ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skill_util.C
(Generate patch)

Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.24 by pippijn, Sat Jan 6 14:42:31 2007 UTC vs.
Revision 1.55 by root, Wed May 30 03:03:10 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 (at your option) any later version. 11 * 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, but
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 GNU General Public License for more details. 16 * 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 GNU General Public License along
19 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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 <crossfire@schmorp.de>
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
28 * categories. This is done solely through the init_new_exp_system() fctn. 28 * categories. This is done solely through the init_new_exp_system() fctn.
44#include <object.h> 44#include <object.h>
45#include <sproto.h> 45#include <sproto.h>
46#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 46#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
47#include <spells.h> 47#include <spells.h>
48 48
49/* Table of unarmed attack skills. Terminated by -1. This 49const uint8_t skill_flags[NUM_SKILLS] = {
50 * is also the list that we should try to use skills when 50 0, // SK_NONE
51 * automatically applying one for the player. 51# define def(uc, flags) flags,
52 */ 52# include "skillinc.h"
53static uint8 unarmed_skills[] = { 53# undef def
54 SK_KARATE,
55 SK_CLAWING,
56 SK_FLAME_TOUCH,
57 SK_SPARK_TOUCH,
58 SK_SHIVER,
59 SK_ACID_SPLASH,
60 SK_POISON_NAIL,
61 SK_PUNCHING,
62 (uint8)-1
63}; 54};
64 55
65static int attack_hth (object *pl, int dir, const char *string, object *skill); 56static int attack_hth (object *pl, int dir, const char *string, object *skill);
66static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 57static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
67 58
70 * subtypes. 61 * subtypes.
71 */ 62 */
72void 63void
73init_skills (void) 64init_skills (void)
74{ 65{
75 int i;
76 archetype *at;
77
78 for (at = first_archetype; at != NULL; at = at->next) 66 for (archetype *at = first_archetype; at; at = at->next)
79 if (at->clone.type == SKILL) 67 if (at->clone.type == SKILL)
80 { 68 {
81 if (skill_names[at->clone.subtype] != NULL) 69 if (skill_names[at->clone.subtype])
82 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",
83 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill);
84 else 72 else
85 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->clone.subtype] = at->clone.skill;
86 } 74 }
87 75
88 /* 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
89 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
90 */ 78 */
91 for (i = 1; i < NUM_SKILLS; i++) 79 for (int i = 1; i < NUM_SKILLS; i++)
92 {
93 if (!skill_names[i]) 80 if (!skill_names[i])
94 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); 81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
95 }
96} 82}
97 83
98/* This function goes through the player inventory and sets 84/* This function goes through the player inventory and sets
99 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
100 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
101 * mostly used for sending exp. 87 * mostly used for sending exp.
102 */ 88 */
103void 89void
104link_player_skills (object *op) 90link_player_skills (object *op)
105{ 91{
106 object *tmp;
107
108 for (tmp = op->inv; tmp; tmp = tmp->below) 92 for (object *tmp = op->inv; tmp; tmp = tmp->below)
109 {
110 if (tmp->type == SKILL) 93 if (tmp->type == SKILL)
111 { 94 {
112 /* This is really a warning, hence no else below */ 95 /* This is really a warning, hence no else below */
113 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp) 96 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
114 {
115 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n", 97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
116 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill); 98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
117 } 99
118 if (tmp->subtype >= NUM_SKILLS) 100 if (tmp->subtype >= NUM_SKILLS)
119 {
120 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); 101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
121 }
122 else 102 else
123 { 103 {
124 op->contr->last_skill_ob[tmp->subtype] = tmp; 104 op->contr->last_skill_ob[tmp->subtype] = tmp;
125 op->contr->last_skill_exp[tmp->subtype] = -1; 105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
126 } 106 }
127 } 107 }
128 } 108}
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;
129} 118}
130 119
131/* This returns the skill pointer of the given name (the 120/* This returns the skill pointer of the given name (the
132 * one that accumlates exp, has the level, etc). 121 * one that accumulates exp, has the level, etc).
133 * 122 *
134 * It is presumed that the player will be needing to actually 123 * It is presumed that the player will be needing to actually
135 * 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
136 * tool, this code will equip it. 125 * tool, this code will equip it.
137 */ 126 */
138object * 127object *
139find_skill_by_name (object *who, const char *name) 128find_skill_by_name (object *who, const shstr &sh)
140{ 129{
141 object *skill = NULL, *skill_tool = NULL, *tmp; 130 object *skill_tool = 0;
142 131
143 if (!name)
144 return NULL;
145
146 /* We make sure the length of the string in the object is greater
147 * in length than the passed string. Eg, if we have a skill called
148 * 'hi', we don't want to match if the user passed 'high'
149 */
150 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = who->inv; tmp; tmp = tmp->below)
133 if (tmp->skill == sh)
151 { 134 {
152 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]))
153 skill = tmp; 136 /* If this is a skill that can be used without applying tool, return it */
154 137 return splay (tmp);
155 /* Try to find appropriate skilltool. If the player has one already 138 /* Try to find appropriate skilltool. If the player has one already
156 * applied, we try to keep using that one. 139 * applied, we try to keep using that one.
157 */ 140 */
158 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)
159 {
160 if (QUERY_FLAG (tmp, FLAG_APPLIED))
161 skill_tool = tmp; 142 skill_tool = tmp;
162 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
163 skill_tool = tmp;
164 } 143 }
165 } 144
166 /* If this is a skill that can be used without a tool, return it */ 145 if (!skill_tool)
167 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
168 return skill; 146 return 0;
169 147
170 /* 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 -
171 * 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
172 * but not the skill itself, give it to them. 150 * but not the skill itself, give it to them.
173 */ 151 */
174 if (skill_tool) 152 object *skill = find_skill (who, skill_tool->skill);
175 { 153
176 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
177 {
178 if (apply_special (who, skill_tool, 0))
179 return NULL;
180 }
181 if (!skill) 154 if (!skill)
182 { 155 {
183 skill = give_skill_by_name (who, skill_tool->skill); 156 skill = give_skill_by_name (who, skill_tool->skill);
184 link_player_skills (who); 157 link_player_skills (who);
185 } 158 }
159
160 if (!skill_tool->flag [FLAG_APPLIED])
161 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
186 return skill; 162 return 0;
187 } 163
164 return splay (skill);
165}
166
167object *
168find_skill_by_name (object *who, const char *name)
169{
170 if (!name)
171 return 0;
172
173 for (object *tmp = who->inv; tmp; tmp = tmp->below)
174 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
175 && tmp->skill.begins_with (name))
176 if (object *skop = find_skill_by_name (who, tmp->skill))
177 return skop;
178
188 return NULL; 179 return 0;
189} 180}
190
191 181
192/* This returns the skill pointer of the given name (the 182/* This returns the skill pointer of the given name (the
193 * one that accumlates exp, has the level, etc). 183 * one that accumulates exp, has the level, etc).
194 * 184 *
195 * It is presumed that the player will be needing to actually 185 * It is presumed that the player will be needing to actually
196 * use the skill, so thus if use of the skill requires a skill 186 * use the skill, so thus if use of the skill requires a skill
197 * tool, this code will equip it. 187 * tool, this code will equip it.
198 * 188 *
201 * this replaces find_skill. 191 * this replaces find_skill.
202 */ 192 */
203object * 193object *
204find_skill_by_number (object *who, int skillno) 194find_skill_by_number (object *who, int skillno)
205{ 195{
206 object *skill = NULL, *skill_tool = NULL, *tmp;
207
208 if (skillno < 1 || skillno >= NUM_SKILLS)
209 return NULL;
210
211 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 196 for (object *tmp = who->inv; tmp; tmp = tmp->below)
212 {
213 if (tmp->type == SKILL && tmp->subtype == skillno) 197 if (tmp->type == SKILL && tmp->subtype == skillno)
214 skill = tmp; 198 if (object *skop = find_skill_by_name (who, tmp->skill))
215
216 /* Try to find appropriate skilltool. If the player has one already
217 * applied, we try to keep using that one.
218 */
219 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
220 {
221 if (QUERY_FLAG (tmp, FLAG_APPLIED))
222 skill_tool = tmp;
223 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
224 skill_tool = tmp;
225 }
226 }
227 /* If this is a skill that can be used without a tool, return it */
228 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
229 return skill;
230
231 /* Player has a tool to use the skill. IF not applied, apply it -
232 * if not successful, return null. If they do have the skill tool
233 * but not the skill itself, give it to them.
234 */
235 if (skill_tool)
236 {
237 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
238 {
239 if (apply_special (who, skill_tool, 0))
240 return NULL;
241 }
242
243 if (!skill)
244 {
245 skill = give_skill_by_name (who, skill_tool->skill);
246 link_player_skills (who);
247 }
248
249 return skill; 199 return skop;
250 }
251 200
252 return NULL; 201 return 0;
253} 202}
254 203
255/* This changes the objects skill to new_skill. 204/* This changes the objects chosen_skill to new_skill.
256 * note that this function doesn't always need to get used -
257 * you can now add skill exp to the player without the chosen_skill being
258 * set. This function is of most interest to players to update
259 * the various range information.
260 * if new_skill is null, this just unapplies the skill.
261 * flag has the current meaning:
262 * 0x1: If set, don't update the range pointer. This is useful when we
263 * need to ready a new skill, but don't want to clobber range.
264 * return 1 on success, 0 on error 205 * return 1 on success, 0 on error
265 */ 206 */
266 207bool
267int 208object::change_skill (object *new_skill)
268change_skill (object *who, object *new_skill, int flag)
269{ 209{
270 int old_range;
271
272 if (who->type != PLAYER) 210 if (type != PLAYER)
273 return 0; 211 return 0;
274 212
275 old_range = who->contr->shoottype; 213 // optimise this supposedly common case
276 214 if (new_skill == chosen_skill)
277 if (who->chosen_skill && who->chosen_skill == new_skill)
278 {
279 /* optimization for changing skill to current skill */
280 if (who->type == PLAYER && !(flag & 0x1))
281 who->contr->shoottype = range_skill;
282
283 return 1; 215 return 1;
284 }
285 216
286 // move skill to front, so it will be preferred next time
287 new_skill->remove ();
288 who->insert (new_skill);
289
290 if (!new_skill || who->chosen_skill)
291 if (who->chosen_skill) 217 if (chosen_skill)
292 apply_special (who, who->chosen_skill, AP_UNAPPLY); 218 {
219 chosen_skill->flag [FLAG_APPLIED] = false;
220 change_abil (this, chosen_skill);
221 }
293 222
294 /* Only goal in this case was to unapply a skill */ 223 chosen_skill = new_skill;
224
295 if (!new_skill) 225 if (chosen_skill)
296 return 0; 226 {
227 chosen_skill->flag [FLAG_APPLIED] = true;
228 change_abil (this, chosen_skill);
229 }
297 230
298 if (apply_special (who, new_skill, AP_APPLY)) 231 // always clear current weapon, as the selected skill could
299 return 0; 232 // conflict with the current weapon skill, which would go
233 // undetected and exp would be given to the wrong skill.
234 current_weapon = 0;
300 235
301 if (flag & 0x1) 236 update_stats ();
302 who->contr->shoottype = (rangetype)old_range;
303
304 return 1; 237 return 1;
305}
306
307/* This function just clears the chosen_skill and range_skill values
308 * inthe player.
309 */
310void
311clear_skill (object *who)
312{
313 who->chosen_skill = NULL;
314 CLEAR_FLAG (who, FLAG_READY_SKILL);
315 if (who->type == PLAYER)
316 {
317 who->contr->ranges[range_skill] = NULL;
318 if (who->contr->shoottype == range_skill)
319 who->contr->shoottype = range_none;
320 }
321} 238}
322 239
323/* do_skill() - Main skills use function-similar in scope to cast_spell(). 240/* do_skill() - Main skills use function-similar in scope to cast_spell().
324 * We handle all requests for skill use outside of some combat here. 241 * We handle all requests for skill use outside of some combat here.
325 * We require a separate routine outside of fire() so as to allow monsters 242 * We require a separate routine outside of fire() so as to allow monsters
328 * exp - no caller needed that info, but it also prevented the callers 245 * exp - no caller needed that info, but it also prevented the callers
329 * from know if a skill was actually used, as many skills don't 246 * from know if a skill was actually used, as many skills don't
330 * give any exp for their direct use (eg, throwing). 247 * give any exp for their direct use (eg, throwing).
331 * It returns 0 if no skill was used. 248 * It returns 0 if no skill was used.
332 */ 249 */
333
334int 250int
335do_skill (object *op, object *part, object *skill, int dir, const char *string) 251do_skill (object *op, object *part, object *skill, int dir, const char *string)
336{ 252{
337 int success = 0, exp = 0; 253 int success = 0, exp = 0;
338 int did_alc = 0; 254 int did_alc = 0;
339 object *tmp, *next;
340 255
341 if (!skill) 256 if (!skill)
342 return 0; 257 return 0;
343 258
344 /* The code below presumes that the skill points to the object that 259 /* The code below presumes that the skill points to the object that
346 * go and try to find the actual real skill pointer, and if the 261 * go and try to find the actual real skill pointer, and if the
347 * the player doesn't have a bucket for that, create one. 262 * the player doesn't have a bucket for that, create one.
348 */ 263 */
349 if (skill->type != SKILL && op->type == PLAYER) 264 if (skill->type != SKILL && op->type == PLAYER)
350 { 265 {
351 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 266 for (object *tmp = op->inv; tmp; tmp = tmp->below)
352 {
353 if (tmp->type == SKILL && tmp->skill == skill->skill) 267 if (tmp->type == SKILL && tmp->skill == skill->skill)
354 break; 268 {
269 skill = tmp;
270 goto found;
355 } 271 }
356 if (!tmp) 272
357 tmp = give_skill_by_name (op, skill->skill); 273 skill = give_skill_by_name (op, skill->skill);
358 skill = tmp; 274found: ;
359 } 275 }
360 276
361 // skill, by_whom, on_which_object, which direction, skill_argument 277 // skill, by_whom, on_which_object, which direction, skill_argument
362 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 278 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
363 return 0; 279 return 0;
364 280
365 switch (skill->subtype) 281 switch (skill->subtype)
366 { 282 {
367 case SK_LEVITATION: 283 case SK_LEVITATION:
368 /* Not 100% sure if this will work with new movement code - 284 /* Not 100% sure if this will work with new movement code -
369 * the levitation skill has move_type for flying, so when 285 * the levitation skill has move_type for flying, so when
370 * equipped, that should transfer to player, when not, 286 * equipped, that should transfer to player, when not,
371 * shouldn't. 287 * shouldn't.
372 */ 288 */
373 if (QUERY_FLAG (skill, FLAG_APPLIED)) 289 if (QUERY_FLAG (skill, FLAG_APPLIED))
374 { 290 {
375 CLEAR_FLAG (skill, FLAG_APPLIED); 291 CLEAR_FLAG (skill, FLAG_APPLIED);
376 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 292 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
377 } 293 }
378 else 294 else
379 { 295 {
380 SET_FLAG (skill, FLAG_APPLIED); 296 SET_FLAG (skill, FLAG_APPLIED);
381 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 297 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!.");
382 } 298 }
299
383 op->update_stats (); 300 op->update_stats ();
384 success = 1; 301 success = 1;
385 break; 302 break;
386 303
387 case SK_STEALING: 304 case SK_STEALING:
388 exp = success = steal (op, dir, skill); 305 exp = success = steal (op, dir, skill);
389 break; 306 break;
390 307
391 case SK_LOCKPICKING: 308 case SK_LOCKPICKING:
392 exp = success = pick_lock (op, dir, skill); 309 exp = success = pick_lock (op, dir, skill);
393 break; 310 break;
394 311
395 case SK_HIDING: 312 case SK_HIDING:
396 exp = success = hide (op, skill); 313 exp = success = hide (op, skill);
397 break; 314 break;
398 315
399 case SK_JUMPING: 316 case SK_JUMPING:
400 success = jump (op, dir, skill); 317 success = jump (op, dir, skill);
401 break; 318 break;
402 319
403 case SK_INSCRIPTION: 320 case SK_INSCRIPTION:
404 exp = success = write_on_item (op, string, skill); 321 exp = success = write_on_item (op, string, skill);
405 break; 322 break;
406 323
407 case SK_MEDITATION: 324 case SK_MEDITATION:
408 meditate (op, skill); 325 meditate (op, skill);
409 success = 1; 326 success = 1;
410 break; 327 break;
411 /* note that the following 'attack' skills gain exp through hit_player() */ 328 /* note that the following 'attack' skills gain exp through hit_player() */
412 329
413 case SK_KARATE: 330 case SK_KARATE:
414 (void) attack_hth (op, dir, "karate-chopped", skill); 331 attack_hth (op, dir, "karate-chopped", skill);
415 break; 332 break;
416 333
417 case SK_PUNCHING: 334 case SK_PUNCHING:
418 (void) attack_hth (op, dir, "punched", skill); 335 attack_hth (op, dir, "punched", skill);
419 break; 336 break;
420 337
421 case SK_FLAME_TOUCH: 338 case SK_FLAME_TOUCH:
422 (void) attack_hth (op, dir, "flamed", skill); 339 attack_hth (op, dir, "flamed", skill);
423 break; 340 break;
424 341
425 case SK_SPARK_TOUCH: 342 case SK_SPARK_TOUCH:
426 (void) attack_hth (op, dir, "zapped", skill); 343 attack_hth (op, dir, "zapped", skill);
427 break; 344 break;
428 345
429 case SK_SHIVER: 346 case SK_SHIVER:
430 (void) attack_hth (op, dir, "froze", skill); 347 attack_hth (op, dir, "froze", skill);
431 break; 348 break;
432 349
433 case SK_ACID_SPLASH: 350 case SK_ACID_SPLASH:
434 (void) attack_hth (op, dir, "dissolved", skill); 351 attack_hth (op, dir, "dissolved", skill);
435 break; 352 break;
436 353
437 case SK_POISON_NAIL: 354 case SK_POISON_NAIL:
438 (void) attack_hth (op, dir, "injected poison into", skill); 355 attack_hth (op, dir, "injected poison into", skill);
439 break; 356 break;
440 357
441 case SK_CLAWING: 358 case SK_CLAWING:
442 (void) attack_hth (op, dir, "clawed", skill); 359 attack_hth (op, dir, "clawed", skill);
443 break; 360 break;
444 361
445 case SK_ONE_HANDED_WEAPON: 362 case SK_ONE_HANDED_WEAPON:
446 case SK_TWO_HANDED_WEAPON: 363 case SK_TWO_HANDED_WEAPON:
447 (void) attack_melee_weapon (op, dir, NULL, skill); 364 attack_melee_weapon (op, dir, NULL, skill);
448 break; 365 break;
449 366
450 case SK_FIND_TRAPS: 367 case SK_FIND_TRAPS:
451 exp = success = find_traps (op, skill); 368 exp = success = find_traps (op, skill);
452 break; 369 break;
453 370
454 case SK_SINGING: 371 case SK_SINGING:
455 exp = success = singing (op, dir, skill); 372 exp = success = singing (op, dir, skill);
456 break; 373 break;
457 374
458 case SK_ORATORY: 375 case SK_ORATORY:
459 exp = success = use_oratory (op, dir, skill); 376 exp = success = use_oratory (op, dir, skill);
460 break; 377 break;
461 378
462 case SK_SMITHERY: 379 case SK_SMITHERY:
463 case SK_BOWYER: 380 case SK_BOWYER:
464 case SK_JEWELER: 381 case SK_JEWELER:
465 case SK_ALCHEMY: 382 case SK_ALCHEMY:
466 case SK_THAUMATURGY: 383 case SK_THAUMATURGY:
467 case SK_LITERACY: 384 case SK_LITERACY:
468 case SK_WOODSMAN: 385 case SK_WOODSMAN:
469 /* first, we try to find a cauldron, and do the alchemy thing. 386 /* first, we try to find a cauldron, and do the alchemy thing.
470 * failing that, we go and identify stuff. 387 * failing that, we go and identify stuff.
471 */ 388 */
472 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) 389 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
473 { 390 {
474 next = tmp->above; 391 next = tmp->above;
475 392
476 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 393 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
477 { 394 {
478 attempt_do_alchemy (op, tmp); 395 attempt_do_alchemy (op, tmp);
479 396
480 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 397 if (QUERY_FLAG (tmp, FLAG_APPLIED))
481 esrv_send_inventory (op, tmp); 398 esrv_send_inventory (op, tmp);
482 399
483 did_alc = 1; 400 did_alc = 1;
484 } 401 }
485 } 402 }
486 403
487 if (did_alc == 0) 404 if (did_alc == 0)
488 exp = success = skill_ident (op, skill);
489
490 break;
491
492 case SK_DET_MAGIC:
493 case SK_DET_CURSE:
494 exp = success = skill_ident (op, skill); 405 exp = success = skill_ident (op, skill);
406
495 break; 407 break;
496 408
409 case SK_DET_MAGIC:
410 case SK_DET_CURSE:
411 exp = success = skill_ident (op, skill);
412 break;
413
497 case SK_DISARM_TRAPS: 414 case SK_DISARM_TRAPS:
498 exp = success = remove_trap (op, dir, skill); 415 exp = success = remove_trap (op, dir, skill);
499 break; 416 break;
500 417
501 case SK_THROWING: 418 case SK_THROWING:
502 success = skill_throw (op, part, dir, string, skill); 419 success = skill_throw (op, part, dir, string, skill);
503 break; 420 break;
504 421
505 case SK_SET_TRAP: 422 case SK_SET_TRAP:
506 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented."); 423 new_draw_info (NDI_UNIQUE, 0, op, "This skill is not currently implemented.");
507 break; 424 break;
508 425
509 case SK_USE_MAGIC_ITEM: 426 case SK_USE_MAGIC_ITEM:
510 case SK_MISSILE_WEAPON: 427 case SK_MISSILE_WEAPON:
511 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill."); 428 new_draw_info (NDI_UNIQUE, 0, op, "There is no special attack for this skill.");
512 break; 429 break;
513 430
514 case SK_PRAYING: 431 case SK_PRAYING:
515 success = pray (op, skill); 432 success = pray (op, skill);
516 break; 433 break;
517 434
518 case SK_BARGAINING: 435 case SK_BARGAINING:
519 success = describe_shop (op); 436 success = describe_shop (op);
520 break; 437 break;
521 438
522 case SK_SORCERY: 439 case SK_SORCERY:
523 case SK_EVOCATION: 440 case SK_EVOCATION:
524 case SK_PYROMANCY: 441 case SK_PYROMANCY:
525 case SK_SUMMONING: 442 case SK_SUMMONING:
526 case SK_CLIMBING: 443 case SK_CLIMBING:
527 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 444 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
528 break; 445 break;
529 446
530 default: 447 default:
531 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);
532 break; 449 break;
533 } 450 }
534 451
535 /* For players we now update the speed_left from using the skill. 452 /* For players we now update the speed_left from using the skill.
536 * 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
537 * which use_monster_skill is called already simulates this. 454 * which use_monster_skill is called already simulates this.
538 * If certain skills should take more/less time, that should be 455 * If certain skills should take more/less time, that should be
539 * in the code for the skill itself. 456 * in the code for the skill itself.
540 */ 457 */
541 458
542 if (op->type == PLAYER) 459 if (op->type == PLAYER)
543 op->speed_left -= 1.0; 460 op->speed_left -= 1.f;
544 461
545 /* this is a good place to add experience for successfull use of skills. 462 /* this is a good place to add experience for successfull use of skills.
546 * Note that add_exp() will figure out player/monster experience 463 * Note that add_exp() will figure out player/monster experience
547 * gain problems. 464 * gain problems.
548 */ 465 */
576 * op is the object that was 'defeated'. 493 * op is the object that was 'defeated'.
577 * skill is the skill used. If no skill is used, it should just 494 * skill is the skill used. If no skill is used, it should just
578 * point back to who. 495 * point back to who.
579 * 496 *
580 */ 497 */
581
582int 498int
583calc_skill_exp (object *who, object *op, object *skill) 499calc_skill_exp (object *who, object *op, object *skill)
584{ 500{
585 int op_exp = 0, op_lvl = 0; 501 int op_exp = 0, op_lvl = 0;
586 float base, value, lvl_mult = 0.0; 502 float base, value, lvl_mult = 0.0;
675 * This one actually teaches the player the skill as something 591 * This one actually teaches the player the skill as something
676 * they can equip. 592 * they can equip.
677 * Return 0 if the player knows the skill, 1 if the 593 * Return 0 if the player knows the skill, 1 if the
678 * player learns the skill, 2 otherwise. 594 * player learns the skill, 2 otherwise.
679 */ 595 */
680
681int 596int
682learn_skill (object *pl, object *scroll) 597learn_skill (object *pl, object *scroll)
683{ 598{
684 object *tmp;
685
686 if (!scroll->skill) 599 if (!scroll->skill)
687 { 600 {
688 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 601 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
689 return 2; 602 return 2;
690 } 603 }
691 604
692 /* can't use find_skill_by_name because we want skills the player knows 605 object *tmp = find_skill (pl, scroll->skill);
693 * but can't use natively.
694 */
695
696 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
697 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
698 break;
699 606
700 /* player already knows it */ 607 /* player already knows it */
701 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 608 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
702 return 0; 609 return 0;
703 610
721 link_player_skills (pl); 628 link_player_skills (pl);
722 return 1; 629 return 1;
723} 630}
724 631
725/* Gives a percentage clipped to 0% -> 100% of a/b. */ 632/* Gives a percentage clipped to 0% -> 100% of a/b. */
726
727/* Probably belongs in some global utils-type file? */ 633/* Probably belongs in some global utils-type file? */
728static int 634static int
729clipped_percent (sint64 a, sint64 b) 635clipped_percent (sint64 a, sint64 b)
730{ 636{
731 int rv; 637 int rv;
804 } 710 }
805 711
806 clear_win_info (op); 712 clear_win_info (op);
807 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 713 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
808 if (num_skills_found > 1) 714 if (num_skills_found > 1)
809 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 715 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
810 716
811 for (i = 0; i < num_skills_found; i++) 717 for (i = 0; i < num_skills_found; i++)
812 {
813 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 718 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
814 }
815 719
816 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 720 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5);
817 721
818 cp = determine_god (op); 722 cp = determine_god (op);
819 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 723 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time");
826 * direction that the user is facing. Returns false if we are unable to 730 * direction that the user is facing. Returns false if we are unable to
827 * change to the requested skill, or were unable to use the skill properly. 731 * change to the requested skill, or were unable to use the skill properly.
828 * This is tricky because skills can have spaces. We basically roll 732 * This is tricky because skills can have spaces. We basically roll
829 * our own find_skill_by_name so we can try to do better string matching. 733 * our own find_skill_by_name so we can try to do better string matching.
830 */ 734 */
831
832int 735int
833use_skill (object *op, const char *string) 736use_skill (object *op, const char *string)
834{ 737{
835 object *skop; 738 object *skop;
836 size_t len; 739 size_t len;
837 740
838 if (!string) 741 if (!string)
839 return 0; 742 return 0;
840 743
841 for (skop = op->inv; skop != NULL; skop = skop->below) 744 for (skop = op->inv; skop; skop = skop->below)
842 { 745 {
746 if (skop->type == SKILL
843 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 747 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
844 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 748 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
845 break; 749 break;
750 else if (skop->type == SKILL_TOOL
846 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 751 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
847 break; 752 break;
848 } 753 }
754
849 if (!skop) 755 if (!skop)
850 { 756 {
851 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 757 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
852 return 0; 758 return 0;
853 } 759 }
858 * options given to the skill. Its pretty simple - if there 764 * options given to the skill. Its pretty simple - if there
859 * are extra parameters (as deteremined by string length), we 765 * are extra parameters (as deteremined by string length), we
860 * want to skip over any leading spaces. 766 * want to skip over any leading spaces.
861 */ 767 */
862 if (len >= strlen (string)) 768 if (len >= strlen (string))
863 {
864 string = NULL; 769 string = NULL;
865 }
866 else 770 else
867 { 771 {
868 string += len; 772 string += len;
869 while (*string == 0x20) 773 while (*string == 0x20)
870 string++; 774 string++;
775
871 if (strlen (string) == 0) 776 if (strlen (string) == 0)
872 string = NULL; 777 string = NULL;
873 } 778 }
874 779
875#ifdef SKILL_UTIL_DEBUG 780#ifdef SKILL_UTIL_DEBUG
876 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 781 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
877#endif 782#endif
878 783
879 /* Change to the new skill, then execute it. */
880 if (do_skill (op, op, skop, op->facing, string)) 784 if (do_skill (op, op, skop, op->facing, string))
881 return 1; 785 return 1;
882 786
883 return 0; 787 return 0;
884} 788}
885 789
886static bool 790static bool
887hth_skill_p (object *skill) 791hth_skill_p (object *skill)
888{ 792{
889 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 793 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
890 if (skill->subtype == unarmed_skills[i])
891 return 1;
892
893 return 0;
894} 794}
895 795
896/* This finds the first unarmed skill the player has, and returns it. 796/* This finds the first unarmed skill the player has, and returns it.
897 */ 797 */
898static object * 798static object *
912 * tmp is the targetted monster. 812 * tmp is the targetted monster.
913 * op is what is attacking 813 * op is what is attacking
914 * string is passed along to describe what messages to describe 814 * string is passed along to describe what messages to describe
915 * the damage. 815 * the damage.
916 */ 816 */
917
918static int 817static int
919do_skill_attack (object *tmp, object *op, const char *string, object *skill) 818do_skill_attack (object *tmp, object *op, const char *string, object *skill)
920{ 819{
921 int success;
922
923 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 820 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
924 return RESULT_INT (0); 821 return RESULT_INT (0);
925 822
926 /* For Players only: if there is no ready weapon, and no "attack" skill 823 /* For Players only: if there is no ready weapon, and no "attack" skill
927 * is readied either then try to find a skill for the player to use. 824 * is readied either then try to find a skill for the player to use.
928 * it is presumed that if skill is set, it is a valid attack skill (eg, 825 * it is presumed that if skill is set, it is a valid attack skill (eg,
929 * the caller should have set it appropriately). We still want to pass 826 * the caller should have set it appropriately). We still want to pass
930 * through that code if skill is set to change to the skill. 827 * through that code if skill is set to change to the skill.
931 */ 828 */
932 if (op->type == PLAYER) 829 if (player *pl = op->contr)
933 { 830 {
934 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 831 if (!pl->combat_ob)
935 { 832 {
936 if (!skill) 833 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
937 { 834 {
938 /* See if the players chosen skill is a combat skill, and use 835 for (tmp = op->inv; tmp; tmp = tmp->below)
939 * it if appropriate. 836 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
837 break;
838
839 if (!tmp)
840 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
841
842 pl->combat_ob = tmp;
940 */ 843 }
941 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 844
942 skill = op->chosen_skill; 845 if (!pl->combat_ob)
943 else 846 {
847 if (!skill)
944 { 848 {
945 skill = find_player_hth_skill (op); 849 /* See if the players chosen skill is a combat skill, and use
946 850 * it if appropriate.
947 if (!skill) 851 */
852 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
853 skill = op->chosen_skill;
854 else
948 { 855 {
856 skill = find_player_hth_skill (op);
857
858 if (!skill)
949 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 859 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
950 return 0;
951 } 860 }
952 } 861 }
862
863 if (skill)
864 {
865 op->change_skill (0);
866 apply_special (op, skill, AP_APPLY);
867 }
953 } 868 }
954 869
955 /* now try to ready the new skill */ 870 if (!pl->combat_ob)
956 if (!change_skill (op, skill, 0)) 871 {
957 { /* oh oh, trouble! */ 872 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
958 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
959 return 0; 873 return 0;
960 } 874 }
961 } 875 }
962 else 876
877 if (!op->change_weapon (pl->combat_ob))
878 return 0;
879
880 /* lose invisiblity/hiding status for running attacks */
881 if (pl->tmp_invis)
963 { 882 {
964 /* Seen some crashes below where current_weapon is not set, 883 pl->tmp_invis = 0;
965 * even though the flag says it is. So if current weapon isn't set, 884 op->invisible = 0;
966 * do some work in trying to find the object to use. 885 op->hide = 0;
967 */ 886 update_object (op, UP_OBJ_CHANGE);
968 if (!op->current_weapon)
969 {
970 object *tmp;
971
972 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
973 for (tmp = op->inv; tmp; tmp = tmp->below)
974 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
975 break;
976
977 if (!tmp)
978 {
979 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
980 op->current_weapon = NULL;
981 return 0;
982 }
983 else
984 {
985 op->current_weapon = tmp;
986 }
987 }
988
989 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
990 } 887 }
991 } 888 }
992 889
993 /* lose invisiblity/hiding status for running attacks */
994
995 if (op->type == PLAYER && op->contr->tmp_invis)
996 {
997 op->contr->tmp_invis = 0;
998 op->invisible = 0;
999 op->hide = 0;
1000 update_object (op, UP_OBJ_FACE);
1001 }
1002
1003 success = attack_ob (tmp, op); 890 int success = attack_ob (tmp, op);
1004 891
1005 /* print appropriate messages to the player */ 892 /* print appropriate messages to the player */
1006 893
1007 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 894 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1008 { 895 {
1009 if (op->type == PLAYER) 896 if (op->type == PLAYER)
1010 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 897 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1011 else if (tmp->type == PLAYER) 898 else if (tmp->type == PLAYER)
1012 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 899 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1013 } 900 }
901
1014 return success; 902 return success;
1015} 903}
1016
1017 904
1018/* skill_attack() - Core routine for use when we attack using a skills 905/* skill_attack() - Core routine for use when we attack using a skills
1019 * system. In essence, this code handles 906 * system. In essence, this code handles
1020 * all skill-based attacks, ie hth, missile and melee weapons should be 907 * all skill-based attacks, ie hth, missile and melee weapons should be
1021 * treated here. If an opponent is already supplied by move_player(), 908 * treated here. If an opponent is already supplied by move_player(),
1024 * 911 *
1025 * This is called by move_player() and attack_hth() 912 * This is called by move_player() and attack_hth()
1026 * 913 *
1027 * Initial implementation by -bt thomas@astro.psu.edu 914 * Initial implementation by -bt thomas@astro.psu.edu
1028 */ 915 */
1029
1030int 916int
1031skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill) 917skill_attack (object *tmp, object *pl, int dir, const char *string, object *skill)
1032{ 918{
1033 sint16 tx, ty; 919 sint16 tx, ty;
1034 maptile *m; 920 maptile *m;
1041 ty = freearr_y[dir]; 927 ty = freearr_y[dir];
1042 928
1043 /* If we don't yet have an opponent, find if one exists, and attack. 929 /* If we don't yet have an opponent, find if one exists, and attack.
1044 * Legal opponents are the same as outlined in move_player_attack() 930 * Legal opponents are the same as outlined in move_player_attack()
1045 */ 931 */
1046 932 if (!tmp)
1047 if (tmp == NULL)
1048 { 933 {
1049 m = pl->map; 934 m = pl->map;
1050 tx = pl->x + freearr_x[dir]; 935 tx = pl->x + freearr_x[dir];
1051 ty = pl->y + freearr_y[dir]; 936 ty = pl->y + freearr_y[dir];
1052 937
1062 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 947 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1063 { 948 {
1064 /* Don't attack party members */ 949 /* Don't attack party members */
1065 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 950 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1066 return 0; 951 return 0;
952
1067 break; 953 break;
1068 } 954 }
1069 } 955 }
956
1070 if (!tmp) 957 if (!tmp)
1071 { 958 {
1072 if (pl->type == PLAYER) 959 if (pl->type == PLAYER)
1073 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 960 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
961
1074 return 0; 962 return 0;
1075 } 963 }
1076 964
1077 return do_skill_attack (tmp, pl, string, skill); 965 return do_skill_attack (tmp, pl, string, skill);
1078} 966}
1079
1080 967
1081/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 968/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1082 969
1083/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 970/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1084 * (attack_hth) we check for weapon use, etc in the second (the new 971 * (attack_hth) we check for weapon use, etc in the second (the new
1085 * function skill_attack() we actually attack. 972 * function skill_attack() we actually attack.
1086 */ 973 */
1087
1088static int 974static int
1089attack_hth (object *pl, int dir, const char *string, object *skill) 975attack_hth (object *pl, int dir, const char *string, object *skill)
1090{ 976{
1091 object *enemy = NULL, *weapon; 977 object *enemy = NULL, *weapon;
1092 978
1101 if (pl->type == PLAYER) 987 if (pl->type == PLAYER)
1102 { 988 {
1103 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 989 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1104 esrv_update_item (UPD_FLAGS, pl, weapon); 990 esrv_update_item (UPD_FLAGS, pl, weapon);
1105 } 991 }
992
1106 break; 993 break;
1107 } 994 }
1108 } 995 }
996
1109 return skill_attack (enemy, pl, dir, string, skill); 997 return skill_attack (enemy, pl, dir, string, skill);
1110} 998}
1111
1112 999
1113/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1000/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1114 * For now we are just checking to see if we have a ready weapon here. 1001 * For now we are just checking to see if we have a ready weapon here.
1115 * But there is a real neato possible feature of this scheme which 1002 * But there is a real neato possible feature of this scheme which
1116 * bears mentioning: 1003 * bears mentioning:
1117 * Since we are only calling this from do_skill() in the future 1004 * Since we are only calling this from do_skill() in the future
1118 * we may make this routine handle 'special' melee weapons attacks 1005 * we may make this routine handle 'special' melee weapons attacks
1119 * (like disarming manuever with sai) based on player SK_level and 1006 * (like disarming manuever with sai) based on player SK_level and
1120 * weapon type. 1007 * weapon type.
1121 */ 1008 */
1122
1123static int 1009static int
1124attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1010attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1125{ 1011{
1126 1012
1127 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1013 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1128 { 1014 {
1129 if (op->type == PLAYER) 1015 if (op->type == PLAYER)
1130 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1016 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1017
1131 return 0; 1018 return 0;
1132 } 1019 }
1020
1133 return skill_attack (NULL, op, dir, string, skill); 1021 return skill_attack (NULL, op, dir, string, skill);
1134
1135} 1022}
1023

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines