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 1.79 by root, Sat Nov 7 18:30:06 2009 UTC vs.
Revision 1.93 by root, Sat Apr 10 05:12:57 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
59/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
60 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
61 * subtypes. 61 * subtypes.
62 */ 62 */
63void 63void
64init_skills (void) 64init_skills ()
65{ 65{
66 for_all_archetypes (at) 66 for_all_archetypes (at)
67 if (at->type == SKILL) 67 if (at->type == SKILL)
68 { 68 {
69 if (skill_names[at->subtype]) 69 if (skill_names[at->subtype])
168 168
169 if (!skill) 169 if (!skill)
170 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
171 171
172 if (!skill_tool->flag [FLAG_APPLIED]) 172 if (!skill_tool->flag [FLAG_APPLIED])
173 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 173 if (!who->apply (splay (skill_tool)))
174 return 0; 174 return 0;
175 175
176 return splay (skill); 176 return splay (skill);
177} 177}
178 178
179object * 179object *
180find_skill_by_name_fuzzy (object *who, const char *name) 180find_skill_by_name_fuzzy (object *who, const char *name)
181{ 181{
182 if (!name) 182 if (name)
183 return 0;
184
185 for (object *tmp = who->inv; tmp; tmp = tmp->below) 183 for (object *tmp = who->inv; tmp; tmp = tmp->below)
186 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 184 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
187 && tmp->skill.starts_with (name)) 185 && tmp->skill.starts_with (name))
188 if (object *skop = find_skill_by_name (who, tmp->skill)) 186 if (object *skop = find_skill_by_name (who, tmp->skill))
189 return skop; 187 return skop;
190 188
191 return 0; 189 return 0;
192} 190}
193 191
194/* This returns the skill pointer of the given name (the 192/* This returns the skill pointer of the given name (the
209 if (tmp->type == SKILL && tmp->subtype == skillno) 207 if (tmp->type == SKILL && tmp->subtype == skillno)
210 if (object *skop = find_skill_by_name (who, tmp->skill)) 208 if (object *skop = find_skill_by_name (who, tmp->skill))
211 return skop; 209 return skop;
212 210
213 return 0; 211 return 0;
214}
215
216/* This changes the objects chosen_skill to new_skill.
217 * return 1 on success, 0 on error
218 */
219bool
220object::change_skill (object *new_skill)
221{
222 if (type != PLAYER)
223 return 0;
224
225 // optimise this supposedly common case
226 if (new_skill == chosen_skill)
227 return 1;
228
229 if (chosen_skill)
230 {
231 chosen_skill->flag [FLAG_APPLIED] = false;
232 change_abil (this, chosen_skill);
233 }
234
235 chosen_skill = new_skill;
236
237 if (chosen_skill)
238 {
239 chosen_skill->flag [FLAG_APPLIED] = true;
240 change_abil (this, chosen_skill);
241 }
242
243 // always clear current weapon, as the selected skill could
244 // conflict with the current weapon skill, which would go
245 // undetected and exp would be given to the wrong skill.
246 current_weapon = 0;
247
248 update_stats ();
249 return 1;
250} 212}
251 213
252/* do_skill() - Main skills use function-similar in scope to cast_spell(). 214/* do_skill() - Main skills use function-similar in scope to cast_spell().
253 * We handle all requests for skill use outside of some combat here. 215 * We handle all requests for skill use outside of some combat here.
254 * We require a separate routine outside of fire() so as to allow monsters 216 * We require a separate routine outside of fire() so as to allow monsters
408 { 370 {
409 found_cauldron = true; 371 found_cauldron = true;
410 372
411 if (tmp->skill != skill->skill) 373 if (tmp->skill != skill->skill)
412 { 374 {
413 op->failmsg (format ("You can't use the %s with the %s skill!", 375 op->failmsgf ("You can't use the %s with the %s skill!",
414 query_name (tmp), 376 query_name (tmp),
415 query_name (skill))); 377 query_name (skill));
416 break; 378 break;
417 } 379 }
418 380
419 attempt_do_alchemy (op, tmp, skill); 381 attempt_do_alchemy (op, tmp, skill);
420 382
462 case SK_EVOCATION: 424 case SK_EVOCATION:
463 case SK_PYROMANCY: 425 case SK_PYROMANCY:
464 case SK_SUMMONING: 426 case SK_SUMMONING:
465 case SK_CLIMBING: 427 case SK_CLIMBING:
466 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 428 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
429 break;
430
431 case SK_MINING:
432 success = skill_mining (op, part, skill, dir, string);
433 break;
434
435 case SK_FISHING:
436 success = skill_fishing (op, part, skill, dir, string);
467 break; 437 break;
468 438
469 default: 439 default:
470 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 440 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
471 break; 441 break;
760 730
761 if (!string) 731 if (!string)
762 return 0; 732 return 0;
763 733
764 for (skop = op->inv; skop; skop = skop->below) 734 for (skop = op->inv; skop; skop = skop->below)
765 { 735 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
766 if (skop->type == SKILL
767 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
768 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill)))) 736 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
737 {
738 skop = find_skill_by_name (op, skop->skill);
769 break; 739 break;
770 else if (skop->type == SKILL_TOOL
771 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill))))
772 break;
773 } 740 }
774 741
775 if (!skop) 742 if (!skop)
776 { 743 {
777 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 744 op->failmsgf ("Unable to find skill %s.", string);
745 return 0;
746 }
747
748 if (!(skill_flags [skop->subtype] & SF_USE))
749 {
750 op->failmsgf (
751 "You feel as if you wanted to do something funny, but you can't remember what. "
752 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
753 "use it with some item, or it's always active.>",
754 &skop->skill
755 );
778 return 0; 756 return 0;
779 } 757 }
780 758
781 len = strlen (skop->skill); 759 len = strlen (skop->skill);
782 760
808} 786}
809 787
810static bool 788static bool
811hth_skill_p (object *skill) 789hth_skill_p (object *skill)
812{ 790{
813 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 791 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
814} 792}
815 793
816/* This finds the first unarmed skill the player has, and returns it. 794/* This finds the first unarmed skill the player has, and returns it.
817 */ 795 */
818static object * 796static object *
847 * through that code if skill is set to change to the skill. 825 * through that code if skill is set to change to the skill.
848 */ 826 */
849 if (player *pl = op->contr) 827 if (player *pl = op->contr)
850 { 828 {
851 if (skill) 829 if (skill)
852 op->change_skill (skill); 830 {
831 if (!op->apply (skill))
832 return 0;
833 }
853 else 834 else
854 { 835 {
855 if (!pl->combat_ob) 836 if (!pl->combat_ob)
856 { 837 {
857 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 838 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
879 860
880 if (!skill) 861 if (!skill)
881 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 862 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
882 } 863 }
883 864
884 if (skill) 865 op->apply (skill);
885 {
886 op->change_skill (0);
887 apply_special (op, skill, AP_APPLY);
888 }
889 } 866 }
890 867
891 if (!pl->combat_ob) 868 if (!pl->combat_ob)
892 { 869 {
893 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 870 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
894 return 0; 871 return 0;
895 } 872 }
896 } 873 }
897 874
898 if (!op->change_weapon (pl->combat_ob)) 875 if (!op->apply (pl->combat_ob))
899 return 0; 876 return 0;
900 } 877 }
901 878
902 /* lose invisiblity/hiding status for running attacks */ 879 /* lose invisiblity/hiding status for running attacks */
903 if (pl->tmp_invis) 880 if (pl->tmp_invis)

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines