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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.64 by root, Mon Sep 22 01:33:10 2008 UTC vs.
Revision 1.73 by root, Thu Jan 1 19:42:43 2009 UTC

84 * up the last_skills[] array in the player object. 84 * up the last_skills[] array in the player object.
85 * the last_skills[] is used to more quickly lookup skills - 85 * the last_skills[] is used to more quickly lookup skills -
86 * mostly used for sending exp. 86 * mostly used for sending exp.
87 */ 87 */
88void 88void
89link_player_skills (object *op) 89player::link_skills ()
90{ 90{
91 for (int i = 0; i < NUM_SKILLS; ++i)
92 last_skill_ob [i] = 0;
93
91 for (object *tmp = op->inv; tmp; tmp = tmp->below) 94 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
92 if (tmp->type == SKILL) 95 if (tmp->type == SKILL)
93 { 96 {
94 /* This is really a warning, hence no else below */ 97 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
95 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
96 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
97 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
98 98
99 if (tmp->subtype >= NUM_SKILLS) 99 if (last_skill_ob [tmp->subtype] != tmp)
100 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
101 else
102 { 100 {
101 /* This is really a warning, hence no else below */
102 if (last_skill_ob [tmp->subtype])
103 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
104 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
105
103 op->contr->last_skill_ob[tmp->subtype] = tmp; 106 last_skill_ob [tmp->subtype] = tmp;
104 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 107 if (ns)
108 ns->last_skill_exp [tmp->subtype] = -1;
105 } 109 }
106 } 110 }
107} 111}
108 112
109static object * 113static object *
110find_skill (object *who, const shstr &sh) 114find_skill (object *who, shstr_cmp name)
111{ 115{
116 if (who->chosen_skill
117 && who->chosen_skill->skill == name
118 && who->chosen_skill->type == SKILL)
119 return who->chosen_skill;
120
112 for (object *tmp = who->inv; tmp; tmp = tmp->below) 121 for (object *tmp = who->inv; tmp; tmp = tmp->below)
113 if (tmp->skill == sh && tmp->type == SKILL) 122 if (tmp->skill == name && tmp->type == SKILL)
114 return tmp; 123 return splay (tmp);
115 124
116 return 0; 125 return 0;
126}
127
128object *player::find_skill (shstr_cmp name) const
129{
130 // might want to use last_skill_obj at one point, or maybe not
131 return ::find_skill (ob, name);
117} 132}
118 133
119/* This returns the skill pointer of the given name (the 134/* This returns the skill pointer of the given name (the
120 * one that accumulates exp, has the level, etc). 135 * one that accumulates exp, has the level, etc).
121 * 136 *
122 * It is presumed that the player will be needing to actually 137 * It is presumed that the player will be needing to actually
123 * use the skill, so thus if use of the skill requires a skill 138 * use the skill, so thus if use of the skill requires a skill
124 * tool, this code will equip it. 139 * tool, this code will equip it.
125 */ 140 */
126object * 141object *
127find_skill_by_name (object *who, const shstr &sh) 142find_skill_by_name (object *who, shstr_cmp sh)
128{ 143{
129 object *skill_tool = 0; 144 object *skill_tool = 0;
130 145
131 for (object *tmp = who->inv; tmp; tmp = tmp->below) 146 for (object *tmp = who->inv; tmp; tmp = tmp->below)
132 if (tmp->skill == sh) 147 if (tmp->skill == sh)
149 * but not the skill itself, give it to them. 164 * but not the skill itself, give it to them.
150 */ 165 */
151 object *skill = find_skill (who, skill_tool->skill); 166 object *skill = find_skill (who, skill_tool->skill);
152 167
153 if (!skill) 168 if (!skill)
154 {
155 skill = give_skill_by_name (who, skill_tool->skill); 169 skill = give_skill_by_name (who, skill_tool->skill);
156 link_player_skills (who);
157 }
158 170
159 if (!skill_tool->flag [FLAG_APPLIED]) 171 if (!skill_tool->flag [FLAG_APPLIED])
160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 172 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
161 return 0; 173 return 0;
162 174
163 return splay (skill); 175 return splay (skill);
164} 176}
165 177
166object * 178object *
167find_skill_by_name (object *who, const char *name) 179find_skill_by_name_fuzzy (object *who, const char *name)
168{ 180{
169 if (!name) 181 if (!name)
170 return 0; 182 return 0;
171 183
172 for (object *tmp = who->inv; tmp; tmp = tmp->below) 184 for (object *tmp = who->inv; tmp; tmp = tmp->below)
173 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 185 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
174 && tmp->skill.begins_with (name)) 186 && tmp->skill.starts_with (name))
175 if (object *skop = find_skill_by_name (who, tmp->skill)) 187 if (object *skop = find_skill_by_name (who, tmp->skill))
176 return skop; 188 return skop;
177 189
178 return 0; 190 return 0;
179} 191}
618 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 630 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
619 return 2; 631 return 2;
620 } 632 }
621 633
622 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 634 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
623 link_player_skills (pl); 635
624 return 1; 636 return 1;
625} 637}
626 638
627/* Gives a percentage clipped to 0% -> 100% of a/b. */ 639/* Gives a percentage clipped to 0% -> 100% of a/b. */
628/* Probably belongs in some global utils-type file? */ 640/* Probably belongs in some global utils-type file? */
654 * just dumped this as we found it, this would be a bit 666 * just dumped this as we found it, this would be a bit
655 * simpler. 667 * simpler.
656 */ 668 */
657//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. 669//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
658void 670void
659show_skills (object *op, const char *search) 671show_skills (object *pl, const char *search)
660{ 672{
661 const char *cp; 673 const char *cp;
662 int i, num_skills_found = 0; 674 int i, num_skills_found = 0;
663 const char *const periods = ".............................."; // 30 675 const char *const periods = ".............................."; // 30
664 676
665 /* Need to have a pointer and use strdup for qsort to work properly */ 677 /* Need to have a pointer and use strdup for qsort to work properly */
666 char skills[NUM_SKILLS][128]; // d'oh 678 char skills[NUM_SKILLS][128]; // d'oh
667 679
680 object *op = pl->contr->ob;
681
668 for (object *tmp = op->inv; tmp; tmp = tmp->below) 682 for (object *tmp = op->inv; tmp; tmp = tmp->below)
669 { 683 {
670 if (tmp->type == SKILL) 684 if (tmp->type == SKILL)
671 { 685 {
672 if (search && !strstr (tmp->name, search)) 686 if (search && !tmp->name.contains (search))
673 continue; 687 continue;
674 688
675 char buf[30]; 689 char buf[30];
676 690
677 /* Basically want to fill this out to 30 spaces with periods */ 691 /* Basically want to fill this out to 30 spaces with periods */
714 cp = determine_god (op); 728 cp = determine_god (op);
715 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; 729 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
716 730
717 msg << "Your equipped item power is " << (int)op->contr->item_power 731 msg << "Your equipped item power is " << (int)op->contr->item_power
718 << " out of " << int (op->level * settings.item_power_factor) 732 << " out of " << int (op->level * settings.item_power_factor)
719 << "\n"; 733 << ".\n";
720 734
721 op->contr->infobox (MSG_CHANNEL ("skills"), msg); 735 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
722} 736}
723 737
724/* use_skill() - similar to invoke command, it executes the skill in the 738/* use_skill() - similar to invoke command, it executes the skill in the
725 * direction that the user is facing. Returns false if we are unable to 739 * direction that the user is facing. Returns false if we are unable to
726 * change to the requested skill, or were unable to use the skill properly. 740 * change to the requested skill, or were unable to use the skill properly.
877 /* lose invisiblity/hiding status for running attacks */ 891 /* lose invisiblity/hiding status for running attacks */
878 if (pl->tmp_invis) 892 if (pl->tmp_invis)
879 { 893 {
880 pl->tmp_invis = 0; 894 pl->tmp_invis = 0;
881 op->invisible = 0; 895 op->invisible = 0;
882 op->hide = 0; 896 op->flag [FLAG_HIDDEN] = 0;
883 update_object (op, UP_OBJ_CHANGE); 897 update_object (op, UP_OBJ_CHANGE);
884 } 898 }
885 } 899 }
886 900
887 int success = attack_ob (tmp, op); 901 int success = attack_ob (tmp, op);

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