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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.73 by root, Thu Jan 1 19:42:43 2009 UTC vs.
Revision 1.87 by root, Sun Apr 4 04:10:47 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 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* 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. */
58/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
59 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
60 * subtypes. 61 * subtypes.
61 */ 62 */
62void 63void
63init_skills (void) 64init_skills ()
64{ 65{
65 for_all_archetypes (at) 66 for_all_archetypes (at)
66 if (at->type == SKILL) 67 if (at->type == SKILL)
67 { 68 {
68 if (skill_names[at->subtype]) 69 if (skill_names[at->subtype])
167 168
168 if (!skill) 169 if (!skill)
169 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
170 171
171 if (!skill_tool->flag [FLAG_APPLIED]) 172 if (!skill_tool->flag [FLAG_APPLIED])
172 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 173 if (apply_special (who, splay (skill_tool), AP_APPLY))
173 return 0; 174 return 0;
174 175
175 return splay (skill); 176 return splay (skill);
176} 177}
177 178
260 */ 261 */
261int 262int
262do_skill (object *op, object *part, object *skill, int dir, const char *string) 263do_skill (object *op, object *part, object *skill, int dir, const char *string)
263{ 264{
264 int success = 0, exp = 0; 265 int success = 0, exp = 0;
265 int did_alc = 0;
266 266
267 if (!skill) 267 if (!skill)
268 return 0; 268 return 0;
269 269
270 /* The code below presumes that the skill points to the object that 270 /* The code below presumes that the skill points to the object that
395 case SK_LITERACY: 395 case SK_LITERACY:
396 case SK_WOODSMAN: 396 case SK_WOODSMAN:
397 /* first, we try to find a cauldron, and do the alchemy thing. 397 /* first, we try to find a cauldron, and do the alchemy thing.
398 * failing that, we go and identify stuff. 398 * failing that, we go and identify stuff.
399 */ 399 */
400 {
401 bool found_cauldron = false;
402
400 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 403 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
401 { 404 {
402 next = tmp->above; 405 next = tmp->above;
403 406
404 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 407 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
405 { 408 {
409 found_cauldron = true;
410
411 if (tmp->skill != skill->skill)
412 {
413 op->failmsg (format ("You can't use the %s with the %s skill!",
414 query_name (tmp),
415 query_name (skill)));
416 break;
417 }
418
406 attempt_do_alchemy (op, tmp); 419 attempt_do_alchemy (op, tmp, skill);
407 420
408 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 421 if (QUERY_FLAG (tmp, FLAG_APPLIED))
409 esrv_send_inventory (op, tmp); 422 esrv_send_inventory (op, tmp);
410
411 did_alc = 1;
412 } 423 }
413 } 424 }
414 425
415 if (did_alc == 0) 426 if (!found_cauldron)
416 exp = success = skill_ident (op, skill); 427 exp = success = skill_ident (op, skill);
417 428 }
418 break; 429 break;
419 430
420 case SK_DET_MAGIC: 431 case SK_DET_MAGIC:
421 case SK_DET_CURSE: 432 case SK_DET_CURSE:
422 exp = success = skill_ident (op, skill); 433 exp = success = skill_ident (op, skill);
451 case SK_EVOCATION: 462 case SK_EVOCATION:
452 case SK_PYROMANCY: 463 case SK_PYROMANCY:
453 case SK_SUMMONING: 464 case SK_SUMMONING:
454 case SK_CLIMBING: 465 case SK_CLIMBING:
455 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 466 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
467 break;
468
469 case SK_MINING:
470 success = skill_mining (op, part, skill, dir, string);
471 break;
472
473 case SK_FISHING:
474 success = skill_fishing (op, part, skill, dir, string);
456 break; 475 break;
457 476
458 default: 477 default:
459 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 478 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
460 break; 479 break;
705 * it so it doesn't crash the server - otherwise, one character may 724 * it so it doesn't crash the server - otherwise, one character may
706 * crash the server numerous times. 725 * crash the server numerous times.
707 */ 726 */
708 if (num_skills_found >= NUM_SKILLS) 727 if (num_skills_found >= NUM_SKILLS)
709 { 728 {
710 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 729 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
711 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 730 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
712 break; 731 break;
713 } 732 }
714 } 733 }
715 } 734 }
716 735
717 dynbuf_text msg (4096, 1024); 736 dynbuf_text &msg = msg_dynbuf; msg.clear ();
718 737
719 msg << "T<Player skills:>\n\n"; 738 msg << "T<Player skills:>\n\n";
720 if (num_skills_found > 1) 739 if (num_skills_found > 1)
721 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); 740 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
722 741
751 return 0; 770 return 0;
752 771
753 for (skop = op->inv; skop; skop = skop->below) 772 for (skop = op->inv; skop; skop = skop->below)
754 { 773 {
755 if (skop->type == SKILL 774 if (skop->type == SKILL
756 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) 775 && skop->flag [FLAG_CAN_USE_SKILL]
757 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 776 && skop->skill.starts_with (string))
758 break; 777 break;
759 else if (skop->type == SKILL_TOOL 778 else if (skop->type == SKILL_TOOL
760 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 779 && skop->skill.starts_with (string)
780 && op->apply (skop))
761 break; 781 break;
762 } 782 }
763 783
764 if (!skop) 784 if (!skop)
765 { 785 {
766 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 786 op->failmsg (format ("Unable to find skill %s.", string));
787 return 0;
788 }
789
790 if (!(skill_flags [skop->subtype] & SF_USE))
791 {
792 op->failmsg (format (
793 "You feel as if you wanted to do something funny, but you can't remember what. "
794 "H<The %s skill cannot be used - maybe you need to ready it, use it with some item, or it's always active.>",
795 &skop->skill
796 ));
767 return 0; 797 return 0;
768 } 798 }
769 799
770 len = strlen (skop->skill); 800 len = strlen (skop->skill);
771 801
797} 827}
798 828
799static bool 829static bool
800hth_skill_p (object *skill) 830hth_skill_p (object *skill)
801{ 831{
802 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 832 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
803} 833}
804 834
805/* This finds the first unarmed skill the player has, and returns it. 835/* This finds the first unarmed skill the player has, and returns it.
806 */ 836 */
807static object * 837static object *
868 898
869 if (!skill) 899 if (!skill)
870 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 900 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
871 } 901 }
872 902
873 if (skill) 903 op->apply (skill);
874 {
875 op->change_skill (0);
876 apply_special (op, skill, AP_APPLY);
877 }
878 } 904 }
879 905
880 if (!pl->combat_ob) 906 if (!pl->combat_ob)
881 { 907 {
882 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 908 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
883 return 0; 909 return 0;
884 } 910 }
885 } 911 }
886 912
887 if (!op->change_weapon (pl->combat_ob)) 913 if (!op->apply (pl->combat_ob))
888 return 0; 914 return 0;
889 } 915 }
890 916
891 /* lose invisiblity/hiding status for running attacks */ 917 /* lose invisiblity/hiding status for running attacks */
892 if (pl->tmp_invis) 918 if (pl->tmp_invis)

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