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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 1.39 by root, Wed May 9 11:32:31 2007 UTC vs.
Revision 1.47 by root, Sun May 13 19:56:57 2007 UTC

167 } 167 }
168 168
169 return 0; 169 return 0;
170} 170}
171 171
172
173/* This returns the skill pointer of the given name (the 172/* This returns the skill pointer of the given name (the
174 * one that accumlates exp, has the level, etc). 173 * one that accumlates exp, has the level, etc).
175 * 174 *
176 * It is presumed that the player will be needing to actually 175 * It is presumed that the player will be needing to actually
177 * use the skill, so thus if use of the skill requires a skill 176 * use the skill, so thus if use of the skill requires a skill
182 * this replaces find_skill. 181 * this replaces find_skill.
183 */ 182 */
184object * 183object *
185find_skill_by_number (object *who, int skillno) 184find_skill_by_number (object *who, int skillno)
186{ 185{
186 if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS))
187 return 0;
188
187 object *skill = NULL, *skill_tool = NULL, *tmp; 189 object *skill = NULL, *skill_tool = NULL;
188 190
189 if (skillno < 1 || skillno >= NUM_SKILLS)
190 return NULL;
191
192 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 191 for (object *tmp = who->inv; tmp; tmp = tmp->below)
193 { 192 {
194 if (tmp->type == SKILL && tmp->subtype == skillno) 193 if (tmp->type == SKILL && tmp->subtype == skillno)
195 skill = tmp; 194 skill = tmp;
196 195
197 /* Try to find appropriate skilltool. If the player has one already 196 /* Try to find appropriate skilltool. If the player has one already
203 skill_tool = tmp; 202 skill_tool = tmp;
204 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 203 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
205 skill_tool = tmp; 204 skill_tool = tmp;
206 } 205 }
207 } 206 }
207
208 /* 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 */
209 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 209 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
210 return skill; 210 return skill;
211 211
212 /* 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 -
213 * 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
214 * but not the skill itself, give it to them. 214 * but not the skill itself, give it to them.
215 */ 215 */
216 if (skill_tool) 216 if (skill_tool)
217 { 217 {
218 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 218 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
234} 234}
235 235
236/* This changes the objects skill to new_skill. 236/* This changes the objects skill to new_skill.
237 * note that this function doesn't always need to get used - 237 * note that this function doesn't always need to get used -
238 * 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
239 * set. This function is of most interest to players to update 239 * set. This function is of most interest to players to update
240 * the various range information. 240 * the various range information.
241 * return 1 on success, 0 on error 241 * return 1 on success, 0 on error
242 */ 242 */
243int 243int
244change_skill (object *who, object *new_skill, int flag) 244change_skill (object *who, object *new_skill, int flag)
245{ 245{
246 if (who->type != PLAYER) 246 if (who->type != PLAYER)
247 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
248 254
249 if (!new_skill) 255 if (!new_skill)
250 { 256 {
251 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",
252 who->debug_desc ()); 258 who->debug_desc ());
253 return 0; 259 return 0;
254 } 260 }
255 261
256 player *pl = who->contr; 262 // the skill could be readied already because it is used by a weapon.
257 263 who->change_weapon (0);
258 // move skill to front, so it will be preferred next time 264 new_skill->inv_splay ();
259 new_skill->remove ();
260 who->insert (new_skill);
261 265
262 if (apply_special (who, new_skill, AP_APPLY)) 266 if (apply_special (who, new_skill, AP_APPLY))
263 return 0; 267 return 0;
264 268
265 return 1; 269 return 1;
292int 296int
293do_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)
294{ 298{
295 int success = 0, exp = 0; 299 int success = 0, exp = 0;
296 int did_alc = 0; 300 int did_alc = 0;
297 object *tmp, *next;
298 301
299 if (!skill) 302 if (!skill)
300 return 0; 303 return 0;
301 304
302 /* 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
304 * 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
305 * the player doesn't have a bucket for that, create one. 308 * the player doesn't have a bucket for that, create one.
306 */ 309 */
307 if (skill->type != SKILL && op->type == PLAYER) 310 if (skill->type != SKILL && op->type == PLAYER)
308 { 311 {
309 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 312 for (object *tmp = op->inv; tmp; tmp = tmp->below)
310 if (tmp->type == SKILL && tmp->skill == skill->skill) 313 if (tmp->type == SKILL && tmp->skill == skill->skill)
311 break; 314 {
315 skill = tmp;
316 goto found;
317 }
312 318
313 if (!tmp)
314 tmp = give_skill_by_name (op, skill->skill); 319 skill = give_skill_by_name (op, skill->skill);
315 320found: ;
316 skill = tmp;
317 } 321 }
318 322
319 // skill, by_whom, on_which_object, which direction, skill_argument 323 // skill, by_whom, on_which_object, which direction, skill_argument
320 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)))
321 return 0; 325 return 0;
426 case SK_LITERACY: 430 case SK_LITERACY:
427 case SK_WOODSMAN: 431 case SK_WOODSMAN:
428 /* 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.
429 * failing that, we go and identify stuff. 433 * failing that, we go and identify stuff.
430 */ 434 */
431 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)
432 { 436 {
433 next = tmp->above; 437 next = tmp->above;
434 438
435 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 439 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
436 { 440 {
497 * If certain skills should take more/less time, that should be 501 * If certain skills should take more/less time, that should be
498 * in the code for the skill itself. 502 * in the code for the skill itself.
499 */ 503 */
500 504
501 if (op->type == PLAYER) 505 if (op->type == PLAYER)
502 op->speed_left -= 1.0; 506 op->speed_left -= 1.f;
503 507
504 /* 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.
505 * Note that add_exp() will figure out player/monster experience 509 * Note that add_exp() will figure out player/monster experience
506 * gain problems. 510 * gain problems.
507 */ 511 */
678 link_player_skills (pl); 682 link_player_skills (pl);
679 return 1; 683 return 1;
680} 684}
681 685
682/* Gives a percentage clipped to 0% -> 100% of a/b. */ 686/* Gives a percentage clipped to 0% -> 100% of a/b. */
683
684/* Probably belongs in some global utils-type file? */ 687/* Probably belongs in some global utils-type file? */
685static int 688static int
686clipped_percent (sint64 a, sint64 b) 689clipped_percent (sint64 a, sint64 b)
687{ 690{
688 int rv; 691 int rv;
781 * 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
782 * 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.
783 * This is tricky because skills can have spaces. We basically roll 786 * This is tricky because skills can have spaces. We basically roll
784 * 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.
785 */ 788 */
786
787int 789int
788use_skill (object *op, const char *string) 790use_skill (object *op, const char *string)
789{ 791{
790 object *skop; 792 object *skop;
791 size_t len; 793 size_t len;
929 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);
930 return 0; 932 return 0;
931 } 933 }
932 } 934 }
933 935
934 op->set_weapon (pl->combat_ob); 936 if (!op->change_weapon (pl->combat_ob))
937 return 0;
935 938
936 /* lose invisiblity/hiding status for running attacks */ 939 /* lose invisiblity/hiding status for running attacks */
937 if (pl->tmp_invis) 940 if (pl->tmp_invis)
938 { 941 {
939 pl->tmp_invis = 0; 942 pl->tmp_invis = 0;

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