ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skill_util.C
(Generate patch)

Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.47 by root, Sun May 13 19:56:57 2007 UTC vs.
Revision 1.51 by root, Thu May 17 20:27:02 2007 UTC

105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
106 } 106 }
107 } 107 }
108} 108}
109 109
110static object *
111find_skill (object *who, const shstr &sh)
112{
113 for (object *tmp = who->inv; tmp; tmp = tmp->below)
114 if (tmp->skill == sh && tmp->type == SKILL)
115 return tmp;
116
117 return 0;
118}
119
110/* This returns the skill pointer of the given name (the 120/* This returns the skill pointer of the given name (the
111 * one that accumlates exp, has the level, etc). 121 * one that accumulates exp, has the level, etc).
112 * 122 *
113 * It is presumed that the player will be needing to actually 123 * It is presumed that the player will be needing to actually
114 * use the skill, so thus if use of the skill requires a skill 124 * use the skill, so thus if use of the skill requires a skill
115 * tool, this code will equip it. 125 * tool, this code will equip it.
116 */ 126 */
117object * 127object *
118find_skill_by_name (object *who, const char *name) 128find_skill_by_name (object *who, const shstr &sh)
119{ 129{
120 if (!name) 130 object *skill_tool = 0;
131
132 for (object *tmp = who->inv; tmp; tmp = tmp->below)
133 if (tmp->skill == sh)
134 {
135 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
136 /* If this is a skill that can be used without applying tool, return it */
137 return tmp->inv_splay ();
138 /* Try to find appropriate skilltool. If the player has one already
139 * applied, we try to keep using that one.
140 */
141 else if (tmp->type == SKILL_TOOL && !skill_tool)
142 skill_tool = tmp;
143 }
144
145 if (!skill_tool)
121 return 0; 146 return 0;
122
123 object *skill = 0, *skill_tool = 0;
124
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
127 * 'hi', we don't want to match if the user passed 'high'
128 */
129 for (object *tmp = who->inv; tmp; tmp = tmp->below)
130 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
132 skill = tmp;
133
134 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one.
136 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 }
144 }
145
146 /* If this is a skill that can be used without a tool, return it */
147 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
148 return skill;
149 147
150 /* Player has a tool to use the skill. If not applied, apply it - 148 /* Player has a tool to use the skill. If not applied, apply it -
151 * if not successful, return null. If they do have the skill tool 149 * if not successful, return null. If they do have the skill tool
152 * but not the skill itself, give it to them. 150 * but not the skill itself, give it to them.
153 */ 151 */
154 if (skill_tool) 152 object *skill = find_skill (who, skill_tool->skill);
155 {
156 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
157 if (apply_special (who, skill_tool, 0))
158 return 0;
159 153
160 if (!skill) 154 if (!skill)
161 { 155 {
162 skill = give_skill_by_name (who, skill_tool->skill); 156 skill = give_skill_by_name (who, skill_tool->skill);
163 link_player_skills (who); 157 link_player_skills (who);
164 } 158 }
165 159
160 skill->inv_splay ();
161
162 if (!skill_tool->flag [FLAG_APPLIED])
163 if (apply_special (who, skill_tool, AP_APPLY | AP_NO_READY))
164 return 0;
165
166 return skill; 166 return skill;
167 } 167}
168
169object *
170find_skill_by_name (object *who, const char *name)
171{
172 if (!name)
173 return 0;
174
175 for (object *tmp = who->inv; tmp; tmp = tmp->below)
176 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
177 && tmp->skill.begins_with (name))
178 if (object *skop = find_skill_by_name (who, tmp->skill))
179 return skop;
168 180
169 return 0; 181 return 0;
170} 182}
171 183
172/* This returns the skill pointer of the given name (the 184/* This returns the skill pointer of the given name (the
173 * one that accumlates exp, has the level, etc). 185 * one that accumulates exp, has the level, etc).
174 * 186 *
175 * It is presumed that the player will be needing to actually 187 * It is presumed that the player will be needing to actually
176 * use the skill, so thus if use of the skill requires a skill 188 * use the skill, so thus if use of the skill requires a skill
177 * tool, this code will equip it. 189 * tool, this code will equip it.
178 * 190 *
181 * this replaces find_skill. 193 * this replaces find_skill.
182 */ 194 */
183object * 195object *
184find_skill_by_number (object *who, int skillno) 196find_skill_by_number (object *who, int skillno)
185{ 197{
186 if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS)) 198 for (object *tmp = who->inv; tmp; tmp = tmp->below)
199 if (tmp->type == SKILL && tmp->subtype == skillno)
200 if (object *skop = find_skill_by_name (who, tmp->skill))
201 return skop;
202
203 return 0;
204}
205
206/* This changes the objects chosen_skill to new_skill.
207 * return 1 on success, 0 on error
208 */
209bool
210object::change_skill (object *new_skill)
211{
212 if (type != PLAYER)
187 return 0; 213 return 0;
188 214
189 object *skill = NULL, *skill_tool = NULL;
190
191 for (object *tmp = who->inv; tmp; tmp = tmp->below)
192 {
193 if (tmp->type == SKILL && tmp->subtype == skillno)
194 skill = tmp;
195
196 /* Try to find appropriate skilltool. If the player has one already
197 * applied, we try to keep using that one.
198 */
199 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
200 {
201 if (QUERY_FLAG (tmp, FLAG_APPLIED))
202 skill_tool = tmp;
203 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
204 skill_tool = tmp;
205 }
206 }
207
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))
210 return skill;
211
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
214 * but not the skill itself, give it to them.
215 */
216 if (skill_tool)
217 {
218 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
219 {
220 if (apply_special (who, skill_tool, 0))
221 return NULL;
222 }
223
224 if (!skill)
225 {
226 skill = give_skill_by_name (who, skill_tool->skill);
227 link_player_skills (who);
228 }
229
230 return skill;
231 }
232
233 return NULL;
234}
235
236/* This changes the objects skill to new_skill.
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
239 * set. This function is of most interest to players to update
240 * the various range information.
241 * return 1 on success, 0 on error
242 */
243int
244change_skill (object *who, object *new_skill, int flag)
245{
246 if (who->type != PLAYER)
247 return 0;
248
249#if 0
250 // optimise this supposedly common case 215 // optimise this supposedly common case
251 if (new_skill == who->chosen_skill) 216 if (new_skill == chosen_skill)
252 return 1; 217 return 1;
253#endif
254 218
255 if (!new_skill) 219 if (chosen_skill)
256 {
257 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
258 who->debug_desc ());
259 return 0;
260 } 220 {
221 chosen_skill->flag [FLAG_APPLIED] = false;
222 change_abil (this, chosen_skill);
223 }
261 224
262 // the skill could be readied already because it is used by a weapon. 225 chosen_skill = new_skill;
263 who->change_weapon (0); 226
227 if (chosen_skill)
228 {
229 chosen_skill->flag [FLAG_APPLIED] = true;
230 change_abil (this, chosen_skill);
264 new_skill->inv_splay (); 231 chosen_skill->inv_splay ();
232 }
265 233
266 if (apply_special (who, new_skill, AP_APPLY)) 234 update_stats ();
267 return 0;
268
269 return 1; 235 return 1;
270} 236}
271 237
272/* This function just clears the chosen_skill and range_skill values 238/* This function just clears the chosen_skill and range_skill values
273 * in the player. 239 * in the player.
274 */ 240 */
275void 241void
276clear_skill (object *who) 242clear_skill (object *who)
277{ 243{
244 if (who->chosen_skill)
245 {
246 who->chosen_skill->flag [FLAG_APPLIED] = false;
278 who->chosen_skill = 0; 247 who->chosen_skill = 0;
279 CLEAR_FLAG (who, FLAG_READY_SKILL); 248 CLEAR_FLAG (who, FLAG_READY_SKILL);
249 }
280 250
281 if (who->type == PLAYER) 251 if (player *pl = who->contr)
282 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL) 252 if (pl->ranged_ob && pl->ranged_ob->type == SKILL)
283 who->contr->ranged_ob = 0; 253 pl->ranged_ob = 0;
284} 254}
285 255
286/* do_skill() - Main skills use function-similar in scope to cast_spell(). 256/* do_skill() - Main skills use function-similar in scope to cast_spell().
287 * We handle all requests for skill use outside of some combat here. 257 * We handle all requests for skill use outside of some combat here.
288 * We require a separate routine outside of fire() so as to allow monsters 258 * We require a separate routine outside of fire() so as to allow monsters
640 * player learns the skill, 2 otherwise. 610 * player learns the skill, 2 otherwise.
641 */ 611 */
642int 612int
643learn_skill (object *pl, object *scroll) 613learn_skill (object *pl, object *scroll)
644{ 614{
645 object *tmp;
646
647 if (!scroll->skill) 615 if (!scroll->skill)
648 { 616 {
649 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 617 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
650 return 2; 618 return 2;
651 } 619 }
652 620
653 /* can't use find_skill_by_name because we want skills the player knows 621 object *tmp = find_skill (pl, scroll->skill);
654 * but can't use natively.
655 */
656
657 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
658 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
659 break;
660 622
661 /* player already knows it */ 623 /* player already knows it */
662 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 624 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
663 return 0; 625 return 0;
664 626
793 size_t len; 755 size_t len;
794 756
795 if (!string) 757 if (!string)
796 return 0; 758 return 0;
797 759
798 for (skop = op->inv; skop != NULL; skop = skop->below) 760 for (skop = op->inv; skop; skop = skop->below)
799 { 761 {
762 if (skop->type == SKILL
800 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 763 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
801 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 764 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
802 break; 765 break;
766 else if (skop->type == SKILL_TOOL
803 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 767 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
804 break; 768 break;
805 } 769 }
770
806 if (!skop) 771 if (!skop)
807 { 772 {
808 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 773 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
809 return 0; 774 return 0;
810 } 775 }
815 * options given to the skill. Its pretty simple - if there 780 * options given to the skill. Its pretty simple - if there
816 * are extra parameters (as deteremined by string length), we 781 * are extra parameters (as deteremined by string length), we
817 * want to skip over any leading spaces. 782 * want to skip over any leading spaces.
818 */ 783 */
819 if (len >= strlen (string)) 784 if (len >= strlen (string))
820 {
821 string = NULL; 785 string = NULL;
822 }
823 else 786 else
824 { 787 {
825 string += len; 788 string += len;
826 while (*string == 0x20) 789 while (*string == 0x20)
827 string++; 790 string++;
791
828 if (strlen (string) == 0) 792 if (strlen (string) == 0)
829 string = NULL; 793 string = NULL;
830 } 794 }
831 795
832#ifdef SKILL_UTIL_DEBUG 796#ifdef SKILL_UTIL_DEBUG
833 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 797 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
834#endif 798#endif
835 799
836 /* Change to the new skill, then execute it. */
837 if (do_skill (op, op, skop, op->facing, string)) 800 if (do_skill (op, op, skop, op->facing, string))
838 return 1; 801 return 1;
839 802
840 return 0; 803 return 0;
841} 804}
893 { 856 {
894 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 857 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
895 return 0; 858 return 0;
896 } 859 }
897 860
898 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 861 pl->combat_ob = tmp;
899 } 862 }
900 else 863 else
901 { 864 {
902 if (!skill) 865 if (!skill)
903 { 866 {
916 return 0; 879 return 0;
917 } 880 }
918 } 881 }
919 } 882 }
920 883
921 /* now try to ready the new skill */ 884 pl->combat_ob = skill;
922 if (!change_skill (op, skill, 0)) 885 apply_special (op, skill, AP_APPLY);
923 { /* oh oh, trouble! */
924 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
925 return 0;
926 }
927 } 886 }
928 887
929 if (!pl->combat_ob) 888 if (!pl->combat_ob)
930 { 889 {
931 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 890 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
1076 1035
1077 return 0; 1036 return 0;
1078 } 1037 }
1079 1038
1080 return skill_attack (NULL, op, dir, string, skill); 1039 return skill_attack (NULL, op, dir, string, skill);
1081
1082} 1040}
1041

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines