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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.30 by root, Sun Apr 29 03:44:36 2007 UTC vs.
Revision 1.73 by root, Thu Jan 1 19:42:43 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* Created July 95 to separate skill utilities from actual skills -b.t. */ 24/* Created July 95 to separate skill utilities from actual skills -b.t. */
26 25
27/* Reconfigured skills code to allow linking of skills to experience 26/* Reconfigured skills code to allow linking of skills to experience
44#include <object.h> 43#include <object.h>
45#include <sproto.h> 44#include <sproto.h>
46#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */ 45#include <living.h> /* for defs of STR,CON,DEX,etc. -b.t. */
47#include <spells.h> 46#include <spells.h>
48 47
49/* Table of unarmed attack skills. Terminated by -1. This 48const uint8_t skill_flags[NUM_SKILLS] = {
50 * is also the list that we should try to use skills when 49 0, // SK_NONE
51 * automatically applying one for the player. 50# define def(uc, flags) flags,
52 */ 51# include "skillinc.h"
53static uint8 unarmed_skills[] = { 52# 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}; 53};
64 54
65static int attack_hth (object *pl, int dir, const char *string, object *skill); 55static 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); 56static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
67 57
70 * subtypes. 60 * subtypes.
71 */ 61 */
72void 62void
73init_skills (void) 63init_skills (void)
74{ 64{
75 int i; 65 for_all_archetypes (at)
76 archetype *at;
77
78 for (at = first_archetype; at != NULL; at = at->next)
79 if (at->clone.type == SKILL) 66 if (at->type == SKILL)
80 { 67 {
81 if (skill_names[at->clone.subtype] != NULL) 68 if (skill_names[at->subtype])
82 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 69 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); 70 at->subtype, &skill_names[at->subtype], &at->skill);
84 else 71 else
85 skill_names[at->clone.subtype] = at->clone.skill; 72 skill_names[at->subtype] = at->skill;
86 } 73 }
87 74
88 /* This isn't really an error if there is no skill subtype set, but 75 /* This isn't really an error if there is no skill subtype set, but
89 * checking for this may catch some user errors. 76 * checking for this may catch some user errors.
90 */ 77 */
91 for (i = 1; i < NUM_SKILLS; i++) 78 for (int i = 1; i < NUM_SKILLS; i++)
92 {
93 if (!skill_names[i]) 79 if (!skill_names[i])
94 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); 80 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
95 }
96} 81}
97 82
98/* This function goes through the player inventory and sets 83/* This function goes through the player inventory and sets
99 * up the last_skills[] array in the player object. 84 * up the last_skills[] array in the player object.
100 * the last_skills[] is used to more quickly lookup skills - 85 * the last_skills[] is used to more quickly lookup skills -
101 * mostly used for sending exp. 86 * mostly used for sending exp.
102 */ 87 */
103void 88void
104link_player_skills (object *op) 89player::link_skills ()
105{ 90{
91 for (int i = 0; i < NUM_SKILLS; ++i)
92 last_skill_ob [i] = 0;
93
106 for (object *tmp = op->inv; tmp; tmp = tmp->below) 94 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
107 if (tmp->type == SKILL) 95 if (tmp->type == SKILL)
108 { 96 {
109 /* This is really a warning, hence no else below */ 97 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
110 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
111 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
112 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
113 98
114 if (tmp->subtype >= NUM_SKILLS) 99 if (last_skill_ob [tmp->subtype] != tmp)
115 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
116 else
117 { 100 {
101 /* This is really a warning, hence no else below */
102 if (last_skill_ob [tmp->subtype])
103 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
104 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
105
118 op->contr->last_skill_ob[tmp->subtype] = tmp; 106 last_skill_ob [tmp->subtype] = tmp;
119 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 107 if (ns)
108 ns->last_skill_exp [tmp->subtype] = -1;
120 } 109 }
121 } 110 }
122} 111}
123 112
113static object *
114find_skill (object *who, shstr_cmp name)
115{
116 if (who->chosen_skill
117 && who->chosen_skill->skill == name
118 && who->chosen_skill->type == SKILL)
119 return who->chosen_skill;
120
121 for (object *tmp = who->inv; tmp; tmp = tmp->below)
122 if (tmp->skill == name && tmp->type == SKILL)
123 return splay (tmp);
124
125 return 0;
126}
127
128object *player::find_skill (shstr_cmp name) const
129{
130 // might want to use last_skill_obj at one point, or maybe not
131 return ::find_skill (ob, name);
132}
133
124/* This returns the skill pointer of the given name (the 134/* This returns the skill pointer of the given name (the
125 * one that accumlates exp, has the level, etc). 135 * one that accumulates exp, has the level, etc).
126 * 136 *
127 * It is presumed that the player will be needing to actually 137 * 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 138 * use the skill, so thus if use of the skill requires a skill
129 * tool, this code will equip it. 139 * tool, this code will equip it.
130 */ 140 */
131object * 141object *
132find_skill_by_name (object *who, const char *name) 142find_skill_by_name (object *who, shstr_cmp sh)
133{ 143{
134 object *skill = NULL, *skill_tool = NULL, *tmp; 144 object *skill_tool = 0;
135 145
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) 146 for (object *tmp = who->inv; tmp; tmp = tmp->below)
147 if (tmp->skill == sh)
144 { 148 {
145 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 149 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
146 skill = tmp; 150 /* If this is a skill that can be used without applying tool, return it */
147 151 return splay (tmp);
148 /* Try to find appropriate skilltool. If the player has one already 152 /* Try to find appropriate skilltool. If the player has one already
149 * applied, we try to keep using that one. 153 * applied, we try to keep using that one.
150 */ 154 */
151 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 155 else if (tmp->type == SKILL_TOOL && !skill_tool)
152 {
153 if (QUERY_FLAG (tmp, FLAG_APPLIED))
154 skill_tool = tmp; 156 skill_tool = tmp;
155 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 skill_tool = tmp;
157 } 157 }
158 } 158
159 /* If this is a skill that can be used without a tool, return it */ 159 if (!skill_tool)
160 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
161 return skill; 160 return 0;
162 161
163 /* Player has a tool to use the skill. IF not applied, apply it - 162 /* 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 163 * if not successful, return null. If they do have the skill tool
165 * but not the skill itself, give it to them. 164 * but not the skill itself, give it to them.
166 */ 165 */
167 if (skill_tool) 166 object *skill = find_skill (who, skill_tool->skill);
168 { 167
169 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
170 {
171 if (apply_special (who, skill_tool, 0))
172 return NULL;
173 }
174 if (!skill) 168 if (!skill)
175 {
176 skill = give_skill_by_name (who, skill_tool->skill); 169 skill = give_skill_by_name (who, skill_tool->skill);
177 link_player_skills (who); 170
178 } 171 if (!skill_tool->flag [FLAG_APPLIED])
172 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
179 return skill; 173 return 0;
180 } 174
175 return splay (skill);
176}
177
178object *
179find_skill_by_name_fuzzy (object *who, const char *name)
180{
181 if (!name)
182 return 0;
183
184 for (object *tmp = who->inv; tmp; tmp = tmp->below)
185 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
186 && tmp->skill.starts_with (name))
187 if (object *skop = find_skill_by_name (who, tmp->skill))
188 return skop;
189
181 return NULL; 190 return 0;
182} 191}
183
184 192
185/* This returns the skill pointer of the given name (the 193/* This returns the skill pointer of the given name (the
186 * one that accumlates exp, has the level, etc). 194 * one that accumulates exp, has the level, etc).
187 * 195 *
188 * It is presumed that the player will be needing to actually 196 * 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 197 * use the skill, so thus if use of the skill requires a skill
190 * tool, this code will equip it. 198 * tool, this code will equip it.
191 * 199 *
194 * this replaces find_skill. 202 * this replaces find_skill.
195 */ 203 */
196object * 204object *
197find_skill_by_number (object *who, int skillno) 205find_skill_by_number (object *who, int skillno)
198{ 206{
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) 207 for (object *tmp = who->inv; tmp; tmp = tmp->below)
205 {
206 if (tmp->type == SKILL && tmp->subtype == skillno) 208 if (tmp->type == SKILL && tmp->subtype == skillno)
207 skill = tmp; 209 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; 210 return skop;
243 }
244 211
245 return NULL; 212 return 0;
246} 213}
247 214
248/* This changes the objects skill to new_skill. 215/* 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 216 * return 1 on success, 0 on error
258 */ 217 */
259 218bool
260int 219object::change_skill (object *new_skill)
261change_skill (object *who, object *new_skill, int flag)
262{ 220{
263 int old_range;
264
265 if (who->type != PLAYER) 221 if (type != PLAYER)
266 return 0; 222 return 0;
267 223
268 old_range = who->contr->shoottype; 224 // optimise this supposedly common case
269 225 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; 226 return 1;
277 }
278 227
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) 228 if (chosen_skill)
285 apply_special (who, who->chosen_skill, AP_UNAPPLY); 229 {
230 chosen_skill->flag [FLAG_APPLIED] = false;
231 change_abil (this, chosen_skill);
232 }
286 233
287 /* Only goal in this case was to unapply a skill */ 234 chosen_skill = new_skill;
235
288 if (!new_skill) 236 if (chosen_skill)
289 return 0; 237 {
238 chosen_skill->flag [FLAG_APPLIED] = true;
239 change_abil (this, chosen_skill);
240 }
290 241
291 if (apply_special (who, new_skill, AP_APPLY)) 242 // always clear current weapon, as the selected skill could
292 return 0; 243 // conflict with the current weapon skill, which would go
244 // undetected and exp would be given to the wrong skill.
245 current_weapon = 0;
293 246
294 if (flag & 0x1) 247 update_stats ();
295 who->contr->shoottype = (rangetype)old_range;
296
297 return 1; 248 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} 249}
315 250
316/* do_skill() - Main skills use function-similar in scope to cast_spell(). 251/* 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. 252 * 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 253 * 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 256 * 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 257 * from know if a skill was actually used, as many skills don't
323 * give any exp for their direct use (eg, throwing). 258 * give any exp for their direct use (eg, throwing).
324 * It returns 0 if no skill was used. 259 * It returns 0 if no skill was used.
325 */ 260 */
326
327int 261int
328do_skill (object *op, object *part, object *skill, int dir, const char *string) 262do_skill (object *op, object *part, object *skill, int dir, const char *string)
329{ 263{
330 int success = 0, exp = 0; 264 int success = 0, exp = 0;
331 int did_alc = 0; 265 int did_alc = 0;
332 object *tmp, *next;
333 266
334 if (!skill) 267 if (!skill)
335 return 0; 268 return 0;
336 269
337 /* The code below presumes that the skill points to the object that 270 /* 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 272 * 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. 273 * the player doesn't have a bucket for that, create one.
341 */ 274 */
342 if (skill->type != SKILL && op->type == PLAYER) 275 if (skill->type != SKILL && op->type == PLAYER)
343 { 276 {
344 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 277 for (object *tmp = op->inv; tmp; tmp = tmp->below)
345 if (tmp->type == SKILL && tmp->skill == skill->skill) 278 if (tmp->type == SKILL && tmp->skill == skill->skill)
346 break; 279 {
280 skill = tmp;
281 goto found;
282 }
347 283
348 if (!tmp)
349 tmp = give_skill_by_name (op, skill->skill); 284 skill = give_skill_by_name (op, skill->skill);
350 285found: ;
351 skill = tmp;
352 } 286 }
353 287
354 // skill, by_whom, on_which_object, which direction, skill_argument 288 // 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))) 289 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
356 return 0; 290 return 0;
369 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 303 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
370 } 304 }
371 else 305 else
372 { 306 {
373 SET_FLAG (skill, FLAG_APPLIED); 307 SET_FLAG (skill, FLAG_APPLIED);
374 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 308 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
375 } 309 }
376 310
377 op->update_stats (); 311 op->update_stats ();
378 success = 1; 312 success = 1;
379 break; 313 break;
389 case SK_HIDING: 323 case SK_HIDING:
390 exp = success = hide (op, skill); 324 exp = success = hide (op, skill);
391 break; 325 break;
392 326
393 case SK_JUMPING: 327 case SK_JUMPING:
394 success = jump (op, dir, skill); 328 exp = success = jump (op, dir, skill);
395 break; 329 break;
396 330
397 case SK_INSCRIPTION: 331 case SK_INSCRIPTION:
398 exp = success = write_on_item (op, string, skill); 332 exp = success = write_on_item (op, string, skill);
399 break; 333 break;
461 case SK_LITERACY: 395 case SK_LITERACY:
462 case SK_WOODSMAN: 396 case SK_WOODSMAN:
463 /* first, we try to find a cauldron, and do the alchemy thing. 397 /* first, we try to find a cauldron, and do the alchemy thing.
464 * failing that, we go and identify stuff. 398 * failing that, we go and identify stuff.
465 */ 399 */
466 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) 400 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
467 { 401 {
468 next = tmp->above; 402 next = tmp->above;
469 403
470 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 404 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
471 { 405 {
530 * Monsters have no skill use time because of the random nature in 464 * Monsters have no skill use time because of the random nature in
531 * which use_monster_skill is called already simulates this. 465 * which use_monster_skill is called already simulates this.
532 * If certain skills should take more/less time, that should be 466 * If certain skills should take more/less time, that should be
533 * in the code for the skill itself. 467 * in the code for the skill itself.
534 */ 468 */
535
536 if (op->type == PLAYER) 469 if (op->type == PLAYER)
537 op->speed_left -= 1.0; 470 op->speed_left -= 1.f;
538 471
539 /* this is a good place to add experience for successfull use of skills. 472 /* this is a good place to add experience for successfull use of skills.
540 * Note that add_exp() will figure out player/monster experience 473 * Note that add_exp() will figure out player/monster experience
541 * gain problems. 474 * gain problems.
542 */ 475 */
570 * op is the object that was 'defeated'. 503 * op is the object that was 'defeated'.
571 * skill is the skill used. If no skill is used, it should just 504 * skill is the skill used. If no skill is used, it should just
572 * point back to who. 505 * point back to who.
573 * 506 *
574 */ 507 */
575
576int 508int
577calc_skill_exp (object *who, object *op, object *skill) 509calc_skill_exp (object *who, object *op, object *skill)
578{ 510{
579 int op_exp = 0, op_lvl = 0; 511 int op_exp = 0, op_lvl = 0;
580 float base, value, lvl_mult = 0.0; 512 float base, value, lvl_mult = 0.0;
589 * If an object is not alive and magical we set the base exp higher to 521 * If an object is not alive and magical we set the base exp higher to
590 * help out exp awards for skill_ident skills. Also, if 522 * help out exp awards for skill_ident skills. Also, if
591 * an item is type RUNE, we give out exp based on stats.Cha 523 * an item is type RUNE, we give out exp based on stats.Cha
592 * and level (this was the old system) -b.t. 524 * and level (this was the old system) -b.t.
593 */ 525 */
594
595 if (!op) 526 if (!op)
596 { /* no item/creature */ 527 { /* no item/creature */
597 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 528 op_lvl = max (1, who->map->difficulty);
598 op_exp = 0; 529 op_exp = 0;
599 } 530 }
600 else if (op->type == RUNE || op->type == TRAP) 531 else if (op->type == RUNE || op->type == TRAP)
601 { /* all traps. If stats.Cha > 1 we use that 532 { /* all traps. If stats.Cha > 1 we use that
602 * for the amount of experience */ 533 * for the amount of experience */
606 else 537 else
607 { /* all other items/living creatures */ 538 { /* all other items/living creatures */
608 op_exp = op->stats.exp; 539 op_exp = op->stats.exp;
609 op_lvl = op->level; 540 op_lvl = op->level;
610 if (!QUERY_FLAG (op, FLAG_ALIVE)) 541 if (!QUERY_FLAG (op, FLAG_ALIVE))
611 { /* for ident/make items */ 542 op_lvl += 5 * abs (op->magic); /* for ident/make items */
612 op_lvl += 5 * abs (op->magic);
613 }
614 } 543 }
615 544
616 if (op_lvl < 1) 545 if (op_lvl < 1)
617 op_lvl = 1; 546 op_lvl = 1;
618 547
626 /* if skill really is a skill, then we can look at the skill archetype for 555 /* if skill really is a skill, then we can look at the skill archetype for
627 * bse reward value (exp) and level multiplier factor. 556 * bse reward value (exp) and level multiplier factor.
628 */ 557 */
629 if (skill->type == SKILL) 558 if (skill->type == SKILL)
630 { 559 {
631 base += skill->arch->clone.stats.exp; 560 base += skill->arch->stats.exp;
632 if (settings.simple_exp) 561 if (settings.simple_exp)
633 { 562 {
634 if (skill->arch->clone.level) 563 if (skill->arch->level)
635 lvl_mult = (float) skill->arch->clone.level / 100.0; 564 lvl_mult = (float) skill->arch->level / 100.0;
636 else 565 else
637 lvl_mult = 1.0; /* no adjustment */ 566 lvl_mult = 1.0; /* no adjustment */
638 } 567 }
639 else 568 else
640 { 569 {
641 if (skill->level) 570 if (skill->level)
642 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 571 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
643 else 572 else
644 lvl_mult = 1.0; 573 lvl_mult = 1.0;
645 } 574 }
646 } 575 }
647 else 576 else
648 { 577 {
649 /* Don't divide by zero here! */ 578 /* Don't divide by zero here! */
650 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 579 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
651 } 580 }
652 } 581 }
653 582
654 /* assemble the exp total, and return value */ 583 /* assemble the exp total, and return value */
655 584
669 * This one actually teaches the player the skill as something 598 * This one actually teaches the player the skill as something
670 * they can equip. 599 * they can equip.
671 * Return 0 if the player knows the skill, 1 if the 600 * Return 0 if the player knows the skill, 1 if the
672 * player learns the skill, 2 otherwise. 601 * player learns the skill, 2 otherwise.
673 */ 602 */
674
675int 603int
676learn_skill (object *pl, object *scroll) 604learn_skill (object *pl, object *scroll)
677{ 605{
678 object *tmp;
679
680 if (!scroll->skill) 606 if (!scroll->skill)
681 { 607 {
682 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 608 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
683 return 2; 609 return 2;
684 } 610 }
685 611
686 /* can't use find_skill_by_name because we want skills the player knows 612 object *tmp = find_skill (pl, scroll->skill);
687 * but can't use natively.
688 */
689
690 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
691 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
692 break;
693 613
694 /* player already knows it */ 614 /* player already knows it */
695 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 615 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
696 return 0; 616 return 0;
697 617
710 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 630 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
711 return 2; 631 return 2;
712 } 632 }
713 633
714 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 634 SET_FLAG (tmp, FLAG_CAN_USE_SKILL);
715 link_player_skills (pl); 635
716 return 1; 636 return 1;
717} 637}
718 638
719/* Gives a percentage clipped to 0% -> 100% of a/b. */ 639/* Gives a percentage clipped to 0% -> 100% of a/b. */
720
721/* Probably belongs in some global utils-type file? */ 640/* Probably belongs in some global utils-type file? */
722static int 641static int
723clipped_percent (sint64 a, sint64 b) 642clipped_percent (sint64 a, sint64 b)
724{ 643{
725 int rv; 644 int rv;
745 * Note this function is a bit more complicated becauase we 664 * Note this function is a bit more complicated becauase we
746 * we want ot sort the skills before printing them. If we 665 * we want ot sort the skills before printing them. If we
747 * just dumped this as we found it, this would be a bit 666 * just dumped this as we found it, this would be a bit
748 * simpler. 667 * simpler.
749 */ 668 */
750 669//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
751void 670void
752show_skills (object *op, const char *search) 671show_skills (object *pl, const char *search)
753{ 672{
754 object *tmp = NULL;
755 char buf[MAX_BUF];
756 const char *cp; 673 const char *cp;
757 int i, num_skills_found = 0; 674 int i, num_skills_found = 0;
758 static const char *const periods = "........................................"; 675 const char *const periods = ".............................."; // 30
759 676
760 /* Need to have a pointer and use strdup for qsort to work properly */ 677 /* Need to have a pointer and use strdup for qsort to work properly */
761 char skills[NUM_SKILLS][MAX_BUF]; 678 char skills[NUM_SKILLS][128]; // d'oh
762 679
680 object *op = pl->contr->ob;
763 681
764 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 682 for (object *tmp = op->inv; tmp; tmp = tmp->below)
765 { 683 {
766 if (tmp->type == SKILL) 684 if (tmp->type == SKILL)
767 { 685 {
768 if (search && strstr (tmp->name, search) == NULL) 686 if (search && !tmp->name.contains (search))
769 continue; 687 continue;
688
689 char buf[30];
690
770 /* Basically want to fill this out to 40 spaces with periods */ 691 /* Basically want to fill this out to 30 spaces with periods */
771 sprintf (buf, "%s%s", &tmp->name, periods); 692 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
772 buf[40] = 0;
773 693
774 if (settings.permanent_exp_ratio) 694 if (settings.permanent_exp_ratio)
775 {
776 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 695 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
777 buf, tmp->level, tmp->stats.exp, 696 buf, tmp->level, tmp->stats.exp,
778 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 697 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
779 }
780 else 698 else
781 {
782 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 699 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
783 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 700 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
784 } 701
785 /* I don't know why some characters get a bunch of skills, but 702 /* I don't know why some characters get a bunch of skills, but
786 * it sometimes happens (maybe a leftover from bugier earlier code 703 * it sometimes happens (maybe a leftover from bugier earlier code
787 * and those character are still about). In any case, lets handle 704 * and those character are still about). In any case, lets handle
788 * it so it doesn't crash the server - otherwise, one character may 705 * it so it doesn't crash the server - otherwise, one character may
789 * crash the server numerous times. 706 * crash the server numerous times.
795 break; 712 break;
796 } 713 }
797 } 714 }
798 } 715 }
799 716
800 clear_win_info (op); 717 dynbuf_text msg (4096, 1024);
801 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 718
719 msg << "T<Player skills:>\n\n";
802 if (num_skills_found > 1) 720 if (num_skills_found > 1)
803 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 721 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
804 722
805 for (i = 0; i < num_skills_found; i++) 723 for (i = 0; i < num_skills_found; i++)
806 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 724 msg << " C<" << skills [i] << ">\n";
807 725
808 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 726 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
809 727
810 cp = determine_god (op); 728 cp = determine_god (op);
811 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 729 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
812 730
813 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 731 msg << "Your equipped item power is " << (int)op->contr->item_power
814 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 732 << " out of " << int (op->level * settings.item_power_factor)
733 << ".\n";
734
735 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
815} 736}
816 737
817/* use_skill() - similar to invoke command, it executes the skill in the 738/* use_skill() - similar to invoke command, it executes the skill in the
818 * direction that the user is facing. Returns false if we are unable to 739 * direction that the user is facing. Returns false if we are unable to
819 * change to the requested skill, or were unable to use the skill properly. 740 * change to the requested skill, or were unable to use the skill properly.
820 * This is tricky because skills can have spaces. We basically roll 741 * This is tricky because skills can have spaces. We basically roll
821 * our own find_skill_by_name so we can try to do better string matching. 742 * our own find_skill_by_name so we can try to do better string matching.
822 */ 743 */
823
824int 744int
825use_skill (object *op, const char *string) 745use_skill (object *op, const char *string)
826{ 746{
827 object *skop; 747 object *skop;
828 size_t len; 748 size_t len;
829 749
830 if (!string) 750 if (!string)
831 return 0; 751 return 0;
832 752
833 for (skop = op->inv; skop != NULL; skop = skop->below) 753 for (skop = op->inv; skop; skop = skop->below)
834 { 754 {
755 if (skop->type == SKILL
835 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 756 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
836 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 757 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
837 break; 758 break;
759 else if (skop->type == SKILL_TOOL
838 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 760 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
839 break; 761 break;
840 } 762 }
763
841 if (!skop) 764 if (!skop)
842 { 765 {
843 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 766 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
844 return 0; 767 return 0;
845 } 768 }
850 * options given to the skill. Its pretty simple - if there 773 * options given to the skill. Its pretty simple - if there
851 * are extra parameters (as deteremined by string length), we 774 * are extra parameters (as deteremined by string length), we
852 * want to skip over any leading spaces. 775 * want to skip over any leading spaces.
853 */ 776 */
854 if (len >= strlen (string)) 777 if (len >= strlen (string))
855 {
856 string = NULL; 778 string = NULL;
857 }
858 else 779 else
859 { 780 {
860 string += len; 781 string += len;
861 while (*string == 0x20) 782 while (*string == 0x20)
862 string++; 783 string++;
784
863 if (strlen (string) == 0) 785 if (strlen (string) == 0)
864 string = NULL; 786 string = NULL;
865 } 787 }
866 788
867#ifdef SKILL_UTIL_DEBUG 789#ifdef SKILL_UTIL_DEBUG
868 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 790 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
869#endif 791#endif
870 792
871 /* Change to the new skill, then execute it. */
872 if (do_skill (op, op, skop, op->facing, string)) 793 if (do_skill (op, op, skop, op->facing, string))
873 return 1; 794 return 1;
874 795
875 return 0; 796 return 0;
876} 797}
877 798
878static bool 799static bool
879hth_skill_p (object *skill) 800hth_skill_p (object *skill)
880{ 801{
881 for (unsigned int i = 0; i < sizeof (unarmed_skills); ++i) 802 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT;
882 if (skill->subtype == unarmed_skills[i])
883 return 1;
884
885 return 0;
886} 803}
887 804
888/* This finds the first unarmed skill the player has, and returns it. 805/* This finds the first unarmed skill the player has, and returns it.
889 */ 806 */
890static object * 807static object *
907 * the damage. 824 * the damage.
908 */ 825 */
909static int 826static int
910do_skill_attack (object *tmp, object *op, const char *string, object *skill) 827do_skill_attack (object *tmp, object *op, const char *string, object *skill)
911{ 828{
912 int success;
913
914 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill))) 829 if (INVOKE_OBJECT (SKILL_ATTACK, op, ARG_OBJECT (tmp), ARG_STRING (string), ARG_OBJECT (skill)))
915 return RESULT_INT (0); 830 return RESULT_INT (0);
916 831
917 /* For Players only: if there is no ready weapon, and no "attack" skill 832 /* For Players only: if there is no ready weapon, and no "attack" skill
918 * is readied either then try to find a skill for the player to use. 833 * is readied either then try to find a skill for the player to use.
919 * it is presumed that if skill is set, it is a valid attack skill (eg, 834 * it is presumed that if skill is set, it is a valid attack skill (eg,
920 * the caller should have set it appropriately). We still want to pass 835 * the caller should have set it appropriately). We still want to pass
921 * through that code if skill is set to change to the skill. 836 * through that code if skill is set to change to the skill.
922 */ 837 */
923 if (op->type == PLAYER) 838 if (player *pl = op->contr)
924 { 839 {
925 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 840 if (skill)
841 op->change_skill (skill);
842 else
926 { 843 {
927 if (!skill) 844 if (!pl->combat_ob)
928 { 845 {
929 /* See if the players chosen skill is a combat skill, and use 846 if (QUERY_FLAG (op, FLAG_READY_WEAPON))
930 * it if appropriate.
931 */
932 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
933 skill = op->chosen_skill;
934 else
935 { 847 {
936 skill = find_player_hth_skill (op); 848 for (tmp = op->inv; tmp; tmp = tmp->below)
849 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
850 break;
937 851
938 if (!skill) 852 if (!tmp)
853 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
854
855 pl->combat_ob = tmp;
856 }
857
858 if (!pl->combat_ob)
859 {
860 /* See if the players chosen skill is a combat skill, and use
861 * it if appropriate.
862 */
863 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
864 skill = op->chosen_skill;
865 else
939 { 866 {
867 skill = find_player_hth_skill (op);
868
869 if (!skill)
940 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 870 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
941 return 0; 871 }
872
873 if (skill)
874 {
875 op->change_skill (0);
876 apply_special (op, skill, AP_APPLY);
942 } 877 }
943 } 878 }
944 }
945 879
946 /* now try to ready the new skill */
947 if (!change_skill (op, skill, 0))
948 { /* oh oh, trouble! */
949 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
950 return 0;
951 }
952 }
953 else
954 {
955 /* Seen some crashes below where current_weapon is not set,
956 * even though the flag says it is. So if current weapon isn't set,
957 * do some work in trying to find the object to use.
958 */
959 if (!op->current_weapon)
960 {
961 object *tmp;
962
963 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
964 for (tmp = op->inv; tmp; tmp = tmp->below)
965 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
966 break;
967
968 if (!tmp) 880 if (!pl->combat_ob)
969 { 881 {
970 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 882 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
971 op->current_weapon = NULL;
972 return 0; 883 return 0;
973 } 884 }
974 else
975 {
976 op->current_weapon = tmp;
977 }
978 } 885 }
979 886
980 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 887 if (!op->change_weapon (pl->combat_ob))
888 return 0;
981 } 889 }
982 }
983 890
984 /* lose invisiblity/hiding status for running attacks */ 891 /* lose invisiblity/hiding status for running attacks */
985 892 if (pl->tmp_invis)
986 if (op->type == PLAYER && op->contr->tmp_invis) 893 {
987 {
988 op->contr->tmp_invis = 0; 894 pl->tmp_invis = 0;
989 op->invisible = 0; 895 op->invisible = 0;
990 op->hide = 0; 896 op->flag [FLAG_HIDDEN] = 0;
991 update_object (op, UP_OBJ_CHANGE); 897 update_object (op, UP_OBJ_CHANGE);
898 }
992 } 899 }
993 900
994 success = attack_ob (tmp, op); 901 int success = attack_ob (tmp, op);
995 902
996 /* print appropriate messages to the player */ 903 /* print appropriate messages to the player */
997 904
998 if (success && string != NULL && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 905 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED))
999 { 906 {
1000 if (op->type == PLAYER) 907 if (op->type == PLAYER)
1001 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 908 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
1002 else if (tmp->type == PLAYER) 909 else if (tmp->type == PLAYER)
1003 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 910 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
1006 return success; 913 return success;
1007} 914}
1008 915
1009/* skill_attack() - Core routine for use when we attack using a skills 916/* skill_attack() - Core routine for use when we attack using a skills
1010 * system. In essence, this code handles 917 * system. In essence, this code handles
1011 * all skill-based attacks, ie hth, missile and melee weapons should be 918 * all skill-based attacks, i.e. hth, missile and melee weapons should be
1012 * treated here. If an opponent is already supplied by move_player(), 919 * treated here. If an opponent is already supplied by move_player(),
1013 * we move right onto do_skill_attack(), otherwise we find if an 920 * we move right onto do_skill_attack(), otherwise we find if an
1014 * appropriate opponent exists. 921 * appropriate opponent exists.
1015 * 922 *
1016 * This is called by move_player() and attack_hth() 923 * This is called by move_player() and attack_hth()
1031 ty = freearr_y[dir]; 938 ty = freearr_y[dir];
1032 939
1033 /* If we don't yet have an opponent, find if one exists, and attack. 940 /* If we don't yet have an opponent, find if one exists, and attack.
1034 * Legal opponents are the same as outlined in move_player_attack() 941 * Legal opponents are the same as outlined in move_player_attack()
1035 */ 942 */
1036 943 if (!tmp)
1037 if (tmp == NULL)
1038 { 944 {
1039 m = pl->map; 945 m = pl->map;
1040 tx = pl->x + freearr_x[dir]; 946 tx = pl->x + freearr_x[dir];
1041 ty = pl->y + freearr_y[dir]; 947 ty = pl->y + freearr_y[dir];
1042 948
1052 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 958 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR)
1053 { 959 {
1054 /* Don't attack party members */ 960 /* Don't attack party members */
1055 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 961 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1056 return 0; 962 return 0;
963
1057 break; 964 break;
1058 } 965 }
1059 } 966 }
967
1060 if (!tmp) 968 if (!tmp)
1061 { 969 {
1062 if (pl->type == PLAYER) 970 if (pl->type == PLAYER)
1063 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!"); 971 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to attack!");
972
1064 return 0; 973 return 0;
1065 } 974 }
1066 975
1067 return do_skill_attack (tmp, pl, string, skill); 976 return do_skill_attack (tmp, pl, string, skill);
1068} 977}
1069
1070 978
1071/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 979/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1072 980
1073/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 981/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1074 * (attack_hth) we check for weapon use, etc in the second (the new 982 * (attack_hth) we check for weapon use, etc in the second (the new
1075 * function skill_attack() we actually attack. 983 * function skill_attack() we actually attack.
1076 */ 984 */
1077
1078static int 985static int
1079attack_hth (object *pl, int dir, const char *string, object *skill) 986attack_hth (object *pl, int dir, const char *string, object *skill)
1080{ 987{
1081 object *enemy = NULL, *weapon; 988 object *enemy = NULL, *weapon;
1082 989
1091 if (pl->type == PLAYER) 998 if (pl->type == PLAYER)
1092 { 999 {
1093 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1000 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1094 esrv_update_item (UPD_FLAGS, pl, weapon); 1001 esrv_update_item (UPD_FLAGS, pl, weapon);
1095 } 1002 }
1003
1096 break; 1004 break;
1097 } 1005 }
1098 } 1006 }
1099 1007
1100 return skill_attack (enemy, pl, dir, string, skill); 1008 return skill_attack (enemy, pl, dir, string, skill);
1120 1028
1121 return 0; 1029 return 0;
1122 } 1030 }
1123 1031
1124 return skill_attack (NULL, op, dir, string, skill); 1032 return skill_attack (NULL, op, dir, string, skill);
1125
1126} 1033}
1034

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