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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 1.44 by root, Sat May 12 16:06:42 2007 UTC vs.
Revision 1.47 by root, Sun May 13 19:56:57 2007 UTC

181 * this replaces find_skill. 181 * this replaces find_skill.
182 */ 182 */
183object * 183object *
184find_skill_by_number (object *who, int skillno) 184find_skill_by_number (object *who, int skillno)
185{ 185{
186 if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS))
187 return 0;
188
186 object *skill = NULL, *skill_tool = NULL, *tmp; 189 object *skill = NULL, *skill_tool = NULL;
187 190
188 if (skillno < 1 || skillno >= NUM_SKILLS)
189 return NULL;
190
191 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 191 for (object *tmp = who->inv; tmp; tmp = tmp->below)
192 { 192 {
193 if (tmp->type == SKILL && tmp->subtype == skillno) 193 if (tmp->type == SKILL && tmp->subtype == skillno)
194 skill = tmp; 194 skill = tmp;
195 195
196 /* Try to find appropriate skilltool. If the player has one already 196 /* Try to find appropriate skilltool. If the player has one already
202 skill_tool = tmp; 202 skill_tool = tmp;
203 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 203 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
204 skill_tool = tmp; 204 skill_tool = tmp;
205 } 205 }
206 } 206 }
207
207 /* 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 */
208 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 209 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
209 return skill; 210 return skill;
210 211
211 /* 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 -
212 * 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
213 * but not the skill itself, give it to them. 214 * but not the skill itself, give it to them.
214 */ 215 */
215 if (skill_tool) 216 if (skill_tool)
216 { 217 {
217 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 218 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
243change_skill (object *who, object *new_skill, int flag) 244change_skill (object *who, object *new_skill, int flag)
244{ 245{
245 if (who->type != PLAYER) 246 if (who->type != PLAYER)
246 return 0; 247 return 0;
247 248
249#if 0
248 // optimise this supposedly common case 250 // optimise this supposedly common case
249 if (new_skill == who->chosen_skill) 251 if (new_skill == who->chosen_skill)
250 return 1; 252 return 1;
251 253#endif
252 if (who->chosen_skill)
253 {
254 apply_special (who, who->chosen_skill, AP_UNAPPLY);
255 who->chosen_skill = 0;//D verify wether necessary
256 }
257 254
258 if (!new_skill) 255 if (!new_skill)
259 { 256 {
260 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",
261 who->debug_desc ()); 258 who->debug_desc ());
262 return 0; 259 return 0;
263 } 260 }
264 261
262 // the skill could be readied already because it is used by a weapon.
263 who->change_weapon (0);
265 new_skill->inv_splay (); 264 new_skill->inv_splay ();
266 265
267 if (apply_special (who, new_skill, AP_APPLY)) 266 if (apply_special (who, new_skill, AP_APPLY))
268 return 0; 267 return 0;
269 268
502 * If certain skills should take more/less time, that should be 501 * If certain skills should take more/less time, that should be
503 * in the code for the skill itself. 502 * in the code for the skill itself.
504 */ 503 */
505 504
506 if (op->type == PLAYER) 505 if (op->type == PLAYER)
507 op->speed_left -= 1.0; 506 op->speed_left -= 1.f;
508 507
509 /* 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.
510 * Note that add_exp() will figure out player/monster experience 509 * Note that add_exp() will figure out player/monster experience
511 * gain problems. 510 * gain problems.
512 */ 511 */

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