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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.47 by root, Sun May 13 19:56:57 2007 UTC vs.
Revision 1.109 by root, Sat Nov 17 23:40:04 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25/* Created July 95 to separate skill utilities from actual skills -b.t. */ 26/* Created July 95 to separate skill utilities from actual skills -b.t. */
26 27
27/* Reconfigured skills code to allow linking of skills to experience 28/* Reconfigured skills code to allow linking of skills to experience
51# define def(uc, flags) flags, 52# define def(uc, flags) flags,
52# include "skillinc.h" 53# include "skillinc.h"
53# undef def 54# undef def
54}; 55};
55 56
57vector<object_ptr> skillvec;
58
56static int attack_hth (object *pl, int dir, const char *string, object *skill); 59static int attack_hth (object *pl, int dir, const char *string, object *skill);
57static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 60static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
58 61
59/* init_skills basically just sets up the skill_names table 62/* init_skills basically just sets up the skill_names table
60 * above. The index into the array is set up by the 63 * above. The index into the array is set up by the
61 * subtypes. 64 * subtypes.
62 */ 65 */
63void 66void
64init_skills (void) 67init_skills ()
65{ 68{
66 for (archetype *at = first_archetype; at; at = at->next) 69 // nop
67 if (at->clone.type == SKILL) 70}
71
72void
73add_skill_archetype (object *o)
74{
75 assert (("skill name must equal skill skill", o->name == o->skill));
76
77 for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i)
78 if ((*i)->name == o->name)
68 { 79 {
69 if (skill_names[at->clone.subtype]) 80 // replace existing entry
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 81 SKILL_INDEX (o) = i - skillvec.begin ();
71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 82 *i = o;
72 else 83 return;
73 skill_names[at->clone.subtype] = at->clone.skill;
74 } 84 }
75 85
76 /* This isn't really an error if there is no skill subtype set, but 86 // add new entry
77 * checking for this may catch some user errors. 87 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
78 */ 88 SKILL_INDEX (o) = skillvec.size ();
79 for (int i = 1; i < NUM_SKILLS; i++) 89 skillvec.push_back (o);
80 if (!skill_names[i])
81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
82} 90}
83 91
84/* This function goes through the player inventory and sets 92/* This function goes through the player inventory and sets
85 * up the last_skills[] array in the player object. 93 * up the last_skills[] array in the player object.
86 * the last_skills[] is used to more quickly lookup skills - 94 * the last_skills[] is used to more quickly lookup skills -
87 * mostly used for sending exp. 95 * mostly used for sending exp.
88 */ 96 */
89void 97void
90link_player_skills (object *op) 98player::link_skills ()
91{ 99{
100 for (int i = 0; i < CS_NUM_SKILLS; ++i)
101 last_skill_ob [i] = 0;
102
92 for (object *tmp = op->inv; tmp; tmp = tmp->below) 103 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
93 if (tmp->type == SKILL) 104 if (tmp->type == SKILL)
94 { 105 {
95 /* This is really a warning, hence no else below */ 106 int idx = SKILL_INDEX (tmp);
96 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
99 107
100 if (tmp->subtype >= NUM_SKILLS) 108 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); 109
102 else 110 if (last_skill_ob [idx] != tmp)
103 { 111 {
104 op->contr->last_skill_ob[tmp->subtype] = tmp; 112 last_skill_ob [idx] = tmp;
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 113 if (ns)
114 ns->last_skill_exp [idx] = -1;
106 } 115 }
107 } 116 }
108} 117}
109 118
119static object *
120find_skill (object *who, shstr_cmp name)
121{
122 if (who->chosen_skill
123 && who->chosen_skill->skill == name
124 && who->chosen_skill->type == SKILL)
125 return who->chosen_skill;
126
127 for (object *tmp = who->inv; tmp; tmp = tmp->below)
128 if (tmp->skill == name && tmp->type == SKILL)
129 return splay (tmp);
130
131 return 0;
132}
133
134object *
135player::find_skill (shstr_cmp name) const
136{
137 // might want to use last_skill_obj at one point, or maybe not
138 return ::find_skill (ob, name);
139}
140
110/* This returns the skill pointer of the given name (the 141/* This returns the skill pointer of the given name (the
111 * one that accumlates exp, has the level, etc). 142 * one that accumulates exp, has the level, etc).
112 * 143 *
113 * It is presumed that the player will be needing to actually 144 * 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 145 * use the skill, so thus if use of the skill requires a skill
115 * tool, this code will equip it. 146 * tool, this code will equip it.
116 */ 147 */
117object * 148object *
118find_skill_by_name (object *who, const char *name) 149find_skill_by_name (object *who, shstr_cmp sh)
119{ 150{
120 if (!name) 151 object *skill_tool = 0;
152
153 for (object *tmp = who->inv; tmp; tmp = tmp->below)
154 if (tmp->skill == sh)
155 {
156 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
157 /* If this is a skill that can be used without applying tool, return it */
158 return splay (tmp);
159 /* Try to find appropriate skilltool. If the player has one already
160 * applied, we try to keep using that one.
161 */
162 else if (tmp->type == SKILL_TOOL && !skill_tool)
163 skill_tool = tmp;
164 }
165
166 if (!skill_tool)
121 return 0; 167 return 0;
122
123 object *skill = 0, *skill_tool = 0;
124
125 /* We make sure the length of the string in the object is greater
126 * in length than the passed string. Eg, if we have a skill called
127 * 'hi', we don't want to match if the user passed 'high'
128 */
129 for (object *tmp = who->inv; tmp; tmp = tmp->below)
130 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
132 skill = tmp;
133
134 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one.
136 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 }
144 }
145
146 /* If this is a skill that can be used without a tool, return it */
147 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
148 return skill;
149 168
150 /* Player has a tool to use the skill. If not applied, apply it - 169 /* Player has a tool to use the skill. If not applied, apply it -
151 * if not successful, return null. If they do have the skill tool 170 * if not successful, return null. If they do have the skill tool
152 * but not the skill itself, give it to them. 171 * but not the skill itself, give it to them.
153 */ 172 */
154 if (skill_tool) 173 object *skill = who->give_skill (skill_tool->skill);
155 { 174
156 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 175 if (!skill_tool->flag [FLAG_APPLIED])
157 if (apply_special (who, skill_tool, 0)) 176 if (!who->apply (splay (skill_tool)))
158 return 0; 177 return 0;
159 178
160 if (!skill) 179 return splay (skill);
161 { 180}
162 skill = give_skill_by_name (who, skill_tool->skill);
163 link_player_skills (who);
164 }
165 181
182object *
183find_skill_by_name_fuzzy (object *who, const char *name)
184{
185 if (name)
186 for (object *tmp = who->inv; tmp; tmp = tmp->below)
187 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
188 && tmp->skill.starts_with (name))
189 if (object *skop = find_skill_by_name (who, tmp->skill))
166 return skill; 190 return skop;
167 }
168 191
169 return 0; 192 return 0;
170} 193}
171 194
172/* This returns the skill pointer of the given name (the 195/* This returns the skill pointer of the given name (the
173 * one that accumlates exp, has the level, etc). 196 * one that accumulates exp, has the level, etc).
174 * 197 *
175 * It is presumed that the player will be needing to actually 198 * It is presumed that the player will be needing to actually
176 * use the skill, so thus if use of the skill requires a skill 199 * use the skill, so thus if use of the skill requires a skill
177 * tool, this code will equip it. 200 * tool, this code will equip it.
178 * 201 *
179 * This code is basically the same as find_skill_by_name() above, 202 * This code is basically the same as find_skill_by_name() above,
180 * but instead a skill name, we search by matching number. 203 * but instead a skill name, we search by matching number.
181 * this replaces find_skill. 204 * this replaces find_skill.
205 *
206 * MUST NOT BE USED IN NEW CODE! (schmorp)
182 */ 207 */
183object * 208object *
184find_skill_by_number (object *who, int skillno) 209find_skill_by_number (object *who, int skillno)
185{ 210{
186 if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS))
187 return 0;
188
189 object *skill = NULL, *skill_tool = NULL;
190
191 for (object *tmp = who->inv; tmp; tmp = tmp->below) 211 for (object *tmp = who->inv; tmp; tmp = tmp->below)
192 {
193 if (tmp->type == SKILL && tmp->subtype == skillno) 212 if (tmp->type == SKILL && tmp->subtype == skillno)
194 skill = tmp; 213 if (object *skop = find_skill_by_name (who, tmp->skill))
214 return skop;
195 215
196 /* Try to find appropriate skilltool. If the player has one already 216 return 0;
197 * applied, we try to keep using that one. 217}
198 */
199 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
200 {
201 if (QUERY_FLAG (tmp, FLAG_APPLIED))
202 skill_tool = tmp;
203 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
204 skill_tool = tmp;
205 }
206 }
207 218
208 /* If this is a skill that can be used without a tool, return it */ 219object *
209 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 220object::give_skill (shstr_cmp name, bool can_use)
221{
222 object *skill = find_skill (this, name);
223
224 if (!skill)
225 skill = give_skill_by_name (this, name);
226
227 if (skill && can_use)
228 skill->flag [FLAG_CAN_USE_SKILL] = true;
229
210 return skill; 230 return skill;
211
212 /* Player has a tool to use the skill. If not applied, apply it -
213 * if not successful, return null. If they do have the skill tool
214 * but not the skill itself, give it to them.
215 */
216 if (skill_tool)
217 {
218 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
219 {
220 if (apply_special (who, skill_tool, 0))
221 return NULL;
222 }
223
224 if (!skill)
225 {
226 skill = give_skill_by_name (who, skill_tool->skill);
227 link_player_skills (who);
228 }
229
230 return skill;
231 }
232
233 return NULL;
234} 231}
235 232
236/* This changes the objects skill to new_skill.
237 * note that this function doesn't always need to get used -
238 * you can now add skill exp to the player without the chosen_skill being
239 * set. This function is of most interest to players to update
240 * the various range information.
241 * return 1 on success, 0 on error
242 */
243int
244change_skill (object *who, object *new_skill, int flag)
245{
246 if (who->type != PLAYER)
247 return 0;
248
249#if 0
250 // optimise this supposedly common case
251 if (new_skill == who->chosen_skill)
252 return 1;
253#endif
254
255 if (!new_skill)
256 {
257 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
258 who->debug_desc ());
259 return 0;
260 }
261
262 // the skill could be readied already because it is used by a weapon.
263 who->change_weapon (0);
264 new_skill->inv_splay ();
265
266 if (apply_special (who, new_skill, AP_APPLY))
267 return 0;
268
269 return 1;
270}
271
272/* This function just clears the chosen_skill and range_skill values
273 * in the player.
274 */
275void
276clear_skill (object *who)
277{
278 who->chosen_skill = 0;
279 CLEAR_FLAG (who, FLAG_READY_SKILL);
280
281 if (who->type == PLAYER)
282 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
283 who->contr->ranged_ob = 0;
284}
285
286/* do_skill() - Main skills use function-similar in scope to cast_spell(). 233/* do_skill() - Main skills use function-similar in scope to cast_spell().
287 * We handle all requests for skill use outside of some combat here. 234 * We handle all requests for skill use outside of some combat here.
288 * We require a separate routine outside of fire() so as to allow monsters 235 * We require a separate routine outside of fire() so as to allow monsters
289 * to utilize skills. Returns 1 on use of skill, otherwise 0. 236 * to utilize skills. Returns 1 on use of skill, otherwise 0.
290 * This is changed (2002-11-30) from the old method that returned 237 * This is changed (2002-11-30) from the old method that returned
291 * exp - no caller needed that info, but it also prevented the callers 238 * exp - no caller needed that info, but it also prevented the callers
292 * from know if a skill was actually used, as many skills don't 239 * from know if a skill was actually used, as many skills don't
293 * give any exp for their direct use (eg, throwing). 240 * give any exp for their direct use (eg, throwing).
295 */ 242 */
296int 243int
297do_skill (object *op, object *part, object *skill, int dir, const char *string) 244do_skill (object *op, object *part, object *skill, int dir, const char *string)
298{ 245{
299 int success = 0, exp = 0; 246 int success = 0, exp = 0;
300 int did_alc = 0;
301 247
302 if (!skill) 248 if (!skill)
303 return 0; 249 return 0;
304 250
305 /* The code below presumes that the skill points to the object that 251 /* The code below presumes that the skill points to the object that
330 /* Not 100% sure if this will work with new movement code - 276 /* Not 100% sure if this will work with new movement code -
331 * the levitation skill has move_type for flying, so when 277 * the levitation skill has move_type for flying, so when
332 * equipped, that should transfer to player, when not, 278 * equipped, that should transfer to player, when not,
333 * shouldn't. 279 * shouldn't.
334 */ 280 */
335 if (QUERY_FLAG (skill, FLAG_APPLIED)) 281 if (skill->flag [FLAG_APPLIED])
336 { 282 {
337 CLEAR_FLAG (skill, FLAG_APPLIED); 283 skill->clr_flag (FLAG_APPLIED);
338 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 284 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
339 } 285 }
340 else 286 else
341 { 287 {
342 SET_FLAG (skill, FLAG_APPLIED); 288 skill->set_flag (FLAG_APPLIED);
343 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 289 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
344 } 290 }
345 291
346 op->update_stats (); 292 op->update_stats ();
347 success = 1; 293 success = 1;
348 break; 294 break;
358 case SK_HIDING: 304 case SK_HIDING:
359 exp = success = hide (op, skill); 305 exp = success = hide (op, skill);
360 break; 306 break;
361 307
362 case SK_JUMPING: 308 case SK_JUMPING:
363 success = jump (op, dir, skill); 309 exp = success = jump (op, dir, skill);
364 break; 310 break;
365 311
366 case SK_INSCRIPTION: 312 case SK_INSCRIPTION:
367 exp = success = write_on_item (op, string, skill); 313 exp = success = write_on_item (op, string, skill);
368 break; 314 break;
428 case SK_ALCHEMY: 374 case SK_ALCHEMY:
429 case SK_THAUMATURGY: 375 case SK_THAUMATURGY:
430 case SK_LITERACY: 376 case SK_LITERACY:
431 case SK_WOODSMAN: 377 case SK_WOODSMAN:
432 /* first, we try to find a cauldron, and do the alchemy thing. 378 /* first, we try to find a cauldron, and do the alchemy thing.
433 * failing that, we go and identify stuff. 379 * failing that, we go and identify stuff.
434 */ 380 */
381 {
382 bool found_cauldron = false;
383
435 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 384 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
436 { 385 {
437 next = tmp->above; 386 next = tmp->above;
438 387
439 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 388 if (tmp->flag [FLAG_IS_CAULDRON])
440 { 389 {
390 found_cauldron = true;
391
392 if (tmp->skill != skill->skill)
393 {
394 op->failmsgf ("You can't use the %s with the %s skill!",
395 query_name (tmp),
396 query_name (skill));
397 break;
398 }
399
441 attempt_do_alchemy (op, tmp); 400 attempt_do_alchemy (op, tmp, skill);
442 401
443 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 402 if (tmp->flag [FLAG_APPLIED])
444 esrv_send_inventory (op, tmp); 403 esrv_send_inventory (op, tmp);
445
446 did_alc = 1;
447 } 404 }
448 } 405 }
449 406
450 if (did_alc == 0) 407 if (!found_cauldron)
451 exp = success = skill_ident (op, skill); 408 exp = success = skill_ident (op, skill);
452 409 }
453 break; 410 break;
454 411
455 case SK_DET_MAGIC: 412 case SK_DET_MAGIC:
456 case SK_DET_CURSE: 413 case SK_DET_CURSE:
457 exp = success = skill_ident (op, skill); 414 exp = success = skill_ident (op, skill);
488 case SK_SUMMONING: 445 case SK_SUMMONING:
489 case SK_CLIMBING: 446 case SK_CLIMBING:
490 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 447 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
491 break; 448 break;
492 449
450 case SK_MINING:
451 success = skill_mining (op, part, skill, dir, string);
452 break;
453
493 default: 454 default:
494 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 455 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
495 break; 456 break;
496 } 457 }
497 458
498 /* For players we now update the speed_left from using the skill. 459 /* For players we now update the speed_left from using the skill.
499 * Monsters have no skill use time because of the random nature in 460 * Monsters have no skill use time because of the random nature in
500 * which use_monster_skill is called already simulates this. 461 * which use_monster_skill is called already simulates this.
501 * If certain skills should take more/less time, that should be 462 * If certain skills should take more/less time, that should be
502 * in the code for the skill itself. 463 * in the code for the skill itself.
503 */ 464 */
504
505 if (op->type == PLAYER) 465 if (op->type == PLAYER)
506 op->speed_left -= 1.f; 466 op->speed_left -= 1.f;
507 467
508 /* this is a good place to add experience for successfull use of skills. 468 /* this is a good place to add experience for successfull use of skills.
509 * Note that add_exp() will figure out player/monster experience 469 * Note that add_exp() will figure out player/monster experience
555 * non-living magic obj, runes and everything else. 515 * non-living magic obj, runes and everything else.
556 * 516 *
557 * If an object is not alive and magical we set the base exp higher to 517 * If an object is not alive and magical we set the base exp higher to
558 * help out exp awards for skill_ident skills. Also, if 518 * help out exp awards for skill_ident skills. Also, if
559 * an item is type RUNE, we give out exp based on stats.Cha 519 * an item is type RUNE, we give out exp based on stats.Cha
560 * and level (this was the old system) -b.t. 520 * and level (this was the old system) -b.t.
561 */ 521 */
562
563 if (!op) 522 if (!op)
564 { /* no item/creature */ 523 { /* no item/creature */
565 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 524 op_lvl = max (1, who->map->difficulty);
566 op_exp = 0; 525 op_exp = 0;
567 } 526 }
568 else if (op->type == RUNE || op->type == TRAP) 527 else if (op->type == RUNE || op->type == TRAP)
569 { /* all traps. If stats.Cha > 1 we use that 528 { /* all traps. If stats.Cha > 1 we use that
570 * for the amount of experience */ 529 * for the amount of experience */
573 } 532 }
574 else 533 else
575 { /* all other items/living creatures */ 534 { /* all other items/living creatures */
576 op_exp = op->stats.exp; 535 op_exp = op->stats.exp;
577 op_lvl = op->level; 536 op_lvl = op->level;
578 if (!QUERY_FLAG (op, FLAG_ALIVE)) 537 if (!op->flag [FLAG_ALIVE])
579 { /* for ident/make items */ 538 op_lvl += 5 * abs (op->magic); /* for ident/make items */
580 op_lvl += 5 * abs (op->magic);
581 }
582 } 539 }
583 540
584 if (op_lvl < 1) 541 if (op_lvl < 1)
585 op_lvl = 1; 542 op_lvl = 1;
586 543
594 /* if skill really is a skill, then we can look at the skill archetype for 551 /* if skill really is a skill, then we can look at the skill archetype for
595 * bse reward value (exp) and level multiplier factor. 552 * bse reward value (exp) and level multiplier factor.
596 */ 553 */
597 if (skill->type == SKILL) 554 if (skill->type == SKILL)
598 { 555 {
599 base += skill->arch->clone.stats.exp; 556 base += skill->arch->stats.exp;
600 if (settings.simple_exp) 557 if (settings.simple_exp)
601 { 558 {
602 if (skill->arch->clone.level) 559 if (skill->arch->level)
603 lvl_mult = (float) skill->arch->clone.level / 100.0; 560 lvl_mult = (float) skill->arch->level / 100.0;
604 else 561 else
605 lvl_mult = 1.0; /* no adjustment */ 562 lvl_mult = 1.0; /* no adjustment */
606 } 563 }
607 else 564 else
608 { 565 {
609 if (skill->level) 566 if (skill->level)
610 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 567 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
611 else 568 else
612 lvl_mult = 1.0; 569 lvl_mult = 1.0;
613 } 570 }
614 } 571 }
615 else 572 else
616 { 573 {
617 /* Don't divide by zero here! */ 574 /* Don't divide by zero here! */
618 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 575 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
619 } 576 }
620 } 577 }
621 578
622 /* assemble the exp total, and return value */ 579 /* assemble the exp total, and return value */
623 580
632} 589}
633 590
634/* Learn skill. This inserts the requested skill in the player's 591/* Learn skill. This inserts the requested skill in the player's
635 * inventory. The skill field of the scroll should have the 592 * inventory. The skill field of the scroll should have the
636 * exact name of the requested skill. 593 * exact name of the requested skill.
637 * This one actually teaches the player the skill as something 594 * This one actually teaches the player the skill as something
638 * they can equip. 595 * they can equip.
639 * Return 0 if the player knows the skill, 1 if the 596 * Return 0 if the player knows the skill, 1 if the
640 * player learns the skill, 2 otherwise. 597 * player learns the skill, 2 otherwise.
641 */ 598 */
642int 599int
643learn_skill (object *pl, object *scroll) 600learn_skill (object *pl, object *scroll)
644{ 601{
645 object *tmp;
646
647 if (!scroll->skill) 602 if (!scroll->skill)
648 { 603 {
649 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 604 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
650 return 2; 605 return 2;
651 } 606 }
652 607
653 /* can't use find_skill_by_name because we want skills the player knows 608 object *tmp = find_skill (pl, scroll->skill);
654 * but can't use natively.
655 */
656
657 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
658 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
659 break;
660 609
661 /* player already knows it */ 610 /* player already knows it */
662 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 611 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
663 return 0; 612 return 0;
664 613
665 /* now a random change to learn, based on player Int. 614 /* now a random change to learn, based on player Int.
666 * give bonus based on level - otherwise stupid characters 615 * give bonus based on level - otherwise stupid characters
667 * might never be able to learn anything. 616 * might never be able to learn anything.
676 { 625 {
677 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 626 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
678 return 2; 627 return 2;
679 } 628 }
680 629
681 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 630 tmp->set_flag (FLAG_CAN_USE_SKILL);
682 link_player_skills (pl); 631
683 return 1; 632 return 1;
684} 633}
685 634
686/* Gives a percentage clipped to 0% -> 100% of a/b. */ 635/* Gives a percentage clipped to 0% -> 100% of a/b. */
687/* Probably belongs in some global utils-type file? */ 636/* Probably belongs in some global utils-type file? */
699 return 0; 648 return 0;
700 else if (rv > 100) 649 else if (rv > 100)
701 return 100; 650 return 100;
702 651
703 return rv; 652 return rv;
653}
654
655static int
656cmp_skillp (const void *sk1, const void *sk2)
657{
658 return strcmp (&((*(const object **) sk1)->name),
659 &((*(const object **) sk2)->name));
704} 660}
705 661
706/* show_skills() - Meant to allow players to examine 662/* show_skills() - Meant to allow players to examine
707 * their current skill list. 663 * their current skill list.
708 * This shows the amount of exp they have in the skills. 664 * This shows the amount of exp they have in the skills.
709 * we also include some other non skill related info (god, 665 * we also include some other non skill related info (god,
710 * max weapon improvments, item power). 666 * max weapon improvments, item power).
711 * Note this function is a bit more complicated becauase we 667 * Note this function is a bit more complicated because we
712 * we want ot sort the skills before printing them. If we 668 * we want to sort the skills before printing them. If we
713 * just dumped this as we found it, this would be a bit 669 * just dumped this as we found it, this would be a bit
714 * simpler. 670 * simpler.
715 */ 671 */
716
717void 672void
718show_skills (object *op, const char *search) 673show_skills (object *pl, const char *search)
719{ 674{
720 object *tmp = NULL;
721 char buf[MAX_BUF];
722 const char *cp; 675 const char *cp;
723 int i, num_skills_found = 0; 676 int i, num_skills_found = 0;
724 static const char *const periods = "........................................"; 677 object *skills[CS_NUM_SKILLS];
678 object *op = pl->contr->ob;
725 679
726 /* Need to have a pointer and use strdup for qsort to work properly */ 680 /* find the skills */
727 char skills[NUM_SKILLS][MAX_BUF];
728
729
730 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 681 for (object *tmp = op->inv; tmp; tmp = tmp->below)
731 { 682 {
732 if (tmp->type == SKILL) 683 if (tmp->type == SKILL)
733 { 684 {
734 if (search && strstr (tmp->name, search) == NULL) 685 if (search && !tmp->name.contains (search))
735 continue; 686 continue;
736 /* Basically want to fill this out to 40 spaces with periods */
737 sprintf (buf, "%s%s", &tmp->name, periods);
738 buf[40] = 0;
739 687
740 if (settings.permanent_exp_ratio) 688 skills[num_skills_found++] = tmp;
741 { 689
742 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
743 buf, tmp->level, tmp->stats.exp,
744 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
745 }
746 else
747 {
748 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
749 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
750 }
751 /* I don't know why some characters get a bunch of skills, but 690 /* I don't know why some characters get a bunch of skills, but
752 * it sometimes happens (maybe a leftover from bugier earlier code 691 * it sometimes happens (maybe a leftover from bugier earlier code
753 * and those character are still about). In any case, lets handle 692 * and those character are still about). In any case, lets handle
754 * it so it doesn't crash the server - otherwise, one character may 693 * it so it doesn't crash the server - otherwise, one character may
755 * crash the server numerous times. 694 * crash the server numerous times.
756 */ 695 */
757 if (num_skills_found >= NUM_SKILLS) 696 if (num_skills_found >= CS_NUM_SKILLS)
758 { 697 {
759 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 698 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
760 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 699 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
761 break; 700 break;
762 } 701 }
763 } 702 }
764 } 703 }
765 704
766 clear_win_info (op); 705 dynbuf_text &msg = msg_dynbuf; msg.clear ();
767 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 706
707 msg << "T<Player skills:>\n\n";
768 if (num_skills_found > 1) 708 if (num_skills_found > 1)
769 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 709 qsort (skills, num_skills_found, sizeof (skills [0]), cmp_skillp);
770 710
711 char buf[31]; /* +1 for '\0' */
712 const char *const periods = ".............................."; // 30
713
771 for (i = 0; i < num_skills_found; i++) 714 for (i = 0; i < num_skills_found; i++) {
772 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 715 object *tmp = skills[i];
773 716
774 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 717 /* Basically want to fill this out to 30 spaces with periods */
718 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
719
720 msg << " C<";
721
722 if (settings.permanent_exp_ratio)
723 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
724 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul),
725 clipped_percent (tmp->perm_exp, tmp->stats.exp));
726 else
727 msg.printf ("%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
728 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
729
730 msg << ">\n";
731 }
732
733 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
775 734
776 cp = determine_god (op); 735 cp = determine_god (op);
777 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 736 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
778 737
779 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 738 msg << "Your equipped item power is " << (int)op->contr->item_power
780 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 739 << " out of " << int (op->level * settings.item_power_factor)
781} 740 << ".\n";
782 741
742 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
743}
744
783/* use_skill() - similar to invoke command, it executes the skill in the 745/* use_skill() - similar to invoke command, it executes the skill in the
784 * 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
785 * 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.
786 * This is tricky because skills can have spaces. We basically roll 748 * This is tricky because skills can have spaces. We basically roll
787 * 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.
788 */ 750 */
789int 751int
790use_skill (object *op, const char *string) 752use_skill (object *op, const char *string)
791{ 753{
793 size_t len; 755 size_t len;
794 756
795 if (!string) 757 if (!string)
796 return 0; 758 return 0;
797 759
798 for (skop = op->inv; skop != NULL; skop = skop->below) 760 for (skop = op->inv; skop; skop = skop->below)
799 { 761 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
800 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
801 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 762 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
763 {
764 skop = find_skill_by_name (op, skop->skill);
802 break; 765 break;
803 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
804 break;
805 } 766 }
767
806 if (!skop) 768 if (!skop)
807 { 769 {
808 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 770 op->failmsgf ("Unable to find skill %s.", string);
771 return 0;
772 }
773
774 if (!(skill_flags [skop->subtype] & SF_USE))
775 {
776 op->failmsgf (
777 "You feel as if you wanted to do something funny, but you can't remember what. "
778 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
779 "use it with some item, or it's always active.>",
780 &skop->skill
781 );
809 return 0; 782 return 0;
810 } 783 }
811 784
812 len = strlen (skop->skill); 785 len = strlen (skop->skill);
813 786
815 * options given to the skill. Its pretty simple - if there 788 * options given to the skill. Its pretty simple - if there
816 * are extra parameters (as deteremined by string length), we 789 * are extra parameters (as deteremined by string length), we
817 * want to skip over any leading spaces. 790 * want to skip over any leading spaces.
818 */ 791 */
819 if (len >= strlen (string)) 792 if (len >= strlen (string))
820 {
821 string = NULL; 793 string = NULL;
822 }
823 else 794 else
824 { 795 {
825 string += len; 796 string += len;
826 while (*string == 0x20) 797 while (*string == 0x20)
827 string++; 798 string++;
799
828 if (strlen (string) == 0) 800 if (strlen (string) == 0)
829 string = NULL; 801 string = NULL;
830 } 802 }
831 803
832#ifdef SKILL_UTIL_DEBUG 804#ifdef SKILL_UTIL_DEBUG
833 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 805 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
834#endif 806#endif
835 807
836 /* Change to the new skill, then execute it. */
837 if (do_skill (op, op, skop, op->facing, string)) 808 if (do_skill (op, op, skop, op->facing, string))
838 return 1; 809 return 1;
839 810
840 return 0; 811 return 0;
841} 812}
842 813
843static bool 814static bool
844hth_skill_p (object *skill) 815hth_skill_p (object *skill)
845{ 816{
846 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 817 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
847} 818}
848 819
849/* This finds the first unarmed skill the player has, and returns it. 820/* This finds the first unarmed skill the player has, and returns it.
850 */ 821 */
851static object * 822static object *
852find_player_hth_skill (object *op) 823find_player_hth_skill (object *op)
853{ 824{
854 for (object *tmp = op->inv; tmp; tmp = tmp->below) 825 for (object *tmp = op->inv; tmp; tmp = tmp->below)
855 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 826 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
856 return tmp; 827 return tmp;
857 828
858 return 0; 829 return 0;
859} 830}
860 831
879 * the caller should have set it appropriately). We still want to pass 850 * the caller should have set it appropriately). We still want to pass
880 * through that code if skill is set to change to the skill. 851 * through that code if skill is set to change to the skill.
881 */ 852 */
882 if (player *pl = op->contr) 853 if (player *pl = op->contr)
883 { 854 {
884 if (!pl->combat_ob) 855 if (skill)
885 { 856 {
886 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 857 if (!op->apply (skill))
858 return 0;
859 }
860 else
861 {
862 if (!pl->combat_ob)
887 { 863 {
888 for (tmp = op->inv; tmp; tmp = tmp->below) 864 if (op->flag [FLAG_READY_WEAPON])
889 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
890 break;
891
892 if (!tmp)
893 { 865 {
866 for (tmp = op->inv; tmp; tmp = tmp->below)
867 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
868 break;
869
870 if (!tmp)
894 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 871 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
895 return 0; 872
873 pl->combat_ob = tmp;
896 } 874 }
897 875
898 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 876 if (!pl->combat_ob)
899 }
900 else
901 {
902 if (!skill)
903 { 877 {
904 /* See if the players chosen skill is a combat skill, and use 878 /* See if the players chosen skill is a combat skill, and use
905 * it if appropriate. 879 * it if appropriate.
906 */ 880 */
907 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 881 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
909 else 883 else
910 { 884 {
911 skill = find_player_hth_skill (op); 885 skill = find_player_hth_skill (op);
912 886
913 if (!skill) 887 if (!skill)
914 {
915 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 888 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
916 return 0;
917 }
918 } 889 }
890
891 op->apply (skill);
919 } 892 }
920 893
921 /* now try to ready the new skill */ 894 if (!pl->combat_ob)
922 if (!change_skill (op, skill, 0)) 895 {
923 { /* oh oh, trouble! */ 896 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
924 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
925 return 0; 897 return 0;
926 } 898 }
927 } 899 }
928 900
929 if (!pl->combat_ob) 901 if (!op->apply (pl->combat_ob))
902 return 0;
903
904 if (!op->chosen_skill)
930 { 905 {
931 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 906 LOG (llevError, "do_skill_attack: weapon has no skill (%s)", pl->combat_ob->debug_desc ());
907 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "You hit a bug in the server, please contact an admin!");
932 return 0; 908 return 0;
933 } 909 }
934 } 910 }
935
936 if (!op->change_weapon (pl->combat_ob))
937 return 0;
938 911
939 /* lose invisiblity/hiding status for running attacks */ 912 /* lose invisiblity/hiding status for running attacks */
940 if (pl->tmp_invis) 913 if (pl->tmp_invis)
941 { 914 {
942 pl->tmp_invis = 0; 915 pl->tmp_invis = 0;
943 op->invisible = 0; 916 op->invisible = 0;
944 op->hide = 0; 917 op->flag [FLAG_HIDDEN] = 0;
945 update_object (op, UP_OBJ_CHANGE); 918 update_object (op, UP_OBJ_CHANGE);
946 } 919 }
947 } 920 }
948 921
949 int success = attack_ob (tmp, op); 922 int success = attack_ob (tmp, op);
950 923
951 /* print appropriate messages to the player */ 924 /* print appropriate messages to the player */
952 925
953 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 926 if (success && string && tmp && !tmp->flag [FLAG_FREED])
954 { 927 {
955 if (op->type == PLAYER) 928 if (op->type == PLAYER)
956 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 929 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
957 else if (tmp->type == PLAYER) 930 else if (tmp->type == PLAYER)
958 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 931 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
961 return success; 934 return success;
962} 935}
963 936
964/* skill_attack() - Core routine for use when we attack using a skills 937/* skill_attack() - Core routine for use when we attack using a skills
965 * system. In essence, this code handles 938 * system. In essence, this code handles
966 * all skill-based attacks, ie hth, missile and melee weapons should be 939 * all skill-based attacks, i.e. hth, missile and melee weapons should be
967 * treated here. If an opponent is already supplied by move_player(), 940 * treated here. If an opponent is already supplied by move_player(),
968 * we move right onto do_skill_attack(), otherwise we find if an 941 * we move right onto do_skill_attack(), otherwise we find if an
969 * appropriate opponent exists. 942 * appropriate opponent exists.
970 * 943 *
971 * This is called by move_player() and attack_hth() 944 * This is called by move_player() and attack_hth()
980 int mflags; 953 int mflags;
981 954
982 if (!dir) 955 if (!dir)
983 dir = pl->facing; 956 dir = pl->facing;
984 957
985 tx = freearr_x[dir]; 958 tx = DIRX (dir);
986 ty = freearr_y[dir]; 959 ty = DIRY (dir);
987 960
988 /* If we don't yet have an opponent, find if one exists, and attack. 961 /* If we don't yet have an opponent, find if one exists, and attack.
989 * Legal opponents are the same as outlined in move_player_attack() 962 * Legal opponents are the same as outlined in move_player_attack()
990 */ 963 */
991 if (!tmp) 964 if (!tmp)
992 { 965 {
993 m = pl->map; 966 m = pl->map;
994 tx = pl->x + freearr_x[dir]; 967 tx = pl->x + DIRX (dir);
995 ty = pl->y + freearr_y[dir]; 968 ty = pl->y + DIRY (dir);
996 969
997 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty); 970 mflags = get_map_flags (m, &m, tx, ty, &tx, &ty);
998 if (mflags & P_OUT_OF_MAP) 971 if (mflags & P_OUT_OF_MAP)
999 return 0; 972 return 0;
1000 973
1001 /* space must be blocked for there to be anything interesting to do */ 974 /* space must be blocked for there to be anything interesting to do */
1002 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 975 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1003 return 0; 976 return 0;
1004 977
1005 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) 978 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1006 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 979 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
1007 { 980 {
1008 /* Don't attack party members */ 981 /* Don't attack party members */
1009 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 982 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1010 return 0; 983 return 0;
1011 984
1033static int 1006static int
1034attack_hth (object *pl, int dir, const char *string, object *skill) 1007attack_hth (object *pl, int dir, const char *string, object *skill)
1035{ 1008{
1036 object *enemy = NULL, *weapon; 1009 object *enemy = NULL, *weapon;
1037 1010
1038 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 1011 if (pl->flag [FLAG_READY_WEAPON])
1039 for (weapon = pl->inv; weapon; weapon = weapon->below) 1012 for (weapon = pl->inv; weapon; weapon = weapon->below)
1040 { 1013 {
1041 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 1014 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1042 { 1015 {
1043 CLEAR_FLAG (weapon, FLAG_APPLIED); 1016 weapon->clr_flag (FLAG_APPLIED);
1044 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1017 pl->clr_flag (FLAG_READY_WEAPON);
1045 pl->update_stats (); 1018 pl->update_stats ();
1046 if (pl->type == PLAYER) 1019 if (pl->type == PLAYER)
1047 { 1020 {
1048 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1021 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1049 esrv_update_item (UPD_FLAGS, pl, weapon); 1022 esrv_update_item (UPD_FLAGS, pl, weapon);
1067 */ 1040 */
1068static int 1041static int
1069attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1042attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1070{ 1043{
1071 1044
1072 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1045 if (!op->flag [FLAG_READY_WEAPON])
1073 { 1046 {
1074 if (op->type == PLAYER) 1047 if (op->type == PLAYER)
1075 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1048 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1076 1049
1077 return 0; 1050 return 0;
1078 } 1051 }
1079 1052
1080 return skill_attack (NULL, op, dir, string, skill); 1053 return skill_attack (NULL, op, dir, string, skill);
1081
1082} 1054}
1055

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