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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 1.41 by root, Fri May 11 21:07:14 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))
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;
248 248
249#if 0
249 // optimise this supposedly common case 250 // optimise this supposedly common case
250 if (new_skill == who->chosen_skill) 251 if (new_skill == who->chosen_skill)
251 return 1; 252 return 1;
252 253#endif
253 if (who->chosen_skill)
254 apply_special (who, who->chosen_skill, AP_UNAPPLY);
255 254
256 if (!new_skill) 255 if (!new_skill)
257 { 256 {
258 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",
259 who->debug_desc ()); 258 who->debug_desc ());
260 return 0; 259 return 0;
261 } 260 }
262 261
263 player *pl = who->contr; 262 // the skill could be readied already because it is used by a weapon.
264 263 who->change_weapon (0);
265 // move skill to front, so it will be prefered next time 264 new_skill->inv_splay ();
266 new_skill->remove ();
267 who->insert (new_skill);
268 265
269 if (apply_special (who, new_skill, AP_APPLY)) 266 if (apply_special (who, new_skill, AP_APPLY))
270 return 0; 267 return 0;
271 268
272 return 1; 269 return 1;
299int 296int
300do_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)
301{ 298{
302 int success = 0, exp = 0; 299 int success = 0, exp = 0;
303 int did_alc = 0; 300 int did_alc = 0;
304 object *tmp, *next;
305 301
306 if (!skill) 302 if (!skill)
307 return 0; 303 return 0;
308 304
309 /* 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
311 * 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
312 * the player doesn't have a bucket for that, create one. 308 * the player doesn't have a bucket for that, create one.
313 */ 309 */
314 if (skill->type != SKILL && op->type == PLAYER) 310 if (skill->type != SKILL && op->type == PLAYER)
315 { 311 {
316 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 312 for (object *tmp = op->inv; tmp; tmp = tmp->below)
317 if (tmp->type == SKILL && tmp->skill == skill->skill) 313 if (tmp->type == SKILL && tmp->skill == skill->skill)
318 break; 314 {
315 skill = tmp;
316 goto found;
317 }
319 318
320 if (!tmp)
321 tmp = give_skill_by_name (op, skill->skill); 319 skill = give_skill_by_name (op, skill->skill);
322 320found: ;
323 skill = tmp;
324 } 321 }
325 322
326 // skill, by_whom, on_which_object, which direction, skill_argument 323 // skill, by_whom, on_which_object, which direction, skill_argument
327 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)))
328 return 0; 325 return 0;
433 case SK_LITERACY: 430 case SK_LITERACY:
434 case SK_WOODSMAN: 431 case SK_WOODSMAN:
435 /* 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.
436 * failing that, we go and identify stuff. 433 * failing that, we go and identify stuff.
437 */ 434 */
438 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)
439 { 436 {
440 next = tmp->above; 437 next = tmp->above;
441 438
442 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 439 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
443 { 440 {
504 * If certain skills should take more/less time, that should be 501 * If certain skills should take more/less time, that should be
505 * in the code for the skill itself. 502 * in the code for the skill itself.
506 */ 503 */
507 504
508 if (op->type == PLAYER) 505 if (op->type == PLAYER)
509 op->speed_left -= 1.0; 506 op->speed_left -= 1.f;
510 507
511 /* 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.
512 * Note that add_exp() will figure out player/monster experience 509 * Note that add_exp() will figure out player/monster experience
513 * gain problems. 510 * gain problems.
514 */ 511 */
934 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);
935 return 0; 932 return 0;
936 } 933 }
937 } 934 }
938 935
939 op->set_weapon (pl->combat_ob); 936 if (!op->change_weapon (pl->combat_ob))
937 return 0;
940 938
941 /* lose invisiblity/hiding status for running attacks */ 939 /* lose invisiblity/hiding status for running attacks */
942 if (pl->tmp_invis) 940 if (pl->tmp_invis)
943 { 941 {
944 pl->tmp_invis = 0; 942 pl->tmp_invis = 0;

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