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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.43 by root, Sat May 12 13:27:38 2007 UTC vs.
Revision 1.55 by root, Wed May 30 03:03:10 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
26 26
27/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
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 splay (tmp);
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 if (!skill_tool->flag [FLAG_APPLIED])
161 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
166 return skill; 162 return 0;
167 } 163
164 return splay (skill);
165}
166
167object *
168find_skill_by_name (object *who, const char *name)
169{
170 if (!name)
171 return 0;
172
173 for (object *tmp = who->inv; tmp; tmp = tmp->below)
174 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
175 && tmp->skill.begins_with (name))
176 if (object *skop = find_skill_by_name (who, tmp->skill))
177 return skop;
168 178
169 return 0; 179 return 0;
170} 180}
171 181
172/* This returns the skill pointer of the given name (the 182/* This returns the skill pointer of the given name (the
173 * one that accumlates exp, has the level, etc). 183 * one that accumulates exp, has the level, etc).
174 * 184 *
175 * It is presumed that the player will be needing to actually 185 * 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 186 * use the skill, so thus if use of the skill requires a skill
177 * tool, this code will equip it. 187 * tool, this code will equip it.
178 * 188 *
181 * this replaces find_skill. 191 * this replaces find_skill.
182 */ 192 */
183object * 193object *
184find_skill_by_number (object *who, int skillno) 194find_skill_by_number (object *who, int skillno)
185{ 195{
186 object *skill = NULL, *skill_tool = NULL, *tmp;
187
188 if (skillno < 1 || skillno >= NUM_SKILLS)
189 return NULL;
190
191 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 196 for (object *tmp = who->inv; tmp; tmp = tmp->below)
192 {
193 if (tmp->type == SKILL && tmp->subtype == skillno) 197 if (tmp->type == SKILL && tmp->subtype == skillno)
194 skill = tmp; 198 if (object *skop = find_skill_by_name (who, tmp->skill))
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 /* 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 return skill;
210
211 /* 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 * but not the skill itself, give it to them.
214 */
215 if (skill_tool)
216 {
217 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
218 {
219 if (apply_special (who, skill_tool, 0))
220 return NULL;
221 }
222
223 if (!skill)
224 {
225 skill = give_skill_by_name (who, skill_tool->skill);
226 link_player_skills (who);
227 }
228
229 return skill; 199 return skop;
230 }
231 200
232 return NULL; 201 return 0;
233} 202}
234 203
235/* This changes the objects skill to new_skill. 204/* This changes the objects chosen_skill to new_skill.
236 * note that this function doesn't always need to get used -
237 * you can now add skill exp to the player without the chosen_skill being
238 * set. This function is of most interest to players to update
239 * the various range information.
240 * return 1 on success, 0 on error 205 * return 1 on success, 0 on error
241 */ 206 */
242int 207bool
243change_skill (object *who, object *new_skill, int flag) 208object::change_skill (object *new_skill)
244{ 209{
245 if (who->type != PLAYER) 210 if (type != PLAYER)
246 return 0; 211 return 0;
247 212
248 // optimise this supposedly common case 213 // optimise this supposedly common case
249 if (new_skill == who->chosen_skill) 214 if (new_skill == chosen_skill)
250 return 1; 215 return 1;
251 216
252 if (who->chosen_skill) 217 if (chosen_skill)
253 {
254 apply_special (who, who->chosen_skill, AP_UNAPPLY);
255 who->chosen_skill = 0;//D verify wether necessary
256 } 218 {
257 219 chosen_skill->flag [FLAG_APPLIED] = false;
258 if (!new_skill) 220 change_abil (this, chosen_skill);
259 { 221 }
260 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n", 222
261 who->debug_desc ()); 223 chosen_skill = new_skill;
262 return 0; 224
225 if (chosen_skill)
263 } 226 {
227 chosen_skill->flag [FLAG_APPLIED] = true;
228 change_abil (this, chosen_skill);
229 }
264 230
265 new_skill->inv_splay (); 231 // always clear current weapon, as the selected skill could
232 // conflict with the current weapon skill, which would go
233 // undetected and exp would be given to the wrong skill.
234 current_weapon = 0;
266 235
267 if (apply_special (who, new_skill, AP_APPLY)) 236 update_stats ();
268 return 0;
269
270 return 1; 237 return 1;
271}
272
273/* This function just clears the chosen_skill and range_skill values
274 * in the player.
275 */
276void
277clear_skill (object *who)
278{
279 who->chosen_skill = 0;
280 CLEAR_FLAG (who, FLAG_READY_SKILL);
281
282 if (who->type == PLAYER)
283 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
284 who->contr->ranged_ob = 0;
285} 238}
286 239
287/* do_skill() - Main skills use function-similar in scope to cast_spell(). 240/* do_skill() - Main skills use function-similar in scope to cast_spell().
288 * We handle all requests for skill use outside of some combat here. 241 * We handle all requests for skill use outside of some combat here.
289 * We require a separate routine outside of fire() so as to allow monsters 242 * We require a separate routine outside of fire() so as to allow monsters
502 * If certain skills should take more/less time, that should be 455 * If certain skills should take more/less time, that should be
503 * in the code for the skill itself. 456 * in the code for the skill itself.
504 */ 457 */
505 458
506 if (op->type == PLAYER) 459 if (op->type == PLAYER)
507 op->speed_left -= 1.0; 460 op->speed_left -= 1.f;
508 461
509 /* this is a good place to add experience for successfull use of skills. 462 /* this is a good place to add experience for successfull use of skills.
510 * Note that add_exp() will figure out player/monster experience 463 * Note that add_exp() will figure out player/monster experience
511 * gain problems. 464 * gain problems.
512 */ 465 */
641 * player learns the skill, 2 otherwise. 594 * player learns the skill, 2 otherwise.
642 */ 595 */
643int 596int
644learn_skill (object *pl, object *scroll) 597learn_skill (object *pl, object *scroll)
645{ 598{
646 object *tmp;
647
648 if (!scroll->skill) 599 if (!scroll->skill)
649 { 600 {
650 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 601 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
651 return 2; 602 return 2;
652 } 603 }
653 604
654 /* can't use find_skill_by_name because we want skills the player knows 605 object *tmp = find_skill (pl, scroll->skill);
655 * but can't use natively.
656 */
657
658 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
659 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
660 break;
661 606
662 /* player already knows it */ 607 /* player already knows it */
663 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 608 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
664 return 0; 609 return 0;
665 610
794 size_t len; 739 size_t len;
795 740
796 if (!string) 741 if (!string)
797 return 0; 742 return 0;
798 743
799 for (skop = op->inv; skop != NULL; skop = skop->below) 744 for (skop = op->inv; skop; skop = skop->below)
800 { 745 {
746 if (skop->type == SKILL
801 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 747 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
802 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 748 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
803 break; 749 break;
750 else if (skop->type == SKILL_TOOL
804 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 751 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
805 break; 752 break;
806 } 753 }
754
807 if (!skop) 755 if (!skop)
808 { 756 {
809 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 757 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
810 return 0; 758 return 0;
811 } 759 }
816 * options given to the skill. Its pretty simple - if there 764 * options given to the skill. Its pretty simple - if there
817 * are extra parameters (as deteremined by string length), we 765 * are extra parameters (as deteremined by string length), we
818 * want to skip over any leading spaces. 766 * want to skip over any leading spaces.
819 */ 767 */
820 if (len >= strlen (string)) 768 if (len >= strlen (string))
821 {
822 string = NULL; 769 string = NULL;
823 }
824 else 770 else
825 { 771 {
826 string += len; 772 string += len;
827 while (*string == 0x20) 773 while (*string == 0x20)
828 string++; 774 string++;
775
829 if (strlen (string) == 0) 776 if (strlen (string) == 0)
830 string = NULL; 777 string = NULL;
831 } 778 }
832 779
833#ifdef SKILL_UTIL_DEBUG 780#ifdef SKILL_UTIL_DEBUG
834 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 781 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
835#endif 782#endif
836 783
837 /* Change to the new skill, then execute it. */
838 if (do_skill (op, op, skop, op->facing, string)) 784 if (do_skill (op, op, skop, op->facing, string))
839 return 1; 785 return 1;
840 786
841 return 0; 787 return 0;
842} 788}
889 for (tmp = op->inv; tmp; tmp = tmp->below) 835 for (tmp = op->inv; tmp; tmp = tmp->below)
890 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 836 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
891 break; 837 break;
892 838
893 if (!tmp) 839 if (!tmp)
894 {
895 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 840 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
896 return 0;
897 }
898 841
899 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 842 pl->combat_ob = tmp;
900 } 843 }
901 else 844
845 if (!pl->combat_ob)
902 { 846 {
903 if (!skill) 847 if (!skill)
904 { 848 {
905 /* See if the players chosen skill is a combat skill, and use 849 /* See if the players chosen skill is a combat skill, and use
906 * it if appropriate. 850 * it if appropriate.
910 else 854 else
911 { 855 {
912 skill = find_player_hth_skill (op); 856 skill = find_player_hth_skill (op);
913 857
914 if (!skill) 858 if (!skill)
915 {
916 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 859 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
917 return 0;
918 }
919 } 860 }
920 } 861 }
921 862
922 /* now try to ready the new skill */ 863 if (skill)
923 if (!change_skill (op, skill, 0)) 864 {
924 { /* oh oh, trouble! */ 865 op->change_skill (0);
925 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name); 866 apply_special (op, skill, AP_APPLY);
926 return 0;
927 } 867 }
928 } 868 }
929 869
930 if (!pl->combat_ob) 870 if (!pl->combat_ob)
931 { 871 {
932 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 872 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
933 return 0; 873 return 0;
934 } 874 }
935 } 875 }
936 876
937 op->set_weapon (pl->combat_ob); 877 if (!op->change_weapon (pl->combat_ob))
878 return 0;
938 879
939 /* lose invisiblity/hiding status for running attacks */ 880 /* lose invisiblity/hiding status for running attacks */
940 if (pl->tmp_invis) 881 if (pl->tmp_invis)
941 { 882 {
942 pl->tmp_invis = 0; 883 pl->tmp_invis = 0;
1076 1017
1077 return 0; 1018 return 0;
1078 } 1019 }
1079 1020
1080 return skill_attack (NULL, op, dir, string, skill); 1021 return skill_attack (NULL, op, dir, string, skill);
1081
1082} 1022}
1023

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