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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.67 by root, Thu Sep 25 04:09:57 2008 UTC vs.
Revision 1.92 by root, Sat Apr 10 04:54:10 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 &sh) 115find_skill (object *who, shstr_cmp name)
115{ 116{
117 if (who->chosen_skill
118 && who->chosen_skill->skill == name
119 && who->chosen_skill->type == SKILL)
120 return who->chosen_skill;
121
116 for (object *tmp = who->inv; tmp; tmp = tmp->below) 122 for (object *tmp = who->inv; tmp; tmp = tmp->below)
117 if (tmp->skill == sh && tmp->type == SKILL) 123 if (tmp->skill == name && tmp->type == SKILL)
118 return tmp; 124 return splay (tmp);
119 125
120 return 0; 126 return 0;
127}
128
129object *player::find_skill (shstr_cmp name) const
130{
131 // might want to use last_skill_obj at one point, or maybe not
132 return ::find_skill (ob, name);
121} 133}
122 134
123/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
124 * one that accumulates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
125 * 137 *
126 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
127 * 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
128 * tool, this code will equip it. 140 * tool, this code will equip it.
129 */ 141 */
130object * 142object *
131find_skill_by_name (object *who, const shstr &sh) 143find_skill_by_name (object *who, shstr_cmp sh)
132{ 144{
133 object *skill_tool = 0; 145 object *skill_tool = 0;
134 146
135 for (object *tmp = who->inv; tmp; tmp = tmp->below) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
136 if (tmp->skill == sh) 148 if (tmp->skill == sh)
156 168
157 if (!skill) 169 if (!skill)
158 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
159 171
160 if (!skill_tool->flag [FLAG_APPLIED]) 172 if (!skill_tool->flag [FLAG_APPLIED])
161 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 173 if (!who->apply (splay (skill_tool)))
162 return 0; 174 return 0;
163 175
164 return splay (skill); 176 return splay (skill);
165} 177}
166 178
167object * 179object *
168find_skill_by_name (object *who, const char *name) 180find_skill_by_name_fuzzy (object *who, const char *name)
169{ 181{
170 if (!name) 182 if (name)
171 return 0;
172
173 for (object *tmp = who->inv; tmp; tmp = tmp->below) 183 for (object *tmp = who->inv; tmp; tmp = tmp->below)
174 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 184 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
175 && tmp->skill.begins_with (name)) 185 && tmp->skill.starts_with (name))
176 if (object *skop = find_skill_by_name (who, tmp->skill)) 186 if (object *skop = find_skill_by_name (who, tmp->skill))
177 return skop; 187 return skop;
178 188
179 return 0; 189 return 0;
180} 190}
181 191
182/* This returns the skill pointer of the given name (the 192/* This returns the skill pointer of the given name (the
249 */ 259 */
250int 260int
251do_skill (object *op, object *part, object *skill, int dir, const char *string) 261do_skill (object *op, object *part, object *skill, int dir, const char *string)
252{ 262{
253 int success = 0, exp = 0; 263 int success = 0, exp = 0;
254 int did_alc = 0;
255 264
256 if (!skill) 265 if (!skill)
257 return 0; 266 return 0;
258 267
259 /* The code below presumes that the skill points to the object that 268 /* The code below presumes that the skill points to the object that
384 case SK_LITERACY: 393 case SK_LITERACY:
385 case SK_WOODSMAN: 394 case SK_WOODSMAN:
386 /* first, we try to find a cauldron, and do the alchemy thing. 395 /* first, we try to find a cauldron, and do the alchemy thing.
387 * failing that, we go and identify stuff. 396 * failing that, we go and identify stuff.
388 */ 397 */
398 {
399 bool found_cauldron = false;
400
389 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 401 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
390 { 402 {
391 next = tmp->above; 403 next = tmp->above;
392 404
393 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 405 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
394 { 406 {
407 found_cauldron = true;
408
409 if (tmp->skill != skill->skill)
410 {
411 op->failmsgf ("You can't use the %s with the %s skill!",
412 query_name (tmp),
413 query_name (skill));
414 break;
415 }
416
395 attempt_do_alchemy (op, tmp); 417 attempt_do_alchemy (op, tmp, skill);
396 418
397 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 419 if (QUERY_FLAG (tmp, FLAG_APPLIED))
398 esrv_send_inventory (op, tmp); 420 esrv_send_inventory (op, tmp);
399
400 did_alc = 1;
401 } 421 }
402 } 422 }
403 423
404 if (did_alc == 0) 424 if (!found_cauldron)
405 exp = success = skill_ident (op, skill); 425 exp = success = skill_ident (op, skill);
406 426 }
407 break; 427 break;
408 428
409 case SK_DET_MAGIC: 429 case SK_DET_MAGIC:
410 case SK_DET_CURSE: 430 case SK_DET_CURSE:
411 exp = success = skill_ident (op, skill); 431 exp = success = skill_ident (op, skill);
440 case SK_EVOCATION: 460 case SK_EVOCATION:
441 case SK_PYROMANCY: 461 case SK_PYROMANCY:
442 case SK_SUMMONING: 462 case SK_SUMMONING:
443 case SK_CLIMBING: 463 case SK_CLIMBING:
444 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 464 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
465 break;
466
467 case SK_MINING:
468 success = skill_mining (op, part, skill, dir, string);
469 break;
470
471 case SK_FISHING:
472 success = skill_fishing (op, part, skill, dir, string);
445 break; 473 break;
446 474
447 default: 475 default:
448 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 476 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
449 break; 477 break;
670 698
671 for (object *tmp = op->inv; tmp; tmp = tmp->below) 699 for (object *tmp = op->inv; tmp; tmp = tmp->below)
672 { 700 {
673 if (tmp->type == SKILL) 701 if (tmp->type == SKILL)
674 { 702 {
675 if (search && !strstr (tmp->name, search)) 703 if (search && !tmp->name.contains (search))
676 continue; 704 continue;
677 705
678 char buf[30]; 706 char buf[30];
679 707
680 /* Basically want to fill this out to 30 spaces with periods */ 708 /* Basically want to fill this out to 30 spaces with periods */
694 * it so it doesn't crash the server - otherwise, one character may 722 * it so it doesn't crash the server - otherwise, one character may
695 * crash the server numerous times. 723 * crash the server numerous times.
696 */ 724 */
697 if (num_skills_found >= NUM_SKILLS) 725 if (num_skills_found >= NUM_SKILLS)
698 { 726 {
699 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 727 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
700 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 728 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
701 break; 729 break;
702 } 730 }
703 } 731 }
704 } 732 }
705 733
706 dynbuf_text msg (4096, 1024); 734 dynbuf_text &msg = msg_dynbuf; msg.clear ();
707 735
708 msg << "T<Player skills:>\n\n"; 736 msg << "T<Player skills:>\n\n";
709 if (num_skills_found > 1) 737 if (num_skills_found > 1)
710 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); 738 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
711 739
738 766
739 if (!string) 767 if (!string)
740 return 0; 768 return 0;
741 769
742 for (skop = op->inv; skop; skop = skop->below) 770 for (skop = op->inv; skop; skop = skop->below)
743 { 771 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
744 if (skop->type == SKILL
745 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
746 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 772 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
773 {
774 skop = find_skill_by_name (op, skop->skill);
747 break; 775 break;
748 else if (skop->type == SKILL_TOOL
749 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
750 break;
751 } 776 }
752 777
753 if (!skop) 778 if (!skop)
754 { 779 {
755 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 780 op->failmsgf ("Unable to find skill %s.", string);
781 return 0;
782 }
783
784 if (!(skill_flags [skop->subtype] & SF_USE))
785 {
786 op->failmsgf (
787 "You feel as if you wanted to do something funny, but you can't remember what. "
788 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
789 "use it with some item, or it's always active.>",
790 &skop->skill
791 );
756 return 0; 792 return 0;
757 } 793 }
758 794
759 len = strlen (skop->skill); 795 len = strlen (skop->skill);
760 796
786} 822}
787 823
788static bool 824static bool
789hth_skill_p (object *skill) 825hth_skill_p (object *skill)
790{ 826{
791 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 827 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
792} 828}
793 829
794/* This finds the first unarmed skill the player has, and returns it. 830/* This finds the first unarmed skill the player has, and returns it.
795 */ 831 */
796static object * 832static object *
825 * through that code if skill is set to change to the skill. 861 * through that code if skill is set to change to the skill.
826 */ 862 */
827 if (player *pl = op->contr) 863 if (player *pl = op->contr)
828 { 864 {
829 if (skill) 865 if (skill)
830 op->change_skill (skill); 866 {
867 if (!op->apply (skill))
868 return 0;
869 }
831 else 870 else
832 { 871 {
833 if (!pl->combat_ob) 872 if (!pl->combat_ob)
834 { 873 {
835 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 874 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
857 896
858 if (!skill) 897 if (!skill)
859 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 898 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
860 } 899 }
861 900
862 if (skill) 901 op->apply (skill);
863 {
864 op->change_skill (0);
865 apply_special (op, skill, AP_APPLY);
866 }
867 } 902 }
868 903
869 if (!pl->combat_ob) 904 if (!pl->combat_ob)
870 { 905 {
871 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 906 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
872 return 0; 907 return 0;
873 } 908 }
874 } 909 }
875 910
876 if (!op->change_weapon (pl->combat_ob)) 911 if (!op->apply (pl->combat_ob))
877 return 0; 912 return 0;
878 } 913 }
879 914
880 /* lose invisiblity/hiding status for running attacks */ 915 /* lose invisiblity/hiding status for running attacks */
881 if (pl->tmp_invis) 916 if (pl->tmp_invis)
882 { 917 {
883 pl->tmp_invis = 0; 918 pl->tmp_invis = 0;
884 op->invisible = 0; 919 op->invisible = 0;
885 op->hide = 0; 920 op->flag [FLAG_HIDDEN] = 0;
886 update_object (op, UP_OBJ_CHANGE); 921 update_object (op, UP_OBJ_CHANGE);
887 } 922 }
888 } 923 }
889 924
890 int success = attack_ob (tmp, op); 925 int success = attack_ob (tmp, op);

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