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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.76 by root, Mon Apr 27 01:38:49 2009 UTC vs.
Revision 1.102 by root, Sat Apr 23 04:56:57 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* Created July 95 to separate skill utilities from actual skills -b.t. */ 25/* Created July 95 to separate skill utilities from actual skills -b.t. */
50# define def(uc, flags) flags, 51# define def(uc, flags) flags,
51# include "skillinc.h" 52# include "skillinc.h"
52# undef def 53# undef def
53}; 54};
54 55
56vector<object_ptr> skillvec;
57
55static 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);
56static 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);
57 60
58/* init_skills basically just sets up the skill_names table 61/* init_skills basically just sets up the skill_names table
59 * above. The index into the array is set up by the 62 * above. The index into the array is set up by the
60 * subtypes. 63 * subtypes.
61 */ 64 */
62void 65void
63init_skills (void) 66init_skills ()
64{ 67{
65 for_all_archetypes (at) 68 // nop
66 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)
67 { 78 {
68 if (skill_names[at->subtype]) 79 // replace existing entry
69 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 80 SKILL_INDEX (o) = i - skillvec.begin ();
70 at->subtype, &skill_names[at->subtype], &at->skill); 81 *i = o;
71 else 82 return;
72 skill_names[at->subtype] = at->skill;
73 } 83 }
74 84
75 /* This isn't really an error if there is no skill subtype set, but 85 // add new entry
76 * checking for this may catch some user errors. 86 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
77 */ 87 SKILL_INDEX (o) = skillvec.size ();
78 for (int i = 1; i < NUM_SKILLS; i++) 88 skillvec.push_back (o);
79 if (!skill_names[i])
80 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
81} 89}
82 90
83/* This function goes through the player inventory and sets 91/* This function goes through the player inventory and sets
84 * up the last_skills[] array in the player object. 92 * up the last_skills[] array in the player object.
85 * the last_skills[] is used to more quickly lookup skills - 93 * the last_skills[] is used to more quickly lookup skills -
86 * mostly used for sending exp. 94 * mostly used for sending exp.
87 */ 95 */
88void 96void
89player::link_skills () 97player::link_skills ()
90{ 98{
91 for (int i = 0; i < NUM_SKILLS; ++i) 99 for (int i = 0; i < CS_NUM_SKILLS; ++i)
92 last_skill_ob [i] = 0; 100 last_skill_ob [i] = 0;
93 101
94 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 102 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
95 if (tmp->type == SKILL) 103 if (tmp->type == SKILL)
96 { 104 {
105 int idx = SKILL_INDEX (tmp);
106
97 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); 107 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
98 108
99 if (last_skill_ob [tmp->subtype] != tmp) 109 if (last_skill_ob [idx] != tmp)
100 { 110 {
101 /* This is really a warning, hence no else below */
102 if (last_skill_ob [tmp->subtype])
103 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
104 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
105
106 last_skill_ob [tmp->subtype] = tmp; 111 last_skill_ob [idx] = tmp;
107 if (ns) 112 if (ns)
108 ns->last_skill_exp [tmp->subtype] = -1; 113 ns->last_skill_exp [idx] = -1;
109 } 114 }
110 } 115 }
111} 116}
112 117
113static object * 118static object *
123 return splay (tmp); 128 return splay (tmp);
124 129
125 return 0; 130 return 0;
126} 131}
127 132
133object *
128object *player::find_skill (shstr_cmp name) const 134player::find_skill (shstr_cmp name) const
129{ 135{
130 // 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
131 return ::find_skill (ob, name); 137 return ::find_skill (ob, name);
132} 138}
133 139
161 167
162 /* 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 -
163 * 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
164 * but not the skill itself, give it to them. 170 * but not the skill itself, give it to them.
165 */ 171 */
166 object *skill = find_skill (who, skill_tool->skill); 172 object *skill = who->give_skill (skill_tool->skill);
167
168 if (!skill)
169 skill = give_skill_by_name (who, skill_tool->skill);
170 173
171 if (!skill_tool->flag [FLAG_APPLIED]) 174 if (!skill_tool->flag [FLAG_APPLIED])
172 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 175 if (!who->apply (splay (skill_tool)))
173 return 0; 176 return 0;
174 177
175 return splay (skill); 178 return splay (skill);
176} 179}
177 180
178object * 181object *
179find_skill_by_name_fuzzy (object *who, const char *name) 182find_skill_by_name_fuzzy (object *who, const char *name)
180{ 183{
181 if (!name) 184 if (name)
182 return 0;
183
184 for (object *tmp = who->inv; tmp; tmp = tmp->below) 185 for (object *tmp = who->inv; tmp; tmp = tmp->below)
185 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 186 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
186 && tmp->skill.starts_with (name)) 187 && tmp->skill.starts_with (name))
187 if (object *skop = find_skill_by_name (who, tmp->skill)) 188 if (object *skop = find_skill_by_name (who, tmp->skill))
188 return skop; 189 return skop;
189 190
190 return 0; 191 return 0;
191} 192}
192 193
193/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
198 * tool, this code will equip it. 199 * tool, this code will equip it.
199 * 200 *
200 * 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,
201 * but instead a skill name, we search by matching number. 202 * but instead a skill name, we search by matching number.
202 * this replaces find_skill. 203 * this replaces find_skill.
204 *
205 * MUST NOT BE USED IN NEW CODE! (schmorp)
203 */ 206 */
204object * 207object *
205find_skill_by_number (object *who, int skillno) 208find_skill_by_number (object *who, int skillno)
206{ 209{
207 for (object *tmp = who->inv; tmp; tmp = tmp->below) 210 for (object *tmp = who->inv; tmp; tmp = tmp->below)
210 return skop; 213 return skop;
211 214
212 return 0; 215 return 0;
213} 216}
214 217
215/* This changes the objects chosen_skill to new_skill. 218object *
216 * return 1 on success, 0 on error 219object::give_skill (shstr_cmp name, bool can_use)
217 */
218bool
219object::change_skill (object *new_skill)
220{ 220{
221 if (type != PLAYER) 221 object *skill = find_skill (this, name);
222 return 0;
223 222
224 // optimise this supposedly common case
225 if (new_skill == chosen_skill)
226 return 1;
227
228 if (chosen_skill) 223 if (!skill)
229 { 224 skill = give_skill_by_name (this, name);
230 chosen_skill->flag [FLAG_APPLIED] = false;
231 change_abil (this, chosen_skill);
232 }
233 225
234 chosen_skill = new_skill; 226 if (skill && can_use)
227 skill->flag [FLAG_CAN_USE_SKILL] = true;
235 228
236 if (chosen_skill)
237 {
238 chosen_skill->flag [FLAG_APPLIED] = true;
239 change_abil (this, chosen_skill);
240 }
241
242 // always clear current weapon, as the selected skill could
243 // conflict with the current weapon skill, which would go
244 // undetected and exp would be given to the wrong skill.
245 current_weapon = 0;
246
247 update_stats ();
248 return 1; 229 return skill;
249} 230}
250 231
251/* 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().
252 * 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.
253 * 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
294 /* Not 100% sure if this will work with new movement code - 275 /* Not 100% sure if this will work with new movement code -
295 * the levitation skill has move_type for flying, so when 276 * the levitation skill has move_type for flying, so when
296 * equipped, that should transfer to player, when not, 277 * equipped, that should transfer to player, when not,
297 * shouldn't. 278 * shouldn't.
298 */ 279 */
299 if (QUERY_FLAG (skill, FLAG_APPLIED)) 280 if (skill->flag [FLAG_APPLIED])
300 { 281 {
301 CLEAR_FLAG (skill, FLAG_APPLIED); 282 skill->clr_flag (FLAG_APPLIED);
302 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 283 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
303 } 284 }
304 else 285 else
305 { 286 {
306 SET_FLAG (skill, FLAG_APPLIED); 287 skill->set_flag (FLAG_APPLIED);
307 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!");
308 } 289 }
309 290
310 op->update_stats (); 291 op->update_stats ();
311 success = 1; 292 success = 1;
401 382
402 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)
403 { 384 {
404 next = tmp->above; 385 next = tmp->above;
405 386
406 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 387 if (tmp->flag [FLAG_IS_CAULDRON])
407 { 388 {
408 found_cauldron = true; 389 found_cauldron = true;
409 390
410 if (tmp->skill != skill->skill) 391 if (tmp->skill != skill->skill)
411 { 392 {
412 op->failmsg (format ("You can't use the %s with the %s skill!", 393 op->failmsgf ("You can't use the %s with the %s skill!",
413 query_name (tmp), 394 query_name (tmp),
414 query_name (skill))); 395 query_name (skill));
415 break; 396 break;
416 } 397 }
417 398
418 attempt_do_alchemy (op, tmp, skill); 399 attempt_do_alchemy (op, tmp, skill);
419 400
420 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 401 if (tmp->flag [FLAG_APPLIED])
421 esrv_send_inventory (op, tmp); 402 esrv_send_inventory (op, tmp);
422 } 403 }
423 } 404 }
424 405
425 if (!found_cauldron) 406 if (!found_cauldron)
461 case SK_EVOCATION: 442 case SK_EVOCATION:
462 case SK_PYROMANCY: 443 case SK_PYROMANCY:
463 case SK_SUMMONING: 444 case SK_SUMMONING:
464 case SK_CLIMBING: 445 case SK_CLIMBING:
465 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.");
447 break;
448
449 case SK_MINING:
450 success = skill_mining (op, part, skill, dir, string);
466 break; 451 break;
467 452
468 default: 453 default:
469 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);
470 break; 455 break;
546 } 531 }
547 else 532 else
548 { /* all other items/living creatures */ 533 { /* all other items/living creatures */
549 op_exp = op->stats.exp; 534 op_exp = op->stats.exp;
550 op_lvl = op->level; 535 op_lvl = op->level;
551 if (!QUERY_FLAG (op, FLAG_ALIVE)) 536 if (!op->flag [FLAG_ALIVE])
552 op_lvl += 5 * abs (op->magic); /* for ident/make items */ 537 op_lvl += 5 * abs (op->magic); /* for ident/make items */
553 } 538 }
554 539
555 if (op_lvl < 1) 540 if (op_lvl < 1)
556 op_lvl = 1; 541 op_lvl = 1;
620 } 605 }
621 606
622 object *tmp = find_skill (pl, scroll->skill); 607 object *tmp = find_skill (pl, scroll->skill);
623 608
624 /* player already knows it */ 609 /* player already knows it */
625 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 610 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
626 return 0; 611 return 0;
627 612
628 /* now a random change to learn, based on player Int. 613 /* now a random change to learn, based on player Int.
629 * give bonus based on level - otherwise stupid characters 614 * give bonus based on level - otherwise stupid characters
630 * might never be able to learn anything. 615 * might never be able to learn anything.
639 { 624 {
640 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);
641 return 2; 626 return 2;
642 } 627 }
643 628
644 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 629 tmp->set_flag (FLAG_CAN_USE_SKILL);
645 630
646 return 1; 631 return 1;
647} 632}
648 633
649/* Gives a percentage clipped to 0% -> 100% of a/b. */ 634/* Gives a percentage clipped to 0% -> 100% of a/b. */
662 return 0; 647 return 0;
663 else if (rv > 100) 648 else if (rv > 100)
664 return 100; 649 return 100;
665 650
666 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));
667} 659}
668 660
669/* show_skills() - Meant to allow players to examine 661/* show_skills() - Meant to allow players to examine
670 * their current skill list. 662 * their current skill list.
671 * This shows the amount of exp they have in the skills. 663 * This shows the amount of exp they have in the skills.
674 * Note this function is a bit more complicated becauase we 666 * Note this function is a bit more complicated becauase we
675 * we want ot sort the skills before printing them. If we 667 * we want ot sort the skills before printing them. If we
676 * 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
677 * simpler. 669 * simpler.
678 */ 670 */
679//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
680void 671void
681show_skills (object *pl, const char *search) 672show_skills (object *pl, const char *search)
682{ 673{
683 const char *cp; 674 const char *cp;
684 int i, num_skills_found = 0; 675 int i, num_skills_found = 0;
685 const char *const periods = ".............................."; // 30 676 object *skills[CS_NUM_SKILLS];
686
687 /* Need to have a pointer and use strdup for qsort to work properly */
688 char skills[NUM_SKILLS][128]; // d'oh
689
690 object *op = pl->contr->ob; 677 object *op = pl->contr->ob;
691 678
679 /* find the skills */
692 for (object *tmp = op->inv; tmp; tmp = tmp->below) 680 for (object *tmp = op->inv; tmp; tmp = tmp->below)
693 { 681 {
694 if (tmp->type == SKILL) 682 if (tmp->type == SKILL)
695 { 683 {
696 if (search && !tmp->name.contains (search)) 684 if (search && !tmp->name.contains (search))
697 continue; 685 continue;
698 686
699 char buf[30]; 687 skills[num_skills_found++] = tmp;
700
701 /* Basically want to fill this out to 30 spaces with periods */
702 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
703
704 if (settings.permanent_exp_ratio)
705 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
706 buf, tmp->level, tmp->stats.exp,
707 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
708 else
709 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
710 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
711 688
712 /* 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
713 * it sometimes happens (maybe a leftover from bugier earlier code 690 * it sometimes happens (maybe a leftover from bugier earlier code
714 * and those character are still about). In any case, lets handle 691 * and those character are still about). In any case, lets handle
715 * 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
716 * crash the server numerous times. 693 * crash the server numerous times.
717 */ 694 */
718 if (num_skills_found >= NUM_SKILLS) 695 if (num_skills_found >= CS_NUM_SKILLS)
719 { 696 {
720 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.");
721 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");
722 break; 699 break;
723 } 700 }
724 } 701 }
725 } 702 }
726 703
727 dynbuf_text &msg = msg_dynbuf; msg.clear (); 704 dynbuf_text &msg = msg_dynbuf; msg.clear ();
728 705
729 msg << "T<Player skills:>\n\n"; 706 msg << "T<Player skills:>\n\n";
730 if (num_skills_found > 1) 707 if (num_skills_found > 1)
731 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);
732 709
710 char buf[31]; /* +1 for '\0' */
711 const char *const periods = ".............................."; // 30
712
733 for (i = 0; i < num_skills_found; i++) 713 for (i = 0; i < num_skills_found; i++) {
734 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 }
735 731
736 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r"; 732 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
737 733
738 cp = determine_god (op); 734 cp = determine_god (op);
739 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r"; 735 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
759 755
760 if (!string) 756 if (!string)
761 return 0; 757 return 0;
762 758
763 for (skop = op->inv; skop; skop = skop->below) 759 for (skop = op->inv; skop; skop = skop->below)
764 { 760 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
765 if (skop->type == SKILL
766 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
767 && !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);
768 break; 764 break;
769 else if (skop->type == SKILL_TOOL
770 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
771 break;
772 } 765 }
773 766
774 if (!skop) 767 if (!skop)
775 { 768 {
776 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 );
777 return 0; 781 return 0;
778 } 782 }
779 783
780 len = strlen (skop->skill); 784 len = strlen (skop->skill);
781 785
807} 811}
808 812
809static bool 813static bool
810hth_skill_p (object *skill) 814hth_skill_p (object *skill)
811{ 815{
812 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;
813} 817}
814 818
815/* 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.
816 */ 820 */
817static object * 821static object *
818find_player_hth_skill (object *op) 822find_player_hth_skill (object *op)
819{ 823{
820 for (object *tmp = op->inv; tmp; tmp = tmp->below) 824 for (object *tmp = op->inv; tmp; tmp = tmp->below)
821 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))
822 return tmp; 826 return tmp;
823 827
824 return 0; 828 return 0;
825} 829}
826 830
846 * 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.
847 */ 851 */
848 if (player *pl = op->contr) 852 if (player *pl = op->contr)
849 { 853 {
850 if (skill) 854 if (skill)
851 op->change_skill (skill); 855 {
856 if (!op->apply (skill))
857 return 0;
858 }
852 else 859 else
853 { 860 {
854 if (!pl->combat_ob) 861 if (!pl->combat_ob)
855 { 862 {
856 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 863 if (op->flag [FLAG_READY_WEAPON])
857 { 864 {
858 for (tmp = op->inv; tmp; tmp = tmp->below) 865 for (tmp = op->inv; tmp; tmp = tmp->below)
859 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 866 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
860 break; 867 break;
861 868
862 if (!tmp) 869 if (!tmp)
863 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);
864 871
878 885
879 if (!skill) 886 if (!skill)
880 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!");
881 } 888 }
882 889
883 if (skill) 890 op->apply (skill);
884 {
885 op->change_skill (0);
886 apply_special (op, skill, AP_APPLY);
887 }
888 } 891 }
889 892
890 if (!pl->combat_ob) 893 if (!pl->combat_ob)
891 { 894 {
892 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 895 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
893 return 0; 896 return 0;
894 } 897 }
895 } 898 }
896 899
897 if (!op->change_weapon (pl->combat_ob)) 900 if (!op->apply (pl->combat_ob))
898 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 }
899 } 909 }
900 910
901 /* lose invisiblity/hiding status for running attacks */ 911 /* lose invisiblity/hiding status for running attacks */
902 if (pl->tmp_invis) 912 if (pl->tmp_invis)
903 { 913 {
910 920
911 int success = attack_ob (tmp, op); 921 int success = attack_ob (tmp, op);
912 922
913 /* print appropriate messages to the player */ 923 /* print appropriate messages to the player */
914 924
915 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 925 if (success && string && tmp && !tmp->flag [FLAG_FREED])
916 { 926 {
917 if (op->type == PLAYER) 927 if (op->type == PLAYER)
918 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));
919 else if (tmp->type == PLAYER) 929 else if (tmp->type == PLAYER)
920 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);
963 /* 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 */
964 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)))
965 return 0; 975 return 0;
966 976
967 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)
968 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)
969 { 979 {
970 /* Don't attack party members */ 980 /* Don't attack party members */
971 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))
972 return 0; 982 return 0;
973 983
995static int 1005static int
996attack_hth (object *pl, int dir, const char *string, object *skill) 1006attack_hth (object *pl, int dir, const char *string, object *skill)
997{ 1007{
998 object *enemy = NULL, *weapon; 1008 object *enemy = NULL, *weapon;
999 1009
1000 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 1010 if (pl->flag [FLAG_READY_WEAPON])
1001 for (weapon = pl->inv; weapon; weapon = weapon->below) 1011 for (weapon = pl->inv; weapon; weapon = weapon->below)
1002 { 1012 {
1003 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1013 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1004 { 1014 {
1005 CLEAR_FLAG (weapon, FLAG_APPLIED); 1015 weapon->clr_flag (FLAG_APPLIED);
1006 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1016 pl->clr_flag (FLAG_READY_WEAPON);
1007 pl->update_stats (); 1017 pl->update_stats ();
1008 if (pl->type == PLAYER) 1018 if (pl->type == PLAYER)
1009 { 1019 {
1010 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.");
1011 esrv_update_item (UPD_FLAGS, pl, weapon); 1021 esrv_update_item (UPD_FLAGS, pl, weapon);
1029 */ 1039 */
1030static int 1040static int
1031attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1041attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1032{ 1042{
1033 1043
1034 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1044 if (!op->flag [FLAG_READY_WEAPON])
1035 { 1045 {
1036 if (op->type == PLAYER) 1046 if (op->type == PLAYER)
1037 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!");
1038 1048
1039 return 0; 1049 return 0;

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