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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.39 by root, Wed May 9 11:32:31 2007 UTC vs.
Revision 1.101 by root, Tue Feb 8 01:03:47 2011 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* 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. */
26 26
27/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
51# define def(uc, flags) flags, 51# define def(uc, flags) flags,
52# include "skillinc.h" 52# include "skillinc.h"
53# undef def 53# undef def
54}; 54};
55 55
56vector<object_ptr> skillvec;
57
56static int attack_hth (object *pl, int dir, const char *string, object *skill); 58static int attack_hth (object *pl, int dir, const char *string, object *skill);
57static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 59static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
58 60
59/* init_skills basically just sets up the skill_names table 61/* init_skills basically just sets up the skill_names table
60 * above. The index into the array is set up by the 62 * above. The index into the array is set up by the
61 * subtypes. 63 * subtypes.
62 */ 64 */
63void 65void
64init_skills (void) 66init_skills ()
65{ 67{
66 for (archetype *at = first_archetype; at; at = at->next) 68 // nop
67 if (at->clone.type == SKILL) 69}
70
71void
72add_skill_archetype (object *o)
73{
74 assert (("skill name must equal skill skill", o->name == o->skill));
75
76 for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i)
77 if ((*i)->name == o->name)
68 { 78 {
69 if (skill_names[at->clone.subtype]) 79 // replace existing entry
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 80 SKILL_INDEX (o) = i - skillvec.begin ();
71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 81 *i = o;
72 else 82 return;
73 skill_names[at->clone.subtype] = at->clone.skill;
74 } 83 }
75 84
76 /* This isn't really an error if there is no skill subtype set, but 85 // add new entry
77 * checking for this may catch some user errors. 86 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
78 */ 87 SKILL_INDEX (o) = skillvec.size ();
79 for (int i = 1; i < NUM_SKILLS; i++) 88 skillvec.push_back (o);
80 if (!skill_names[i])
81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
82} 89}
83 90
84/* This function goes through the player inventory and sets 91/* This function goes through the player inventory and sets
85 * up the last_skills[] array in the player object. 92 * up the last_skills[] array in the player object.
86 * the last_skills[] is used to more quickly lookup skills - 93 * the last_skills[] is used to more quickly lookup skills -
87 * mostly used for sending exp. 94 * mostly used for sending exp.
88 */ 95 */
89void 96void
90link_player_skills (object *op) 97player::link_skills ()
91{ 98{
99 for (int i = 0; i < CS_NUM_SKILLS; ++i)
100 last_skill_ob [i] = 0;
101
92 for (object *tmp = op->inv; tmp; tmp = tmp->below) 102 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
93 if (tmp->type == SKILL) 103 if (tmp->type == SKILL)
94 { 104 {
95 /* This is really a warning, hence no else below */ 105 int idx = SKILL_INDEX (tmp);
96 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
99 106
100 if (tmp->subtype >= NUM_SKILLS) 107 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); 108
102 else 109 if (last_skill_ob [idx] != tmp)
103 { 110 {
104 op->contr->last_skill_ob[tmp->subtype] = tmp; 111 last_skill_ob [idx] = tmp;
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 112 if (ns)
113 ns->last_skill_exp [idx] = -1;
106 } 114 }
107 } 115 }
108} 116}
109 117
118static object *
119find_skill (object *who, shstr_cmp name)
120{
121 if (who->chosen_skill
122 && who->chosen_skill->skill == name
123 && who->chosen_skill->type == SKILL)
124 return who->chosen_skill;
125
126 for (object *tmp = who->inv; tmp; tmp = tmp->below)
127 if (tmp->skill == name && tmp->type == SKILL)
128 return splay (tmp);
129
130 return 0;
131}
132
133object *
134player::find_skill (shstr_cmp name) const
135{
136 // might want to use last_skill_obj at one point, or maybe not
137 return ::find_skill (ob, name);
138}
139
110/* This returns the skill pointer of the given name (the 140/* This returns the skill pointer of the given name (the
111 * one that accumlates exp, has the level, etc). 141 * one that accumulates exp, has the level, etc).
112 * 142 *
113 * It is presumed that the player will be needing to actually 143 * It is presumed that the player will be needing to actually
114 * use the skill, so thus if use of the skill requires a skill 144 * use the skill, so thus if use of the skill requires a skill
115 * tool, this code will equip it. 145 * tool, this code will equip it.
116 */ 146 */
117object * 147object *
118find_skill_by_name (object *who, const char *name) 148find_skill_by_name (object *who, shstr_cmp sh)
119{ 149{
120 if (!name) 150 object *skill_tool = 0;
151
152 for (object *tmp = who->inv; tmp; tmp = tmp->below)
153 if (tmp->skill == sh)
154 {
155 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
156 /* If this is a skill that can be used without applying tool, return it */
157 return splay (tmp);
158 /* Try to find appropriate skilltool. If the player has one already
159 * applied, we try to keep using that one.
160 */
161 else if (tmp->type == SKILL_TOOL && !skill_tool)
162 skill_tool = tmp;
163 }
164
165 if (!skill_tool)
121 return 0; 166 return 0;
122
123 object *skill = 0, *skill_tool = 0;
124
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
127 * 'hi', we don't want to match if the user passed 'high'
128 */
129 for (object *tmp = who->inv; tmp; tmp = tmp->below)
130 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
132 skill = tmp;
133
134 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one.
136 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 }
144 }
145
146 /* If this is a skill that can be used without a tool, return it */
147 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
148 return skill;
149 167
150 /* Player has a tool to use the skill. If not applied, apply it - 168 /* Player has a tool to use the skill. If not applied, apply it -
151 * if not successful, return null. If they do have the skill tool 169 * if not successful, return null. If they do have the skill tool
152 * but not the skill itself, give it to them. 170 * but not the skill itself, give it to them.
153 */ 171 */
154 if (skill_tool) 172 object *skill = who->give_skill (skill_tool->skill);
155 { 173
156 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 174 if (!skill_tool->flag [FLAG_APPLIED])
157 if (apply_special (who, skill_tool, 0)) 175 if (!who->apply (splay (skill_tool)))
158 return 0; 176 return 0;
159 177
160 if (!skill) 178 return splay (skill);
161 { 179}
162 skill = give_skill_by_name (who, skill_tool->skill);
163 link_player_skills (who);
164 }
165 180
181object *
182find_skill_by_name_fuzzy (object *who, const char *name)
183{
184 if (name)
185 for (object *tmp = who->inv; tmp; tmp = tmp->below)
186 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
187 && tmp->skill.starts_with (name))
188 if (object *skop = find_skill_by_name (who, tmp->skill))
166 return skill; 189 return skop;
167 }
168 190
169 return 0; 191 return 0;
170} 192}
171 193
172
173/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
174 * one that accumlates exp, has the level, etc). 195 * one that accumulates exp, has the level, etc).
175 * 196 *
176 * It is presumed that the player will be needing to actually 197 * It is presumed that the player will be needing to actually
177 * use the skill, so thus if use of the skill requires a skill 198 * use the skill, so thus if use of the skill requires a skill
178 * tool, this code will equip it. 199 * tool, this code will equip it.
179 * 200 *
180 * This code is basically the same as find_skill_by_name() above, 201 * This code is basically the same as find_skill_by_name() above,
181 * but instead a skill name, we search by matching number. 202 * but instead a skill name, we search by matching number.
182 * this replaces find_skill. 203 * this replaces find_skill.
204 *
205 * MUST NOT BE USED IN NEW CODE! (schmorp)
183 */ 206 */
184object * 207object *
185find_skill_by_number (object *who, int skillno) 208find_skill_by_number (object *who, int skillno)
186{ 209{
187 object *skill = NULL, *skill_tool = NULL, *tmp;
188
189 if (skillno < 1 || skillno >= NUM_SKILLS)
190 return NULL;
191
192 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 210 for (object *tmp = who->inv; tmp; tmp = tmp->below)
193 {
194 if (tmp->type == SKILL && tmp->subtype == skillno) 211 if (tmp->type == SKILL && tmp->subtype == skillno)
195 skill = tmp; 212 if (object *skop = find_skill_by_name (who, tmp->skill))
213 return skop;
196 214
197 /* Try to find appropriate skilltool. If the player has one already 215 return 0;
198 * applied, we try to keep using that one. 216}
199 */ 217
200 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) 218object *
201 { 219object::give_skill (shstr_cmp name, bool can_use)
202 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 220{
203 skill_tool = tmp; 221 object *skill = find_skill (this, name);
204 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 222
205 skill_tool = tmp; 223 if (!skill)
206 } 224 skill = give_skill_by_name (this, name);
207 } 225
208 /* If this is a skill that can be used without a tool, return it */ 226 if (skill && can_use)
209 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 227 skill->flag [FLAG_CAN_USE_SKILL] = true;
228
210 return skill; 229 return skill;
211
212 /* Player has a tool to use the skill. IF not applied, apply it -
213 * if not successful, return null. If they do have the skill tool
214 * but not the skill itself, give it to them.
215 */
216 if (skill_tool)
217 {
218 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
219 {
220 if (apply_special (who, skill_tool, 0))
221 return NULL;
222 }
223
224 if (!skill)
225 {
226 skill = give_skill_by_name (who, skill_tool->skill);
227 link_player_skills (who);
228 }
229
230 return skill;
231 }
232
233 return NULL;
234}
235
236/* This changes the objects skill to new_skill.
237 * note that this function doesn't always need to get used -
238 * you can now add skill exp to the player without the chosen_skill being
239 * set. This function is of most interest to players to update
240 * the various range information.
241 * return 1 on success, 0 on error
242 */
243int
244change_skill (object *who, object *new_skill, int flag)
245{
246 if (who->type != PLAYER)
247 return 0;
248
249 if (!new_skill)
250 {
251 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
252 who->debug_desc ());
253 return 0;
254 }
255
256 player *pl = who->contr;
257
258 // move skill to front, so it will be preferred next time
259 new_skill->remove ();
260 who->insert (new_skill);
261
262 if (apply_special (who, new_skill, AP_APPLY))
263 return 0;
264
265 return 1;
266}
267
268/* This function just clears the chosen_skill and range_skill values
269 * in the player.
270 */
271void
272clear_skill (object *who)
273{
274 who->chosen_skill = 0;
275 CLEAR_FLAG (who, FLAG_READY_SKILL);
276
277 if (who->type == PLAYER)
278 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
279 who->contr->ranged_ob = 0;
280} 230}
281 231
282/* do_skill() - Main skills use function-similar in scope to cast_spell(). 232/* do_skill() - Main skills use function-similar in scope to cast_spell().
283 * We handle all requests for skill use outside of some combat here. 233 * We handle all requests for skill use outside of some combat here.
284 * We require a separate routine outside of fire() so as to allow monsters 234 * We require a separate routine outside of fire() so as to allow monsters
291 */ 241 */
292int 242int
293do_skill (object *op, object *part, object *skill, int dir, const char *string) 243do_skill (object *op, object *part, object *skill, int dir, const char *string)
294{ 244{
295 int success = 0, exp = 0; 245 int success = 0, exp = 0;
296 int did_alc = 0;
297 object *tmp, *next;
298 246
299 if (!skill) 247 if (!skill)
300 return 0; 248 return 0;
301 249
302 /* The code below presumes that the skill points to the object that 250 /* The code below presumes that the skill points to the object that
304 * go and try to find the actual real skill pointer, and if the 252 * go and try to find the actual real skill pointer, and if the
305 * the player doesn't have a bucket for that, create one. 253 * the player doesn't have a bucket for that, create one.
306 */ 254 */
307 if (skill->type != SKILL && op->type == PLAYER) 255 if (skill->type != SKILL && op->type == PLAYER)
308 { 256 {
309 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 257 for (object *tmp = op->inv; tmp; tmp = tmp->below)
310 if (tmp->type == SKILL && tmp->skill == skill->skill) 258 if (tmp->type == SKILL && tmp->skill == skill->skill)
311 break; 259 {
260 skill = tmp;
261 goto found;
262 }
312 263
313 if (!tmp)
314 tmp = give_skill_by_name (op, skill->skill); 264 skill = give_skill_by_name (op, skill->skill);
315 265found: ;
316 skill = tmp;
317 } 266 }
318 267
319 // skill, by_whom, on_which_object, which direction, skill_argument 268 // skill, by_whom, on_which_object, which direction, skill_argument
320 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 269 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
321 return 0; 270 return 0;
326 /* Not 100% sure if this will work with new movement code - 275 /* Not 100% sure if this will work with new movement code -
327 * the levitation skill has move_type for flying, so when 276 * the levitation skill has move_type for flying, so when
328 * equipped, that should transfer to player, when not, 277 * equipped, that should transfer to player, when not,
329 * shouldn't. 278 * shouldn't.
330 */ 279 */
331 if (QUERY_FLAG (skill, FLAG_APPLIED)) 280 if (skill->flag [FLAG_APPLIED])
332 { 281 {
333 CLEAR_FLAG (skill, FLAG_APPLIED); 282 skill->clr_flag (FLAG_APPLIED);
334 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 283 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
335 } 284 }
336 else 285 else
337 { 286 {
338 SET_FLAG (skill, FLAG_APPLIED); 287 skill->set_flag (FLAG_APPLIED);
339 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 288 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
340 } 289 }
341 290
342 op->update_stats (); 291 op->update_stats ();
343 success = 1; 292 success = 1;
344 break; 293 break;
354 case SK_HIDING: 303 case SK_HIDING:
355 exp = success = hide (op, skill); 304 exp = success = hide (op, skill);
356 break; 305 break;
357 306
358 case SK_JUMPING: 307 case SK_JUMPING:
359 success = jump (op, dir, skill); 308 exp = success = jump (op, dir, skill);
360 break; 309 break;
361 310
362 case SK_INSCRIPTION: 311 case SK_INSCRIPTION:
363 exp = success = write_on_item (op, string, skill); 312 exp = success = write_on_item (op, string, skill);
364 break; 313 break;
426 case SK_LITERACY: 375 case SK_LITERACY:
427 case SK_WOODSMAN: 376 case SK_WOODSMAN:
428 /* first, we try to find a cauldron, and do the alchemy thing. 377 /* first, we try to find a cauldron, and do the alchemy thing.
429 * failing that, we go and identify stuff. 378 * failing that, we go and identify stuff.
430 */ 379 */
380 {
381 bool found_cauldron = false;
382
431 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) 383 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
432 { 384 {
433 next = tmp->above; 385 next = tmp->above;
434 386
435 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 387 if (tmp->flag [FLAG_IS_CAULDRON])
436 { 388 {
389 found_cauldron = true;
390
391 if (tmp->skill != skill->skill)
392 {
393 op->failmsgf ("You can't use the %s with the %s skill!",
394 query_name (tmp),
395 query_name (skill));
396 break;
397 }
398
437 attempt_do_alchemy (op, tmp); 399 attempt_do_alchemy (op, tmp, skill);
438 400
439 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 401 if (tmp->flag [FLAG_APPLIED])
440 esrv_send_inventory (op, tmp); 402 esrv_send_inventory (op, tmp);
441
442 did_alc = 1;
443 } 403 }
444 } 404 }
445 405
446 if (did_alc == 0) 406 if (!found_cauldron)
447 exp = success = skill_ident (op, skill); 407 exp = success = skill_ident (op, skill);
448 408 }
449 break; 409 break;
450 410
451 case SK_DET_MAGIC: 411 case SK_DET_MAGIC:
452 case SK_DET_CURSE: 412 case SK_DET_CURSE:
453 exp = success = skill_ident (op, skill); 413 exp = success = skill_ident (op, skill);
484 case SK_SUMMONING: 444 case SK_SUMMONING:
485 case SK_CLIMBING: 445 case SK_CLIMBING:
486 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 446 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
487 break; 447 break;
488 448
449 case SK_MINING:
450 success = skill_mining (op, part, skill, dir, string);
451 break;
452
489 default: 453 default:
490 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 454 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
491 break; 455 break;
492 } 456 }
493 457
495 * Monsters have no skill use time because of the random nature in 459 * Monsters have no skill use time because of the random nature in
496 * which use_monster_skill is called already simulates this. 460 * which use_monster_skill is called already simulates this.
497 * If certain skills should take more/less time, that should be 461 * If certain skills should take more/less time, that should be
498 * in the code for the skill itself. 462 * in the code for the skill itself.
499 */ 463 */
500
501 if (op->type == PLAYER) 464 if (op->type == PLAYER)
502 op->speed_left -= 1.0; 465 op->speed_left -= 1.f;
503 466
504 /* this is a good place to add experience for successfull use of skills. 467 /* this is a good place to add experience for successfull use of skills.
505 * Note that add_exp() will figure out player/monster experience 468 * Note that add_exp() will figure out player/monster experience
506 * gain problems. 469 * gain problems.
507 */ 470 */
553 * If an object is not alive and magical we set the base exp higher to 516 * If an object is not alive and magical we set the base exp higher to
554 * help out exp awards for skill_ident skills. Also, if 517 * help out exp awards for skill_ident skills. Also, if
555 * an item is type RUNE, we give out exp based on stats.Cha 518 * an item is type RUNE, we give out exp based on stats.Cha
556 * and level (this was the old system) -b.t. 519 * and level (this was the old system) -b.t.
557 */ 520 */
558
559 if (!op) 521 if (!op)
560 { /* no item/creature */ 522 { /* no item/creature */
561 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 523 op_lvl = max (1, who->map->difficulty);
562 op_exp = 0; 524 op_exp = 0;
563 } 525 }
564 else if (op->type == RUNE || op->type == TRAP) 526 else if (op->type == RUNE || op->type == TRAP)
565 { /* all traps. If stats.Cha > 1 we use that 527 { /* all traps. If stats.Cha > 1 we use that
566 * for the amount of experience */ 528 * for the amount of experience */
569 } 531 }
570 else 532 else
571 { /* all other items/living creatures */ 533 { /* all other items/living creatures */
572 op_exp = op->stats.exp; 534 op_exp = op->stats.exp;
573 op_lvl = op->level; 535 op_lvl = op->level;
574 if (!QUERY_FLAG (op, FLAG_ALIVE)) 536 if (!op->flag [FLAG_ALIVE])
575 { /* for ident/make items */ 537 op_lvl += 5 * abs (op->magic); /* for ident/make items */
576 op_lvl += 5 * abs (op->magic);
577 }
578 } 538 }
579 539
580 if (op_lvl < 1) 540 if (op_lvl < 1)
581 op_lvl = 1; 541 op_lvl = 1;
582 542
590 /* if skill really is a skill, then we can look at the skill archetype for 550 /* if skill really is a skill, then we can look at the skill archetype for
591 * bse reward value (exp) and level multiplier factor. 551 * bse reward value (exp) and level multiplier factor.
592 */ 552 */
593 if (skill->type == SKILL) 553 if (skill->type == SKILL)
594 { 554 {
595 base += skill->arch->clone.stats.exp; 555 base += skill->arch->stats.exp;
596 if (settings.simple_exp) 556 if (settings.simple_exp)
597 { 557 {
598 if (skill->arch->clone.level) 558 if (skill->arch->level)
599 lvl_mult = (float) skill->arch->clone.level / 100.0; 559 lvl_mult = (float) skill->arch->level / 100.0;
600 else 560 else
601 lvl_mult = 1.0; /* no adjustment */ 561 lvl_mult = 1.0; /* no adjustment */
602 } 562 }
603 else 563 else
604 { 564 {
605 if (skill->level) 565 if (skill->level)
606 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 566 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
607 else 567 else
608 lvl_mult = 1.0; 568 lvl_mult = 1.0;
609 } 569 }
610 } 570 }
611 else 571 else
612 { 572 {
613 /* Don't divide by zero here! */ 573 /* Don't divide by zero here! */
614 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 574 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
615 } 575 }
616 } 576 }
617 577
618 /* assemble the exp total, and return value */ 578 /* assemble the exp total, and return value */
619 579
636 * player learns the skill, 2 otherwise. 596 * player learns the skill, 2 otherwise.
637 */ 597 */
638int 598int
639learn_skill (object *pl, object *scroll) 599learn_skill (object *pl, object *scroll)
640{ 600{
641 object *tmp;
642
643 if (!scroll->skill) 601 if (!scroll->skill)
644 { 602 {
645 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 603 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
646 return 2; 604 return 2;
647 } 605 }
648 606
649 /* can't use find_skill_by_name because we want skills the player knows 607 object *tmp = find_skill (pl, scroll->skill);
650 * but can't use natively.
651 */
652
653 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
654 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
655 break;
656 608
657 /* player already knows it */ 609 /* player already knows it */
658 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 610 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
659 return 0; 611 return 0;
660 612
661 /* now a random change to learn, based on player Int. 613 /* now a random change to learn, based on player Int.
662 * give bonus based on level - otherwise stupid characters 614 * give bonus based on level - otherwise stupid characters
663 * might never be able to learn anything. 615 * might never be able to learn anything.
672 { 624 {
673 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 625 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
674 return 2; 626 return 2;
675 } 627 }
676 628
677 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 629 tmp->set_flag (FLAG_CAN_USE_SKILL);
678 link_player_skills (pl); 630
679 return 1; 631 return 1;
680} 632}
681 633
682/* Gives a percentage clipped to 0% -> 100% of a/b. */ 634/* Gives a percentage clipped to 0% -> 100% of a/b. */
683
684/* Probably belongs in some global utils-type file? */ 635/* Probably belongs in some global utils-type file? */
685static int 636static int
686clipped_percent (sint64 a, sint64 b) 637clipped_percent (sint64 a, sint64 b)
687{ 638{
688 int rv; 639 int rv;
696 return 0; 647 return 0;
697 else if (rv > 100) 648 else if (rv > 100)
698 return 100; 649 return 100;
699 650
700 return rv; 651 return rv;
652}
653
654static int
655cmp_skillp (const void *sk1, const void *sk2)
656{
657 return strcmp (&((*(const object **) sk1)->name),
658 &((*(const object **) sk2)->name));
701} 659}
702 660
703/* show_skills() - Meant to allow players to examine 661/* show_skills() - Meant to allow players to examine
704 * their current skill list. 662 * their current skill list.
705 * This shows the amount of exp they have in the skills. 663 * This shows the amount of exp they have in the skills.
708 * Note this function is a bit more complicated becauase we 666 * Note this function is a bit more complicated becauase we
709 * we want ot sort the skills before printing them. If we 667 * we want ot sort the skills before printing them. If we
710 * just dumped this as we found it, this would be a bit 668 * just dumped this as we found it, this would be a bit
711 * simpler. 669 * simpler.
712 */ 670 */
713
714void 671void
715show_skills (object *op, const char *search) 672show_skills (object *pl, const char *search)
716{ 673{
717 object *tmp = NULL;
718 char buf[MAX_BUF];
719 const char *cp; 674 const char *cp;
720 int i, num_skills_found = 0; 675 int i, num_skills_found = 0;
721 static const char *const periods = "........................................"; 676 object *skills[CS_NUM_SKILLS];
677 object *op = pl->contr->ob;
722 678
723 /* Need to have a pointer and use strdup for qsort to work properly */ 679 /* find the skills */
724 char skills[NUM_SKILLS][MAX_BUF];
725
726
727 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 680 for (object *tmp = op->inv; tmp; tmp = tmp->below)
728 { 681 {
729 if (tmp->type == SKILL) 682 if (tmp->type == SKILL)
730 { 683 {
731 if (search && strstr (tmp->name, search) == NULL) 684 if (search && !tmp->name.contains (search))
732 continue; 685 continue;
733 /* Basically want to fill this out to 40 spaces with periods */
734 sprintf (buf, "%s%s", &tmp->name, periods);
735 buf[40] = 0;
736 686
737 if (settings.permanent_exp_ratio) 687 skills[num_skills_found++] = tmp;
738 { 688
739 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
740 buf, tmp->level, tmp->stats.exp,
741 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
742 }
743 else
744 {
745 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
746 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
747 }
748 /* I don't know why some characters get a bunch of skills, but 689 /* I don't know why some characters get a bunch of skills, but
749 * it sometimes happens (maybe a leftover from bugier earlier code 690 * it sometimes happens (maybe a leftover from bugier earlier code
750 * and those character are still about). In any case, lets handle 691 * and those character are still about). In any case, lets handle
751 * it so it doesn't crash the server - otherwise, one character may 692 * it so it doesn't crash the server - otherwise, one character may
752 * crash the server numerous times. 693 * crash the server numerous times.
753 */ 694 */
754 if (num_skills_found >= NUM_SKILLS) 695 if (num_skills_found >= CS_NUM_SKILLS)
755 { 696 {
756 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 697 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
757 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 698 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
758 break; 699 break;
759 } 700 }
760 } 701 }
761 } 702 }
762 703
763 clear_win_info (op); 704 dynbuf_text &msg = msg_dynbuf; msg.clear ();
764 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 705
706 msg << "T<Player skills:>\n\n";
765 if (num_skills_found > 1) 707 if (num_skills_found > 1)
766 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 708 qsort (skills, num_skills_found, sizeof (skills [0]), cmp_skillp);
767 709
710 char buf[31]; /* +1 for '\0' */
711 const char *const periods = ".............................."; // 30
712
768 for (i = 0; i < num_skills_found; i++) 713 for (i = 0; i < num_skills_found; i++) {
769 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 714 object *tmp = skills[i];
770 715
771 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 716 /* Basically want to fill this out to 30 spaces with periods */
717 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
718
719 msg << " C<";
720
721 if (settings.permanent_exp_ratio)
722 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
723 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul),
724 clipped_percent (tmp->perm_exp, tmp->stats.exp));
725 else
726 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
727 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
728
729 msg << ">\n";
730 }
731
732 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
772 733
773 cp = determine_god (op); 734 cp = determine_god (op);
774 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 735 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
775 736
776 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 737 msg << "Your equipped item power is " << (int)op->contr->item_power
777 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 738 << " out of " << int (op->level * settings.item_power_factor)
739 << ".\n";
740
741 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
778} 742}
779 743
780/* use_skill() - similar to invoke command, it executes the skill in the 744/* use_skill() - similar to invoke command, it executes the skill in the
781 * direction that the user is facing. Returns false if we are unable to 745 * direction that the user is facing. Returns false if we are unable to
782 * change to the requested skill, or were unable to use the skill properly. 746 * change to the requested skill, or were unable to use the skill properly.
783 * This is tricky because skills can have spaces. We basically roll 747 * This is tricky because skills can have spaces. We basically roll
784 * our own find_skill_by_name so we can try to do better string matching. 748 * our own find_skill_by_name so we can try to do better string matching.
785 */ 749 */
786
787int 750int
788use_skill (object *op, const char *string) 751use_skill (object *op, const char *string)
789{ 752{
790 object *skop; 753 object *skop;
791 size_t len; 754 size_t len;
792 755
793 if (!string) 756 if (!string)
794 return 0; 757 return 0;
795 758
796 for (skop = op->inv; skop != NULL; skop = skop->below) 759 for (skop = op->inv; skop; skop = skop->below)
797 { 760 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
798 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
799 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 761 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
762 {
763 skop = find_skill_by_name (op, skop->skill);
800 break; 764 break;
801 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
802 break;
803 } 765 }
766
804 if (!skop) 767 if (!skop)
805 { 768 {
806 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 769 op->failmsgf ("Unable to find skill %s.", string);
770 return 0;
771 }
772
773 if (!(skill_flags [skop->subtype] & SF_USE))
774 {
775 op->failmsgf (
776 "You feel as if you wanted to do something funny, but you can't remember what. "
777 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
778 "use it with some item, or it's always active.>",
779 &skop->skill
780 );
807 return 0; 781 return 0;
808 } 782 }
809 783
810 len = strlen (skop->skill); 784 len = strlen (skop->skill);
811 785
813 * options given to the skill. Its pretty simple - if there 787 * options given to the skill. Its pretty simple - if there
814 * are extra parameters (as deteremined by string length), we 788 * are extra parameters (as deteremined by string length), we
815 * want to skip over any leading spaces. 789 * want to skip over any leading spaces.
816 */ 790 */
817 if (len >= strlen (string)) 791 if (len >= strlen (string))
818 {
819 string = NULL; 792 string = NULL;
820 }
821 else 793 else
822 { 794 {
823 string += len; 795 string += len;
824 while (*string == 0x20) 796 while (*string == 0x20)
825 string++; 797 string++;
798
826 if (strlen (string) == 0) 799 if (strlen (string) == 0)
827 string = NULL; 800 string = NULL;
828 } 801 }
829 802
830#ifdef SKILL_UTIL_DEBUG 803#ifdef SKILL_UTIL_DEBUG
831 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 804 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
832#endif 805#endif
833 806
834 /* Change to the new skill, then execute it. */
835 if (do_skill (op, op, skop, op->facing, string)) 807 if (do_skill (op, op, skop, op->facing, string))
836 return 1; 808 return 1;
837 809
838 return 0; 810 return 0;
839} 811}
840 812
841static bool 813static bool
842hth_skill_p (object *skill) 814hth_skill_p (object *skill)
843{ 815{
844 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 816 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
845} 817}
846 818
847/* This finds the first unarmed skill the player has, and returns it. 819/* This finds the first unarmed skill the player has, and returns it.
848 */ 820 */
849static object * 821static object *
850find_player_hth_skill (object *op) 822find_player_hth_skill (object *op)
851{ 823{
852 for (object *tmp = op->inv; tmp; tmp = tmp->below) 824 for (object *tmp = op->inv; tmp; tmp = tmp->below)
853 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 825 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
854 return tmp; 826 return tmp;
855 827
856 return 0; 828 return 0;
857} 829}
858 830
877 * the caller should have set it appropriately). We still want to pass 849 * the caller should have set it appropriately). We still want to pass
878 * through that code if skill is set to change to the skill. 850 * through that code if skill is set to change to the skill.
879 */ 851 */
880 if (player *pl = op->contr) 852 if (player *pl = op->contr)
881 { 853 {
882 if (!pl->combat_ob) 854 if (skill)
883 { 855 {
884 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 856 if (!op->apply (skill))
857 return 0;
858 }
859 else
860 {
861 if (!pl->combat_ob)
885 { 862 {
886 for (tmp = op->inv; tmp; tmp = tmp->below) 863 if (op->flag [FLAG_READY_WEAPON])
887 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
888 break;
889
890 if (!tmp)
891 { 864 {
865 for (tmp = op->inv; tmp; tmp = tmp->below)
866 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
867 break;
868
869 if (!tmp)
892 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 870 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
893 return 0; 871
872 pl->combat_ob = tmp;
894 } 873 }
895 874
896 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 875 if (!pl->combat_ob)
897 }
898 else
899 {
900 if (!skill)
901 { 876 {
902 /* See if the players chosen skill is a combat skill, and use 877 /* See if the players chosen skill is a combat skill, and use
903 * it if appropriate. 878 * it if appropriate.
904 */ 879 */
905 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 880 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
907 else 882 else
908 { 883 {
909 skill = find_player_hth_skill (op); 884 skill = find_player_hth_skill (op);
910 885
911 if (!skill) 886 if (!skill)
912 {
913 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 887 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
914 return 0;
915 }
916 } 888 }
889
890 op->apply (skill);
917 } 891 }
918 892
919 /* now try to ready the new skill */ 893 if (!pl->combat_ob)
920 if (!change_skill (op, skill, 0)) 894 {
921 { /* oh oh, trouble! */ 895 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
922 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
923 return 0; 896 return 0;
924 } 897 }
925 } 898 }
926 899
927 if (!pl->combat_ob) 900 if (!op->apply (pl->combat_ob))
901 return 0;
902
903 if (!op->chosen_skill)
928 { 904 {
929 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 905 LOG (llevError, "do_skill_attack: weapon has no skill (%s)", pl->combat_ob->debug_desc ());
906 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "You hit a bug in the server, please contact an admin!");
930 return 0; 907 return 0;
931 } 908 }
932 } 909 }
933
934 op->set_weapon (pl->combat_ob);
935 910
936 /* lose invisiblity/hiding status for running attacks */ 911 /* lose invisiblity/hiding status for running attacks */
937 if (pl->tmp_invis) 912 if (pl->tmp_invis)
938 { 913 {
939 pl->tmp_invis = 0; 914 pl->tmp_invis = 0;
940 op->invisible = 0; 915 op->invisible = 0;
941 op->hide = 0; 916 op->flag [FLAG_HIDDEN] = 0;
942 update_object (op, UP_OBJ_CHANGE); 917 update_object (op, UP_OBJ_CHANGE);
943 } 918 }
944 } 919 }
945 920
946 int success = attack_ob (tmp, op); 921 int success = attack_ob (tmp, op);
947 922
948 /* print appropriate messages to the player */ 923 /* print appropriate messages to the player */
949 924
950 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 925 if (success && string && tmp && !tmp->flag [FLAG_FREED])
951 { 926 {
952 if (op->type == PLAYER) 927 if (op->type == PLAYER)
953 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 928 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
954 else if (tmp->type == PLAYER) 929 else if (tmp->type == PLAYER)
955 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 930 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
958 return success; 933 return success;
959} 934}
960 935
961/* skill_attack() - Core routine for use when we attack using a skills 936/* skill_attack() - Core routine for use when we attack using a skills
962 * system. In essence, this code handles 937 * system. In essence, this code handles
963 * all skill-based attacks, ie hth, missile and melee weapons should be 938 * all skill-based attacks, i.e. hth, missile and melee weapons should be
964 * treated here. If an opponent is already supplied by move_player(), 939 * treated here. If an opponent is already supplied by move_player(),
965 * we move right onto do_skill_attack(), otherwise we find if an 940 * we move right onto do_skill_attack(), otherwise we find if an
966 * appropriate opponent exists. 941 * appropriate opponent exists.
967 * 942 *
968 * This is called by move_player() and attack_hth() 943 * This is called by move_player() and attack_hth()
998 /* space must be blocked for there to be anything interesting to do */ 973 /* space must be blocked for there to be anything interesting to do */
999 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 974 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1000 return 0; 975 return 0;
1001 976
1002 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) 977 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1003 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 978 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
1004 { 979 {
1005 /* Don't attack party members */ 980 /* Don't attack party members */
1006 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 981 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1007 return 0; 982 return 0;
1008 983
1030static int 1005static int
1031attack_hth (object *pl, int dir, const char *string, object *skill) 1006attack_hth (object *pl, int dir, const char *string, object *skill)
1032{ 1007{
1033 object *enemy = NULL, *weapon; 1008 object *enemy = NULL, *weapon;
1034 1009
1035 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 1010 if (pl->flag [FLAG_READY_WEAPON])
1036 for (weapon = pl->inv; weapon; weapon = weapon->below) 1011 for (weapon = pl->inv; weapon; weapon = weapon->below)
1037 { 1012 {
1038 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1013 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1039 { 1014 {
1040 CLEAR_FLAG (weapon, FLAG_APPLIED); 1015 weapon->clr_flag (FLAG_APPLIED);
1041 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1016 pl->clr_flag (FLAG_READY_WEAPON);
1042 pl->update_stats (); 1017 pl->update_stats ();
1043 if (pl->type == PLAYER) 1018 if (pl->type == PLAYER)
1044 { 1019 {
1045 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1020 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1046 esrv_update_item (UPD_FLAGS, pl, weapon); 1021 esrv_update_item (UPD_FLAGS, pl, weapon);
1064 */ 1039 */
1065static int 1040static int
1066attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1041attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1067{ 1042{
1068 1043
1069 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1044 if (!op->flag [FLAG_READY_WEAPON])
1070 { 1045 {
1071 if (op->type == PLAYER) 1046 if (op->type == PLAYER)
1072 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1047 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1073 1048
1074 return 0; 1049 return 0;
1075 } 1050 }
1076 1051
1077 return skill_attack (NULL, op, dir, string, skill); 1052 return skill_attack (NULL, op, dir, string, skill);
1078
1079} 1053}
1054

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