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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.72 by root, Thu Jan 1 15:43:35 2009 UTC vs.
Revision 1.86 by root, Sat Apr 3 22:30:21 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])
109 } 110 }
110 } 111 }
111} 112}
112 113
113static object * 114static object *
114find_skill (object *who, const shstr &name) 115find_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
128object *player::find_skill (const shstr &name) const 129object *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}
133
134object *player::find_skill (const char *name) const
135{
136 return find_skill (shstr (name));
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 */
146object * 142object *
147find_skill_by_name (object *who, shstr_tmp sh) 143find_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)
172 168
173 if (!skill) 169 if (!skill)
174 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
175 171
176 if (!skill_tool->flag [FLAG_APPLIED]) 172 if (!skill_tool->flag [FLAG_APPLIED])
177 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 173 if (apply_special (who, splay (skill_tool), AP_APPLY))
178 return 0; 174 return 0;
179 175
180 return splay (skill); 176 return splay (skill);
181} 177}
182 178
183object * 179object *
184find_skill_by_name (object *who, const char *name) 180find_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 */
266int 262int
267do_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)
268{ 264{
269 int success = 0, exp = 0; 265 int success = 0, exp = 0;
270 int did_alc = 0;
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 */
400 {
401 bool found_cauldron = false;
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 {
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
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
416 did_alc = 1;
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);
456 case SK_EVOCATION: 462 case SK_EVOCATION:
457 case SK_PYROMANCY: 463 case SK_PYROMANCY:
458 case SK_SUMMONING: 464 case SK_SUMMONING:
459 case SK_CLIMBING: 465 case SK_CLIMBING:
460 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);
461 break; 475 break;
462 476
463 default: 477 default:
464 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);
465 break; 479 break;
710 * 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
711 * crash the server numerous times. 725 * crash the server numerous times.
712 */ 726 */
713 if (num_skills_found >= NUM_SKILLS) 727 if (num_skills_found >= NUM_SKILLS)
714 { 728 {
715 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.");
716 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");
717 break; 731 break;
718 } 732 }
719 } 733 }
720 } 734 }
721 735
722 dynbuf_text msg (4096, 1024); 736 dynbuf_text &msg = msg_dynbuf; msg.clear ();
723 737
724 msg << "T<Player skills:>\n\n"; 738 msg << "T<Player skills:>\n\n";
725 if (num_skills_found > 1) 739 if (num_skills_found > 1)
726 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);
727 741
757 771
758 for (skop = op->inv; skop; skop = skop->below) 772 for (skop = op->inv; skop; skop = skop->below)
759 { 773 {
760 if (skop->type == SKILL 774 if (skop->type == SKILL
761 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) 775 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
762 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 776 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill))))
763 break; 777 break;
764 else if (skop->type == SKILL_TOOL 778 else if (skop->type == SKILL_TOOL
765 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 779 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill))))
766 break; 780 break;
767 } 781 }
768 782
769 if (!skop) 783 if (!skop)
770 { 784 {
802} 816}
803 817
804static bool 818static bool
805hth_skill_p (object *skill) 819hth_skill_p (object *skill)
806{ 820{
807 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 821 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
808} 822}
809 823
810/* This finds the first unarmed skill the player has, and returns it. 824/* This finds the first unarmed skill the player has, and returns it.
811 */ 825 */
812static object * 826static object *
873 887
874 if (!skill) 888 if (!skill)
875 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 889 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
876 } 890 }
877 891
878 if (skill) 892 op->apply (skill);
879 {
880 op->change_skill (0);
881 apply_special (op, skill, AP_APPLY);
882 }
883 } 893 }
884 894
885 if (!pl->combat_ob) 895 if (!pl->combat_ob)
886 { 896 {
887 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 897 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
888 return 0; 898 return 0;
889 } 899 }
890 } 900 }
891 901
892 if (!op->change_weapon (pl->combat_ob)) 902 if (!op->apply (pl->combat_ob))
893 return 0; 903 return 0;
894 } 904 }
895 905
896 /* lose invisiblity/hiding status for running attacks */ 906 /* lose invisiblity/hiding status for running attacks */
897 if (pl->tmp_invis) 907 if (pl->tmp_invis)

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