)) 266 if (apply_special (who, new_skill, AP_APPLY))
264 return 0; 267 return 0;
265 268
266 return 1; 269 return 1;
293int 296int
294do_skill (object *op, object *part, object *skill, int dir, const char *string) 297do_skill (object *op, object *part, object *skill, int dir, const char *string)
295{ 298{
296 int success = 0, exp = 0; 299 int success = 0, exp = 0;
297 int did_alc = 0; 300 int did_alc = 0;
298 object *tmp, *next;
299 301
300 if (!skill) 302 if (!skill)
301 return 0; 303 return 0;
302 304
303 /* The code below presumes that the skill points to the object that 305 /* The code below presumes that the skill points to the object that
305 * go and try to find the actual real skill pointer, and if the 307 * go and try to find the actual real skill pointer, and if the
306 * the player doesn't have a bucket for that, create one. 308 * the player doesn't have a bucket for that, create one.
307 */ 309 */
308 if (skill->type != SKILL && op->type == PLAYER) 310 if (skill->type != SKILL && op->type == PLAYER)
309 { 311 {
310 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 312 for (object *tmp = op->inv; tmp; tmp = tmp->below)
311 if (tmp->type == SKILL && tmp->skill == skill->skill) 313 if (tmp->type == SKILL && tmp->skill == skill->skill)
312 break; 314 {
315 skill = tmp;
316 goto found;
317 }
313 318
314 if (!tmp)
315 tmp = give_skill_by_name (op, skill->skill); 319 skill = give_skill_by_name (op, skill->skill);
316 320found: ;
317 skill = tmp;
318 } 321 }
319 322
320 // skill, by_whom, on_which_object, which direction, skill_argument 323 // skill, by_whom, on_which_object, which direction, skill_argument
321 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 324 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
322 return 0; 325 return 0;
427 case SK_LITERACY: 430 case SK_LITERACY:
428 case SK_WOODSMAN: 431 case SK_WOODSMAN:
429 /* first, we try to find a cauldron, and do the alchemy thing. 432 /* first, we try to find a cauldron, and do the alchemy thing.
430 * failing that, we go and identify stuff. 433 * failing that, we go and identify stuff.
431 */ 434 */
432 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) 435 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
433 { 436 {
434 next = tmp->above; 437 next = tmp->above;
435 438
436 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 439 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
437 { 440 {
498 * If certain skills should take more/less time, that should be 501 * If certain skills should take more/less time, that should be
499 * in the code for the skill itself. 502 * in the code for the skill itself.
500 */ 503 */
501 504
502 if (op->type == PLAYER) 505 if (op->type == PLAYER)
503 op->speed_left -= 1.0; 506 op->speed_left -= 1.f;
504 507
505 /* this is a good place to add experience for successfull use of skills. 508 /* this is a good place to add experience for successfull use of skills.
506 * Note that add_exp() will figure out player/monster experience 509 * Note that add_exp() will figure out player/monster experience
507 * gain problems. 510 * gain problems.
508 */ 511 */
679 link_player_skills (pl); 682 link_player_skills (pl);
680 return 1; 683 return 1;
681} 684}
682 685
683/* Gives a percentage clipped to 0% -> 100% of a/b. */ 686/* Gives a percentage clipped to 0% -> 100% of a/b. */
684
685/* Probably belongs in some global utils-type file? */ 687/* Probably belongs in some global utils-type file? */
686static int 688static int
687clipped_percent (sint64 a, sint64 b) 689clipped_percent (sint64 a, sint64 b)
688{ 690{
689 int rv; 691 int rv;
782 * direction that the user is facing. Returns false if we are unable to 784 * direction that the user is facing. Returns false if we are unable to
783 * change to the requested skill, or were unable to use the skill properly. 785 * change to the requested skill, or were unable to use the skill properly.
784 * This is tricky because skills can have spaces. We basically roll 786 * This is tricky because skills can have spaces. We basically roll
785 * our own find_skill_by_name so we can try to do better string matching. 787 * our own find_skill_by_name so we can try to do better string matching.
786 */ 788 */
787
788int 789int
789use_skill (object *op, const char *string) 790use_skill (object *op, const char *string)
790{ 791{
791 object *skop; 792 object *skop;
792 size_t len; 793 size_t len;
930 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 931 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
931 return 0; 932 return 0;
932 } 933 }
933 } 934 }
934 935
935 op->set_weapon (pl->combat_ob); 936 if (!op->change_weapon (pl->combat_ob))
937 return 0;
936 938
937 /* lose invisiblity/hiding status for running attacks */ 939 /* lose invisiblity/hiding status for running attacks */
938 if (pl->tmp_invis) 940 if (pl->tmp_invis)
939 { 941 {
940 pl->tmp_invis = 0; 942 pl->tmp_invis = 0;

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