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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.34 by root, Mon Apr 30 05:54:14 2007 UTC vs.
Revision 1.51 by root, Thu May 17 20:27:02 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
106 } 106 }
107 } 107 }
108} 108}
109 109
110static object *
111find_skill (object *who, const shstr &sh)
112{
113 for (object *tmp = who->inv; tmp; tmp = tmp->below)
114 if (tmp->skill == sh && tmp->type == SKILL)
115 return tmp;
116
117 return 0;
118}
119
110/* This returns the skill pointer of the given name (the 120/* This returns the skill pointer of the given name (the
111 * one that accumlates exp, has the level, etc). 121 * one that accumulates exp, has the level, etc).
112 * 122 *
113 * It is presumed that the player will be needing to actually 123 * 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 124 * use the skill, so thus if use of the skill requires a skill
115 * tool, this code will equip it. 125 * tool, this code will equip it.
116 */ 126 */
117object * 127object *
118find_skill_by_name (object *who, const char *name) 128find_skill_by_name (object *who, const shstr &sh)
119{ 129{
120 object *skill = NULL, *skill_tool = NULL, *tmp; 130 object *skill_tool = 0;
121 131
122 if (!name)
123 return NULL;
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 (tmp = who->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = who->inv; tmp; tmp = tmp->below)
133 if (tmp->skill == sh)
130 { 134 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 135 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
132 skill = tmp; 136 /* If this is a skill that can be used without applying tool, return it */
133 137 return tmp->inv_splay ();
134 /* Try to find appropriate skilltool. If the player has one already 138 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one. 139 * applied, we try to keep using that one.
136 */ 140 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 141 else if (tmp->type == SKILL_TOOL && !skill_tool)
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp; 142 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 } 143 }
144 } 144
145 /* If this is a skill that can be used without a tool, return it */ 145 if (!skill_tool)
146 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
147 return skill; 146 return 0;
148 147
149 /* Player has a tool to use the skill. IF not applied, apply it - 148 /* Player has a tool to use the skill. If not applied, apply it -
150 * if not successful, return null. If they do have the skill tool 149 * if not successful, return null. If they do have the skill tool
151 * but not the skill itself, give it to them. 150 * but not the skill itself, give it to them.
152 */ 151 */
153 if (skill_tool) 152 object *skill = find_skill (who, skill_tool->skill);
154 {
155 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 {
157 if (apply_special (who, skill_tool, 0))
158 return NULL;
159 }
160 153
161 if (!skill) 154 if (!skill)
162 { 155 {
163 skill = give_skill_by_name (who, skill_tool->skill); 156 skill = give_skill_by_name (who, skill_tool->skill);
164 link_player_skills (who); 157 link_player_skills (who);
165 } 158 }
166 159
160 skill->inv_splay ();
161
162 if (!skill_tool->flag [FLAG_APPLIED])
163 if (apply_special (who, skill_tool, AP_APPLY | AP_NO_READY))
164 return 0;
165
167 return skill; 166 return skill;
168 } 167}
169 168
169object *
170find_skill_by_name (object *who, const char *name)
171{
172 if (!name)
173 return 0;
174
175 for (object *tmp = who->inv; tmp; tmp = tmp->below)
176 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
177 && tmp->skill.begins_with (name))
178 if (object *skop = find_skill_by_name (who, tmp->skill))
179 return skop;
180
170 return NULL; 181 return 0;
171} 182}
172
173 183
174/* This returns the skill pointer of the given name (the 184/* This returns the skill pointer of the given name (the
175 * one that accumlates exp, has the level, etc). 185 * one that accumulates exp, has the level, etc).
176 * 186 *
177 * It is presumed that the player will be needing to actually 187 * It is presumed that the player will be needing to actually
178 * use the skill, so thus if use of the skill requires a skill 188 * use the skill, so thus if use of the skill requires a skill
179 * tool, this code will equip it. 189 * tool, this code will equip it.
180 * 190 *
183 * this replaces find_skill. 193 * this replaces find_skill.
184 */ 194 */
185object * 195object *
186find_skill_by_number (object *who, int skillno) 196find_skill_by_number (object *who, int skillno)
187{ 197{
188 object *skill = NULL, *skill_tool = NULL, *tmp;
189
190 if (skillno < 1 || skillno >= NUM_SKILLS)
191 return NULL;
192
193 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 198 for (object *tmp = who->inv; tmp; tmp = tmp->below)
194 {
195 if (tmp->type == SKILL && tmp->subtype == skillno) 199 if (tmp->type == SKILL && tmp->subtype == skillno)
196 skill = tmp; 200 if (object *skop = find_skill_by_name (who, tmp->skill))
197
198 /* Try to find appropriate skilltool. If the player has one already
199 * applied, we try to keep using that one.
200 */
201 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
202 {
203 if (QUERY_FLAG (tmp, FLAG_APPLIED))
204 skill_tool = tmp;
205 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
206 skill_tool = tmp;
207 }
208 }
209 /* If this is a skill that can be used without a tool, return it */
210 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
211 return skill;
212
213 /* Player has a tool to use the skill. IF not applied, apply it -
214 * if not successful, return null. If they do have the skill tool
215 * but not the skill itself, give it to them.
216 */
217 if (skill_tool)
218 {
219 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
220 {
221 if (apply_special (who, skill_tool, 0))
222 return NULL;
223 }
224
225 if (!skill)
226 {
227 skill = give_skill_by_name (who, skill_tool->skill);
228 link_player_skills (who);
229 }
230
231 return skill; 201 return skop;
232 }
233 202
234 return NULL; 203 return 0;
235} 204}
236 205
237/* This changes the objects skill to new_skill. 206/* This changes the objects chosen_skill to new_skill.
238 * note that this function doesn't always need to get used -
239 * you can now add skill exp to the player without the chosen_skill being
240 * set. This function is of most interest to players to update
241 * the various range information.
242 * if new_skill is null, this just unapplies the skill.
243 * flag has the current meaning:
244 * 0x1: If set, don't update the range pointer. This is useful when we
245 * need to ready a new skill, but don't want to clobber range.
246 * return 1 on success, 0 on error 207 * return 1 on success, 0 on error
247 */ 208 */
248int 209bool
249change_skill (object *who, object *new_skill, int flag) 210object::change_skill (object *new_skill)
250{ 211{
251 int old_range;
252
253 if (who->type != PLAYER) 212 if (type != PLAYER)
254 return 0; 213 return 0;
255 214
256 player *pl = who->contr; 215 // optimise this supposedly common case
257 216 if (new_skill == chosen_skill)
258 if (pl->ranged_skill && pl->ranged_skill == new_skill)
259 return 1; 217 return 1;
260 218
261 if (!new_skill) 219 if (chosen_skill)
262 {
263 if (pl->ranged_skill)
264 apply_special (who, pl->ranged_skill, AP_UNAPPLY);
265
266 /* Only goal in this case was to unapply a skill */
267 return 0;
268 } 220 {
221 chosen_skill->flag [FLAG_APPLIED] = false;
222 change_abil (this, chosen_skill);
223 }
269 224
270 // move skill to front, so it will be preferred next time 225 chosen_skill = new_skill;
271 new_skill->remove ();
272 who->insert (new_skill);
273 226
274 if (apply_special (who, new_skill, AP_APPLY)) 227 if (chosen_skill)
275 return 0; 228 {
229 chosen_skill->flag [FLAG_APPLIED] = true;
230 change_abil (this, chosen_skill);
231 chosen_skill->inv_splay ();
232 }
276 233
234 update_stats ();
277 return 1; 235 return 1;
278} 236}
279 237
280/* This function just clears the chosen_skill and range_skill values 238/* This function just clears the chosen_skill and range_skill values
281 * in the player. 239 * in the player.
282 */ 240 */
283void 241void
284clear_skill (object *who) 242clear_skill (object *who)
285{ 243{
244 if (who->chosen_skill)
245 {
246 who->chosen_skill->flag [FLAG_APPLIED] = false;
286 who->chosen_skill = 0; 247 who->chosen_skill = 0;
287 CLEAR_FLAG (who, FLAG_READY_SKILL); 248 CLEAR_FLAG (who, FLAG_READY_SKILL);
288
289 if (who->type == PLAYER)
290 { 249 }
291 if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL) 250
292 { 251 if (player *pl = who->contr)
293 who->contr->ranged_skill = 0; 252 if (pl->ranged_ob && pl->ranged_ob->type == SKILL)
294 who->contr->ranged_ob = 0; 253 pl->ranged_ob = 0;
295 }
296 }
297} 254}
298 255
299/* do_skill() - Main skills use function-similar in scope to cast_spell(). 256/* do_skill() - Main skills use function-similar in scope to cast_spell().
300 * We handle all requests for skill use outside of some combat here. 257 * We handle all requests for skill use outside of some combat here.
301 * We require a separate routine outside of fire() so as to allow monsters 258 * We require a separate routine outside of fire() so as to allow monsters
309int 266int
310do_skill (object *op, object *part, object *skill, int dir, const char *string) 267do_skill (object *op, object *part, object *skill, int dir, const char *string)
311{ 268{
312 int success = 0, exp = 0; 269 int success = 0, exp = 0;
313 int did_alc = 0; 270 int did_alc = 0;
314 object *tmp, *next;
315 271
316 if (!skill) 272 if (!skill)
317 return 0; 273 return 0;
318 274
319 /* The code below presumes that the skill points to the object that 275 /* The code below presumes that the skill points to the object that
321 * go and try to find the actual real skill pointer, and if the 277 * go and try to find the actual real skill pointer, and if the
322 * the player doesn't have a bucket for that, create one. 278 * the player doesn't have a bucket for that, create one.
323 */ 279 */
324 if (skill->type != SKILL && op->type == PLAYER) 280 if (skill->type != SKILL && op->type == PLAYER)
325 { 281 {
326 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 282 for (object *tmp = op->inv; tmp; tmp = tmp->below)
327 if (tmp->type == SKILL && tmp->skill == skill->skill) 283 if (tmp->type == SKILL && tmp->skill == skill->skill)
328 break; 284 {
285 skill = tmp;
286 goto found;
287 }
329 288
330 if (!tmp)
331 tmp = give_skill_by_name (op, skill->skill); 289 skill = give_skill_by_name (op, skill->skill);
332 290found: ;
333 skill = tmp;
334 } 291 }
335 292
336 // skill, by_whom, on_which_object, which direction, skill_argument 293 // skill, by_whom, on_which_object, which direction, skill_argument
337 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 294 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
338 return 0; 295 return 0;
443 case SK_LITERACY: 400 case SK_LITERACY:
444 case SK_WOODSMAN: 401 case SK_WOODSMAN:
445 /* first, we try to find a cauldron, and do the alchemy thing. 402 /* first, we try to find a cauldron, and do the alchemy thing.
446 * failing that, we go and identify stuff. 403 * failing that, we go and identify stuff.
447 */ 404 */
448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) 405 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
449 { 406 {
450 next = tmp->above; 407 next = tmp->above;
451 408
452 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 409 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
453 { 410 {
514 * If certain skills should take more/less time, that should be 471 * If certain skills should take more/less time, that should be
515 * in the code for the skill itself. 472 * in the code for the skill itself.
516 */ 473 */
517 474
518 if (op->type == PLAYER) 475 if (op->type == PLAYER)
519 op->speed_left -= 1.0; 476 op->speed_left -= 1.f;
520 477
521 /* this is a good place to add experience for successfull use of skills. 478 /* this is a good place to add experience for successfull use of skills.
522 * Note that add_exp() will figure out player/monster experience 479 * Note that add_exp() will figure out player/monster experience
523 * gain problems. 480 * gain problems.
524 */ 481 */
653 * player learns the skill, 2 otherwise. 610 * player learns the skill, 2 otherwise.
654 */ 611 */
655int 612int
656learn_skill (object *pl, object *scroll) 613learn_skill (object *pl, object *scroll)
657{ 614{
658 object *tmp;
659
660 if (!scroll->skill) 615 if (!scroll->skill)
661 { 616 {
662 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 617 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
663 return 2; 618 return 2;
664 } 619 }
665 620
666 /* can't use find_skill_by_name because we want skills the player knows 621 object *tmp = find_skill (pl, scroll->skill);
667 * but can't use natively.
668 */
669
670 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
671 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
672 break;
673 622
674 /* player already knows it */ 623 /* player already knows it */
675 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 624 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
676 return 0; 625 return 0;
677 626
695 link_player_skills (pl); 644 link_player_skills (pl);
696 return 1; 645 return 1;
697} 646}
698 647
699/* Gives a percentage clipped to 0% -> 100% of a/b. */ 648/* Gives a percentage clipped to 0% -> 100% of a/b. */
700
701/* Probably belongs in some global utils-type file? */ 649/* Probably belongs in some global utils-type file? */
702static int 650static int
703clipped_percent (sint64 a, sint64 b) 651clipped_percent (sint64 a, sint64 b)
704{ 652{
705 int rv; 653 int rv;
798 * direction that the user is facing. Returns false if we are unable to 746 * direction that the user is facing. Returns false if we are unable to
799 * change to the requested skill, or were unable to use the skill properly. 747 * change to the requested skill, or were unable to use the skill properly.
800 * This is tricky because skills can have spaces. We basically roll 748 * This is tricky because skills can have spaces. We basically roll
801 * our own find_skill_by_name so we can try to do better string matching. 749 * our own find_skill_by_name so we can try to do better string matching.
802 */ 750 */
803
804int 751int
805use_skill (object *op, const char *string) 752use_skill (object *op, const char *string)
806{ 753{
807 object *skop; 754 object *skop;
808 size_t len; 755 size_t len;
809 756
810 if (!string) 757 if (!string)
811 return 0; 758 return 0;
812 759
813 for (skop = op->inv; skop != NULL; skop = skop->below) 760 for (skop = op->inv; skop; skop = skop->below)
814 { 761 {
762 if (skop->type == SKILL
815 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 763 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
816 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 764 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
817 break; 765 break;
766 else if (skop->type == SKILL_TOOL
818 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 767 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
819 break; 768 break;
820 } 769 }
770
821 if (!skop) 771 if (!skop)
822 { 772 {
823 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 773 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
824 return 0; 774 return 0;
825 } 775 }
830 * options given to the skill. Its pretty simple - if there 780 * options given to the skill. Its pretty simple - if there
831 * are extra parameters (as deteremined by string length), we 781 * are extra parameters (as deteremined by string length), we
832 * want to skip over any leading spaces. 782 * want to skip over any leading spaces.
833 */ 783 */
834 if (len >= strlen (string)) 784 if (len >= strlen (string))
835 {
836 string = NULL; 785 string = NULL;
837 }
838 else 786 else
839 { 787 {
840 string += len; 788 string += len;
841 while (*string == 0x20) 789 while (*string == 0x20)
842 string++; 790 string++;
791
843 if (strlen (string) == 0) 792 if (strlen (string) == 0)
844 string = NULL; 793 string = NULL;
845 } 794 }
846 795
847#ifdef SKILL_UTIL_DEBUG 796#ifdef SKILL_UTIL_DEBUG
848 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 797 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
849#endif 798#endif
850 799
851 /* Change to the new skill, then execute it. */
852 if (do_skill (op, op, skop, op->facing, string)) 800 if (do_skill (op, op, skop, op->facing, string))
853 return 1; 801 return 1;
854 802
855 return 0; 803 return 0;
856} 804}
892 * is readied either then try to find a skill for the player to use. 840 * is readied either then try to find a skill for the player to use.
893 * it is presumed that if skill is set, it is a valid attack skill (eg, 841 * it is presumed that if skill is set, it is a valid attack skill (eg,
894 * the caller should have set it appropriately). We still want to pass 842 * the caller should have set it appropriately). We still want to pass
895 * through that code if skill is set to change to the skill. 843 * through that code if skill is set to change to the skill.
896 */ 844 */
897 if (op->type == PLAYER) 845 if (player *pl = op->contr)
898 { 846 {
899 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 847 if (!pl->combat_ob)
900 { 848 {
901 if (!skill) 849 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
902 { 850 {
903 /* See if the players chosen skill is a combat skill, and use 851 for (tmp = op->inv; tmp; tmp = tmp->below)
904 * it if appropriate. 852 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
905 */ 853 break;
906 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 854
907 skill = op->chosen_skill; 855 if (!tmp)
908 else
909 { 856 {
910 skill = find_player_hth_skill (op); 857 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
858 return 0;
859 }
911 860
861 pl->combat_ob = tmp;
862 }
863 else
864 {
912 if (!skill) 865 if (!skill)
866 {
867 /* See if the players chosen skill is a combat skill, and use
868 * it if appropriate.
869 */
870 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
871 skill = op->chosen_skill;
872 else
913 { 873 {
874 skill = find_player_hth_skill (op);
875
876 if (!skill)
877 {
914 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 878 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
915 return 0; 879 return 0;
880 }
916 } 881 }
917 } 882 }
883
884 pl->combat_ob = skill;
885 apply_special (op, skill, AP_APPLY);
918 } 886 }
919 887
920 /* now try to ready the new skill */ 888 if (!pl->combat_ob)
921 if (!change_skill (op, skill, 0)) 889 {
922 { /* oh oh, trouble! */ 890 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
923 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
924 return 0; 891 return 0;
925 } 892 }
926 } 893 }
927 else 894
895 if (!op->change_weapon (pl->combat_ob))
896 return 0;
897
898 /* lose invisiblity/hiding status for running attacks */
899 if (pl->tmp_invis)
928 { 900 {
929 /* Seen some crashes below where current_weapon is not set, 901 pl->tmp_invis = 0;
930 * even though the flag says it is. So if current weapon isn't set, 902 op->invisible = 0;
931 * do some work in trying to find the object to use. 903 op->hide = 0;
932 */ 904 update_object (op, UP_OBJ_CHANGE);
933 if (!op->current_weapon)
934 {
935 object *tmp;
936
937 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
938 for (tmp = op->inv; tmp; tmp = tmp->below)
939 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
940 break;
941
942 if (!tmp)
943 {
944 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
945 op->current_weapon = NULL;
946 return 0;
947 }
948 else
949 op->current_weapon = tmp;
950 }
951
952 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
953 } 905 }
954 }
955
956 /* lose invisiblity/hiding status for running attacks */
957
958 if (op->type == PLAYER && op->contr->tmp_invis)
959 {
960 op->contr->tmp_invis = 0;
961 op->invisible = 0;
962 op->hide = 0;
963 update_object (op, UP_OBJ_CHANGE);
964 } 906 }
965 907
966 int success = attack_ob (tmp, op); 908 int success = attack_ob (tmp, op);
967 909
968 /* print appropriate messages to the player */ 910 /* print appropriate messages to the player */
1039 } 981 }
1040 982
1041 return do_skill_attack (tmp, pl, string, skill); 983 return do_skill_attack (tmp, pl, string, skill);
1042} 984}
1043 985
1044
1045/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 986/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1046 987
1047/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 988/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1048 * (attack_hth) we check for weapon use, etc in the second (the new 989 * (attack_hth) we check for weapon use, etc in the second (the new
1049 * function skill_attack() we actually attack. 990 * function skill_attack() we actually attack.
1050 */ 991 */
1051
1052static int 992static int
1053attack_hth (object *pl, int dir, const char *string, object *skill) 993attack_hth (object *pl, int dir, const char *string, object *skill)
1054{ 994{
1055 object *enemy = NULL, *weapon; 995 object *enemy = NULL, *weapon;
1056 996
1065 if (pl->type == PLAYER) 1005 if (pl->type == PLAYER)
1066 { 1006 {
1067 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1007 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1068 esrv_update_item (UPD_FLAGS, pl, weapon); 1008 esrv_update_item (UPD_FLAGS, pl, weapon);
1069 } 1009 }
1010
1070 break; 1011 break;
1071 } 1012 }
1072 } 1013 }
1073 1014
1074 return skill_attack (enemy, pl, dir, string, skill); 1015 return skill_attack (enemy, pl, dir, string, skill);
1094 1035
1095 return 0; 1036 return 0;
1096 } 1037 }
1097 1038
1098 return skill_attack (NULL, op, dir, string, skill); 1039 return skill_attack (NULL, op, dir, string, skill);
1099
1100} 1040}
1041

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