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

Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.73 by root, Thu Jan 1 19:42:43 2009 UTC vs.
Revision 1.99 by root, Wed May 12 22:09:32 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. */
50# define def(uc, flags) flags, 51# define def(uc, flags) flags,
51# include "skillinc.h" 52# include "skillinc.h"
52# undef def 53# undef def
53}; 54};
54 55
56vector<object_ptr> skillvec;
57
55static int attack_hth (object *pl, int dir, const char *string, object *skill); 58static int attack_hth (object *pl, int dir, const char *string, object *skill);
56static int attack_melee_weapon (object *op, int dir, const char *string, object *skill); 59static int attack_melee_weapon (object *op, int dir, const char *string, object *skill);
57 60
58/* init_skills basically just sets up the skill_names table 61/* init_skills basically just sets up the skill_names table
59 * above. The index into the array is set up by the 62 * above. The index into the array is set up by the
60 * subtypes. 63 * subtypes.
61 */ 64 */
62void 65void
63init_skills (void) 66init_skills ()
64{ 67{
65 for_all_archetypes (at) 68 // nop
66 if (at->type == SKILL) 69}
70
71void
72add_skill_archetype (object *o)
73{
74 assert (("skill name must equal skill skill", o->name == o->skill));
75
76 for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i)
77 if ((*i)->name == o->name)
67 { 78 {
68 if (skill_names[at->subtype]) 79 // replace existing entry
69 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 80 SKILL_INDEX (o) = i - skillvec.begin ();
70 at->subtype, &skill_names[at->subtype], &at->skill); 81 *i = o;
71 else 82 return;
72 skill_names[at->subtype] = at->skill;
73 } 83 }
74 84
75 /* This isn't really an error if there is no skill subtype set, but 85 // add new entry
76 * checking for this may catch some user errors. 86 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
77 */ 87 SKILL_INDEX (o) = skillvec.size ();
78 for (int i = 1; i < NUM_SKILLS; i++) 88 skillvec.push_back (o);
79 if (!skill_names[i])
80 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
81} 89}
82 90
83/* This function goes through the player inventory and sets 91/* This function goes through the player inventory and sets
84 * up the last_skills[] array in the player object. 92 * up the last_skills[] array in the player object.
85 * the last_skills[] is used to more quickly lookup skills - 93 * the last_skills[] is used to more quickly lookup skills -
86 * mostly used for sending exp. 94 * mostly used for sending exp.
87 */ 95 */
88void 96void
89player::link_skills () 97player::link_skills ()
90{ 98{
91 for (int i = 0; i < NUM_SKILLS; ++i) 99 for (int i = 0; i < CS_NUM_SKILLS; ++i)
92 last_skill_ob [i] = 0; 100 last_skill_ob [i] = 0;
93 101
94 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 102 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
95 if (tmp->type == SKILL) 103 if (tmp->type == SKILL)
96 { 104 {
105 int idx = SKILL_INDEX (tmp);
106
97 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); 107 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
98 108
99 if (last_skill_ob [tmp->subtype] != tmp) 109 if (last_skill_ob [idx] != tmp)
100 { 110 {
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
106 last_skill_ob [tmp->subtype] = tmp; 111 last_skill_ob [idx] = tmp;
107 if (ns) 112 if (ns)
108 ns->last_skill_exp [tmp->subtype] = -1; 113 ns->last_skill_exp [idx] = -1;
109 } 114 }
110 } 115 }
111} 116}
112 117
113static object * 118static object *
123 return splay (tmp); 128 return splay (tmp);
124 129
125 return 0; 130 return 0;
126} 131}
127 132
133object *
128object *player::find_skill (shstr_cmp name) const 134player::find_skill (shstr_cmp name) const
129{ 135{
130 // might want to use last_skill_obj at one point, or maybe not 136 // might want to use last_skill_obj at one point, or maybe not
131 return ::find_skill (ob, name); 137 return ::find_skill (ob, name);
132} 138}
133 139
161 167
162 /* Player has a tool to use the skill. If not applied, apply it - 168 /* Player has a tool to use the skill. If not applied, apply it -
163 * if not successful, return null. If they do have the skill tool 169 * if not successful, return null. If they do have the skill tool
164 * but not the skill itself, give it to them. 170 * but not the skill itself, give it to them.
165 */ 171 */
166 object *skill = find_skill (who, skill_tool->skill); 172 object *skill = who->give_skill (skill_tool->skill);
167
168 if (!skill)
169 skill = give_skill_by_name (who, skill_tool->skill);
170 173
171 if (!skill_tool->flag [FLAG_APPLIED]) 174 if (!skill_tool->flag [FLAG_APPLIED])
172 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 175 if (!who->apply (splay (skill_tool)))
173 return 0; 176 return 0;
174 177
175 return splay (skill); 178 return splay (skill);
176} 179}
177 180
178object * 181object *
179find_skill_by_name_fuzzy (object *who, const char *name) 182find_skill_by_name_fuzzy (object *who, const char *name)
180{ 183{
181 if (!name) 184 if (name)
182 return 0;
183
184 for (object *tmp = who->inv; tmp; tmp = tmp->below) 185 for (object *tmp = who->inv; tmp; tmp = tmp->below)
185 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 186 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
186 && tmp->skill.starts_with (name)) 187 && tmp->skill.starts_with (name))
187 if (object *skop = find_skill_by_name (who, tmp->skill)) 188 if (object *skop = find_skill_by_name (who, tmp->skill))
188 return skop; 189 return skop;
189 190
190 return 0; 191 return 0;
191} 192}
192 193
193/* This returns the skill pointer of the given name (the 194/* This returns the skill pointer of the given name (the
198 * tool, this code will equip it. 199 * tool, this code will equip it.
199 * 200 *
200 * This code is basically the same as find_skill_by_name() above, 201 * This code is basically the same as find_skill_by_name() above,
201 * but instead a skill name, we search by matching number. 202 * but instead a skill name, we search by matching number.
202 * this replaces find_skill. 203 * this replaces find_skill.
204 *
205 * MUST NOT BE USED IN NEW CODE! (schmorp)
203 */ 206 */
204object * 207object *
205find_skill_by_number (object *who, int skillno) 208find_skill_by_number (object *who, int skillno)
206{ 209{
207 for (object *tmp = who->inv; tmp; tmp = tmp->below) 210 for (object *tmp = who->inv; tmp; tmp = tmp->below)
210 return skop; 213 return skop;
211 214
212 return 0; 215 return 0;
213} 216}
214 217
215/* This changes the objects chosen_skill to new_skill. 218object *
216 * return 1 on success, 0 on error 219object::give_skill (shstr_cmp name, bool can_use)
217 */
218bool
219object::change_skill (object *new_skill)
220{ 220{
221 if (type != PLAYER) 221 object *skill = find_skill (this, name);
222 return 0;
223 222
224 // optimise this supposedly common case
225 if (new_skill == chosen_skill)
226 return 1;
227
228 if (chosen_skill) 223 if (!skill)
229 { 224 skill = give_skill_by_name (this, name);
230 chosen_skill->flag [FLAG_APPLIED] = false;
231 change_abil (this, chosen_skill);
232 }
233 225
234 chosen_skill = new_skill; 226 if (skill && can_use)
227 skill->flag [FLAG_CAN_USE_SKILL] = true;
235 228
236 if (chosen_skill)
237 {
238 chosen_skill->flag [FLAG_APPLIED] = true;
239 change_abil (this, chosen_skill);
240 }
241
242 // always clear current weapon, as the selected skill could
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;
246
247 update_stats ();
248 return 1; 229 return skill;
249} 230}
250 231
251/* do_skill() - Main skills use function-similar in scope to cast_spell(). 232/* do_skill() - Main skills use function-similar in scope to cast_spell().
252 * We handle all requests for skill use outside of some combat here. 233 * We handle all requests for skill use outside of some combat here.
253 * We require a separate routine outside of fire() so as to allow monsters 234 * We require a separate routine outside of fire() so as to allow monsters
260 */ 241 */
261int 242int
262do_skill (object *op, object *part, object *skill, int dir, const char *string) 243do_skill (object *op, object *part, object *skill, int dir, const char *string)
263{ 244{
264 int success = 0, exp = 0; 245 int success = 0, exp = 0;
265 int did_alc = 0;
266 246
267 if (!skill) 247 if (!skill)
268 return 0; 248 return 0;
269 249
270 /* The code below presumes that the skill points to the object that 250 /* The code below presumes that the skill points to the object that
295 /* Not 100% sure if this will work with new movement code - 275 /* Not 100% sure if this will work with new movement code -
296 * the levitation skill has move_type for flying, so when 276 * the levitation skill has move_type for flying, so when
297 * equipped, that should transfer to player, when not, 277 * equipped, that should transfer to player, when not,
298 * shouldn't. 278 * shouldn't.
299 */ 279 */
300 if (QUERY_FLAG (skill, FLAG_APPLIED)) 280 if (skill->flag [FLAG_APPLIED])
301 { 281 {
302 CLEAR_FLAG (skill, FLAG_APPLIED); 282 skill->clr_flag (FLAG_APPLIED);
303 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 283 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
304 } 284 }
305 else 285 else
306 { 286 {
307 SET_FLAG (skill, FLAG_APPLIED); 287 skill->set_flag (FLAG_APPLIED);
308 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); 288 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
309 } 289 }
310 290
311 op->update_stats (); 291 op->update_stats ();
312 success = 1; 292 success = 1;
395 case SK_LITERACY: 375 case SK_LITERACY:
396 case SK_WOODSMAN: 376 case SK_WOODSMAN:
397 /* first, we try to find a cauldron, and do the alchemy thing. 377 /* first, we try to find a cauldron, and do the alchemy thing.
398 * failing that, we go and identify stuff. 378 * failing that, we go and identify stuff.
399 */ 379 */
380 {
381 bool found_cauldron = false;
382
400 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 383 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
401 { 384 {
402 next = tmp->above; 385 next = tmp->above;
403 386
404 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 387 if (tmp->flag [FLAG_IS_CAULDRON])
405 { 388 {
389 found_cauldron = true;
390
391 if (tmp->skill != skill->skill)
392 {
393 op->failmsgf ("You can't use the %s with the %s skill!",
394 query_name (tmp),
395 query_name (skill));
396 break;
397 }
398
406 attempt_do_alchemy (op, tmp); 399 attempt_do_alchemy (op, tmp, skill);
407 400
408 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 401 if (tmp->flag [FLAG_APPLIED])
409 esrv_send_inventory (op, tmp); 402 esrv_send_inventory (op, tmp);
410
411 did_alc = 1;
412 } 403 }
413 } 404 }
414 405
415 if (did_alc == 0) 406 if (!found_cauldron)
416 exp = success = skill_ident (op, skill); 407 exp = success = skill_ident (op, skill);
417 408 }
418 break; 409 break;
419 410
420 case SK_DET_MAGIC: 411 case SK_DET_MAGIC:
421 case SK_DET_CURSE: 412 case SK_DET_CURSE:
422 exp = success = skill_ident (op, skill); 413 exp = success = skill_ident (op, skill);
451 case SK_EVOCATION: 442 case SK_EVOCATION:
452 case SK_PYROMANCY: 443 case SK_PYROMANCY:
453 case SK_SUMMONING: 444 case SK_SUMMONING:
454 case SK_CLIMBING: 445 case SK_CLIMBING:
455 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 446 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
447 break;
448
449 case SK_MINING:
450 success = skill_mining (op, part, skill, dir, string);
456 break; 451 break;
457 452
458 default: 453 default:
459 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 454 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
460 break; 455 break;
536 } 531 }
537 else 532 else
538 { /* all other items/living creatures */ 533 { /* all other items/living creatures */
539 op_exp = op->stats.exp; 534 op_exp = op->stats.exp;
540 op_lvl = op->level; 535 op_lvl = op->level;
541 if (!QUERY_FLAG (op, FLAG_ALIVE)) 536 if (!op->flag [FLAG_ALIVE])
542 op_lvl += 5 * abs (op->magic); /* for ident/make items */ 537 op_lvl += 5 * abs (op->magic); /* for ident/make items */
543 } 538 }
544 539
545 if (op_lvl < 1) 540 if (op_lvl < 1)
546 op_lvl = 1; 541 op_lvl = 1;
610 } 605 }
611 606
612 object *tmp = find_skill (pl, scroll->skill); 607 object *tmp = find_skill (pl, scroll->skill);
613 608
614 /* player already knows it */ 609 /* player already knows it */
615 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 610 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
616 return 0; 611 return 0;
617 612
618 /* now a random change to learn, based on player Int. 613 /* now a random change to learn, based on player Int.
619 * give bonus based on level - otherwise stupid characters 614 * give bonus based on level - otherwise stupid characters
620 * might never be able to learn anything. 615 * might never be able to learn anything.
629 { 624 {
630 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 625 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
631 return 2; 626 return 2;
632 } 627 }
633 628
634 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 629 tmp->set_flag (FLAG_CAN_USE_SKILL);
635 630
636 return 1; 631 return 1;
637} 632}
638 633
639/* Gives a percentage clipped to 0% -> 100% of a/b. */ 634/* Gives a percentage clipped to 0% -> 100% of a/b. */
705 * it so it doesn't crash the server - otherwise, one character may 700 * it so it doesn't crash the server - otherwise, one character may
706 * crash the server numerous times. 701 * crash the server numerous times.
707 */ 702 */
708 if (num_skills_found >= NUM_SKILLS) 703 if (num_skills_found >= NUM_SKILLS)
709 { 704 {
710 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 705 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
711 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 706 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
712 break; 707 break;
713 } 708 }
714 } 709 }
715 } 710 }
716 711
717 dynbuf_text msg (4096, 1024); 712 dynbuf_text &msg = msg_dynbuf; msg.clear ();
718 713
719 msg << "T<Player skills:>\n\n"; 714 msg << "T<Player skills:>\n\n";
720 if (num_skills_found > 1) 715 if (num_skills_found > 1)
721 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); 716 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
722 717
749 744
750 if (!string) 745 if (!string)
751 return 0; 746 return 0;
752 747
753 for (skop = op->inv; skop; skop = skop->below) 748 for (skop = op->inv; skop; skop = skop->below)
754 { 749 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
755 if (skop->type == SKILL
756 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
757 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 750 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
751 {
752 skop = find_skill_by_name (op, skop->skill);
758 break; 753 break;
759 else if (skop->type == SKILL_TOOL
760 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
761 break;
762 } 754 }
763 755
764 if (!skop) 756 if (!skop)
765 { 757 {
766 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 758 op->failmsgf ("Unable to find skill %s.", string);
759 return 0;
760 }
761
762 if (!(skill_flags [skop->subtype] & SF_USE))
763 {
764 op->failmsgf (
765 "You feel as if you wanted to do something funny, but you can't remember what. "
766 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
767 "use it with some item, or it's always active.>",
768 &skop->skill
769 );
767 return 0; 770 return 0;
768 } 771 }
769 772
770 len = strlen (skop->skill); 773 len = strlen (skop->skill);
771 774
797} 800}
798 801
799static bool 802static bool
800hth_skill_p (object *skill) 803hth_skill_p (object *skill)
801{ 804{
802 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 805 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
803} 806}
804 807
805/* This finds the first unarmed skill the player has, and returns it. 808/* This finds the first unarmed skill the player has, and returns it.
806 */ 809 */
807static object * 810static object *
808find_player_hth_skill (object *op) 811find_player_hth_skill (object *op)
809{ 812{
810 for (object *tmp = op->inv; tmp; tmp = tmp->below) 813 for (object *tmp = op->inv; tmp; tmp = tmp->below)
811 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 814 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
812 return tmp; 815 return tmp;
813 816
814 return 0; 817 return 0;
815} 818}
816 819
836 * through that code if skill is set to change to the skill. 839 * through that code if skill is set to change to the skill.
837 */ 840 */
838 if (player *pl = op->contr) 841 if (player *pl = op->contr)
839 { 842 {
840 if (skill) 843 if (skill)
841 op->change_skill (skill); 844 {
845 if (!op->apply (skill))
846 return 0;
847 }
842 else 848 else
843 { 849 {
844 if (!pl->combat_ob) 850 if (!pl->combat_ob)
845 { 851 {
846 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 852 if (op->flag [FLAG_READY_WEAPON])
847 { 853 {
848 for (tmp = op->inv; tmp; tmp = tmp->below) 854 for (tmp = op->inv; tmp; tmp = tmp->below)
849 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 855 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
850 break; 856 break;
851 857
852 if (!tmp) 858 if (!tmp)
853 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 859 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
854 860
868 874
869 if (!skill) 875 if (!skill)
870 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 876 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
871 } 877 }
872 878
873 if (skill) 879 op->apply (skill);
874 {
875 op->change_skill (0);
876 apply_special (op, skill, AP_APPLY);
877 }
878 } 880 }
879 881
880 if (!pl->combat_ob) 882 if (!pl->combat_ob)
881 { 883 {
882 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 884 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
883 return 0; 885 return 0;
884 } 886 }
885 } 887 }
886 888
887 if (!op->change_weapon (pl->combat_ob)) 889 if (!op->apply (pl->combat_ob))
888 return 0; 890 return 0;
891
892 if (!op->chosen_skill)
893 LOG (llevError, "do_skill_attack: weapon has no skill (%s)", pl->combat_ob->debug_desc ());
889 } 894 }
890 895
891 /* lose invisiblity/hiding status for running attacks */ 896 /* lose invisiblity/hiding status for running attacks */
892 if (pl->tmp_invis) 897 if (pl->tmp_invis)
893 { 898 {
900 905
901 int success = attack_ob (tmp, op); 906 int success = attack_ob (tmp, op);
902 907
903 /* print appropriate messages to the player */ 908 /* print appropriate messages to the player */
904 909
905 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 910 if (success && string && tmp && !tmp->flag [FLAG_FREED])
906 { 911 {
907 if (op->type == PLAYER) 912 if (op->type == PLAYER)
908 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 913 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
909 else if (tmp->type == PLAYER) 914 else if (tmp->type == PLAYER)
910 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 915 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
953 /* space must be blocked for there to be anything interesting to do */ 958 /* space must be blocked for there to be anything interesting to do */
954 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 959 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
955 return 0; 960 return 0;
956 961
957 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) 962 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
958 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 963 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
959 { 964 {
960 /* Don't attack party members */ 965 /* Don't attack party members */
961 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 966 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
962 return 0; 967 return 0;
963 968
985static int 990static int
986attack_hth (object *pl, int dir, const char *string, object *skill) 991attack_hth (object *pl, int dir, const char *string, object *skill)
987{ 992{
988 object *enemy = NULL, *weapon; 993 object *enemy = NULL, *weapon;
989 994
990 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 995 if (pl->flag [FLAG_READY_WEAPON])
991 for (weapon = pl->inv; weapon; weapon = weapon->below) 996 for (weapon = pl->inv; weapon; weapon = weapon->below)
992 { 997 {
993 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 998 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
994 { 999 {
995 CLEAR_FLAG (weapon, FLAG_APPLIED); 1000 weapon->clr_flag (FLAG_APPLIED);
996 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1001 pl->clr_flag (FLAG_READY_WEAPON);
997 pl->update_stats (); 1002 pl->update_stats ();
998 if (pl->type == PLAYER) 1003 if (pl->type == PLAYER)
999 { 1004 {
1000 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1005 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1001 esrv_update_item (UPD_FLAGS, pl, weapon); 1006 esrv_update_item (UPD_FLAGS, pl, weapon);
1019 */ 1024 */
1020static int 1025static int
1021attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1026attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1022{ 1027{
1023 1028
1024 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1029 if (!op->flag [FLAG_READY_WEAPON])
1025 { 1030 {
1026 if (op->type == PLAYER) 1031 if (op->type == PLAYER)
1027 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1032 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1028 1033
1029 return 0; 1034 return 0;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines