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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.79 by root, Sat Nov 7 18:30:06 2009 UTC vs.
Revision 1.97 by root, Thu Apr 15 00:36:51 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 (©) 2005,2006,2007,2008,2009 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.
51# define def(uc, flags) flags, 51# define def(uc, flags) flags,
52# include "skillinc.h" 52# include "skillinc.h"
53# undef def 53# undef def
54}; 54};
55 55
56vector<object_ptr> skillvec;
57
56static 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);
57static 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);
58 60
59/* init_skills basically just sets up the skill_names table 61/* init_skills basically just sets up the skill_names table
60 * above. The index into the array is set up by the 62 * above. The index into the array is set up by the
61 * subtypes. 63 * subtypes.
62 */ 64 */
63void 65void
64init_skills (void) 66init_skills ()
65{ 67{
66 for_all_archetypes (at) 68 // nop
67 if (at->type == SKILL) 69}
70
71void
72add_skill_archetype (object *o)
73{
74 printf ("<%s><%s>\n", &o->name, &o->skill);//D
75
76 assert (("skill name must equal skill skill", o->name == o->skill));
77
78 for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i)
79 if ((*i)->name == o->name)
68 { 80 {
69 if (skill_names[at->subtype]) 81 // replace existing entry
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 82 SKILL_INDEX (o) = i - skillvec.begin ();
71 at->subtype, &skill_names[at->subtype], &at->skill); 83 *i = o;
72 else 84 return;
73 skill_names[at->subtype] = at->skill;
74 } 85 }
75 86
76 /* This isn't really an error if there is no skill subtype set, but 87 // add new entry
77 * checking for this may catch some user errors. 88 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
78 */ 89 SKILL_INDEX (o) = skillvec.size ();
79 for (int i = 1; i < NUM_SKILLS; i++) 90 skillvec.push_back (o);
80 if (!skill_names[i])
81 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
82} 91}
83 92
84/* This function goes through the player inventory and sets 93/* This function goes through the player inventory and sets
85 * up the last_skills[] array in the player object. 94 * up the last_skills[] array in the player object.
86 * the last_skills[] is used to more quickly lookup skills - 95 * the last_skills[] is used to more quickly lookup skills -
87 * mostly used for sending exp. 96 * mostly used for sending exp.
88 */ 97 */
89void 98void
90player::link_skills () 99player::link_skills ()
91{ 100{
92 for (int i = 0; i < NUM_SKILLS; ++i) 101 for (int i = 0; i < CS_NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0; 102 last_skill_ob [i] = 0;
94 103
95 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 104 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
96 if (tmp->type == SKILL) 105 if (tmp->type == SKILL)
97 { 106 {
107 int idx = SKILL_INDEX (tmp);
108
98 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); 109 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
99 110
100 if (last_skill_ob [tmp->subtype] != tmp) 111 if (last_skill_ob [idx] != tmp)
101 { 112 {
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
107 last_skill_ob [tmp->subtype] = tmp; 113 last_skill_ob [idx] = tmp;
108 if (ns) 114 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1; 115 ns->last_skill_exp [idx] = -1;
110 } 116 }
111 } 117 }
112} 118}
113 119
114static object * 120static object *
124 return splay (tmp); 130 return splay (tmp);
125 131
126 return 0; 132 return 0;
127} 133}
128 134
135object *
129object *player::find_skill (shstr_cmp name) const 136player::find_skill (shstr_cmp name) const
130{ 137{
131 // might want to use last_skill_obj at one point, or maybe not 138 // might want to use last_skill_obj at one point, or maybe not
132 return ::find_skill (ob, name); 139 return ::find_skill (ob, name);
133} 140}
134 141
162 169
163 /* Player has a tool to use the skill. If not applied, apply it - 170 /* 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 171 * if not successful, return null. If they do have the skill tool
165 * but not the skill itself, give it to them. 172 * but not the skill itself, give it to them.
166 */ 173 */
167 object *skill = find_skill (who, skill_tool->skill); 174 object *skill = who->give_skill (skill_tool->skill);
168
169 if (!skill)
170 skill = give_skill_by_name (who, skill_tool->skill);
171 175
172 if (!skill_tool->flag [FLAG_APPLIED]) 176 if (!skill_tool->flag [FLAG_APPLIED])
173 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 177 if (!who->apply (splay (skill_tool)))
174 return 0; 178 return 0;
175 179
176 return splay (skill); 180 return splay (skill);
177} 181}
178 182
179object * 183object *
180find_skill_by_name_fuzzy (object *who, const char *name) 184find_skill_by_name_fuzzy (object *who, const char *name)
181{ 185{
182 if (!name) 186 if (name)
183 return 0;
184
185 for (object *tmp = who->inv; tmp; tmp = tmp->below) 187 for (object *tmp = who->inv; tmp; tmp = tmp->below)
186 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 188 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
187 && tmp->skill.starts_with (name)) 189 && tmp->skill.starts_with (name))
188 if (object *skop = find_skill_by_name (who, tmp->skill)) 190 if (object *skop = find_skill_by_name (who, tmp->skill))
189 return skop; 191 return skop;
190 192
191 return 0; 193 return 0;
192} 194}
193 195
194/* This returns the skill pointer of the given name (the 196/* This returns the skill pointer of the given name (the
199 * tool, this code will equip it. 201 * tool, this code will equip it.
200 * 202 *
201 * This code is basically the same as find_skill_by_name() above, 203 * This code is basically the same as find_skill_by_name() above,
202 * but instead a skill name, we search by matching number. 204 * but instead a skill name, we search by matching number.
203 * this replaces find_skill. 205 * this replaces find_skill.
206 *
207 * MUST NOT BE USED IN NEW CODE! (schmorp)
204 */ 208 */
205object * 209object *
206find_skill_by_number (object *who, int skillno) 210find_skill_by_number (object *who, int skillno)
207{ 211{
208 for (object *tmp = who->inv; tmp; tmp = tmp->below) 212 for (object *tmp = who->inv; tmp; tmp = tmp->below)
211 return skop; 215 return skop;
212 216
213 return 0; 217 return 0;
214} 218}
215 219
216/* This changes the objects chosen_skill to new_skill. 220object *
217 * return 1 on success, 0 on error 221object::give_skill (shstr_cmp name, bool can_use)
218 */
219bool
220object::change_skill (object *new_skill)
221{ 222{
222 if (type != PLAYER) 223 object *skill = find_skill (this, name);
223 return 0;
224 224
225 // optimise this supposedly common case
226 if (new_skill == chosen_skill)
227 return 1;
228
229 if (chosen_skill) 225 if (!skill)
230 { 226 skill = give_skill_by_name (this, name);
231 chosen_skill->flag [FLAG_APPLIED] = false;
232 change_abil (this, chosen_skill);
233 }
234 227
235 chosen_skill = new_skill; 228 if (skill && can_use)
229 skill->flag [FLAG_CAN_USE_SKILL] = true;
236 230
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; 231 return skill;
250} 232}
251 233
252/* do_skill() - Main skills use function-similar in scope to cast_spell(). 234/* 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. 235 * 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 236 * 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 - 277 /* Not 100% sure if this will work with new movement code -
296 * the levitation skill has move_type for flying, so when 278 * the levitation skill has move_type for flying, so when
297 * equipped, that should transfer to player, when not, 279 * equipped, that should transfer to player, when not,
298 * shouldn't. 280 * shouldn't.
299 */ 281 */
300 if (QUERY_FLAG (skill, FLAG_APPLIED)) 282 if (skill->flag [FLAG_APPLIED])
301 { 283 {
302 CLEAR_FLAG (skill, FLAG_APPLIED); 284 skill->clr_flag (FLAG_APPLIED);
303 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 285 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
304 } 286 }
305 else 287 else
306 { 288 {
307 SET_FLAG (skill, FLAG_APPLIED); 289 skill->set_flag (FLAG_APPLIED);
308 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); 290 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
309 } 291 }
310 292
311 op->update_stats (); 293 op->update_stats ();
312 success = 1; 294 success = 1;
402 384
403 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 385 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
404 { 386 {
405 next = tmp->above; 387 next = tmp->above;
406 388
407 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 389 if (tmp->flag [FLAG_IS_CAULDRON])
408 { 390 {
409 found_cauldron = true; 391 found_cauldron = true;
410 392
411 if (tmp->skill != skill->skill) 393 if (tmp->skill != skill->skill)
412 { 394 {
413 op->failmsg (format ("You can't use the %s with the %s skill!", 395 op->failmsgf ("You can't use the %s with the %s skill!",
414 query_name (tmp), 396 query_name (tmp),
415 query_name (skill))); 397 query_name (skill));
416 break; 398 break;
417 } 399 }
418 400
419 attempt_do_alchemy (op, tmp, skill); 401 attempt_do_alchemy (op, tmp, skill);
420 402
421 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 403 if (tmp->flag [FLAG_APPLIED])
422 esrv_send_inventory (op, tmp); 404 esrv_send_inventory (op, tmp);
423 } 405 }
424 } 406 }
425 407
426 if (!found_cauldron) 408 if (!found_cauldron)
462 case SK_EVOCATION: 444 case SK_EVOCATION:
463 case SK_PYROMANCY: 445 case SK_PYROMANCY:
464 case SK_SUMMONING: 446 case SK_SUMMONING:
465 case SK_CLIMBING: 447 case SK_CLIMBING:
466 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 448 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
449 break;
450
451 case SK_MINING:
452 success = skill_mining (op, part, skill, dir, string);
467 break; 453 break;
468 454
469 default: 455 default:
470 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 456 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
471 break; 457 break;
547 } 533 }
548 else 534 else
549 { /* all other items/living creatures */ 535 { /* all other items/living creatures */
550 op_exp = op->stats.exp; 536 op_exp = op->stats.exp;
551 op_lvl = op->level; 537 op_lvl = op->level;
552 if (!QUERY_FLAG (op, FLAG_ALIVE)) 538 if (!op->flag [FLAG_ALIVE])
553 op_lvl += 5 * abs (op->magic); /* for ident/make items */ 539 op_lvl += 5 * abs (op->magic); /* for ident/make items */
554 } 540 }
555 541
556 if (op_lvl < 1) 542 if (op_lvl < 1)
557 op_lvl = 1; 543 op_lvl = 1;
621 } 607 }
622 608
623 object *tmp = find_skill (pl, scroll->skill); 609 object *tmp = find_skill (pl, scroll->skill);
624 610
625 /* player already knows it */ 611 /* player already knows it */
626 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 612 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
627 return 0; 613 return 0;
628 614
629 /* now a random change to learn, based on player Int. 615 /* now a random change to learn, based on player Int.
630 * give bonus based on level - otherwise stupid characters 616 * give bonus based on level - otherwise stupid characters
631 * might never be able to learn anything. 617 * might never be able to learn anything.
640 { 626 {
641 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 627 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
642 return 2; 628 return 2;
643 } 629 }
644 630
645 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 631 tmp->set_flag (FLAG_CAN_USE_SKILL);
646 632
647 return 1; 633 return 1;
648} 634}
649 635
650/* Gives a percentage clipped to 0% -> 100% of a/b. */ 636/* Gives a percentage clipped to 0% -> 100% of a/b. */
760 746
761 if (!string) 747 if (!string)
762 return 0; 748 return 0;
763 749
764 for (skop = op->inv; skop; skop = skop->below) 750 for (skop = op->inv; skop; skop = skop->below)
765 { 751 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)))) 752 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
753 {
754 skop = find_skill_by_name (op, skop->skill);
769 break; 755 break;
770 else if (skop->type == SKILL_TOOL
771 && !strncasecmp (string, skop->skill, min (strlen (string), (size_t) strlen (skop->skill))))
772 break;
773 } 756 }
774 757
775 if (!skop) 758 if (!skop)
776 { 759 {
777 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 760 op->failmsgf ("Unable to find skill %s.", string);
761 return 0;
762 }
763
764 if (!(skill_flags [skop->subtype] & SF_USE))
765 {
766 op->failmsgf (
767 "You feel as if you wanted to do something funny, but you can't remember what. "
768 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
769 "use it with some item, or it's always active.>",
770 &skop->skill
771 );
778 return 0; 772 return 0;
779 } 773 }
780 774
781 len = strlen (skop->skill); 775 len = strlen (skop->skill);
782 776
808} 802}
809 803
810static bool 804static bool
811hth_skill_p (object *skill) 805hth_skill_p (object *skill)
812{ 806{
813 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 807 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
814} 808}
815 809
816/* This finds the first unarmed skill the player has, and returns it. 810/* This finds the first unarmed skill the player has, and returns it.
817 */ 811 */
818static object * 812static object *
819find_player_hth_skill (object *op) 813find_player_hth_skill (object *op)
820{ 814{
821 for (object *tmp = op->inv; tmp; tmp = tmp->below) 815 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)) 816 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
823 return tmp; 817 return tmp;
824 818
825 return 0; 819 return 0;
826} 820}
827 821
847 * through that code if skill is set to change to the skill. 841 * through that code if skill is set to change to the skill.
848 */ 842 */
849 if (player *pl = op->contr) 843 if (player *pl = op->contr)
850 { 844 {
851 if (skill) 845 if (skill)
852 op->change_skill (skill); 846 {
847 if (!op->apply (skill))
848 return 0;
849 }
853 else 850 else
854 { 851 {
855 if (!pl->combat_ob) 852 if (!pl->combat_ob)
856 { 853 {
857 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 854 if (op->flag [FLAG_READY_WEAPON])
858 { 855 {
859 for (tmp = op->inv; tmp; tmp = tmp->below) 856 for (tmp = op->inv; tmp; tmp = tmp->below)
860 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 857 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
861 break; 858 break;
862 859
863 if (!tmp) 860 if (!tmp)
864 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 861 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
865 862
879 876
880 if (!skill) 877 if (!skill)
881 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 878 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
882 } 879 }
883 880
884 if (skill) 881 op->apply (skill);
885 {
886 op->change_skill (0);
887 apply_special (op, skill, AP_APPLY);
888 }
889 } 882 }
890 883
891 if (!pl->combat_ob) 884 if (!pl->combat_ob)
892 { 885 {
893 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 886 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
894 return 0; 887 return 0;
895 } 888 }
896 } 889 }
897 890
898 if (!op->change_weapon (pl->combat_ob)) 891 if (!op->apply (pl->combat_ob))
899 return 0; 892 return 0;
900 } 893 }
901 894
902 /* lose invisiblity/hiding status for running attacks */ 895 /* lose invisiblity/hiding status for running attacks */
903 if (pl->tmp_invis) 896 if (pl->tmp_invis)
911 904
912 int success = attack_ob (tmp, op); 905 int success = attack_ob (tmp, op);
913 906
914 /* print appropriate messages to the player */ 907 /* print appropriate messages to the player */
915 908
916 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 909 if (success && string && tmp && !tmp->flag [FLAG_FREED])
917 { 910 {
918 if (op->type == PLAYER) 911 if (op->type == PLAYER)
919 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 912 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
920 else if (tmp->type == PLAYER) 913 else if (tmp->type == PLAYER)
921 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 914 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 */ 957 /* 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))) 958 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
966 return 0; 959 return 0;
967 960
968 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) 961 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) 962 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
970 { 963 {
971 /* Don't attack party members */ 964 /* Don't attack party members */
972 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 965 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
973 return 0; 966 return 0;
974 967
996static int 989static int
997attack_hth (object *pl, int dir, const char *string, object *skill) 990attack_hth (object *pl, int dir, const char *string, object *skill)
998{ 991{
999 object *enemy = NULL, *weapon; 992 object *enemy = NULL, *weapon;
1000 993
1001 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 994 if (pl->flag [FLAG_READY_WEAPON])
1002 for (weapon = pl->inv; weapon; weapon = weapon->below) 995 for (weapon = pl->inv; weapon; weapon = weapon->below)
1003 { 996 {
1004 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 997 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1005 { 998 {
1006 CLEAR_FLAG (weapon, FLAG_APPLIED); 999 weapon->clr_flag (FLAG_APPLIED);
1007 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1000 pl->clr_flag (FLAG_READY_WEAPON);
1008 pl->update_stats (); 1001 pl->update_stats ();
1009 if (pl->type == PLAYER) 1002 if (pl->type == PLAYER)
1010 { 1003 {
1011 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 1004 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1012 esrv_update_item (UPD_FLAGS, pl, weapon); 1005 esrv_update_item (UPD_FLAGS, pl, weapon);
1030 */ 1023 */
1031static int 1024static int
1032attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1025attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1033{ 1026{
1034 1027
1035 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1028 if (!op->flag [FLAG_READY_WEAPON])
1036 { 1029 {
1037 if (op->type == PLAYER) 1030 if (op->type == PLAYER)
1038 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1031 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1039 1032
1040 return 0; 1033 return 0;

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> Changed lines