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/cvs/deliantra/server/server/skill_util.C
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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.93 by root, Sat Apr 10 05:12:57 2010 UTC vs.
Revision 1.101 by root, Tue Feb 8 01:03:47 2011 UTC

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 () 66init_skills ()
65{ 67{
66 for_all_archetypes (at) 68 // nop
67 if (at->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->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->subtype, &skill_names[at->subtype], &at->skill); 81 *i = o;
72 else 82 return;
73 skill_names[at->subtype] = at->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
90player::link_skills () 97player::link_skills ()
91{ 98{
92 for (int i = 0; i < NUM_SKILLS; ++i) 99 for (int i = 0; i < CS_NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0; 100 last_skill_ob [i] = 0;
94 101
95 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 102 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
96 if (tmp->type == SKILL) 103 if (tmp->type == SKILL)
97 { 104 {
105 int idx = SKILL_INDEX (tmp);
106
98 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); 107 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
99 108
100 if (last_skill_ob [tmp->subtype] != tmp) 109 if (last_skill_ob [idx] != tmp)
101 { 110 {
102 /* This is really a warning, hence no else below */
103 if (last_skill_ob [tmp->subtype])
104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
105 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
106
107 last_skill_ob [tmp->subtype] = tmp; 111 last_skill_ob [idx] = tmp;
108 if (ns) 112 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1; 113 ns->last_skill_exp [idx] = -1;
110 } 114 }
111 } 115 }
112} 116}
113 117
114static object * 118static object *
124 return splay (tmp); 128 return splay (tmp);
125 129
126 return 0; 130 return 0;
127} 131}
128 132
133object *
129object *player::find_skill (shstr_cmp name) const 134player::find_skill (shstr_cmp name) const
130{ 135{
131 // might want to use last_skill_obj at one point, or maybe not 136 // might want to use last_skill_obj at one point, or maybe not
132 return ::find_skill (ob, name); 137 return ::find_skill (ob, name);
133} 138}
134 139
162 167
163 /* 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 -
164 * 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
165 * but not the skill itself, give it to them. 170 * but not the skill itself, give it to them.
166 */ 171 */
167 object *skill = find_skill (who, skill_tool->skill); 172 object *skill = who->give_skill (skill_tool->skill);
168
169 if (!skill)
170 skill = give_skill_by_name (who, skill_tool->skill);
171 173
172 if (!skill_tool->flag [FLAG_APPLIED]) 174 if (!skill_tool->flag [FLAG_APPLIED])
173 if (!who->apply (splay (skill_tool))) 175 if (!who->apply (splay (skill_tool)))
174 return 0; 176 return 0;
175 177
197 * tool, this code will equip it. 199 * tool, this code will equip it.
198 * 200 *
199 * 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,
200 * but instead a skill name, we search by matching number. 202 * but instead a skill name, we search by matching number.
201 * this replaces find_skill. 203 * this replaces find_skill.
204 *
205 * MUST NOT BE USED IN NEW CODE! (schmorp)
202 */ 206 */
203object * 207object *
204find_skill_by_number (object *who, int skillno) 208find_skill_by_number (object *who, int skillno)
205{ 209{
206 for (object *tmp = who->inv; tmp; tmp = tmp->below) 210 for (object *tmp = who->inv; tmp; tmp = tmp->below)
207 if (tmp->type == SKILL && tmp->subtype == skillno) 211 if (tmp->type == SKILL && tmp->subtype == skillno)
208 if (object *skop = find_skill_by_name (who, tmp->skill)) 212 if (object *skop = find_skill_by_name (who, tmp->skill))
209 return skop; 213 return skop;
210 214
211 return 0; 215 return 0;
216}
217
218object *
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
229 return skill;
212} 230}
213 231
214/* 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().
215 * 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.
216 * 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
257 /* Not 100% sure if this will work with new movement code - 275 /* Not 100% sure if this will work with new movement code -
258 * the levitation skill has move_type for flying, so when 276 * the levitation skill has move_type for flying, so when
259 * equipped, that should transfer to player, when not, 277 * equipped, that should transfer to player, when not,
260 * shouldn't. 278 * shouldn't.
261 */ 279 */
262 if (QUERY_FLAG (skill, FLAG_APPLIED)) 280 if (skill->flag [FLAG_APPLIED])
263 { 281 {
264 CLEAR_FLAG (skill, FLAG_APPLIED); 282 skill->clr_flag (FLAG_APPLIED);
265 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 283 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
266 } 284 }
267 else 285 else
268 { 286 {
269 SET_FLAG (skill, FLAG_APPLIED); 287 skill->set_flag (FLAG_APPLIED);
270 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!");
271 } 289 }
272 290
273 op->update_stats (); 291 op->update_stats ();
274 success = 1; 292 success = 1;
364 382
365 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)
366 { 384 {
367 next = tmp->above; 385 next = tmp->above;
368 386
369 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 387 if (tmp->flag [FLAG_IS_CAULDRON])
370 { 388 {
371 found_cauldron = true; 389 found_cauldron = true;
372 390
373 if (tmp->skill != skill->skill) 391 if (tmp->skill != skill->skill)
374 { 392 {
378 break; 396 break;
379 } 397 }
380 398
381 attempt_do_alchemy (op, tmp, skill); 399 attempt_do_alchemy (op, tmp, skill);
382 400
383 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 401 if (tmp->flag [FLAG_APPLIED])
384 esrv_send_inventory (op, tmp); 402 esrv_send_inventory (op, tmp);
385 } 403 }
386 } 404 }
387 405
388 if (!found_cauldron) 406 if (!found_cauldron)
428 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.");
429 break; 447 break;
430 448
431 case SK_MINING: 449 case SK_MINING:
432 success = skill_mining (op, part, skill, dir, string); 450 success = skill_mining (op, part, skill, dir, string);
433 break;
434
435 case SK_FISHING:
436 success = skill_fishing (op, part, skill, dir, string);
437 break; 451 break;
438 452
439 default: 453 default:
440 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);
441 break; 455 break;
517 } 531 }
518 else 532 else
519 { /* all other items/living creatures */ 533 { /* all other items/living creatures */
520 op_exp = op->stats.exp; 534 op_exp = op->stats.exp;
521 op_lvl = op->level; 535 op_lvl = op->level;
522 if (!QUERY_FLAG (op, FLAG_ALIVE)) 536 if (!op->flag [FLAG_ALIVE])
523 op_lvl += 5 * abs (op->magic); /* for ident/make items */ 537 op_lvl += 5 * abs (op->magic); /* for ident/make items */
524 } 538 }
525 539
526 if (op_lvl < 1) 540 if (op_lvl < 1)
527 op_lvl = 1; 541 op_lvl = 1;
591 } 605 }
592 606
593 object *tmp = find_skill (pl, scroll->skill); 607 object *tmp = find_skill (pl, scroll->skill);
594 608
595 /* player already knows it */ 609 /* player already knows it */
596 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 610 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
597 return 0; 611 return 0;
598 612
599 /* now a random change to learn, based on player Int. 613 /* now a random change to learn, based on player Int.
600 * give bonus based on level - otherwise stupid characters 614 * give bonus based on level - otherwise stupid characters
601 * might never be able to learn anything. 615 * might never be able to learn anything.
610 { 624 {
611 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);
612 return 2; 626 return 2;
613 } 627 }
614 628
615 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 629 tmp->set_flag (FLAG_CAN_USE_SKILL);
616 630
617 return 1; 631 return 1;
618} 632}
619 633
620/* Gives a percentage clipped to 0% -> 100% of a/b. */ 634/* Gives a percentage clipped to 0% -> 100% of a/b. */
633 return 0; 647 return 0;
634 else if (rv > 100) 648 else if (rv > 100)
635 return 100; 649 return 100;
636 650
637 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));
638} 659}
639 660
640/* show_skills() - Meant to allow players to examine 661/* show_skills() - Meant to allow players to examine
641 * their current skill list. 662 * their current skill list.
642 * This shows the amount of exp they have in the skills. 663 * This shows the amount of exp they have in the skills.
645 * Note this function is a bit more complicated becauase we 666 * Note this function is a bit more complicated becauase we
646 * we want ot sort the skills before printing them. If we 667 * we want ot sort the skills before printing them. If we
647 * 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
648 * simpler. 669 * simpler.
649 */ 670 */
650//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
651void 671void
652show_skills (object *pl, const char *search) 672show_skills (object *pl, const char *search)
653{ 673{
654 const char *cp; 674 const char *cp;
655 int i, num_skills_found = 0; 675 int i, num_skills_found = 0;
656 const char *const periods = ".............................."; // 30 676 object *skills[CS_NUM_SKILLS];
657
658 /* Need to have a pointer and use strdup for qsort to work properly */
659 char skills[NUM_SKILLS][128]; // d'oh
660
661 object *op = pl->contr->ob; 677 object *op = pl->contr->ob;
662 678
679 /* find the skills */
663 for (object *tmp = op->inv; tmp; tmp = tmp->below) 680 for (object *tmp = op->inv; tmp; tmp = tmp->below)
664 { 681 {
665 if (tmp->type == SKILL) 682 if (tmp->type == SKILL)
666 { 683 {
667 if (search && !tmp->name.contains (search)) 684 if (search && !tmp->name.contains (search))
668 continue; 685 continue;
669 686
670 char buf[30]; 687 skills[num_skills_found++] = tmp;
671
672 /* Basically want to fill this out to 30 spaces with periods */
673 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
674
675 if (settings.permanent_exp_ratio)
676 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
677 buf, tmp->level, tmp->stats.exp,
678 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
679 else
680 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
681 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
682 688
683 /* 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
684 * it sometimes happens (maybe a leftover from bugier earlier code 690 * it sometimes happens (maybe a leftover from bugier earlier code
685 * and those character are still about). In any case, lets handle 691 * and those character are still about). In any case, lets handle
686 * 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
687 * crash the server numerous times. 693 * crash the server numerous times.
688 */ 694 */
689 if (num_skills_found >= NUM_SKILLS) 695 if (num_skills_found >= CS_NUM_SKILLS)
690 { 696 {
691 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills."); 697 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
692 new_draw_info (NDI_RED | NDI_REPLY, 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");
693 break; 699 break;
694 } 700 }
697 703
698 dynbuf_text &msg = msg_dynbuf; msg.clear (); 704 dynbuf_text &msg = msg_dynbuf; msg.clear ();
699 705
700 msg << "T<Player skills:>\n\n"; 706 msg << "T<Player skills:>\n\n";
701 if (num_skills_found > 1) 707 if (num_skills_found > 1)
702 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); 708 qsort (skills, num_skills_found, sizeof (skills [0]), cmp_skillp);
703 709
710 char buf[31]; /* +1 for '\0' */
711 const char *const periods = ".............................."; // 30
712
704 for (i = 0; i < num_skills_found; i++) 713 for (i = 0; i < num_skills_found; i++) {
705 msg << " C<" << skills [i] << ">\n"; 714 object *tmp = skills[i];
715
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 }
706 731
707 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; 732 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
708 733
709 cp = determine_god (op); 734 cp = determine_god (op);
710 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; 735 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
795 */ 820 */
796static object * 821static object *
797find_player_hth_skill (object *op) 822find_player_hth_skill (object *op)
798{ 823{
799 for (object *tmp = op->inv; tmp; tmp = tmp->below) 824 for (object *tmp = op->inv; tmp; tmp = tmp->below)
800 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))
801 return tmp; 826 return tmp;
802 827
803 return 0; 828 return 0;
804} 829}
805 830
833 } 858 }
834 else 859 else
835 { 860 {
836 if (!pl->combat_ob) 861 if (!pl->combat_ob)
837 { 862 {
838 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 863 if (op->flag [FLAG_READY_WEAPON])
839 { 864 {
840 for (tmp = op->inv; tmp; tmp = tmp->below) 865 for (tmp = op->inv; tmp; tmp = tmp->below)
841 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 866 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
842 break; 867 break;
843 868
844 if (!tmp) 869 if (!tmp)
845 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);
846 871
872 } 897 }
873 } 898 }
874 899
875 if (!op->apply (pl->combat_ob)) 900 if (!op->apply (pl->combat_ob))
876 return 0; 901 return 0;
902
903 if (!op->chosen_skill)
904 {
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!");
907 return 0;
908 }
877 } 909 }
878 910
879 /* lose invisiblity/hiding status for running attacks */ 911 /* lose invisiblity/hiding status for running attacks */
880 if (pl->tmp_invis) 912 if (pl->tmp_invis)
881 { 913 {
888 920
889 int success = attack_ob (tmp, op); 921 int success = attack_ob (tmp, op);
890 922
891 /* print appropriate messages to the player */ 923 /* print appropriate messages to the player */
892 924
893 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 925 if (success && string && tmp && !tmp->flag [FLAG_FREED])
894 { 926 {
895 if (op->type == PLAYER) 927 if (op->type == PLAYER)
896 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));
897 else if (tmp->type == PLAYER) 929 else if (tmp->type == PLAYER)
898 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);
941 /* 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 */
942 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)))
943 return 0; 975 return 0;
944 976
945 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)
946 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)
947 { 979 {
948 /* Don't attack party members */ 980 /* Don't attack party members */
949 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))
950 return 0; 982 return 0;
951 983
973static int 1005static int
974attack_hth (object *pl, int dir, const char *string, object *skill) 1006attack_hth (object *pl, int dir, const char *string, object *skill)
975{ 1007{
976 object *enemy = NULL, *weapon; 1008 object *enemy = NULL, *weapon;
977 1009
978 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 1010 if (pl->flag [FLAG_READY_WEAPON])
979 for (weapon = pl->inv; weapon; weapon = weapon->below) 1011 for (weapon = pl->inv; weapon; weapon = weapon->below)
980 { 1012 {
981 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1013 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
982 { 1014 {
983 CLEAR_FLAG (weapon, FLAG_APPLIED); 1015 weapon->clr_flag (FLAG_APPLIED);
984 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1016 pl->clr_flag (FLAG_READY_WEAPON);
985 pl->update_stats (); 1017 pl->update_stats ();
986 if (pl->type == PLAYER) 1018 if (pl->type == PLAYER)
987 { 1019 {
988 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.");
989 esrv_update_item (UPD_FLAGS, pl, weapon); 1021 esrv_update_item (UPD_FLAGS, pl, weapon);
1007 */ 1039 */
1008static int 1040static int
1009attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1041attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1010{ 1042{
1011 1043
1012 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1044 if (!op->flag [FLAG_READY_WEAPON])
1013 { 1045 {
1014 if (op->type == PLAYER) 1046 if (op->type == PLAYER)
1015 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!");
1016 1048
1017 return 0; 1049 return 0;

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