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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 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 |
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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. */ |
… | |
… | |
109 | } |
110 | } |
110 | } |
111 | } |
111 | } |
112 | } |
112 | |
113 | |
113 | static object * |
114 | static object * |
114 | find_skill (object *who, const shstr &name) |
115 | find_skill (object *who, shstr_cmp name) |
115 | { |
116 | { |
116 | if (who->chosen_skill |
117 | if (who->chosen_skill |
117 | && who->chosen_skill->skill == name |
118 | && who->chosen_skill->skill == name |
118 | && who->chosen_skill->type == SKILL) |
119 | && who->chosen_skill->type == SKILL) |
119 | return who->chosen_skill; |
120 | return who->chosen_skill; |
… | |
… | |
123 | return splay (tmp); |
124 | return splay (tmp); |
124 | |
125 | |
125 | return 0; |
126 | return 0; |
126 | } |
127 | } |
127 | |
128 | |
128 | object *player::find_skill (const shstr &name) const |
129 | object *player::find_skill (shstr_cmp name) const |
129 | { |
130 | { |
130 | // might want to use last_skill_obj at one point, or maybe not |
131 | // might want to use last_skill_obj at one point, or maybe not |
131 | return ::find_skill (ob, name); |
132 | return ::find_skill (ob, name); |
132 | } |
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133 | |
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134 | object *player::find_skill (const char *name) const |
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135 | { |
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136 | return find_skill (shstr (name)); |
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137 | } |
133 | } |
138 | |
134 | |
139 | /* This returns the skill pointer of the given name (the |
135 | /* This returns the skill pointer of the given name (the |
140 | * one that accumulates exp, has the level, etc). |
136 | * one that accumulates exp, has the level, etc). |
141 | * |
137 | * |
142 | * It is presumed that the player will be needing to actually |
138 | * It is presumed that the player will be needing to actually |
143 | * use the skill, so thus if use of the skill requires a skill |
139 | * use the skill, so thus if use of the skill requires a skill |
144 | * tool, this code will equip it. |
140 | * tool, this code will equip it. |
145 | */ |
141 | */ |
146 | object * |
142 | object * |
147 | find_skill_by_name (object *who, shstr_tmp sh) |
143 | find_skill_by_name (object *who, shstr_cmp sh) |
148 | { |
144 | { |
149 | object *skill_tool = 0; |
145 | object *skill_tool = 0; |
150 | |
146 | |
151 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
147 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
152 | if (tmp->skill == sh) |
148 | if (tmp->skill == sh) |
… | |
… | |
179 | |
175 | |
180 | return splay (skill); |
176 | return splay (skill); |
181 | } |
177 | } |
182 | |
178 | |
183 | object * |
179 | object * |
184 | find_skill_by_name (object *who, const char *name) |
180 | find_skill_by_name_fuzzy (object *who, const char *name) |
185 | { |
181 | { |
186 | if (!name) |
182 | if (!name) |
187 | return 0; |
183 | return 0; |
188 | |
184 | |
189 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
185 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
… | |
… | |
265 | */ |
261 | */ |
266 | int |
262 | int |
267 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
263 | do_skill (object *op, object *part, object *skill, int dir, const char *string) |
268 | { |
264 | { |
269 | int success = 0, exp = 0; |
265 | int success = 0, exp = 0; |
270 | int did_alc = 0; |
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271 | |
266 | |
272 | if (!skill) |
267 | if (!skill) |
273 | return 0; |
268 | return 0; |
274 | |
269 | |
275 | /* 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 |
… | |
… | |
400 | case SK_LITERACY: |
395 | case SK_LITERACY: |
401 | case SK_WOODSMAN: |
396 | case SK_WOODSMAN: |
402 | /* 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. |
403 | * failing that, we go and identify stuff. |
398 | * failing that, we go and identify stuff. |
404 | */ |
399 | */ |
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400 | { |
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401 | bool found_cauldron = false; |
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402 | |
405 | 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) |
406 | { |
404 | { |
407 | next = tmp->above; |
405 | next = tmp->above; |
408 | |
406 | |
409 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
407 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
410 | { |
408 | { |
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409 | found_cauldron = true; |
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410 | |
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411 | if (tmp->skill != skill->skill) |
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412 | { |
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413 | op->failmsg (format ("You can't use the %s with the %s skill!", |
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414 | query_name (tmp), |
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415 | query_name (skill))); |
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416 | break; |
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417 | } |
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418 | |
411 | attempt_do_alchemy (op, tmp); |
419 | attempt_do_alchemy (op, tmp, skill); |
412 | |
420 | |
413 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
421 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
414 | esrv_send_inventory (op, tmp); |
422 | esrv_send_inventory (op, tmp); |
415 | |
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416 | did_alc = 1; |
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417 | } |
423 | } |
418 | } |
424 | } |
419 | |
425 | |
420 | if (did_alc == 0) |
426 | if (!found_cauldron) |
421 | exp = success = skill_ident (op, skill); |
427 | exp = success = skill_ident (op, skill); |
422 | |
428 | } |
423 | break; |
429 | break; |
424 | |
430 | |
425 | case SK_DET_MAGIC: |
431 | case SK_DET_MAGIC: |
426 | case SK_DET_CURSE: |
432 | case SK_DET_CURSE: |
427 | exp = success = skill_ident (op, skill); |
433 | exp = success = skill_ident (op, skill); |
… | |
… | |
710 | * it so it doesn't crash the server - otherwise, one character may |
716 | * it so it doesn't crash the server - otherwise, one character may |
711 | * crash the server numerous times. |
717 | * crash the server numerous times. |
712 | */ |
718 | */ |
713 | if (num_skills_found >= NUM_SKILLS) |
719 | if (num_skills_found >= NUM_SKILLS) |
714 | { |
720 | { |
715 | new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); |
721 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); |
716 | new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); |
722 | new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin"); |
717 | break; |
723 | break; |
718 | } |
724 | } |
719 | } |
725 | } |
720 | } |
726 | } |
721 | |
727 | |
722 | dynbuf_text msg (4096, 1024); |
728 | dynbuf_text &msg = msg_dynbuf; msg.clear (); |
723 | |
729 | |
724 | msg << "T<Player skills:>\n\n"; |
730 | msg << "T<Player skills:>\n\n"; |
725 | if (num_skills_found > 1) |
731 | if (num_skills_found > 1) |
726 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
732 | qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); |
727 | |
733 | |
… | |
… | |
757 | |
763 | |
758 | for (skop = op->inv; skop; skop = skop->below) |
764 | for (skop = op->inv; skop; skop = skop->below) |
759 | { |
765 | { |
760 | if (skop->type == SKILL |
766 | if (skop->type == SKILL |
761 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
767 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
762 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
768 | && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill)))) |
763 | break; |
769 | break; |
764 | else if (skop->type == SKILL_TOOL |
770 | else if (skop->type == SKILL_TOOL |
765 | && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) |
771 | && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill)))) |
766 | break; |
772 | break; |
767 | } |
773 | } |
768 | |
774 | |
769 | if (!skop) |
775 | if (!skop) |
770 | { |
776 | { |