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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.65 by root, Mon Sep 22 05:45:55 2008 UTC vs.
Revision 1.94 by root, Sun Apr 11 00:34:06 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* 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. */
58/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
59 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
60 * subtypes. 61 * subtypes.
61 */ 62 */
62void 63void
63init_skills (void) 64init_skills ()
64{ 65{
65 for_all_archetypes (at) 66 for_all_archetypes (at)
66 if (at->type == SKILL) 67 if (at->type == SKILL)
67 { 68 {
68 if (skill_names[at->subtype]) 69 if (skill_names[at->subtype])
84 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
85 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
86 * mostly used for sending exp. 87 * mostly used for sending exp.
87 */ 88 */
88void 89void
89link_player_skills (object *op) 90player::link_skills ()
90{ 91{
92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
94
91 for (object *tmp = op->inv; tmp; tmp = tmp->below) 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
92 if (tmp->type == SKILL) 96 if (tmp->type == SKILL)
93 { 97 {
94 /* This is really a warning, hence no else below */ 98 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
95 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
96 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
97 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
98 99
99 if (tmp->subtype >= NUM_SKILLS) 100 if (last_skill_ob [tmp->subtype] != tmp)
100 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
101 else
102 { 101 {
102 /* This is really a warning, hence no else below */
103 if (last_skill_ob [tmp->subtype])
104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
105 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
106
103 op->contr->last_skill_ob[tmp->subtype] = tmp; 107 last_skill_ob [tmp->subtype] = tmp;
104 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 108 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1;
105 } 110 }
106 } 111 }
107} 112}
108 113
109static object * 114static object *
110find_skill (object *who, const shstr &sh) 115find_skill (object *who, shstr_cmp name)
111{ 116{
117 if (who->chosen_skill
118 && who->chosen_skill->skill == name
119 && who->chosen_skill->type == SKILL)
120 return who->chosen_skill;
121
112 for (object *tmp = who->inv; tmp; tmp = tmp->below) 122 for (object *tmp = who->inv; tmp; tmp = tmp->below)
113 if (tmp->skill == sh && tmp->type == SKILL) 123 if (tmp->skill == name && tmp->type == SKILL)
114 return tmp; 124 return splay (tmp);
115 125
116 return 0; 126 return 0;
127}
128
129object *player::find_skill (shstr_cmp name) const
130{
131 // might want to use last_skill_obj at one point, or maybe not
132 return ::find_skill (ob, name);
117} 133}
118 134
119/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
120 * one that accumulates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
121 * 137 *
122 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
123 * use the skill, so thus if use of the skill requires a skill 139 * use the skill, so thus if use of the skill requires a skill
124 * tool, this code will equip it. 140 * tool, this code will equip it.
125 */ 141 */
126object * 142object *
127find_skill_by_name (object *who, const shstr &sh) 143find_skill_by_name (object *who, shstr_cmp sh)
128{ 144{
129 object *skill_tool = 0; 145 object *skill_tool = 0;
130 146
131 for (object *tmp = who->inv; tmp; tmp = tmp->below) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
132 if (tmp->skill == sh) 148 if (tmp->skill == sh)
149 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
150 */ 166 */
151 object *skill = find_skill (who, skill_tool->skill); 167 object *skill = find_skill (who, skill_tool->skill);
152 168
153 if (!skill) 169 if (!skill)
154 {
155 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
156 link_player_skills (who);
157 }
158 171
159 if (!skill_tool->flag [FLAG_APPLIED]) 172 if (!skill_tool->flag [FLAG_APPLIED])
160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 173 if (!who->apply (splay (skill_tool)))
161 return 0; 174 return 0;
162 175
163 return splay (skill); 176 return splay (skill);
164} 177}
165 178
166object * 179object *
167find_skill_by_name (object *who, const char *name) 180find_skill_by_name_fuzzy (object *who, const char *name)
168{ 181{
169 if (!name) 182 if (name)
170 return 0;
171
172 for (object *tmp = who->inv; tmp; tmp = tmp->below) 183 for (object *tmp = who->inv; tmp; tmp = tmp->below)
173 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 184 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
174 && tmp->skill.begins_with (name)) 185 && tmp->skill.starts_with (name))
175 if (object *skop = find_skill_by_name (who, tmp->skill)) 186 if (object *skop = find_skill_by_name (who, tmp->skill))
176 return skop; 187 return skop;
177 188
178 return 0; 189 return 0;
179} 190}
180 191
181/* This returns the skill pointer of the given name (the 192/* This returns the skill pointer of the given name (the
198 return skop; 209 return skop;
199 210
200 return 0; 211 return 0;
201} 212}
202 213
203/* This changes the objects chosen_skill to new_skill.
204 * return 1 on success, 0 on error
205 */
206bool
207object::change_skill (object *new_skill)
208{
209 if (type != PLAYER)
210 return 0;
211
212 // optimise this supposedly common case
213 if (new_skill == chosen_skill)
214 return 1;
215
216 if (chosen_skill)
217 {
218 chosen_skill->flag [FLAG_APPLIED] = false;
219 change_abil (this, chosen_skill);
220 }
221
222 chosen_skill = new_skill;
223
224 if (chosen_skill)
225 {
226 chosen_skill->flag [FLAG_APPLIED] = true;
227 change_abil (this, chosen_skill);
228 }
229
230 // always clear current weapon, as the selected skill could
231 // conflict with the current weapon skill, which would go
232 // undetected and exp would be given to the wrong skill.
233 current_weapon = 0;
234
235 update_stats ();
236 return 1;
237}
238
239/* do_skill() - Main skills use function-similar in scope to cast_spell(). 214/* do_skill() - Main skills use function-similar in scope to cast_spell().
240 * We handle all requests for skill use outside of some combat here. 215 * We handle all requests for skill use outside of some combat here.
241 * We require a separate routine outside of fire() so as to allow monsters 216 * We require a separate routine outside of fire() so as to allow monsters
242 * to utilize skills. Returns 1 on use of skill, otherwise 0. 217 * to utilize skills. Returns 1 on use of skill, otherwise 0.
243 * This is changed (2002-11-30) from the old method that returned 218 * This is changed (2002-11-30) from the old method that returned
248 */ 223 */
249int 224int
250do_skill (object *op, object *part, object *skill, int dir, const char *string) 225do_skill (object *op, object *part, object *skill, int dir, const char *string)
251{ 226{
252 int success = 0, exp = 0; 227 int success = 0, exp = 0;
253 int did_alc = 0;
254 228
255 if (!skill) 229 if (!skill)
256 return 0; 230 return 0;
257 231
258 /* The code below presumes that the skill points to the object that 232 /* The code below presumes that the skill points to the object that
283 /* Not 100% sure if this will work with new movement code - 257 /* Not 100% sure if this will work with new movement code -
284 * the levitation skill has move_type for flying, so when 258 * the levitation skill has move_type for flying, so when
285 * equipped, that should transfer to player, when not, 259 * equipped, that should transfer to player, when not,
286 * shouldn't. 260 * shouldn't.
287 */ 261 */
288 if (QUERY_FLAG (skill, FLAG_APPLIED)) 262 if (skill->flag [FLAG_APPLIED])
289 { 263 {
290 CLEAR_FLAG (skill, FLAG_APPLIED); 264 skill->clr_flag (FLAG_APPLIED);
291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 265 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
292 } 266 }
293 else 267 else
294 { 268 {
295 SET_FLAG (skill, FLAG_APPLIED); 269 skill->set_flag (FLAG_APPLIED);
296 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); 270 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
297 } 271 }
298 272
299 op->update_stats (); 273 op->update_stats ();
300 success = 1; 274 success = 1;
383 case SK_LITERACY: 357 case SK_LITERACY:
384 case SK_WOODSMAN: 358 case SK_WOODSMAN:
385 /* first, we try to find a cauldron, and do the alchemy thing. 359 /* first, we try to find a cauldron, and do the alchemy thing.
386 * failing that, we go and identify stuff. 360 * failing that, we go and identify stuff.
387 */ 361 */
362 {
363 bool found_cauldron = false;
364
388 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 365 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
389 { 366 {
390 next = tmp->above; 367 next = tmp->above;
391 368
392 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 369 if (tmp->flag [FLAG_IS_CAULDRON])
393 { 370 {
371 found_cauldron = true;
372
373 if (tmp->skill != skill->skill)
374 {
375 op->failmsgf ("You can't use the %s with the %s skill!",
376 query_name (tmp),
377 query_name (skill));
378 break;
379 }
380
394 attempt_do_alchemy (op, tmp); 381 attempt_do_alchemy (op, tmp, skill);
395 382
396 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 383 if (tmp->flag [FLAG_APPLIED])
397 esrv_send_inventory (op, tmp); 384 esrv_send_inventory (op, tmp);
398
399 did_alc = 1;
400 } 385 }
401 } 386 }
402 387
403 if (did_alc == 0) 388 if (!found_cauldron)
404 exp = success = skill_ident (op, skill); 389 exp = success = skill_ident (op, skill);
405 390 }
406 break; 391 break;
407 392
408 case SK_DET_MAGIC: 393 case SK_DET_MAGIC:
409 case SK_DET_CURSE: 394 case SK_DET_CURSE:
410 exp = success = skill_ident (op, skill); 395 exp = success = skill_ident (op, skill);
439 case SK_EVOCATION: 424 case SK_EVOCATION:
440 case SK_PYROMANCY: 425 case SK_PYROMANCY:
441 case SK_SUMMONING: 426 case SK_SUMMONING:
442 case SK_CLIMBING: 427 case SK_CLIMBING:
443 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 428 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
429 break;
430
431 case SK_MINING:
432 success = skill_mining (op, part, skill, dir, string);
433 break;
434
435 case SK_FISHING:
436 success = skill_fishing (op, part, skill, dir, string);
444 break; 437 break;
445 438
446 default: 439 default:
447 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 440 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
448 break; 441 break;
524 } 517 }
525 else 518 else
526 { /* all other items/living creatures */ 519 { /* all other items/living creatures */
527 op_exp = op->stats.exp; 520 op_exp = op->stats.exp;
528 op_lvl = op->level; 521 op_lvl = op->level;
529 if (!QUERY_FLAG (op, FLAG_ALIVE)) 522 if (!op->flag [FLAG_ALIVE])
530 op_lvl += 5 * abs (op->magic); /* for ident/make items */ 523 op_lvl += 5 * abs (op->magic); /* for ident/make items */
531 } 524 }
532 525
533 if (op_lvl < 1) 526 if (op_lvl < 1)
534 op_lvl = 1; 527 op_lvl = 1;
598 } 591 }
599 592
600 object *tmp = find_skill (pl, scroll->skill); 593 object *tmp = find_skill (pl, scroll->skill);
601 594
602 /* player already knows it */ 595 /* player already knows it */
603 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 596 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
604 return 0; 597 return 0;
605 598
606 /* now a random change to learn, based on player Int. 599 /* now a random change to learn, based on player Int.
607 * give bonus based on level - otherwise stupid characters 600 * give bonus based on level - otherwise stupid characters
608 * might never be able to learn anything. 601 * might never be able to learn anything.
617 { 610 {
618 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 611 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
619 return 2; 612 return 2;
620 } 613 }
621 614
622 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 615 tmp->set_flag (FLAG_CAN_USE_SKILL);
623 link_player_skills (pl); 616
624 return 1; 617 return 1;
625} 618}
626 619
627/* Gives a percentage clipped to 0% -> 100% of a/b. */ 620/* Gives a percentage clipped to 0% -> 100% of a/b. */
628/* Probably belongs in some global utils-type file? */ 621/* Probably belongs in some global utils-type file? */
654 * just dumped this as we found it, this would be a bit 647 * just dumped this as we found it, this would be a bit
655 * simpler. 648 * simpler.
656 */ 649 */
657//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo. 650//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
658void 651void
659show_skills (object *op, const char *search) 652show_skills (object *pl, const char *search)
660{ 653{
661 const char *cp; 654 const char *cp;
662 int i, num_skills_found = 0; 655 int i, num_skills_found = 0;
663 const char *const periods = ".............................."; // 30 656 const char *const periods = ".............................."; // 30
664 657
665 /* Need to have a pointer and use strdup for qsort to work properly */ 658 /* Need to have a pointer and use strdup for qsort to work properly */
666 char skills[NUM_SKILLS][128]; // d'oh 659 char skills[NUM_SKILLS][128]; // d'oh
667 660
661 object *op = pl->contr->ob;
662
668 for (object *tmp = op->inv; tmp; tmp = tmp->below) 663 for (object *tmp = op->inv; tmp; tmp = tmp->below)
669 { 664 {
670 if (tmp->type == SKILL) 665 if (tmp->type == SKILL)
671 { 666 {
672 if (search && !strstr (tmp->name, search)) 667 if (search && !tmp->name.contains (search))
673 continue; 668 continue;
674 669
675 char buf[30]; 670 char buf[30];
676 671
677 /* Basically want to fill this out to 30 spaces with periods */ 672 /* Basically want to fill this out to 30 spaces with periods */
691 * it so it doesn't crash the server - otherwise, one character may 686 * it so it doesn't crash the server - otherwise, one character may
692 * crash the server numerous times. 687 * crash the server numerous times.
693 */ 688 */
694 if (num_skills_found >= NUM_SKILLS) 689 if (num_skills_found >= NUM_SKILLS)
695 { 690 {
696 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 691 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
697 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 692 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
698 break; 693 break;
699 } 694 }
700 } 695 }
701 } 696 }
702 697
703 dynbuf_text msg (4096, 1024); 698 dynbuf_text &msg = msg_dynbuf; msg.clear ();
704 699
705 msg << "T<Player skills:>\n\n"; 700 msg << "T<Player skills:>\n\n";
706 if (num_skills_found > 1) 701 if (num_skills_found > 1)
707 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); 702 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
708 703
716 711
717 msg << "Your equipped item power is " << (int)op->contr->item_power 712 msg << "Your equipped item power is " << (int)op->contr->item_power
718 << " out of " << int (op->level * settings.item_power_factor) 713 << " out of " << int (op->level * settings.item_power_factor)
719 << ".\n"; 714 << ".\n";
720 715
721 op->contr->infobox (MSG_CHANNEL ("skills"), msg); 716 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
722} 717}
723 718
724/* use_skill() - similar to invoke command, it executes the skill in the 719/* use_skill() - similar to invoke command, it executes the skill in the
725 * direction that the user is facing. Returns false if we are unable to 720 * direction that the user is facing. Returns false if we are unable to
726 * change to the requested skill, or were unable to use the skill properly. 721 * change to the requested skill, or were unable to use the skill properly.
735 730
736 if (!string) 731 if (!string)
737 return 0; 732 return 0;
738 733
739 for (skop = op->inv; skop; skop = skop->below) 734 for (skop = op->inv; skop; skop = skop->below)
740 { 735 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
741 if (skop->type == SKILL
742 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
743 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 736 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
737 {
738 skop = find_skill_by_name (op, skop->skill);
744 break; 739 break;
745 else if (skop->type == SKILL_TOOL
746 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
747 break;
748 } 740 }
749 741
750 if (!skop) 742 if (!skop)
751 { 743 {
752 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 744 op->failmsgf ("Unable to find skill %s.", string);
745 return 0;
746 }
747
748 if (!(skill_flags [skop->subtype] & SF_USE))
749 {
750 op->failmsgf (
751 "You feel as if you wanted to do something funny, but you can't remember what. "
752 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
753 "use it with some item, or it's always active.>",
754 &skop->skill
755 );
753 return 0; 756 return 0;
754 } 757 }
755 758
756 len = strlen (skop->skill); 759 len = strlen (skop->skill);
757 760
783} 786}
784 787
785static bool 788static bool
786hth_skill_p (object *skill) 789hth_skill_p (object *skill)
787{ 790{
788 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 791 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
789} 792}
790 793
791/* This finds the first unarmed skill the player has, and returns it. 794/* This finds the first unarmed skill the player has, and returns it.
792 */ 795 */
793static object * 796static object *
794find_player_hth_skill (object *op) 797find_player_hth_skill (object *op)
795{ 798{
796 for (object *tmp = op->inv; tmp; tmp = tmp->below) 799 for (object *tmp = op->inv; tmp; tmp = tmp->below)
797 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 800 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
798 return tmp; 801 return tmp;
799 802
800 return 0; 803 return 0;
801} 804}
802 805
822 * through that code if skill is set to change to the skill. 825 * through that code if skill is set to change to the skill.
823 */ 826 */
824 if (player *pl = op->contr) 827 if (player *pl = op->contr)
825 { 828 {
826 if (skill) 829 if (skill)
827 op->change_skill (skill); 830 {
831 if (!op->apply (skill))
832 return 0;
833 }
828 else 834 else
829 { 835 {
830 if (!pl->combat_ob) 836 if (!pl->combat_ob)
831 { 837 {
832 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 838 if (op->flag [FLAG_READY_WEAPON])
833 { 839 {
834 for (tmp = op->inv; tmp; tmp = tmp->below) 840 for (tmp = op->inv; tmp; tmp = tmp->below)
835 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 841 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
836 break; 842 break;
837 843
838 if (!tmp) 844 if (!tmp)
839 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 845 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
840 846
854 860
855 if (!skill) 861 if (!skill)
856 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 862 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
857 } 863 }
858 864
859 if (skill) 865 op->apply (skill);
860 {
861 op->change_skill (0);
862 apply_special (op, skill, AP_APPLY);
863 }
864 } 866 }
865 867
866 if (!pl->combat_ob) 868 if (!pl->combat_ob)
867 { 869 {
868 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 870 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
869 return 0; 871 return 0;
870 } 872 }
871 } 873 }
872 874
873 if (!op->change_weapon (pl->combat_ob)) 875 if (!op->apply (pl->combat_ob))
874 return 0; 876 return 0;
875 } 877 }
876 878
877 /* lose invisiblity/hiding status for running attacks */ 879 /* lose invisiblity/hiding status for running attacks */
878 if (pl->tmp_invis) 880 if (pl->tmp_invis)
879 { 881 {
880 pl->tmp_invis = 0; 882 pl->tmp_invis = 0;
881 op->invisible = 0; 883 op->invisible = 0;
882 op->hide = 0; 884 op->flag [FLAG_HIDDEN] = 0;
883 update_object (op, UP_OBJ_CHANGE); 885 update_object (op, UP_OBJ_CHANGE);
884 } 886 }
885 } 887 }
886 888
887 int success = attack_ob (tmp, op); 889 int success = attack_ob (tmp, op);
888 890
889 /* print appropriate messages to the player */ 891 /* print appropriate messages to the player */
890 892
891 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 893 if (success && string && tmp && !tmp->flag [FLAG_FREED])
892 { 894 {
893 if (op->type == PLAYER) 895 if (op->type == PLAYER)
894 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 896 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
895 else if (tmp->type == PLAYER) 897 else if (tmp->type == PLAYER)
896 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 898 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
939 /* space must be blocked for there to be anything interesting to do */ 941 /* space must be blocked for there to be anything interesting to do */
940 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 942 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
941 return 0; 943 return 0;
942 944
943 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) 945 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
944 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 946 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
945 { 947 {
946 /* Don't attack party members */ 948 /* Don't attack party members */
947 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 949 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
948 return 0; 950 return 0;
949 951
971static int 973static int
972attack_hth (object *pl, int dir, const char *string, object *skill) 974attack_hth (object *pl, int dir, const char *string, object *skill)
973{ 975{
974 object *enemy = NULL, *weapon; 976 object *enemy = NULL, *weapon;
975 977
976 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 978 if (pl->flag [FLAG_READY_WEAPON])
977 for (weapon = pl->inv; weapon; weapon = weapon->below) 979 for (weapon = pl->inv; weapon; weapon = weapon->below)
978 { 980 {
979 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 981 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
980 { 982 {
981 CLEAR_FLAG (weapon, FLAG_APPLIED); 983 weapon->clr_flag (FLAG_APPLIED);
982 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 984 pl->clr_flag (FLAG_READY_WEAPON);
983 pl->update_stats (); 985 pl->update_stats ();
984 if (pl->type == PLAYER) 986 if (pl->type == PLAYER)
985 { 987 {
986 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 988 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
987 esrv_update_item (UPD_FLAGS, pl, weapon); 989 esrv_update_item (UPD_FLAGS, pl, weapon);
1005 */ 1007 */
1006static int 1008static int
1007attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1009attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1008{ 1010{
1009 1011
1010 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1012 if (!op->flag [FLAG_READY_WEAPON])
1011 { 1013 {
1012 if (op->type == PLAYER) 1014 if (op->type == PLAYER)
1013 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1015 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1014 1016
1015 return 0; 1017 return 0;

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