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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 1.38 by root, Thu May 3 10:39:46 2007 UTC vs.
Revision 1.39 by root, Wed May 9 11:32:31 2007 UTC

115 * tool, this code will equip it. 115 * tool, this code will equip it.
116 */ 116 */
117object * 117object *
118find_skill_by_name (object *who, const char *name) 118find_skill_by_name (object *who, const char *name)
119{ 119{
120 object *skill = NULL, *skill_tool = NULL, *tmp;
121
122 if (!name) 120 if (!name)
123 return NULL; 121 return 0;
122
123 object *skill = 0, *skill_tool = 0;
124 124
125 /* We make sure the length of the string in the object is greater 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 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' 127 * 'hi', we don't want to match if the user passed 'high'
128 */ 128 */
129 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 129 for (object *tmp = who->inv; tmp; tmp = tmp->below)
130 { 130 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
132 skill = tmp; 132 skill = tmp;
133 133
134 /* Try to find appropriate skilltool. If the player has one already 134 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one. 135 * applied, we try to keep using that one.
136 */ 136 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
138 { 138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp; 140 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp; 142 skill_tool = tmp;
143 } 143 }
144 } 144 }
145
145 /* If this is a skill that can be used without a tool, return it */ 146 /* If this is a skill that can be used without a tool, return it */
146 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 147 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
147 return skill; 148 return skill;
148 149
149 /* Player has a tool to use the skill. IF not applied, apply it - 150 /* Player has a tool to use the skill. If not applied, apply it -
150 * if not successful, return null. If they do have the skill tool 151 * if not successful, return null. If they do have the skill tool
151 * but not the skill itself, give it to them. 152 * but not the skill itself, give it to them.
152 */ 153 */
153 if (skill_tool) 154 if (skill_tool)
154 { 155 {
155 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 156 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 {
157 if (apply_special (who, skill_tool, 0)) 157 if (apply_special (who, skill_tool, 0))
158 return NULL; 158 return 0;
159 }
160 159
161 if (!skill) 160 if (!skill)
162 { 161 {
163 skill = give_skill_by_name (who, skill_tool->skill); 162 skill = give_skill_by_name (who, skill_tool->skill);
164 link_player_skills (who); 163 link_player_skills (who);
165 } 164 }
166 165
167 return skill; 166 return skill;
168 } 167 }
169 168
170 return NULL; 169 return 0;
171} 170}
172 171
173 172
174/* This returns the skill pointer of the given name (the 173/* This returns the skill pointer of the given name (the
175 * one that accumlates exp, has the level, etc). 174 * one that accumlates exp, has the level, etc).

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