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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 1.96 by root, Wed Apr 14 22:35:41 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 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
59/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
60 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
61 * subtypes. 61 * subtypes.
62 */ 62 */
63void 63void
64init_skills (void) 64init_skills ()
65{ 65{
66 for (archetype *at = first_archetype; at; at = at->next) 66 for_all_archetypes (at)
67 if (at->clone.type == SKILL) 67 if (at->type == SKILL)
68 { 68 {
69 if (skill_names[at->clone.subtype]) 69 if (skill_names[at->subtype])
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->subtype, &skill_names[at->subtype], &at->skill);
72 else 72 else
73 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->subtype] = at->skill;
74 } 74 }
75 75
76 /* This isn't really an error if there is no skill subtype set, but 76 /* This isn't really an error if there is no skill subtype set, but
77 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
78 */ 78 */
85 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
86 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
87 * mostly used for sending exp. 87 * mostly used for sending exp.
88 */ 88 */
89void 89void
90link_player_skills (object *op) 90player::link_skills ()
91{ 91{
92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
94
92 for (object *tmp = op->inv; tmp; tmp = tmp->below) 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
93 if (tmp->type == SKILL) 96 if (tmp->type == SKILL)
94 { 97 {
95 /* This is really a warning, hence no else below */ 98 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
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 99
100 if (tmp->subtype >= NUM_SKILLS) 100 if (last_skill_ob [tmp->subtype] != tmp)
101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
102 else
103 { 101 {
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
104 op->contr->last_skill_ob[tmp->subtype] = tmp; 107 last_skill_ob [tmp->subtype] = tmp;
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 108 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1;
106 } 110 }
107 } 111 }
108} 112}
109 113
114static object *
115find_skill (object *who, shstr_cmp name)
116{
117 if (who->chosen_skill
118 && who->chosen_skill->skill == name
119 && who->chosen_skill->type == SKILL)
120 return who->chosen_skill;
121
122 for (object *tmp = who->inv; tmp; tmp = tmp->below)
123 if (tmp->skill == name && tmp->type == SKILL)
124 return splay (tmp);
125
126 return 0;
127}
128
129object *
130player::find_skill (shstr_cmp name) const
131{
132 // might want to use last_skill_obj at one point, or maybe not
133 return ::find_skill (ob, name);
134}
135
110/* This returns the skill pointer of the given name (the 136/* This returns the skill pointer of the given name (the
111 * one that accumlates exp, has the level, etc). 137 * one that accumulates exp, has the level, etc).
112 * 138 *
113 * It is presumed that the player will be needing to actually 139 * 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 140 * use the skill, so thus if use of the skill requires a skill
115 * tool, this code will equip it. 141 * tool, this code will equip it.
116 */ 142 */
117object * 143object *
118find_skill_by_name (object *who, const char *name) 144find_skill_by_name (object *who, shstr_cmp sh)
119{ 145{
120 object *skill = NULL, *skill_tool = NULL, *tmp; 146 object *skill_tool = 0;
121 147
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) 148 for (object *tmp = who->inv; tmp; tmp = tmp->below)
149 if (tmp->skill == sh)
130 { 150 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 151 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
132 skill = tmp; 152 /* If this is a skill that can be used without applying tool, return it */
133 153 return splay (tmp);
134 /* Try to find appropriate skilltool. If the player has one already 154 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one. 155 * applied, we try to keep using that one.
136 */ 156 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 157 else if (tmp->type == SKILL_TOOL && !skill_tool)
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp; 158 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 } 159 }
144 } 160
145 /* If this is a skill that can be used without a tool, return it */ 161 if (!skill_tool)
146 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
147 return skill; 162 return 0;
148 163
149 /* Player has a tool to use the skill. IF not applied, apply it - 164 /* 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 165 * if not successful, return null. If they do have the skill tool
151 * but not the skill itself, give it to them. 166 * but not the skill itself, give it to them.
152 */ 167 */
153 if (skill_tool) 168 object *skill = who->give_skill (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 }
160 169
161 if (!skill) 170 if (!skill_tool->flag [FLAG_APPLIED])
162 { 171 if (!who->apply (splay (skill_tool)))
163 skill = give_skill_by_name (who, skill_tool->skill);
164 link_player_skills (who);
165 }
166
167 return skill; 172 return 0;
168 }
169 173
174 return splay (skill);
175}
176
177object *
178find_skill_by_name_fuzzy (object *who, const char *name)
179{
180 if (name)
181 for (object *tmp = who->inv; tmp; tmp = tmp->below)
182 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
183 && tmp->skill.starts_with (name))
184 if (object *skop = find_skill_by_name (who, tmp->skill))
185 return skop;
186
170 return NULL; 187 return 0;
171} 188}
172
173 189
174/* This returns the skill pointer of the given name (the 190/* This returns the skill pointer of the given name (the
175 * one that accumlates exp, has the level, etc). 191 * one that accumulates exp, has the level, etc).
176 * 192 *
177 * It is presumed that the player will be needing to actually 193 * 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 194 * use the skill, so thus if use of the skill requires a skill
179 * tool, this code will equip it. 195 * tool, this code will equip it.
180 * 196 *
183 * this replaces find_skill. 199 * this replaces find_skill.
184 */ 200 */
185object * 201object *
186find_skill_by_number (object *who, int skillno) 202find_skill_by_number (object *who, int skillno)
187{ 203{
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) 204 for (object *tmp = who->inv; tmp; tmp = tmp->below)
194 {
195 if (tmp->type == SKILL && tmp->subtype == skillno) 205 if (tmp->type == SKILL && tmp->subtype == skillno)
196 skill = tmp; 206 if (object *skop = find_skill_by_name (who, tmp->skill))
207 return skop;
197 208
198 /* Try to find appropriate skilltool. If the player has one already 209 return 0;
199 * applied, we try to keep using that one. 210}
200 */ 211
201 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) 212object *
202 { 213object::give_skill (shstr_cmp name, bool can_use)
203 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 214{
204 skill_tool = tmp; 215 object *skill = find_skill (this, name);
205 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 216
206 skill_tool = tmp; 217 if (!skill)
207 } 218 skill = give_skill_by_name (this, name);
208 } 219
209 /* If this is a skill that can be used without a tool, return it */ 220 if (skill && can_use)
210 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 221 skill->flag [FLAG_CAN_USE_SKILL] = true;
222
211 return skill; 223 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;
232 }
233
234 return NULL;
235}
236
237/* This changes the objects 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
247 */
248int
249change_skill (object *who, object *new_skill, int flag)
250{
251 int old_range;
252
253 if (who->type != PLAYER)
254 return 0;
255
256 player *pl = who->contr;
257
258 if (pl->ranged_skill && pl->ranged_skill == new_skill)
259 return 1;
260
261 if (!new_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 }
269
270 // move skill to front, so it will be preferred next time
271 new_skill->remove ();
272 who->insert (new_skill);
273
274 if (apply_special (who, new_skill, AP_APPLY))
275 return 0;
276
277 return 1;
278}
279
280/* This function just clears the chosen_skill and range_skill values
281 * in the player.
282 */
283void
284clear_skill (object *who)
285{
286 who->chosen_skill = 0;
287 CLEAR_FLAG (who, FLAG_READY_SKILL);
288
289 if (who->type == PLAYER)
290 {
291 if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL)
292 {
293 who->contr->ranged_skill = 0;
294 who->contr->ranged_ob = 0;
295 }
296 }
297} 224}
298 225
299/* do_skill() - Main skills use function-similar in scope to cast_spell(). 226/* 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. 227 * 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 228 * We require a separate routine outside of fire() so as to allow monsters
308 */ 235 */
309int 236int
310do_skill (object *op, object *part, object *skill, int dir, const char *string) 237do_skill (object *op, object *part, object *skill, int dir, const char *string)
311{ 238{
312 int success = 0, exp = 0; 239 int success = 0, exp = 0;
313 int did_alc = 0;
314 object *tmp, *next;
315 240
316 if (!skill) 241 if (!skill)
317 return 0; 242 return 0;
318 243
319 /* The code below presumes that the skill points to the object that 244 /* 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 246 * 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. 247 * the player doesn't have a bucket for that, create one.
323 */ 248 */
324 if (skill->type != SKILL && op->type == PLAYER) 249 if (skill->type != SKILL && op->type == PLAYER)
325 { 250 {
326 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 251 for (object *tmp = op->inv; tmp; tmp = tmp->below)
327 if (tmp->type == SKILL && tmp->skill == skill->skill) 252 if (tmp->type == SKILL && tmp->skill == skill->skill)
328 break; 253 {
254 skill = tmp;
255 goto found;
256 }
329 257
330 if (!tmp)
331 tmp = give_skill_by_name (op, skill->skill); 258 skill = give_skill_by_name (op, skill->skill);
332 259found: ;
333 skill = tmp;
334 } 260 }
335 261
336 // skill, by_whom, on_which_object, which direction, skill_argument 262 // 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))) 263 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
338 return 0; 264 return 0;
343 /* Not 100% sure if this will work with new movement code - 269 /* Not 100% sure if this will work with new movement code -
344 * the levitation skill has move_type for flying, so when 270 * the levitation skill has move_type for flying, so when
345 * equipped, that should transfer to player, when not, 271 * equipped, that should transfer to player, when not,
346 * shouldn't. 272 * shouldn't.
347 */ 273 */
348 if (QUERY_FLAG (skill, FLAG_APPLIED)) 274 if (skill->flag [FLAG_APPLIED])
349 { 275 {
350 CLEAR_FLAG (skill, FLAG_APPLIED); 276 skill->clr_flag (FLAG_APPLIED);
351 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 277 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
352 } 278 }
353 else 279 else
354 { 280 {
355 SET_FLAG (skill, FLAG_APPLIED); 281 skill->set_flag (FLAG_APPLIED);
356 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 282 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
357 } 283 }
358 284
359 op->update_stats (); 285 op->update_stats ();
360 success = 1; 286 success = 1;
361 break; 287 break;
371 case SK_HIDING: 297 case SK_HIDING:
372 exp = success = hide (op, skill); 298 exp = success = hide (op, skill);
373 break; 299 break;
374 300
375 case SK_JUMPING: 301 case SK_JUMPING:
376 success = jump (op, dir, skill); 302 exp = success = jump (op, dir, skill);
377 break; 303 break;
378 304
379 case SK_INSCRIPTION: 305 case SK_INSCRIPTION:
380 exp = success = write_on_item (op, string, skill); 306 exp = success = write_on_item (op, string, skill);
381 break; 307 break;
443 case SK_LITERACY: 369 case SK_LITERACY:
444 case SK_WOODSMAN: 370 case SK_WOODSMAN:
445 /* first, we try to find a cauldron, and do the alchemy thing. 371 /* first, we try to find a cauldron, and do the alchemy thing.
446 * failing that, we go and identify stuff. 372 * failing that, we go and identify stuff.
447 */ 373 */
374 {
375 bool found_cauldron = false;
376
448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) 377 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
449 { 378 {
450 next = tmp->above; 379 next = tmp->above;
451 380
452 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 381 if (tmp->flag [FLAG_IS_CAULDRON])
453 { 382 {
383 found_cauldron = true;
384
385 if (tmp->skill != skill->skill)
386 {
387 op->failmsgf ("You can't use the %s with the %s skill!",
388 query_name (tmp),
389 query_name (skill));
390 break;
391 }
392
454 attempt_do_alchemy (op, tmp); 393 attempt_do_alchemy (op, tmp, skill);
455 394
456 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 395 if (tmp->flag [FLAG_APPLIED])
457 esrv_send_inventory (op, tmp); 396 esrv_send_inventory (op, tmp);
458
459 did_alc = 1;
460 } 397 }
461 } 398 }
462 399
463 if (did_alc == 0) 400 if (!found_cauldron)
464 exp = success = skill_ident (op, skill); 401 exp = success = skill_ident (op, skill);
465 402 }
466 break; 403 break;
467 404
468 case SK_DET_MAGIC: 405 case SK_DET_MAGIC:
469 case SK_DET_CURSE: 406 case SK_DET_CURSE:
470 exp = success = skill_ident (op, skill); 407 exp = success = skill_ident (op, skill);
501 case SK_SUMMONING: 438 case SK_SUMMONING:
502 case SK_CLIMBING: 439 case SK_CLIMBING:
503 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 440 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
504 break; 441 break;
505 442
443 case SK_MINING:
444 success = skill_mining (op, part, skill, dir, string);
445 break;
446
506 default: 447 default:
507 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 448 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
508 break; 449 break;
509 } 450 }
510 451
512 * Monsters have no skill use time because of the random nature in 453 * Monsters have no skill use time because of the random nature in
513 * which use_monster_skill is called already simulates this. 454 * which use_monster_skill is called already simulates this.
514 * If certain skills should take more/less time, that should be 455 * If certain skills should take more/less time, that should be
515 * in the code for the skill itself. 456 * in the code for the skill itself.
516 */ 457 */
517
518 if (op->type == PLAYER) 458 if (op->type == PLAYER)
519 op->speed_left -= 1.0; 459 op->speed_left -= 1.f;
520 460
521 /* this is a good place to add experience for successfull use of skills. 461 /* this is a good place to add experience for successfull use of skills.
522 * Note that add_exp() will figure out player/monster experience 462 * Note that add_exp() will figure out player/monster experience
523 * gain problems. 463 * gain problems.
524 */ 464 */
570 * If an object is not alive and magical we set the base exp higher to 510 * If an object is not alive and magical we set the base exp higher to
571 * help out exp awards for skill_ident skills. Also, if 511 * help out exp awards for skill_ident skills. Also, if
572 * an item is type RUNE, we give out exp based on stats.Cha 512 * an item is type RUNE, we give out exp based on stats.Cha
573 * and level (this was the old system) -b.t. 513 * and level (this was the old system) -b.t.
574 */ 514 */
575
576 if (!op) 515 if (!op)
577 { /* no item/creature */ 516 { /* no item/creature */
578 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 517 op_lvl = max (1, who->map->difficulty);
579 op_exp = 0; 518 op_exp = 0;
580 } 519 }
581 else if (op->type == RUNE || op->type == TRAP) 520 else if (op->type == RUNE || op->type == TRAP)
582 { /* all traps. If stats.Cha > 1 we use that 521 { /* all traps. If stats.Cha > 1 we use that
583 * for the amount of experience */ 522 * for the amount of experience */
586 } 525 }
587 else 526 else
588 { /* all other items/living creatures */ 527 { /* all other items/living creatures */
589 op_exp = op->stats.exp; 528 op_exp = op->stats.exp;
590 op_lvl = op->level; 529 op_lvl = op->level;
591 if (!QUERY_FLAG (op, FLAG_ALIVE)) 530 if (!op->flag [FLAG_ALIVE])
592 { /* for ident/make items */ 531 op_lvl += 5 * abs (op->magic); /* for ident/make items */
593 op_lvl += 5 * abs (op->magic);
594 }
595 } 532 }
596 533
597 if (op_lvl < 1) 534 if (op_lvl < 1)
598 op_lvl = 1; 535 op_lvl = 1;
599 536
607 /* if skill really is a skill, then we can look at the skill archetype for 544 /* if skill really is a skill, then we can look at the skill archetype for
608 * bse reward value (exp) and level multiplier factor. 545 * bse reward value (exp) and level multiplier factor.
609 */ 546 */
610 if (skill->type == SKILL) 547 if (skill->type == SKILL)
611 { 548 {
612 base += skill->arch->clone.stats.exp; 549 base += skill->arch->stats.exp;
613 if (settings.simple_exp) 550 if (settings.simple_exp)
614 { 551 {
615 if (skill->arch->clone.level) 552 if (skill->arch->level)
616 lvl_mult = (float) skill->arch->clone.level / 100.0; 553 lvl_mult = (float) skill->arch->level / 100.0;
617 else 554 else
618 lvl_mult = 1.0; /* no adjustment */ 555 lvl_mult = 1.0; /* no adjustment */
619 } 556 }
620 else 557 else
621 { 558 {
622 if (skill->level) 559 if (skill->level)
623 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 560 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
624 else 561 else
625 lvl_mult = 1.0; 562 lvl_mult = 1.0;
626 } 563 }
627 } 564 }
628 else 565 else
629 { 566 {
630 /* Don't divide by zero here! */ 567 /* Don't divide by zero here! */
631 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 568 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
632 } 569 }
633 } 570 }
634 571
635 /* assemble the exp total, and return value */ 572 /* assemble the exp total, and return value */
636 573
653 * player learns the skill, 2 otherwise. 590 * player learns the skill, 2 otherwise.
654 */ 591 */
655int 592int
656learn_skill (object *pl, object *scroll) 593learn_skill (object *pl, object *scroll)
657{ 594{
658 object *tmp;
659
660 if (!scroll->skill) 595 if (!scroll->skill)
661 { 596 {
662 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 597 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
663 return 2; 598 return 2;
664 } 599 }
665 600
666 /* can't use find_skill_by_name because we want skills the player knows 601 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;
673 602
674 /* player already knows it */ 603 /* player already knows it */
675 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 604 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
676 return 0; 605 return 0;
677 606
678 /* now a random change to learn, based on player Int. 607 /* now a random change to learn, based on player Int.
679 * give bonus based on level - otherwise stupid characters 608 * give bonus based on level - otherwise stupid characters
680 * might never be able to learn anything. 609 * might never be able to learn anything.
689 { 618 {
690 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 619 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
691 return 2; 620 return 2;
692 } 621 }
693 622
694 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 623 tmp->set_flag (FLAG_CAN_USE_SKILL);
695 link_player_skills (pl); 624
696 return 1; 625 return 1;
697} 626}
698 627
699/* Gives a percentage clipped to 0% -> 100% of a/b. */ 628/* Gives a percentage clipped to 0% -> 100% of a/b. */
700
701/* Probably belongs in some global utils-type file? */ 629/* Probably belongs in some global utils-type file? */
702static int 630static int
703clipped_percent (sint64 a, sint64 b) 631clipped_percent (sint64 a, sint64 b)
704{ 632{
705 int rv; 633 int rv;
725 * Note this function is a bit more complicated becauase we 653 * Note this function is a bit more complicated becauase we
726 * we want ot sort the skills before printing them. If we 654 * we want ot sort the skills before printing them. If we
727 * just dumped this as we found it, this would be a bit 655 * just dumped this as we found it, this would be a bit
728 * simpler. 656 * simpler.
729 */ 657 */
730 658//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
731void 659void
732show_skills (object *op, const char *search) 660show_skills (object *pl, const char *search)
733{ 661{
734 object *tmp = NULL;
735 char buf[MAX_BUF];
736 const char *cp; 662 const char *cp;
737 int i, num_skills_found = 0; 663 int i, num_skills_found = 0;
738 static const char *const periods = "........................................"; 664 const char *const periods = ".............................."; // 30
739 665
740 /* Need to have a pointer and use strdup for qsort to work properly */ 666 /* Need to have a pointer and use strdup for qsort to work properly */
741 char skills[NUM_SKILLS][MAX_BUF]; 667 char skills[NUM_SKILLS][128]; // d'oh
742 668
669 object *op = pl->contr->ob;
743 670
744 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 671 for (object *tmp = op->inv; tmp; tmp = tmp->below)
745 { 672 {
746 if (tmp->type == SKILL) 673 if (tmp->type == SKILL)
747 { 674 {
748 if (search && strstr (tmp->name, search) == NULL) 675 if (search && !tmp->name.contains (search))
749 continue; 676 continue;
677
678 char buf[30];
679
750 /* Basically want to fill this out to 40 spaces with periods */ 680 /* Basically want to fill this out to 30 spaces with periods */
751 sprintf (buf, "%s%s", &tmp->name, periods); 681 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
752 buf[40] = 0;
753 682
754 if (settings.permanent_exp_ratio) 683 if (settings.permanent_exp_ratio)
755 {
756 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 684 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
757 buf, tmp->level, tmp->stats.exp, 685 buf, tmp->level, tmp->stats.exp,
758 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 686 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
759 }
760 else 687 else
761 {
762 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 688 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
763 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 689 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
764 } 690
765 /* I don't know why some characters get a bunch of skills, but 691 /* I don't know why some characters get a bunch of skills, but
766 * it sometimes happens (maybe a leftover from bugier earlier code 692 * it sometimes happens (maybe a leftover from bugier earlier code
767 * and those character are still about). In any case, lets handle 693 * and those character are still about). In any case, lets handle
768 * it so it doesn't crash the server - otherwise, one character may 694 * it so it doesn't crash the server - otherwise, one character may
769 * crash the server numerous times. 695 * crash the server numerous times.
770 */ 696 */
771 if (num_skills_found >= NUM_SKILLS) 697 if (num_skills_found >= NUM_SKILLS)
772 { 698 {
773 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 699 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
774 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 700 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
775 break; 701 break;
776 } 702 }
777 } 703 }
778 } 704 }
779 705
780 clear_win_info (op); 706 dynbuf_text &msg = msg_dynbuf; msg.clear ();
781 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 707
708 msg << "T<Player skills:>\n\n";
782 if (num_skills_found > 1) 709 if (num_skills_found > 1)
783 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 710 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
784 711
785 for (i = 0; i < num_skills_found; i++) 712 for (i = 0; i < num_skills_found; i++)
786 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 713 msg << " C<" << skills [i] << ">\n";
787 714
788 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 715 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
789 716
790 cp = determine_god (op); 717 cp = determine_god (op);
791 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 718 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
792 719
793 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 720 msg << "Your equipped item power is " << (int)op->contr->item_power
794 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 721 << " out of " << int (op->level * settings.item_power_factor)
722 << ".\n";
723
724 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
795} 725}
796 726
797/* use_skill() - similar to invoke command, it executes the skill in the 727/* use_skill() - similar to invoke command, it executes the skill in the
798 * direction that the user is facing. Returns false if we are unable to 728 * 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. 729 * 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 730 * 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. 731 * our own find_skill_by_name so we can try to do better string matching.
802 */ 732 */
803
804int 733int
805use_skill (object *op, const char *string) 734use_skill (object *op, const char *string)
806{ 735{
807 object *skop; 736 object *skop;
808 size_t len; 737 size_t len;
809 738
810 if (!string) 739 if (!string)
811 return 0; 740 return 0;
812 741
813 for (skop = op->inv; skop != NULL; skop = skop->below) 742 for (skop = op->inv; skop; skop = skop->below)
814 { 743 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
815 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
816 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 744 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
745 {
746 skop = find_skill_by_name (op, skop->skill);
817 break; 747 break;
818 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
819 break;
820 } 748 }
749
821 if (!skop) 750 if (!skop)
822 { 751 {
823 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 752 op->failmsgf ("Unable to find skill %s.", string);
753 return 0;
754 }
755
756 if (!(skill_flags [skop->subtype] & SF_USE))
757 {
758 op->failmsgf (
759 "You feel as if you wanted to do something funny, but you can't remember what. "
760 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
761 "use it with some item, or it's always active.>",
762 &skop->skill
763 );
824 return 0; 764 return 0;
825 } 765 }
826 766
827 len = strlen (skop->skill); 767 len = strlen (skop->skill);
828 768
830 * options given to the skill. Its pretty simple - if there 770 * options given to the skill. Its pretty simple - if there
831 * are extra parameters (as deteremined by string length), we 771 * are extra parameters (as deteremined by string length), we
832 * want to skip over any leading spaces. 772 * want to skip over any leading spaces.
833 */ 773 */
834 if (len >= strlen (string)) 774 if (len >= strlen (string))
835 {
836 string = NULL; 775 string = NULL;
837 }
838 else 776 else
839 { 777 {
840 string += len; 778 string += len;
841 while (*string == 0x20) 779 while (*string == 0x20)
842 string++; 780 string++;
781
843 if (strlen (string) == 0) 782 if (strlen (string) == 0)
844 string = NULL; 783 string = NULL;
845 } 784 }
846 785
847#ifdef SKILL_UTIL_DEBUG 786#ifdef SKILL_UTIL_DEBUG
848 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 787 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
849#endif 788#endif
850 789
851 /* Change to the new skill, then execute it. */
852 if (do_skill (op, op, skop, op->facing, string)) 790 if (do_skill (op, op, skop, op->facing, string))
853 return 1; 791 return 1;
854 792
855 return 0; 793 return 0;
856} 794}
857 795
858static bool 796static bool
859hth_skill_p (object *skill) 797hth_skill_p (object *skill)
860{ 798{
861 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 799 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
862} 800}
863 801
864/* This finds the first unarmed skill the player has, and returns it. 802/* This finds the first unarmed skill the player has, and returns it.
865 */ 803 */
866static object * 804static object *
867find_player_hth_skill (object *op) 805find_player_hth_skill (object *op)
868{ 806{
869 for (object *tmp = op->inv; tmp; tmp = tmp->below) 807 for (object *tmp = op->inv; tmp; tmp = tmp->below)
870 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 808 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
871 return tmp; 809 return tmp;
872 810
873 return 0; 811 return 0;
874} 812}
875 813
892 * is readied either then try to find a skill for the player to use. 830 * 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, 831 * 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 832 * 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. 833 * through that code if skill is set to change to the skill.
896 */ 834 */
897 if (op->type == PLAYER) 835 if (player *pl = op->contr)
898 { 836 {
899 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 837 if (skill)
900 { 838 {
901 if (!skill) 839 if (!op->apply (skill))
902 {
903 /* See if the players chosen skill is a combat skill, and use
904 * it if appropriate.
905 */
906 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
907 skill = op->chosen_skill;
908 else
909 {
910 skill = find_player_hth_skill (op);
911
912 if (!skill)
913 {
914 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
915 return 0;
916 }
917 }
918 }
919
920 /* now try to ready the new skill */
921 if (!change_skill (op, skill, 0))
922 { /* oh oh, trouble! */
923 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
924 return 0; 840 return 0;
925 }
926 } 841 }
927 else 842 else
928 { 843 {
929 /* Seen some crashes below where current_weapon is not set, 844 if (!pl->combat_ob)
930 * even though the flag says it is. So if current weapon isn't set,
931 * do some work in trying to find the object to use.
932 */
933 if (!op->current_weapon)
934 { 845 {
935 object *tmp; 846 if (op->flag [FLAG_READY_WEAPON])
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 { 847 {
848 for (tmp = op->inv; tmp; tmp = tmp->below)
849 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
850 break;
851
852 if (!tmp)
944 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 853 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
945 op->current_weapon = NULL; 854
855 pl->combat_ob = tmp;
856 }
857
858 if (!pl->combat_ob)
859 {
860 /* See if the players chosen skill is a combat skill, and use
861 * it if appropriate.
862 */
863 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
864 skill = op->chosen_skill;
865 else
866 {
867 skill = find_player_hth_skill (op);
868
869 if (!skill)
870 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
871 }
872
873 op->apply (skill);
874 }
875
876 if (!pl->combat_ob)
877 {
878 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
946 return 0; 879 return 0;
947 } 880 }
948 else
949 op->current_weapon = tmp;
950 } 881 }
951 882
952 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 883 if (!op->apply (pl->combat_ob))
884 return 0;
953 } 885 }
954 }
955 886
956 /* lose invisiblity/hiding status for running attacks */ 887 /* lose invisiblity/hiding status for running attacks */
957 888 if (pl->tmp_invis)
958 if (op->type == PLAYER && op->contr->tmp_invis) 889 {
959 {
960 op->contr->tmp_invis = 0; 890 pl->tmp_invis = 0;
961 op->invisible = 0; 891 op->invisible = 0;
962 op->hide = 0; 892 op->flag [FLAG_HIDDEN] = 0;
963 update_object (op, UP_OBJ_CHANGE); 893 update_object (op, UP_OBJ_CHANGE);
894 }
964 } 895 }
965 896
966 int success = attack_ob (tmp, op); 897 int success = attack_ob (tmp, op);
967 898
968 /* print appropriate messages to the player */ 899 /* print appropriate messages to the player */
969 900
970 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 901 if (success && string && tmp && !tmp->flag [FLAG_FREED])
971 { 902 {
972 if (op->type == PLAYER) 903 if (op->type == PLAYER)
973 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 904 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
974 else if (tmp->type == PLAYER) 905 else if (tmp->type == PLAYER)
975 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 906 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
978 return success; 909 return success;
979} 910}
980 911
981/* skill_attack() - Core routine for use when we attack using a skills 912/* skill_attack() - Core routine for use when we attack using a skills
982 * system. In essence, this code handles 913 * system. In essence, this code handles
983 * all skill-based attacks, ie hth, missile and melee weapons should be 914 * all skill-based attacks, i.e. hth, missile and melee weapons should be
984 * treated here. If an opponent is already supplied by move_player(), 915 * treated here. If an opponent is already supplied by move_player(),
985 * we move right onto do_skill_attack(), otherwise we find if an 916 * we move right onto do_skill_attack(), otherwise we find if an
986 * appropriate opponent exists. 917 * appropriate opponent exists.
987 * 918 *
988 * This is called by move_player() and attack_hth() 919 * This is called by move_player() and attack_hth()
1018 /* space must be blocked for there to be anything interesting to do */ 949 /* space must be blocked for there to be anything interesting to do */
1019 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 950 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1020 return 0; 951 return 0;
1021 952
1022 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) 953 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1023 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 954 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
1024 { 955 {
1025 /* Don't attack party members */ 956 /* Don't attack party members */
1026 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 957 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1027 return 0; 958 return 0;
1028 959
1039 } 970 }
1040 971
1041 return do_skill_attack (tmp, pl, string, skill); 972 return do_skill_attack (tmp, pl, string, skill);
1042} 973}
1043 974
1044
1045/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 975/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1046 976
1047/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 977/* 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 978 * (attack_hth) we check for weapon use, etc in the second (the new
1049 * function skill_attack() we actually attack. 979 * function skill_attack() we actually attack.
1050 */ 980 */
1051
1052static int 981static int
1053attack_hth (object *pl, int dir, const char *string, object *skill) 982attack_hth (object *pl, int dir, const char *string, object *skill)
1054{ 983{
1055 object *enemy = NULL, *weapon; 984 object *enemy = NULL, *weapon;
1056 985
1057 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 986 if (pl->flag [FLAG_READY_WEAPON])
1058 for (weapon = pl->inv; weapon; weapon = weapon->below) 987 for (weapon = pl->inv; weapon; weapon = weapon->below)
1059 { 988 {
1060 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 989 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1061 { 990 {
1062 CLEAR_FLAG (weapon, FLAG_APPLIED); 991 weapon->clr_flag (FLAG_APPLIED);
1063 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 992 pl->clr_flag (FLAG_READY_WEAPON);
1064 pl->update_stats (); 993 pl->update_stats ();
1065 if (pl->type == PLAYER) 994 if (pl->type == PLAYER)
1066 { 995 {
1067 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 996 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1068 esrv_update_item (UPD_FLAGS, pl, weapon); 997 esrv_update_item (UPD_FLAGS, pl, weapon);
1069 } 998 }
999
1070 break; 1000 break;
1071 } 1001 }
1072 } 1002 }
1073 1003
1074 return skill_attack (enemy, pl, dir, string, skill); 1004 return skill_attack (enemy, pl, dir, string, skill);
1085 */ 1015 */
1086static int 1016static int
1087attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1017attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1088{ 1018{
1089 1019
1090 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1020 if (!op->flag [FLAG_READY_WEAPON])
1091 { 1021 {
1092 if (op->type == PLAYER) 1022 if (op->type == PLAYER)
1093 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1023 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1094 1024
1095 return 0; 1025 return 0;
1096 } 1026 }
1097 1027
1098 return skill_attack (NULL, op, dir, string, skill); 1028 return skill_attack (NULL, op, dir, string, skill);
1099
1100} 1029}
1030

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