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 (©) 2005,2006,2007,2008,2009 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 it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * option) any later version. |
… | |
… | |
59 | /* init_skills basically just sets up the skill_names table |
59 | /* init_skills basically just sets up the skill_names table |
60 | * above. The index into the array is set up by the |
60 | * above. The index into the array is set up by the |
61 | * subtypes. |
61 | * subtypes. |
62 | */ |
62 | */ |
63 | void |
63 | void |
64 | init_skills (void) |
64 | init_skills () |
65 | { |
65 | { |
66 | for_all_archetypes (at) |
66 | for_all_archetypes (at) |
67 | if (at->type == SKILL) |
67 | if (at->type == SKILL) |
68 | { |
68 | { |
69 | if (skill_names[at->subtype]) |
69 | if (skill_names[at->subtype]) |
… | |
… | |
124 | return splay (tmp); |
124 | return splay (tmp); |
125 | |
125 | |
126 | return 0; |
126 | return 0; |
127 | } |
127 | } |
128 | |
128 | |
|
|
129 | object * |
129 | object *player::find_skill (shstr_cmp name) const |
130 | player::find_skill (shstr_cmp name) const |
130 | { |
131 | { |
131 | // might want to use last_skill_obj at one point, or maybe not |
132 | // might want to use last_skill_obj at one point, or maybe not |
132 | return ::find_skill (ob, name); |
133 | return ::find_skill (ob, name); |
133 | } |
134 | } |
134 | |
135 | |
… | |
… | |
162 | |
163 | |
163 | /* Player has a tool to use the skill. If not applied, apply it - |
164 | /* 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 |
165 | * if not successful, return null. If they do have the skill tool |
165 | * but not the skill itself, give it to them. |
166 | * but not the skill itself, give it to them. |
166 | */ |
167 | */ |
167 | object *skill = find_skill (who, skill_tool->skill); |
168 | object *skill = who->give_skill (skill_tool->skill); |
168 | |
|
|
169 | if (!skill) |
|
|
170 | skill = give_skill_by_name (who, skill_tool->skill); |
|
|
171 | |
169 | |
172 | if (!skill_tool->flag [FLAG_APPLIED]) |
170 | if (!skill_tool->flag [FLAG_APPLIED]) |
173 | if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) |
171 | if (!who->apply (splay (skill_tool))) |
174 | return 0; |
172 | return 0; |
175 | |
173 | |
176 | return splay (skill); |
174 | return splay (skill); |
177 | } |
175 | } |
178 | |
176 | |
179 | object * |
177 | object * |
180 | find_skill_by_name_fuzzy (object *who, const char *name) |
178 | find_skill_by_name_fuzzy (object *who, const char *name) |
181 | { |
179 | { |
182 | if (!name) |
180 | if (name) |
183 | return 0; |
|
|
184 | |
|
|
185 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
181 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
186 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
182 | if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) |
187 | && tmp->skill.starts_with (name)) |
183 | && tmp->skill.starts_with (name)) |
188 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
184 | if (object *skop = find_skill_by_name (who, tmp->skill)) |
189 | return skop; |
185 | return skop; |
190 | |
186 | |
191 | return 0; |
187 | return 0; |
192 | } |
188 | } |
193 | |
189 | |
194 | /* This returns the skill pointer of the given name (the |
190 | /* This returns the skill pointer of the given name (the |
… | |
… | |
211 | return skop; |
207 | return skop; |
212 | |
208 | |
213 | return 0; |
209 | return 0; |
214 | } |
210 | } |
215 | |
211 | |
216 | /* This changes the objects chosen_skill to new_skill. |
212 | object * |
217 | * return 1 on success, 0 on error |
213 | object::give_skill (shstr_cmp name, bool can_use) |
218 | */ |
|
|
219 | bool |
|
|
220 | object::change_skill (object *new_skill) |
|
|
221 | { |
214 | { |
222 | if (type != PLAYER) |
215 | object *skill = find_skill (this, name); |
223 | return 0; |
|
|
224 | |
216 | |
225 | // optimise this supposedly common case |
|
|
226 | if (new_skill == chosen_skill) |
|
|
227 | return 1; |
|
|
228 | |
|
|
229 | if (chosen_skill) |
217 | if (!skill) |
230 | { |
218 | skill = give_skill_by_name (this, name); |
231 | chosen_skill->flag [FLAG_APPLIED] = false; |
|
|
232 | change_abil (this, chosen_skill); |
|
|
233 | } |
|
|
234 | |
219 | |
235 | chosen_skill = new_skill; |
220 | if (skill && can_use) |
|
|
221 | skill->flag [FLAG_CAN_USE_SKILL] = true; |
236 | |
222 | |
237 | if (chosen_skill) |
|
|
238 | { |
|
|
239 | chosen_skill->flag [FLAG_APPLIED] = true; |
|
|
240 | change_abil (this, chosen_skill); |
|
|
241 | } |
|
|
242 | |
|
|
243 | // always clear current weapon, as the selected skill could |
|
|
244 | // conflict with the current weapon skill, which would go |
|
|
245 | // undetected and exp would be given to the wrong skill. |
|
|
246 | current_weapon = 0; |
|
|
247 | |
|
|
248 | update_stats (); |
|
|
249 | return 1; |
223 | return skill; |
250 | } |
224 | } |
251 | |
225 | |
252 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
226 | /* do_skill() - Main skills use function-similar in scope to cast_spell(). |
253 | * We handle all requests for skill use outside of some combat here. |
227 | * We handle all requests for skill use outside of some combat here. |
254 | * We require a separate routine outside of fire() so as to allow monsters |
228 | * We require a separate routine outside of fire() so as to allow monsters |
… | |
… | |
295 | /* Not 100% sure if this will work with new movement code - |
269 | /* Not 100% sure if this will work with new movement code - |
296 | * the levitation skill has move_type for flying, so when |
270 | * the levitation skill has move_type for flying, so when |
297 | * equipped, that should transfer to player, when not, |
271 | * equipped, that should transfer to player, when not, |
298 | * shouldn't. |
272 | * shouldn't. |
299 | */ |
273 | */ |
300 | if (QUERY_FLAG (skill, FLAG_APPLIED)) |
274 | if (skill->flag [FLAG_APPLIED]) |
301 | { |
275 | { |
302 | CLEAR_FLAG (skill, FLAG_APPLIED); |
276 | skill->clr_flag (FLAG_APPLIED); |
303 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
277 | new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); |
304 | } |
278 | } |
305 | else |
279 | else |
306 | { |
280 | { |
307 | SET_FLAG (skill, FLAG_APPLIED); |
281 | skill->set_flag (FLAG_APPLIED); |
308 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
282 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); |
309 | } |
283 | } |
310 | |
284 | |
311 | op->update_stats (); |
285 | op->update_stats (); |
312 | success = 1; |
286 | success = 1; |
… | |
… | |
402 | |
376 | |
403 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
377 | for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) |
404 | { |
378 | { |
405 | next = tmp->above; |
379 | next = tmp->above; |
406 | |
380 | |
407 | if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
381 | if (tmp->flag [FLAG_IS_CAULDRON]) |
408 | { |
382 | { |
409 | found_cauldron = true; |
383 | found_cauldron = true; |
410 | |
384 | |
411 | if (tmp->skill != skill->skill) |
385 | if (tmp->skill != skill->skill) |
412 | { |
386 | { |
413 | op->failmsg (format ("You can't use the %s with the %s skill!", |
387 | op->failmsgf ("You can't use the %s with the %s skill!", |
414 | query_name (tmp), |
388 | query_name (tmp), |
415 | query_name (skill))); |
389 | query_name (skill)); |
416 | break; |
390 | break; |
417 | } |
391 | } |
418 | |
392 | |
419 | attempt_do_alchemy (op, tmp, skill); |
393 | attempt_do_alchemy (op, tmp, skill); |
420 | |
394 | |
421 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
395 | if (tmp->flag [FLAG_APPLIED]) |
422 | esrv_send_inventory (op, tmp); |
396 | esrv_send_inventory (op, tmp); |
423 | } |
397 | } |
424 | } |
398 | } |
425 | |
399 | |
426 | if (!found_cauldron) |
400 | if (!found_cauldron) |
… | |
… | |
462 | case SK_EVOCATION: |
436 | case SK_EVOCATION: |
463 | case SK_PYROMANCY: |
437 | case SK_PYROMANCY: |
464 | case SK_SUMMONING: |
438 | case SK_SUMMONING: |
465 | case SK_CLIMBING: |
439 | case SK_CLIMBING: |
466 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
440 | new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); |
|
|
441 | break; |
|
|
442 | |
|
|
443 | case SK_MINING: |
|
|
444 | success = skill_mining (op, part, skill, dir, string); |
467 | break; |
445 | break; |
468 | |
446 | |
469 | default: |
447 | default: |
470 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
448 | LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); |
471 | break; |
449 | break; |
… | |
… | |
547 | } |
525 | } |
548 | else |
526 | else |
549 | { /* all other items/living creatures */ |
527 | { /* all other items/living creatures */ |
550 | op_exp = op->stats.exp; |
528 | op_exp = op->stats.exp; |
551 | op_lvl = op->level; |
529 | op_lvl = op->level; |
552 | if (!QUERY_FLAG (op, FLAG_ALIVE)) |
530 | if (!op->flag [FLAG_ALIVE]) |
553 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
531 | op_lvl += 5 * abs (op->magic); /* for ident/make items */ |
554 | } |
532 | } |
555 | |
533 | |
556 | if (op_lvl < 1) |
534 | if (op_lvl < 1) |
557 | op_lvl = 1; |
535 | op_lvl = 1; |
… | |
… | |
621 | } |
599 | } |
622 | |
600 | |
623 | object *tmp = find_skill (pl, scroll->skill); |
601 | object *tmp = find_skill (pl, scroll->skill); |
624 | |
602 | |
625 | /* player already knows it */ |
603 | /* player already knows it */ |
626 | if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) |
604 | if (tmp && tmp->flag [FLAG_CAN_USE_SKILL]) |
627 | return 0; |
605 | return 0; |
628 | |
606 | |
629 | /* now a random change to learn, based on player Int. |
607 | /* now a random change to learn, based on player Int. |
630 | * give bonus based on level - otherwise stupid characters |
608 | * give bonus based on level - otherwise stupid characters |
631 | * might never be able to learn anything. |
609 | * might never be able to learn anything. |
… | |
… | |
640 | { |
618 | { |
641 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
619 | LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); |
642 | return 2; |
620 | return 2; |
643 | } |
621 | } |
644 | |
622 | |
645 | SET_FLAG (tmp, FLAG_CAN_USE_SKILL); |
623 | tmp->set_flag (FLAG_CAN_USE_SKILL); |
646 | |
624 | |
647 | return 1; |
625 | return 1; |
648 | } |
626 | } |
649 | |
627 | |
650 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
628 | /* Gives a percentage clipped to 0% -> 100% of a/b. */ |
… | |
… | |
760 | |
738 | |
761 | if (!string) |
739 | if (!string) |
762 | return 0; |
740 | return 0; |
763 | |
741 | |
764 | for (skop = op->inv; skop; skop = skop->below) |
742 | for (skop = op->inv; skop; skop = skop->below) |
765 | { |
743 | if ((skop->type == SKILL || skop->type == SKILL_TOOL) |
766 | if (skop->type == SKILL |
|
|
767 | && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) |
|
|
768 | && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill)))) |
744 | && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill)))) |
|
|
745 | { |
|
|
746 | skop = find_skill_by_name (op, skop->skill); |
769 | break; |
747 | break; |
770 | else if (skop->type == SKILL_TOOL |
|
|
771 | && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill)))) |
|
|
772 | break; |
|
|
773 | } |
748 | } |
774 | |
749 | |
775 | if (!skop) |
750 | if (!skop) |
776 | { |
751 | { |
777 | new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); |
752 | op->failmsgf ("Unable to find skill %s.", string); |
|
|
753 | return 0; |
|
|
754 | } |
|
|
755 | |
|
|
756 | if (!(skill_flags [skop->subtype] & SF_USE)) |
|
|
757 | { |
|
|
758 | op->failmsgf ( |
|
|
759 | "You feel as if you wanted to do something funny, but you can't remember what. " |
|
|
760 | "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, " |
|
|
761 | "use it with some item, or it's always active.>", |
|
|
762 | &skop->skill |
|
|
763 | ); |
778 | return 0; |
764 | return 0; |
779 | } |
765 | } |
780 | |
766 | |
781 | len = strlen (skop->skill); |
767 | len = strlen (skop->skill); |
782 | |
768 | |
… | |
… | |
808 | } |
794 | } |
809 | |
795 | |
810 | static bool |
796 | static bool |
811 | hth_skill_p (object *skill) |
797 | hth_skill_p (object *skill) |
812 | { |
798 | { |
813 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; |
799 | return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT; |
814 | } |
800 | } |
815 | |
801 | |
816 | /* This finds the first unarmed skill the player has, and returns it. |
802 | /* This finds the first unarmed skill the player has, and returns it. |
817 | */ |
803 | */ |
818 | static object * |
804 | static object * |
819 | find_player_hth_skill (object *op) |
805 | find_player_hth_skill (object *op) |
820 | { |
806 | { |
821 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
807 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
822 | if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) |
808 | if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp)) |
823 | return tmp; |
809 | return tmp; |
824 | |
810 | |
825 | return 0; |
811 | return 0; |
826 | } |
812 | } |
827 | |
813 | |
… | |
… | |
847 | * through that code if skill is set to change to the skill. |
833 | * through that code if skill is set to change to the skill. |
848 | */ |
834 | */ |
849 | if (player *pl = op->contr) |
835 | if (player *pl = op->contr) |
850 | { |
836 | { |
851 | if (skill) |
837 | if (skill) |
852 | op->change_skill (skill); |
838 | { |
|
|
839 | if (!op->apply (skill)) |
|
|
840 | return 0; |
|
|
841 | } |
853 | else |
842 | else |
854 | { |
843 | { |
855 | if (!pl->combat_ob) |
844 | if (!pl->combat_ob) |
856 | { |
845 | { |
857 | if (QUERY_FLAG (op, FLAG_READY_WEAPON)) |
846 | if (op->flag [FLAG_READY_WEAPON]) |
858 | { |
847 | { |
859 | for (tmp = op->inv; tmp; tmp = tmp->below) |
848 | for (tmp = op->inv; tmp; tmp = tmp->below) |
860 | if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) |
849 | if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED]) |
861 | break; |
850 | break; |
862 | |
851 | |
863 | if (!tmp) |
852 | if (!tmp) |
864 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
853 | LOG (llevError, "Could not find applied weapon on %s\n", &op->name); |
865 | |
854 | |
… | |
… | |
879 | |
868 | |
880 | if (!skill) |
869 | if (!skill) |
881 | 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!"); |
882 | } |
871 | } |
883 | |
872 | |
884 | if (skill) |
873 | op->apply (skill); |
885 | { |
|
|
886 | op->change_skill (0); |
|
|
887 | apply_special (op, skill, AP_APPLY); |
|
|
888 | } |
|
|
889 | } |
874 | } |
890 | |
875 | |
891 | if (!pl->combat_ob) |
876 | if (!pl->combat_ob) |
892 | { |
877 | { |
893 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
878 | LOG (llevError, "Could not find anything to attack on %s\n", &op->name); |
894 | return 0; |
879 | return 0; |
895 | } |
880 | } |
896 | } |
881 | } |
897 | |
882 | |
898 | if (!op->change_weapon (pl->combat_ob)) |
883 | if (!op->apply (pl->combat_ob)) |
899 | return 0; |
884 | return 0; |
900 | } |
885 | } |
901 | |
886 | |
902 | /* lose invisiblity/hiding status for running attacks */ |
887 | /* lose invisiblity/hiding status for running attacks */ |
903 | if (pl->tmp_invis) |
888 | if (pl->tmp_invis) |
… | |
… | |
911 | |
896 | |
912 | int success = attack_ob (tmp, op); |
897 | int success = attack_ob (tmp, op); |
913 | |
898 | |
914 | /* print appropriate messages to the player */ |
899 | /* print appropriate messages to the player */ |
915 | |
900 | |
916 | if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) |
901 | if (success && string && tmp && !tmp->flag [FLAG_FREED]) |
917 | { |
902 | { |
918 | if (op->type == PLAYER) |
903 | if (op->type == PLAYER) |
919 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
904 | new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); |
920 | else if (tmp->type == PLAYER) |
905 | else if (tmp->type == PLAYER) |
921 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
906 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); |
… | |
… | |
964 | /* space must be blocked for there to be anything interesting to do */ |
949 | /* space must be blocked for there to be anything interesting to do */ |
965 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
950 | if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) |
966 | return 0; |
951 | return 0; |
967 | |
952 | |
968 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
953 | for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) |
969 | if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) |
954 | if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR) |
970 | { |
955 | { |
971 | /* Don't attack party members */ |
956 | /* Don't attack party members */ |
972 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
957 | if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) |
973 | return 0; |
958 | return 0; |
974 | |
959 | |
… | |
… | |
996 | static int |
981 | static int |
997 | attack_hth (object *pl, int dir, const char *string, object *skill) |
982 | attack_hth (object *pl, int dir, const char *string, object *skill) |
998 | { |
983 | { |
999 | object *enemy = NULL, *weapon; |
984 | object *enemy = NULL, *weapon; |
1000 | |
985 | |
1001 | if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) |
986 | if (pl->flag [FLAG_READY_WEAPON]) |
1002 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
987 | for (weapon = pl->inv; weapon; weapon = weapon->below) |
1003 | { |
988 | { |
1004 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
989 | if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED]) |
1005 | { |
990 | { |
1006 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
991 | weapon->clr_flag (FLAG_APPLIED); |
1007 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
992 | pl->clr_flag (FLAG_READY_WEAPON); |
1008 | pl->update_stats (); |
993 | pl->update_stats (); |
1009 | if (pl->type == PLAYER) |
994 | if (pl->type == PLAYER) |
1010 | { |
995 | { |
1011 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
996 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1012 | esrv_update_item (UPD_FLAGS, pl, weapon); |
997 | esrv_update_item (UPD_FLAGS, pl, weapon); |
… | |
… | |
1030 | */ |
1015 | */ |
1031 | static int |
1016 | static int |
1032 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1017 | attack_melee_weapon (object *op, int dir, const char *string, object *skill) |
1033 | { |
1018 | { |
1034 | |
1019 | |
1035 | if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) |
1020 | if (!op->flag [FLAG_READY_WEAPON]) |
1036 | { |
1021 | { |
1037 | if (op->type == PLAYER) |
1022 | if (op->type == PLAYER) |
1038 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1023 | new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); |
1039 | |
1024 | |
1040 | return 0; |
1025 | return 0; |