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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.25 by root, Mon Jan 8 18:18:35 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 -
119 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
120 } 106 }
121 } 107 }
122} 108}
123 109
110static object *
111find_skill (object *who, const shstr &sh)
112{
113 for (object *tmp = who->inv; tmp; tmp = tmp->below)
114 if (tmp->skill == sh && tmp->type == SKILL)
115 return tmp;
116
117 return 0;
118}
119
124/* This returns the skill pointer of the given name (the 120/* This returns the skill pointer of the given name (the
125 * one that accumlates exp, has the level, etc). 121 * one that accumulates exp, has the level, etc).
126 * 122 *
127 * It is presumed that the player will be needing to actually 123 * It is presumed that the player will be needing to actually
128 * 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
129 * tool, this code will equip it. 125 * tool, this code will equip it.
130 */ 126 */
131object * 127object *
132find_skill_by_name (object *who, const char *name) 128find_skill_by_name (object *who, const shstr &sh)
133{ 129{
134 object *skill = NULL, *skill_tool = NULL, *tmp; 130 object *skill_tool = 0;
135 131
136 if (!name)
137 return NULL;
138
139 /* We make sure the length of the string in the object is greater
140 * in length than the passed string. Eg, if we have a skill called
141 * 'hi', we don't want to match if the user passed 'high'
142 */
143 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = who->inv; tmp; tmp = tmp->below)
133 if (tmp->skill == sh)
144 { 134 {
145 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]))
146 skill = tmp; 136 /* If this is a skill that can be used without applying tool, return it */
147 137 return splay (tmp);
148 /* Try to find appropriate skilltool. If the player has one already 138 /* Try to find appropriate skilltool. If the player has one already
149 * applied, we try to keep using that one. 139 * applied, we try to keep using that one.
150 */ 140 */
151 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)
152 {
153 if (QUERY_FLAG (tmp, FLAG_APPLIED))
154 skill_tool = tmp; 142 skill_tool = tmp;
155 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 skill_tool = tmp;
157 } 143 }
158 } 144
159 /* If this is a skill that can be used without a tool, return it */ 145 if (!skill_tool)
160 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
161 return skill; 146 return 0;
162 147
163 /* 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 -
164 * 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
165 * but not the skill itself, give it to them. 150 * but not the skill itself, give it to them.
166 */ 151 */
167 if (skill_tool) 152 object *skill = find_skill (who, skill_tool->skill);
168 { 153
169 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
170 {
171 if (apply_special (who, skill_tool, 0))
172 return NULL;
173 }
174 if (!skill) 154 if (!skill)
175 { 155 {
176 skill = give_skill_by_name (who, skill_tool->skill); 156 skill = give_skill_by_name (who, skill_tool->skill);
177 link_player_skills (who); 157 link_player_skills (who);
178 } 158 }
159
160 if (!skill_tool->flag [FLAG_APPLIED])
161 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
179 return skill; 162 return 0;
180 } 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
181 return NULL; 179 return 0;
182} 180}
183
184 181
185/* This returns the skill pointer of the given name (the 182/* This returns the skill pointer of the given name (the
186 * one that accumlates exp, has the level, etc). 183 * one that accumulates exp, has the level, etc).
187 * 184 *
188 * It is presumed that the player will be needing to actually 185 * It is presumed that the player will be needing to actually
189 * 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
190 * tool, this code will equip it. 187 * tool, this code will equip it.
191 * 188 *
194 * this replaces find_skill. 191 * this replaces find_skill.
195 */ 192 */
196object * 193object *
197find_skill_by_number (object *who, int skillno) 194find_skill_by_number (object *who, int skillno)
198{ 195{
199 object *skill = NULL, *skill_tool = NULL, *tmp;
200
201 if (skillno < 1 || skillno >= NUM_SKILLS)
202 return NULL;
203
204 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 196 for (object *tmp = who->inv; tmp; tmp = tmp->below)
205 {
206 if (tmp->type == SKILL && tmp->subtype == skillno) 197 if (tmp->type == SKILL && tmp->subtype == skillno)
207 skill = tmp; 198 if (object *skop = find_skill_by_name (who, tmp->skill))
208
209 /* Try to find appropriate skilltool. If the player has one already
210 * applied, we try to keep using that one.
211 */
212 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
213 {
214 if (QUERY_FLAG (tmp, FLAG_APPLIED))
215 skill_tool = tmp;
216 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
217 skill_tool = tmp;
218 }
219 }
220 /* If this is a skill that can be used without a tool, return it */
221 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
222 return skill;
223
224 /* Player has a tool to use the skill. IF not applied, apply it -
225 * if not successful, return null. If they do have the skill tool
226 * but not the skill itself, give it to them.
227 */
228 if (skill_tool)
229 {
230 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
231 {
232 if (apply_special (who, skill_tool, 0))
233 return NULL;
234 }
235
236 if (!skill)
237 {
238 skill = give_skill_by_name (who, skill_tool->skill);
239 link_player_skills (who);
240 }
241
242 return skill; 199 return skop;
243 }
244 200
245 return NULL; 201 return 0;
246} 202}
247 203
248/* This changes the objects skill to new_skill. 204/* This changes the objects chosen_skill to new_skill.
249 * note that this function doesn't always need to get used -
250 * you can now add skill exp to the player without the chosen_skill being
251 * set. This function is of most interest to players to update
252 * the various range information.
253 * if new_skill is null, this just unapplies the skill.
254 * flag has the current meaning:
255 * 0x1: If set, don't update the range pointer. This is useful when we
256 * need to ready a new skill, but don't want to clobber range.
257 * return 1 on success, 0 on error 205 * return 1 on success, 0 on error
258 */ 206 */
259 207bool
260int 208object::change_skill (object *new_skill)
261change_skill (object *who, object *new_skill, int flag)
262{ 209{
263 int old_range;
264
265 if (who->type != PLAYER) 210 if (type != PLAYER)
266 return 0; 211 return 0;
267 212
268 old_range = who->contr->shoottype; 213 // optimise this supposedly common case
269 214 if (new_skill == chosen_skill)
270 if (who->chosen_skill && who->chosen_skill == new_skill)
271 {
272 /* optimization for changing skill to current skill */
273 if (who->type == PLAYER && !(flag & 0x1))
274 who->contr->shoottype = range_skill;
275
276 return 1; 215 return 1;
277 }
278 216
279 // move skill to front, so it will be preferred next time
280 new_skill->remove ();
281 who->insert (new_skill);
282
283 if (!new_skill || who->chosen_skill)
284 if (who->chosen_skill) 217 if (chosen_skill)
285 apply_special (who, who->chosen_skill, AP_UNAPPLY); 218 {
219 chosen_skill->flag [FLAG_APPLIED] = false;
220 change_abil (this, chosen_skill);
221 }
286 222
287 /* Only goal in this case was to unapply a skill */ 223 chosen_skill = new_skill;
224
288 if (!new_skill) 225 if (chosen_skill)
289 return 0; 226 {
227 chosen_skill->flag [FLAG_APPLIED] = true;
228 change_abil (this, chosen_skill);
229 }
290 230
291 if (apply_special (who, new_skill, AP_APPLY)) 231 // always clear current weapon, as the selected skill could
292 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;
293 235
294 if (flag & 0x1) 236 update_stats ();
295 who->contr->shoottype = (rangetype)old_range;
296
297 return 1; 237 return 1;
298}
299
300/* This function just clears the chosen_skill and range_skill values
301 * inthe player.
302 */
303void
304clear_skill (object *who)
305{
306 who->chosen_skill = NULL;
307 CLEAR_FLAG (who, FLAG_READY_SKILL);
308 if (who->type == PLAYER)
309 {
310 who->contr->ranges[range_skill] = NULL;
311 if (who->contr->shoottype == range_skill)
312 who->contr->shoottype = range_none;
313 }
314} 238}
315 239
316/* 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().
317 * 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.
318 * 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
321 * 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
322 * 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
323 * give any exp for their direct use (eg, throwing). 247 * give any exp for their direct use (eg, throwing).
324 * It returns 0 if no skill was used. 248 * It returns 0 if no skill was used.
325 */ 249 */
326
327int 250int
328do_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)
329{ 252{
330 int success = 0, exp = 0; 253 int success = 0, exp = 0;
331 int did_alc = 0; 254 int did_alc = 0;
332 object *tmp, *next;
333 255
334 if (!skill) 256 if (!skill)
335 return 0; 257 return 0;
336 258
337 /* 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
339 * 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
340 * the player doesn't have a bucket for that, create one. 262 * the player doesn't have a bucket for that, create one.
341 */ 263 */
342 if (skill->type != SKILL && op->type == PLAYER) 264 if (skill->type != SKILL && op->type == PLAYER)
343 { 265 {
344 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 266 for (object *tmp = op->inv; tmp; tmp = tmp->below)
345 {
346 if (tmp->type == SKILL && tmp->skill == skill->skill) 267 if (tmp->type == SKILL && tmp->skill == skill->skill)
347 break; 268 {
269 skill = tmp;
270 goto found;
348 } 271 }
349 if (!tmp) 272
350 tmp = give_skill_by_name (op, skill->skill); 273 skill = give_skill_by_name (op, skill->skill);
351 skill = tmp; 274found: ;
352 } 275 }
353 276
354 // skill, by_whom, on_which_object, which direction, skill_argument 277 // skill, by_whom, on_which_object, which direction, skill_argument
355 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)))
356 return 0; 279 return 0;
357 280
358 switch (skill->subtype) 281 switch (skill->subtype)
359 { 282 {
360 case SK_LEVITATION: 283 case SK_LEVITATION:
361 /* Not 100% sure if this will work with new movement code - 284 /* Not 100% sure if this will work with new movement code -
362 * the levitation skill has move_type for flying, so when 285 * the levitation skill has move_type for flying, so when
363 * equipped, that should transfer to player, when not, 286 * equipped, that should transfer to player, when not,
364 * shouldn't. 287 * shouldn't.
365 */ 288 */
366 if (QUERY_FLAG (skill, FLAG_APPLIED)) 289 if (QUERY_FLAG (skill, FLAG_APPLIED))
367 { 290 {
368 CLEAR_FLAG (skill, FLAG_APPLIED); 291 CLEAR_FLAG (skill, FLAG_APPLIED);
369 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 292 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
370 } 293 }
371 else 294 else
372 { 295 {
373 SET_FLAG (skill, FLAG_APPLIED); 296 SET_FLAG (skill, FLAG_APPLIED);
374 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!.");
375 } 298 }
299
376 op->update_stats (); 300 op->update_stats ();
377 success = 1; 301 success = 1;
378 break; 302 break;
379 303
380 case SK_STEALING: 304 case SK_STEALING:
381 exp = success = steal (op, dir, skill); 305 exp = success = steal (op, dir, skill);
382 break; 306 break;
383 307
384 case SK_LOCKPICKING: 308 case SK_LOCKPICKING:
385 exp = success = pick_lock (op, dir, skill); 309 exp = success = pick_lock (op, dir, skill);
386 break; 310 break;
387 311
388 case SK_HIDING: 312 case SK_HIDING:
389 exp = success = hide (op, skill); 313 exp = success = hide (op, skill);
390 break; 314 break;
391 315
392 case SK_JUMPING: 316 case SK_JUMPING:
393 success = jump (op, dir, skill); 317 success = jump (op, dir, skill);
394 break; 318 break;
395 319
396 case SK_INSCRIPTION: 320 case SK_INSCRIPTION:
397 exp = success = write_on_item (op, string, skill); 321 exp = success = write_on_item (op, string, skill);
398 break; 322 break;
399 323
400 case SK_MEDITATION: 324 case SK_MEDITATION:
401 meditate (op, skill); 325 meditate (op, skill);
402 success = 1; 326 success = 1;
403 break; 327 break;
404 /* note that the following 'attack' skills gain exp through hit_player() */ 328 /* note that the following 'attack' skills gain exp through hit_player() */
405 329
406 case SK_KARATE: 330 case SK_KARATE:
407 (void) attack_hth (op, dir, "karate-chopped", skill); 331 attack_hth (op, dir, "karate-chopped", skill);
408 break; 332 break;
409 333
410 case SK_PUNCHING: 334 case SK_PUNCHING:
411 (void) attack_hth (op, dir, "punched", skill); 335 attack_hth (op, dir, "punched", skill);
412 break; 336 break;
413 337
414 case SK_FLAME_TOUCH: 338 case SK_FLAME_TOUCH:
415 (void) attack_hth (op, dir, "flamed", skill); 339 attack_hth (op, dir, "flamed", skill);
416 break; 340 break;
417 341
418 case SK_SPARK_TOUCH: 342 case SK_SPARK_TOUCH:
419 (void) attack_hth (op, dir, "zapped", skill); 343 attack_hth (op, dir, "zapped", skill);
420 break; 344 break;
421 345
422 case SK_SHIVER: 346 case SK_SHIVER:
423 (void) attack_hth (op, dir, "froze", skill); 347 attack_hth (op, dir, "froze", skill);
424 break; 348 break;
425 349
426 case SK_ACID_SPLASH: 350 case SK_ACID_SPLASH:
427 (void) attack_hth (op, dir, "dissolved", skill); 351 attack_hth (op, dir, "dissolved", skill);
428 break; 352 break;
429 353
430 case SK_POISON_NAIL: 354 case SK_POISON_NAIL:
431 (void) attack_hth (op, dir, "injected poison into", skill); 355 attack_hth (op, dir, "injected poison into", skill);
432 break; 356 break;
433 357
434 case SK_CLAWING: 358 case SK_CLAWING:
435 (void) attack_hth (op, dir, "clawed", skill); 359 attack_hth (op, dir, "clawed", skill);
436 break; 360 break;
437 361
438 case SK_ONE_HANDED_WEAPON: 362 case SK_ONE_HANDED_WEAPON:
439 case SK_TWO_HANDED_WEAPON: 363 case SK_TWO_HANDED_WEAPON:
440 (void) attack_melee_weapon (op, dir, NULL, skill); 364 attack_melee_weapon (op, dir, NULL, skill);
441 break; 365 break;
442 366
443 case SK_FIND_TRAPS: 367 case SK_FIND_TRAPS:
444 exp = success = find_traps (op, skill); 368 exp = success = find_traps (op, skill);
445 break; 369 break;
446 370
447 case SK_SINGING: 371 case SK_SINGING:
448 exp = success = singing (op, dir, skill); 372 exp = success = singing (op, dir, skill);
449 break; 373 break;
450 374
451 case SK_ORATORY: 375 case SK_ORATORY:
452 exp = success = use_oratory (op, dir, skill); 376 exp = success = use_oratory (op, dir, skill);
453 break; 377 break;
454 378
455 case SK_SMITHERY: 379 case SK_SMITHERY:
456 case SK_BOWYER: 380 case SK_BOWYER:
457 case SK_JEWELER: 381 case SK_JEWELER:
458 case SK_ALCHEMY: 382 case SK_ALCHEMY:
459 case SK_THAUMATURGY: 383 case SK_THAUMATURGY:
460 case SK_LITERACY: 384 case SK_LITERACY:
461 case SK_WOODSMAN: 385 case SK_WOODSMAN:
462 /* 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.
463 * failing that, we go and identify stuff. 387 * failing that, we go and identify stuff.
464 */ 388 */
465 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)
466 { 390 {
467 next = tmp->above; 391 next = tmp->above;
468 392
469 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 393 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
470 { 394 {
471 attempt_do_alchemy (op, tmp); 395 attempt_do_alchemy (op, tmp);
472 396
473 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 397 if (QUERY_FLAG (tmp, FLAG_APPLIED))
474 esrv_send_inventory (op, tmp); 398 esrv_send_inventory (op, tmp);
475 399
476 did_alc = 1; 400 did_alc = 1;
477 } 401 }
478 } 402 }
479 403
480 if (did_alc == 0) 404 if (did_alc == 0)
481 exp = success = skill_ident (op, skill);
482
483 break;
484
485 case SK_DET_MAGIC:
486 case SK_DET_CURSE:
487 exp = success = skill_ident (op, skill); 405 exp = success = skill_ident (op, skill);
406
488 break; 407 break;
489 408
409 case SK_DET_MAGIC:
410 case SK_DET_CURSE:
411 exp = success = skill_ident (op, skill);
412 break;
413
490 case SK_DISARM_TRAPS: 414 case SK_DISARM_TRAPS:
491 exp = success = remove_trap (op, dir, skill); 415 exp = success = remove_trap (op, dir, skill);
492 break; 416 break;
493 417
494 case SK_THROWING: 418 case SK_THROWING:
495 success = skill_throw (op, part, dir, string, skill); 419 success = skill_throw (op, part, dir, string, skill);
496 break; 420 break;
497 421
498 case SK_SET_TRAP: 422 case SK_SET_TRAP:
499 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.");
500 break; 424 break;
501 425
502 case SK_USE_MAGIC_ITEM: 426 case SK_USE_MAGIC_ITEM:
503 case SK_MISSILE_WEAPON: 427 case SK_MISSILE_WEAPON:
504 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.");
505 break; 429 break;
506 430
507 case SK_PRAYING: 431 case SK_PRAYING:
508 success = pray (op, skill); 432 success = pray (op, skill);
509 break; 433 break;
510 434
511 case SK_BARGAINING: 435 case SK_BARGAINING:
512 success = describe_shop (op); 436 success = describe_shop (op);
513 break; 437 break;
514 438
515 case SK_SORCERY: 439 case SK_SORCERY:
516 case SK_EVOCATION: 440 case SK_EVOCATION:
517 case SK_PYROMANCY: 441 case SK_PYROMANCY:
518 case SK_SUMMONING: 442 case SK_SUMMONING:
519 case SK_CLIMBING: 443 case SK_CLIMBING:
520 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.");
521 break; 445 break;
522 446
523 default: 447 default:
524 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);
525 break; 449 break;
526 } 450 }
527 451
528 /* 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.
529 * 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
530 * which use_monster_skill is called already simulates this. 454 * which use_monster_skill is called already simulates this.
531 * If certain skills should take more/less time, that should be 455 * If certain skills should take more/less time, that should be
532 * in the code for the skill itself. 456 * in the code for the skill itself.
533 */ 457 */
534 458
535 if (op->type == PLAYER) 459 if (op->type == PLAYER)
536 op->speed_left -= 1.0; 460 op->speed_left -= 1.f;
537 461
538 /* 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.
539 * Note that add_exp() will figure out player/monster experience 463 * Note that add_exp() will figure out player/monster experience
540 * gain problems. 464 * gain problems.
541 */ 465 */
569 * op is the object that was 'defeated'. 493 * op is the object that was 'defeated'.
570 * 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
571 * point back to who. 495 * point back to who.
572 * 496 *
573 */ 497 */
574
575int 498int
576calc_skill_exp (object *who, object *op, object *skill) 499calc_skill_exp (object *who, object *op, object *skill)
577{ 500{
578 int op_exp = 0, op_lvl = 0; 501 int op_exp = 0, op_lvl = 0;
579 float base, value, lvl_mult = 0.0; 502 float base, value, lvl_mult = 0.0;
668 * This one actually teaches the player the skill as something 591 * This one actually teaches the player the skill as something
669 * they can equip. 592 * they can equip.
670 * Return 0 if the player knows the skill, 1 if the 593 * Return 0 if the player knows the skill, 1 if the
671 * player learns the skill, 2 otherwise. 594 * player learns the skill, 2 otherwise.
672 */ 595 */
673
674int 596int
675learn_skill (object *pl, object *scroll) 597learn_skill (object *pl, object *scroll)
676{ 598{
677 object *tmp;
678
679 if (!scroll->skill) 599 if (!scroll->skill)
680 { 600 {
681 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);
682 return 2; 602 return 2;
683 } 603 }
684 604
685 /* can't use find_skill_by_name because we want skills the player knows 605 object *tmp = find_skill (pl, scroll->skill);
686 * but can't use natively.
687 */
688
689 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
690 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
691 break;
692 606
693 /* player already knows it */ 607 /* player already knows it */
694 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 608 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
695 return 0; 609 return 0;
696 610
714 link_player_skills (pl); 628 link_player_skills (pl);
715 return 1; 629 return 1;
716} 630}
717 631
718/* Gives a percentage clipped to 0% -> 100% of a/b. */ 632/* Gives a percentage clipped to 0% -> 100% of a/b. */
719
720/* Probably belongs in some global utils-type file? */ 633/* Probably belongs in some global utils-type file? */
721static int 634static int
722clipped_percent (sint64 a, sint64 b) 635clipped_percent (sint64 a, sint64 b)
723{ 636{
724 int rv; 637 int rv;
797 } 710 }
798 711
799 clear_win_info (op); 712 clear_win_info (op);
800 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 713 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
801 if (num_skills_found > 1) 714 if (num_skills_found > 1)
802 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);
803 716
804 for (i = 0; i < num_skills_found; i++) 717 for (i = 0; i < num_skills_found; i++)
805 {
806 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 718 new_draw_info (NDI_UNIQUE, 0, op, skills[i]);
807 }
808 719
809 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);
810 721
811 cp = determine_god (op); 722 cp = determine_god (op);
812 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");
819 * 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
820 * 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.
821 * This is tricky because skills can have spaces. We basically roll 732 * This is tricky because skills can have spaces. We basically roll
822 * 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.
823 */ 734 */
824
825int 735int
826use_skill (object *op, const char *string) 736use_skill (object *op, const char *string)
827{ 737{
828 object *skop; 738 object *skop;
829 size_t len; 739 size_t len;
830 740
831 if (!string) 741 if (!string)
832 return 0; 742 return 0;
833 743
834 for (skop = op->inv; skop != NULL; skop = skop->below) 744 for (skop = op->inv; skop; skop = skop->below)
835 { 745 {
746 if (skop->type == SKILL
836 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 747 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
837 !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))))
838 break; 749 break;
750 else if (skop->type == SKILL_TOOL
839 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))))
840 break; 752 break;
841 } 753 }
754
842 if (!skop) 755 if (!skop)
843 { 756 {
844 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);
845 return 0; 758 return 0;
846 } 759 }
851 * options given to the skill. Its pretty simple - if there 764 * options given to the skill. Its pretty simple - if there
852 * are extra parameters (as deteremined by string length), we 765 * are extra parameters (as deteremined by string length), we
853 * want to skip over any leading spaces. 766 * want to skip over any leading spaces.
854 */ 767 */
855 if (len >= strlen (string)) 768 if (len >= strlen (string))
856 {
857 string = NULL; 769 string = NULL;
858 }
859 else 770 else
860 { 771 {
861 string += len; 772 string += len;
862 while (*string == 0x20) 773 while (*string == 0x20)
863 string++; 774 string++;
775
864 if (strlen (string) == 0) 776 if (strlen (string) == 0)
865 string = NULL; 777 string = NULL;
866 } 778 }
867 779
868#ifdef SKILL_UTIL_DEBUG 780#ifdef SKILL_UTIL_DEBUG
869 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");
870#endif 782#endif
871 783
872 /* Change to the new skill, then execute it. */
873 if (do_skill (op, op, skop, op->facing, string)) 784 if (do_skill (op, op, skop, op->facing, string))
874 return 1; 785 return 1;
875 786
876 return 0; 787 return 0;
877} 788}
878 789
879static bool 790static bool
880hth_skill_p (object *skill) 791hth_skill_p (object *skill)
881{ 792{
882 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 793 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
883 if (skill->subtype == unarmed_skills[i])
884 return 1;
885
886 return 0;
887} 794}
888 795
889/* 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.
890 */ 797 */
891static object * 798static object *
905 * tmp is the targetted monster. 812 * tmp is the targetted monster.
906 * op is what is attacking 813 * op is what is attacking
907 * string is passed along to describe what messages to describe 814 * string is passed along to describe what messages to describe
908 * the damage. 815 * the damage.
909 */ 816 */
910
911static int 817static int
912do_skill_attack (object *tmp, object *op, const char *string, object *skill) 818do_skill_attack (object *tmp, object *op, const char *string, object *skill)
913{ 819{
914 int success;
915
916 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)))
917 return RESULT_INT (0); 821 return RESULT_INT (0);
918 822
919 /* 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
920 * 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.
921 * 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,
922 * 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
923 * 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.
924 */ 828 */
925 if (op->type == PLAYER) 829 if (player *pl = op->contr)
926 { 830 {
927 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 831 if (!pl->combat_ob)
928 { 832 {
929 if (!skill) 833 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
930 { 834 {
931 /* See if the players chosen skill is a combat skill, and use 835 for (tmp = op->inv; tmp; tmp = tmp->below)
932 * 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;
933 */ 843 }
934 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 844
935 skill = op->chosen_skill; 845 if (!pl->combat_ob)
936 else 846 {
847 if (!skill)
937 { 848 {
938 skill = find_player_hth_skill (op); 849 /* See if the players chosen skill is a combat skill, and use
939 850 * it if appropriate.
940 if (!skill) 851 */
852 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
853 skill = op->chosen_skill;
854 else
941 { 855 {
856 skill = find_player_hth_skill (op);
857
858 if (!skill)
942 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!");
943 return 0;
944 } 860 }
945 } 861 }
862
863 if (skill)
864 {
865 op->change_skill (0);
866 apply_special (op, skill, AP_APPLY);
867 }
946 } 868 }
947 869
948 /* now try to ready the new skill */ 870 if (!pl->combat_ob)
949 if (!change_skill (op, skill, 0)) 871 {
950 { /* oh oh, trouble! */ 872 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
951 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
952 return 0; 873 return 0;
953 } 874 }
954 } 875 }
955 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)
956 { 882 {
957 /* Seen some crashes below where current_weapon is not set, 883 pl->tmp_invis = 0;
958 * even though the flag says it is. So if current weapon isn't set, 884 op->invisible = 0;
959 * do some work in trying to find the object to use. 885 op->hide = 0;
960 */ 886 update_object (op, UP_OBJ_CHANGE);
961 if (!op->current_weapon)
962 {
963 object *tmp;
964
965 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
966 for (tmp = op->inv; tmp; tmp = tmp->below)
967 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
968 break;
969
970 if (!tmp)
971 {
972 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
973 op->current_weapon = NULL;
974 return 0;
975 }
976 else
977 {
978 op->current_weapon = tmp;
979 }
980 }
981
982 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1);
983 } 887 }
984 } 888 }
985 889
986 /* lose invisiblity/hiding status for running attacks */
987
988 if (op->type == PLAYER && op->contr->tmp_invis)
989 {
990 op->contr->tmp_invis = 0;
991 op->invisible = 0;
992 op->hide = 0;
993 update_object (op, UP_OBJ_FACE);
994 }
995
996 success = attack_ob (tmp, op); 890 int success = attack_ob (tmp, op);
997 891
998 /* print appropriate messages to the player */ 892 /* print appropriate messages to the player */
999 893
1000 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 894 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
1001 { 895 {
1002 if (op->type == PLAYER) 896 if (op->type == PLAYER)
1003 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));
1004 else if (tmp->type == PLAYER) 898 else if (tmp->type == PLAYER)
1005 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);
1006 } 900 }
901
1007 return success; 902 return success;
1008} 903}
1009
1010 904
1011/* 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
1012 * system. In essence, this code handles 906 * system. In essence, this code handles
1013 * 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
1014 * treated here. If an opponent is already supplied by move_player(), 908 * treated here. If an opponent is already supplied by move_player(),
1017 * 911 *
1018 * This is called by move_player() and attack_hth() 912 * This is called by move_player() and attack_hth()
1019 * 913 *
1020 * Initial implementation by -bt thomas@astro.psu.edu 914 * Initial implementation by -bt thomas@astro.psu.edu
1021 */ 915 */
1022
1023int 916int
1024skill_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)
1025{ 918{
1026 sint16 tx, ty; 919 sint16 tx, ty;
1027 maptile *m; 920 maptile *m;
1034 ty = freearr_y[dir]; 927 ty = freearr_y[dir];
1035 928
1036 /* 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.
1037 * Legal opponents are the same as outlined in move_player_attack() 930 * Legal opponents are the same as outlined in move_player_attack()
1038 */ 931 */
1039 932 if (!tmp)
1040 if (tmp == NULL)
1041 { 933 {
1042 m = pl->map; 934 m = pl->map;
1043 tx = pl->x + freearr_x[dir]; 935 tx = pl->x + freearr_x[dir];
1044 ty = pl->y + freearr_y[dir]; 936 ty = pl->y + freearr_y[dir];
1045 937
1055 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)
1056 { 948 {
1057 /* Don't attack party members */ 949 /* Don't attack party members */
1058 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))
1059 return 0; 951 return 0;
952
1060 break; 953 break;
1061 } 954 }
1062 } 955 }
956
1063 if (!tmp) 957 if (!tmp)
1064 { 958 {
1065 if (pl->type == PLAYER) 959 if (pl->type == PLAYER)
1066 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
1067 return 0; 962 return 0;
1068 } 963 }
1069 964
1070 return do_skill_attack (tmp, pl, string, skill); 965 return do_skill_attack (tmp, pl, string, skill);
1071} 966}
1072
1073 967
1074/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 968/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1075 969
1076/* 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
1077 * (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
1078 * function skill_attack() we actually attack. 972 * function skill_attack() we actually attack.
1079 */ 973 */
1080
1081static int 974static int
1082attack_hth (object *pl, int dir, const char *string, object *skill) 975attack_hth (object *pl, int dir, const char *string, object *skill)
1083{ 976{
1084 object *enemy = NULL, *weapon; 977 object *enemy = NULL, *weapon;
1085 978
1094 if (pl->type == PLAYER) 987 if (pl->type == PLAYER)
1095 { 988 {
1096 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.");
1097 esrv_update_item (UPD_FLAGS, pl, weapon); 990 esrv_update_item (UPD_FLAGS, pl, weapon);
1098 } 991 }
992
1099 break; 993 break;
1100 } 994 }
1101 } 995 }
996
1102 return skill_attack (enemy, pl, dir, string, skill); 997 return skill_attack (enemy, pl, dir, string, skill);
1103} 998}
1104
1105 999
1106/* attack_melee_weapon() - this handles melee weapon attacks -b.t. 1000/* attack_melee_weapon() - this handles melee weapon attacks -b.t.
1107 * 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.
1108 * 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
1109 * bears mentioning: 1003 * bears mentioning:
1110 * 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
1111 * we may make this routine handle 'special' melee weapons attacks 1005 * we may make this routine handle 'special' melee weapons attacks
1112 * (like disarming manuever with sai) based on player SK_level and 1006 * (like disarming manuever with sai) based on player SK_level and
1113 * weapon type. 1007 * weapon type.
1114 */ 1008 */
1115
1116static int 1009static int
1117attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1010attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1118{ 1011{
1119 1012
1120 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1013 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1121 { 1014 {
1122 if (op->type == PLAYER) 1015 if (op->type == PLAYER)
1123 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
1124 return 0; 1018 return 0;
1125 } 1019 }
1020
1126 return skill_attack (NULL, op, dir, string, skill); 1021 return skill_attack (NULL, op, dir, string, skill);
1127
1128} 1022}
1023

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