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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.49 by root, Mon May 14 21:32:27 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)
119{
120 if (!name)
121 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
150 /* 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
152 * but not the skill itself, give it to them.
153 */
154 if (skill_tool)
155 {
156 if (!skill)
157 {
158 skill = give_skill_by_name (who, skill_tool->skill);
159 link_player_skills (who);
160 }
161
162 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
163 if (apply_special (who, skill_tool, 0))
164 return 0;
165
166 return skill;
167 }
168
169 return 0;
170}
171
172static object *
173find_skill (object *who, const shstr &sh)
174{
175 for (object *tmp = who->inv; tmp; tmp = tmp->below)
176 if (tmp->skill == sh && tmp->type == SKILL)
177 return tmp;
178
179 return 0;
180}
181
182// like the other function above, but for exact matches using a shstr
183// which is very common inside the server. unlike the above function,
184// we always return the skill.
185object *
186find_skill_by_name (object *who, const shstr &sh) 148find_skill_by_name (object *who, shstr_cmp sh)
187{ 149{
188 object *skill_tool = 0; 150 object *skill_tool = 0;
189 151
190 for (object *tmp = who->inv; tmp; tmp = tmp->below) 152 for (object *tmp = who->inv; tmp; tmp = tmp->below)
191 if (tmp->skill == sh) 153 if (tmp->skill == sh)
192 { 154 {
193 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) 155 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
194 /* If this is a skill that can be used without applying tool, return it */ 156 /* If this is a skill that can be used without applying tool, return it */
195 return tmp->inv_splay (); 157 return splay (tmp);
196 /* Try to find appropriate skilltool. If the player has one already 158 /* Try to find appropriate skilltool. If the player has one already
197 * applied, we try to keep using that one. 159 * applied, we try to keep using that one.
198 */ 160 */
199 else if (tmp->type == SKILL_TOOL && !skill_tool) 161 else if (tmp->type == SKILL_TOOL && !skill_tool)
200 skill_tool = tmp; 162 skill_tool = tmp;
205 167
206 /* 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 -
207 * 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
208 * but not the skill itself, give it to them. 170 * but not the skill itself, give it to them.
209 */ 171 */
210 object *skill = find_skill (who, skill_tool->skill); 172 object *skill = who->give_skill (skill_tool->skill);
211
212 if (!skill)
213 {
214 skill = give_skill_by_name (who, skill_tool->skill);
215 link_player_skills (who);
216 }
217
218 skill->inv_splay ();
219 173
220 if (!skill_tool->flag [FLAG_APPLIED]) 174 if (!skill_tool->flag [FLAG_APPLIED])
221 if (apply_special (who, skill_tool, AP_APPLY)) 175 if (!who->apply (splay (skill_tool)))
222 return 0; 176 return 0;
223 177
224 return skill; 178 return splay (skill);
179}
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))
189 return skop;
190
191 return 0;
225} 192}
226 193
227/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
228 * one that accumulates exp, has the level, etc). 195 * one that accumulates exp, has the level, etc).
229 * 196 *
232 * tool, this code will equip it. 199 * tool, this code will equip it.
233 * 200 *
234 * 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,
235 * but instead a skill name, we search by matching number. 202 * but instead a skill name, we search by matching number.
236 * this replaces find_skill. 203 * this replaces find_skill.
204 *
205 * MUST NOT BE USED IN NEW CODE! (schmorp)
237 */ 206 */
238object * 207object *
239find_skill_by_number (object *who, int skillno) 208find_skill_by_number (object *who, int skillno)
240{ 209{
241 if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS))
242 return 0;
243
244 object *skill = NULL, *skill_tool = NULL;
245
246 for (object *tmp = who->inv; tmp; tmp = tmp->below) 210 for (object *tmp = who->inv; tmp; tmp = tmp->below)
247 {
248 if (tmp->type == SKILL && tmp->subtype == skillno) 211 if (tmp->type == SKILL && tmp->subtype == skillno)
249 skill = tmp; 212 if (object *skop = find_skill_by_name (who, tmp->skill))
213 return skop;
250 214
251 /* Try to find appropriate skilltool. If the player has one already 215 return 0;
252 * applied, we try to keep using that one. 216}
253 */
254 //TODO: afaics, skill tools have subtype 0 always
255 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
256 {
257 if (QUERY_FLAG (tmp, FLAG_APPLIED))
258 skill_tool = tmp;
259 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
260 skill_tool = tmp;
261 }
262 }
263 217
264 /* If this is a skill that can be used without a tool, return it */ 218object *
265 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 219object::give_skill (shstr_cmp name, bool can_use)
220{
221 object *skill = find_skill (this, name);
222
223 if (!skill)
224 skill = give_skill_by_name (this, name);
225
226 if (skill && can_use)
227 skill->flag [FLAG_CAN_USE_SKILL] = true;
228
266 return skill; 229 return skill;
267
268 /* Player has a tool to use the skill. If not applied, apply it -
269 * if not successful, return null. If they do have the skill tool
270 * but not the skill itself, give it to them.
271 */
272 if (skill_tool)
273 {
274 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
275 {
276 if (apply_special (who, skill_tool, 0))
277 return NULL;
278 }
279
280 if (!skill)
281 {
282 skill = give_skill_by_name (who, skill_tool->skill);
283 link_player_skills (who);
284 }
285
286 return skill;
287 }
288
289 return NULL;
290}
291
292/* This changes the objects skill to new_skill.
293 * note that this function doesn't always need to get used -
294 * you can now add skill exp to the player without the chosen_skill being
295 * set. This function is of most interest to players to update
296 * the various range information.
297 * return 1 on success, 0 on error
298 */
299int
300change_skill (object *who, object *new_skill, int flag)
301{
302 if (who->type != PLAYER)
303 return 0;
304
305#if 0
306 // optimise this supposedly common case
307 if (new_skill == who->chosen_skill)
308 return 1;
309#endif
310
311 if (!new_skill)
312 {
313 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
314 who->debug_desc ());
315 return 0;
316 }
317
318 // the skill could be readied already because it is used by a weapon.
319 who->change_weapon (0);
320 new_skill->inv_splay ();
321
322 if (apply_special (who, new_skill, AP_APPLY))
323 return 0;
324
325 return 1;
326}
327
328/* This function just clears the chosen_skill and range_skill values
329 * in the player.
330 */
331void
332clear_skill (object *who)
333{
334 who->chosen_skill = 0;
335 CLEAR_FLAG (who, FLAG_READY_SKILL);
336
337 if (player *pl = who->contr)
338 if (pl->ranged_ob && pl->ranged_ob->type == SKILL)
339 pl->ranged_ob = 0;
340} 230}
341 231
342/* 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().
343 * 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.
344 * 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
351 */ 241 */
352int 242int
353do_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)
354{ 244{
355 int success = 0, exp = 0; 245 int success = 0, exp = 0;
356 int did_alc = 0;
357 246
358 if (!skill) 247 if (!skill)
359 return 0; 248 return 0;
360 249
361 /* 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
386 /* Not 100% sure if this will work with new movement code - 275 /* Not 100% sure if this will work with new movement code -
387 * the levitation skill has move_type for flying, so when 276 * the levitation skill has move_type for flying, so when
388 * equipped, that should transfer to player, when not, 277 * equipped, that should transfer to player, when not,
389 * shouldn't. 278 * shouldn't.
390 */ 279 */
391 if (QUERY_FLAG (skill, FLAG_APPLIED)) 280 if (skill->flag [FLAG_APPLIED])
392 { 281 {
393 CLEAR_FLAG (skill, FLAG_APPLIED); 282 skill->clr_flag (FLAG_APPLIED);
394 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 283 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
395 } 284 }
396 else 285 else
397 { 286 {
398 SET_FLAG (skill, FLAG_APPLIED); 287 skill->set_flag (FLAG_APPLIED);
399 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!");
400 } 289 }
401 290
402 op->update_stats (); 291 op->update_stats ();
403 success = 1; 292 success = 1;
404 break; 293 break;
414 case SK_HIDING: 303 case SK_HIDING:
415 exp = success = hide (op, skill); 304 exp = success = hide (op, skill);
416 break; 305 break;
417 306
418 case SK_JUMPING: 307 case SK_JUMPING:
419 success = jump (op, dir, skill); 308 exp = success = jump (op, dir, skill);
420 break; 309 break;
421 310
422 case SK_INSCRIPTION: 311 case SK_INSCRIPTION:
423 exp = success = write_on_item (op, string, skill); 312 exp = success = write_on_item (op, string, skill);
424 break; 313 break;
486 case SK_LITERACY: 375 case SK_LITERACY:
487 case SK_WOODSMAN: 376 case SK_WOODSMAN:
488 /* 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.
489 * failing that, we go and identify stuff. 378 * failing that, we go and identify stuff.
490 */ 379 */
380 {
381 bool found_cauldron = false;
382
491 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 383 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
492 { 384 {
493 next = tmp->above; 385 next = tmp->above;
494 386
495 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 387 if (tmp->flag [FLAG_IS_CAULDRON])
496 { 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
497 attempt_do_alchemy (op, tmp); 399 attempt_do_alchemy (op, tmp, skill);
498 400
499 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 401 if (tmp->flag [FLAG_APPLIED])
500 esrv_send_inventory (op, tmp); 402 esrv_send_inventory (op, tmp);
501
502 did_alc = 1;
503 } 403 }
504 } 404 }
505 405
506 if (did_alc == 0) 406 if (!found_cauldron)
507 exp = success = skill_ident (op, skill); 407 exp = success = skill_ident (op, skill);
508 408 }
509 break; 409 break;
510 410
511 case SK_DET_MAGIC: 411 case SK_DET_MAGIC:
512 case SK_DET_CURSE: 412 case SK_DET_CURSE:
513 exp = success = skill_ident (op, skill); 413 exp = success = skill_ident (op, skill);
544 case SK_SUMMONING: 444 case SK_SUMMONING:
545 case SK_CLIMBING: 445 case SK_CLIMBING:
546 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.");
547 break; 447 break;
548 448
449 case SK_MINING:
450 success = skill_mining (op, part, skill, dir, string);
451 break;
452
549 default: 453 default:
550 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);
551 break; 455 break;
552 } 456 }
553 457
555 * 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
556 * which use_monster_skill is called already simulates this. 460 * which use_monster_skill is called already simulates this.
557 * If certain skills should take more/less time, that should be 461 * If certain skills should take more/less time, that should be
558 * in the code for the skill itself. 462 * in the code for the skill itself.
559 */ 463 */
560
561 if (op->type == PLAYER) 464 if (op->type == PLAYER)
562 op->speed_left -= 1.f; 465 op->speed_left -= 1.f;
563 466
564 /* 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.
565 * Note that add_exp() will figure out player/monster experience 468 * Note that add_exp() will figure out player/monster experience
613 * 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
614 * help out exp awards for skill_ident skills. Also, if 517 * help out exp awards for skill_ident skills. Also, if
615 * 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
616 * and level (this was the old system) -b.t. 519 * and level (this was the old system) -b.t.
617 */ 520 */
618
619 if (!op) 521 if (!op)
620 { /* no item/creature */ 522 { /* no item/creature */
621 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 523 op_lvl = max (1, who->map->difficulty);
622 op_exp = 0; 524 op_exp = 0;
623 } 525 }
624 else if (op->type == RUNE || op->type == TRAP) 526 else if (op->type == RUNE || op->type == TRAP)
625 { /* all traps. If stats.Cha > 1 we use that 527 { /* all traps. If stats.Cha > 1 we use that
626 * for the amount of experience */ 528 * for the amount of experience */
629 } 531 }
630 else 532 else
631 { /* all other items/living creatures */ 533 { /* all other items/living creatures */
632 op_exp = op->stats.exp; 534 op_exp = op->stats.exp;
633 op_lvl = op->level; 535 op_lvl = op->level;
634 if (!QUERY_FLAG (op, FLAG_ALIVE)) 536 if (!op->flag [FLAG_ALIVE])
635 { /* for ident/make items */ 537 op_lvl += 5 * abs (op->magic); /* for ident/make items */
636 op_lvl += 5 * abs (op->magic);
637 }
638 } 538 }
639 539
640 if (op_lvl < 1) 540 if (op_lvl < 1)
641 op_lvl = 1; 541 op_lvl = 1;
642 542
650 /* 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
651 * bse reward value (exp) and level multiplier factor. 551 * bse reward value (exp) and level multiplier factor.
652 */ 552 */
653 if (skill->type == SKILL) 553 if (skill->type == SKILL)
654 { 554 {
655 base += skill->arch->clone.stats.exp; 555 base += skill->arch->stats.exp;
656 if (settings.simple_exp) 556 if (settings.simple_exp)
657 { 557 {
658 if (skill->arch->clone.level) 558 if (skill->arch->level)
659 lvl_mult = (float) skill->arch->clone.level / 100.0; 559 lvl_mult = (float) skill->arch->level / 100.0;
660 else 560 else
661 lvl_mult = 1.0; /* no adjustment */ 561 lvl_mult = 1.0; /* no adjustment */
662 } 562 }
663 else 563 else
664 { 564 {
665 if (skill->level) 565 if (skill->level)
666 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);
667 else 567 else
668 lvl_mult = 1.0; 568 lvl_mult = 1.0;
669 } 569 }
670 } 570 }
671 else 571 else
672 { 572 {
673 /* Don't divide by zero here! */ 573 /* Don't divide by zero here! */
674 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 574 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
675 } 575 }
676 } 576 }
677 577
678 /* assemble the exp total, and return value */ 578 /* assemble the exp total, and return value */
679 579
696 * player learns the skill, 2 otherwise. 596 * player learns the skill, 2 otherwise.
697 */ 597 */
698int 598int
699learn_skill (object *pl, object *scroll) 599learn_skill (object *pl, object *scroll)
700{ 600{
701 object *tmp;
702
703 if (!scroll->skill) 601 if (!scroll->skill)
704 { 602 {
705 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);
706 return 2; 604 return 2;
707 } 605 }
708 606
709 /* can't use find_skill_by_name because we want skills the player knows 607 object *tmp = find_skill (pl, scroll->skill);
710 * but can't use natively.
711 */
712
713 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
714 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
715 break;
716 608
717 /* player already knows it */ 609 /* player already knows it */
718 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 610 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
719 return 0; 611 return 0;
720 612
721 /* now a random change to learn, based on player Int. 613 /* now a random change to learn, based on player Int.
722 * give bonus based on level - otherwise stupid characters 614 * give bonus based on level - otherwise stupid characters
723 * might never be able to learn anything. 615 * might never be able to learn anything.
732 { 624 {
733 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);
734 return 2; 626 return 2;
735 } 627 }
736 628
737 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 629 tmp->set_flag (FLAG_CAN_USE_SKILL);
738 link_player_skills (pl); 630
739 return 1; 631 return 1;
740} 632}
741 633
742/* Gives a percentage clipped to 0% -> 100% of a/b. */ 634/* Gives a percentage clipped to 0% -> 100% of a/b. */
743/* Probably belongs in some global utils-type file? */ 635/* Probably belongs in some global utils-type file? */
755 return 0; 647 return 0;
756 else if (rv > 100) 648 else if (rv > 100)
757 return 100; 649 return 100;
758 650
759 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));
760} 659}
761 660
762/* show_skills() - Meant to allow players to examine 661/* show_skills() - Meant to allow players to examine
763 * their current skill list. 662 * their current skill list.
764 * This shows the amount of exp they have in the skills. 663 * This shows the amount of exp they have in the skills.
767 * Note this function is a bit more complicated becauase we 666 * Note this function is a bit more complicated becauase we
768 * we want ot sort the skills before printing them. If we 667 * we want ot sort the skills before printing them. If we
769 * 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
770 * simpler. 669 * simpler.
771 */ 670 */
772
773void 671void
774show_skills (object *op, const char *search) 672show_skills (object *pl, const char *search)
775{ 673{
776 object *tmp = NULL;
777 char buf[MAX_BUF];
778 const char *cp; 674 const char *cp;
779 int i, num_skills_found = 0; 675 int i, num_skills_found = 0;
780 static const char *const periods = "........................................"; 676 object *skills[CS_NUM_SKILLS];
677 object *op = pl->contr->ob;
781 678
782 /* Need to have a pointer and use strdup for qsort to work properly */ 679 /* find the skills */
783 char skills[NUM_SKILLS][MAX_BUF];
784
785
786 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 680 for (object *tmp = op->inv; tmp; tmp = tmp->below)
787 { 681 {
788 if (tmp->type == SKILL) 682 if (tmp->type == SKILL)
789 { 683 {
790 if (search && strstr (tmp->name, search) == NULL) 684 if (search && !tmp->name.contains (search))
791 continue; 685 continue;
792 /* Basically want to fill this out to 40 spaces with periods */
793 sprintf (buf, "%s%s", &tmp->name, periods);
794 buf[40] = 0;
795 686
796 if (settings.permanent_exp_ratio) 687 skills[num_skills_found++] = tmp;
797 { 688
798 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
799 buf, tmp->level, tmp->stats.exp,
800 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
801 }
802 else
803 {
804 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
805 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
806 }
807 /* 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
808 * it sometimes happens (maybe a leftover from bugier earlier code 690 * it sometimes happens (maybe a leftover from bugier earlier code
809 * and those character are still about). In any case, lets handle 691 * and those character are still about). In any case, lets handle
810 * 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
811 * crash the server numerous times. 693 * crash the server numerous times.
812 */ 694 */
813 if (num_skills_found >= NUM_SKILLS) 695 if (num_skills_found >= CS_NUM_SKILLS)
814 { 696 {
815 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.");
816 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");
817 break; 699 break;
818 } 700 }
819 } 701 }
820 } 702 }
821 703
822 clear_win_info (op); 704 dynbuf_text &msg = msg_dynbuf; msg.clear ();
823 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 705
706 msg << "T<Player skills:>\n\n";
824 if (num_skills_found > 1) 707 if (num_skills_found > 1)
825 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);
826 709
710 char buf[31]; /* +1 for '\0' */
711 const char *const periods = ".............................."; // 30
712
827 for (i = 0; i < num_skills_found; i++) 713 for (i = 0; i < num_skills_found; i++) {
828 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 714 object *tmp = skills[i];
829 715
830 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";
831 733
832 cp = determine_god (op); 734 cp = determine_god (op);
833 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";
834 736
835 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
836 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);
837} 742}
838 743
839/* 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
840 * 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
841 * 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.
849 size_t len; 754 size_t len;
850 755
851 if (!string) 756 if (!string)
852 return 0; 757 return 0;
853 758
854 for (skop = op->inv; skop != NULL; skop = skop->below) 759 for (skop = op->inv; skop; skop = skop->below)
855 { 760 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
856 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
857 !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);
858 break; 764 break;
859 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
860 break;
861 } 765 }
766
862 if (!skop) 767 if (!skop)
863 { 768 {
864 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 );
865 return 0; 781 return 0;
866 } 782 }
867 783
868 len = strlen (skop->skill); 784 len = strlen (skop->skill);
869 785
871 * options given to the skill. Its pretty simple - if there 787 * options given to the skill. Its pretty simple - if there
872 * are extra parameters (as deteremined by string length), we 788 * are extra parameters (as deteremined by string length), we
873 * want to skip over any leading spaces. 789 * want to skip over any leading spaces.
874 */ 790 */
875 if (len >= strlen (string)) 791 if (len >= strlen (string))
876 {
877 string = NULL; 792 string = NULL;
878 }
879 else 793 else
880 { 794 {
881 string += len; 795 string += len;
882 while (*string == 0x20) 796 while (*string == 0x20)
883 string++; 797 string++;
798
884 if (strlen (string) == 0) 799 if (strlen (string) == 0)
885 string = NULL; 800 string = NULL;
886 } 801 }
887 802
888#ifdef SKILL_UTIL_DEBUG 803#ifdef SKILL_UTIL_DEBUG
889 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");
890#endif 805#endif
891 806
892 /* Change to the new skill, then execute it. */
893 if (do_skill (op, op, skop, op->facing, string)) 807 if (do_skill (op, op, skop, op->facing, string))
894 return 1; 808 return 1;
895 809
896 return 0; 810 return 0;
897} 811}
898 812
899static bool 813static bool
900hth_skill_p (object *skill) 814hth_skill_p (object *skill)
901{ 815{
902 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;
903} 817}
904 818
905/* 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.
906 */ 820 */
907static object * 821static object *
908find_player_hth_skill (object *op) 822find_player_hth_skill (object *op)
909{ 823{
910 for (object *tmp = op->inv; tmp; tmp = tmp->below) 824 for (object *tmp = op->inv; tmp; tmp = tmp->below)
911 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))
912 return tmp; 826 return tmp;
913 827
914 return 0; 828 return 0;
915} 829}
916 830
935 * 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
936 * 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.
937 */ 851 */
938 if (player *pl = op->contr) 852 if (player *pl = op->contr)
939 { 853 {
940 if (!pl->combat_ob) 854 if (skill)
941 { 855 {
942 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 856 if (!op->apply (skill))
857 return 0;
858 }
859 else
860 {
861 if (!pl->combat_ob)
943 { 862 {
944 for (tmp = op->inv; tmp; tmp = tmp->below) 863 if (op->flag [FLAG_READY_WEAPON])
945 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
946 break;
947
948 if (!tmp)
949 { 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)
950 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);
951 return 0; 871
872 pl->combat_ob = tmp;
952 } 873 }
953 874
954 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 875 if (!pl->combat_ob)
955 }
956 else
957 {
958 if (!skill)
959 { 876 {
960 /* 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
961 * it if appropriate. 878 * it if appropriate.
962 */ 879 */
963 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 880 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
965 else 882 else
966 { 883 {
967 skill = find_player_hth_skill (op); 884 skill = find_player_hth_skill (op);
968 885
969 if (!skill) 886 if (!skill)
970 {
971 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!");
972 return 0;
973 }
974 } 888 }
889
890 op->apply (skill);
975 } 891 }
976 892
977 /* now try to ready the new skill */ 893 if (!pl->combat_ob)
978 if (!change_skill (op, skill, 0)) 894 {
979 { /* oh oh, trouble! */ 895 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
980 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
981 return 0; 896 return 0;
982 } 897 }
983 } 898 }
984 899
985 if (!pl->combat_ob) 900 if (!op->apply (pl->combat_ob))
901 return 0;
902
903 if (!op->chosen_skill)
986 { 904 {
987 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!");
988 return 0; 907 return 0;
989 } 908 }
990 } 909 }
991
992 if (!op->change_weapon (pl->combat_ob))
993 return 0;
994 910
995 /* lose invisiblity/hiding status for running attacks */ 911 /* lose invisiblity/hiding status for running attacks */
996 if (pl->tmp_invis) 912 if (pl->tmp_invis)
997 { 913 {
998 pl->tmp_invis = 0; 914 pl->tmp_invis = 0;
999 op->invisible = 0; 915 op->invisible = 0;
1000 op->hide = 0; 916 op->flag [FLAG_HIDDEN] = 0;
1001 update_object (op, UP_OBJ_CHANGE); 917 update_object (op, UP_OBJ_CHANGE);
1002 } 918 }
1003 } 919 }
1004 920
1005 int success = attack_ob (tmp, op); 921 int success = attack_ob (tmp, op);
1006 922
1007 /* print appropriate messages to the player */ 923 /* print appropriate messages to the player */
1008 924
1009 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 925 if (success && string && tmp && !tmp->flag [FLAG_FREED])
1010 { 926 {
1011 if (op->type == PLAYER) 927 if (op->type == PLAYER)
1012 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));
1013 else if (tmp->type == PLAYER) 929 else if (tmp->type == PLAYER)
1014 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);
1017 return success; 933 return success;
1018} 934}
1019 935
1020/* 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
1021 * system. In essence, this code handles 937 * system. In essence, this code handles
1022 * 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
1023 * treated here. If an opponent is already supplied by move_player(), 939 * treated here. If an opponent is already supplied by move_player(),
1024 * 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
1025 * appropriate opponent exists. 941 * appropriate opponent exists.
1026 * 942 *
1027 * This is called by move_player() and attack_hth() 943 * This is called by move_player() and attack_hth()
1057 /* 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 */
1058 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)))
1059 return 0; 975 return 0;
1060 976
1061 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)
1062 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)
1063 { 979 {
1064 /* Don't attack party members */ 980 /* Don't attack party members */
1065 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))
1066 return 0; 982 return 0;
1067 983
1089static int 1005static int
1090attack_hth (object *pl, int dir, const char *string, object *skill) 1006attack_hth (object *pl, int dir, const char *string, object *skill)
1091{ 1007{
1092 object *enemy = NULL, *weapon; 1008 object *enemy = NULL, *weapon;
1093 1009
1094 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 1010 if (pl->flag [FLAG_READY_WEAPON])
1095 for (weapon = pl->inv; weapon; weapon = weapon->below) 1011 for (weapon = pl->inv; weapon; weapon = weapon->below)
1096 { 1012 {
1097 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1013 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1098 { 1014 {
1099 CLEAR_FLAG (weapon, FLAG_APPLIED); 1015 weapon->clr_flag (FLAG_APPLIED);
1100 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1016 pl->clr_flag (FLAG_READY_WEAPON);
1101 pl->update_stats (); 1017 pl->update_stats ();
1102 if (pl->type == PLAYER) 1018 if (pl->type == PLAYER)
1103 { 1019 {
1104 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.");
1105 esrv_update_item (UPD_FLAGS, pl, weapon); 1021 esrv_update_item (UPD_FLAGS, pl, weapon);
1123 */ 1039 */
1124static int 1040static int
1125attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1041attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1126{ 1042{
1127 1043
1128 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1044 if (!op->flag [FLAG_READY_WEAPON])
1129 { 1045 {
1130 if (op->type == PLAYER) 1046 if (op->type == PLAYER)
1131 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!");
1132 1048
1133 return 0; 1049 return 0;
1134 } 1050 }
1135 1051
1136 return skill_attack (NULL, op, dir, string, skill); 1052 return skill_attack (NULL, op, dir, string, skill);
1137
1138} 1053}
1054

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