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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.35 by root, Tue May 1 05:48:20 2007 UTC vs.
Revision 1.94 by root, Sun Apr 11 00:34:06 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* 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. */
26 26
27/* Reconfigured skills code to allow linking of skills to experience 27/* Reconfigured skills code to allow linking of skills to experience
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 */
63void 63void
64init_skills (void) 64init_skills ()
65{ 65{
66 for (archetype *at = first_archetype; at; at = at->next) 66 for_all_archetypes (at)
67 if (at->clone.type == SKILL) 67 if (at->type == SKILL)
68 { 68 {
69 if (skill_names[at->clone.subtype]) 69 if (skill_names[at->subtype])
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 71 at->subtype, &skill_names[at->subtype], &at->skill);
72 else 72 else
73 skill_names[at->clone.subtype] = at->clone.skill; 73 skill_names[at->subtype] = at->skill;
74 } 74 }
75 75
76 /* This isn't really an error if there is no skill subtype set, but 76 /* This isn't really an error if there is no skill subtype set, but
77 * checking for this may catch some user errors. 77 * checking for this may catch some user errors.
78 */ 78 */
85 * up the last_skills[] array in the player object. 85 * up the last_skills[] array in the player object.
86 * the last_skills[] is used to more quickly lookup skills - 86 * the last_skills[] is used to more quickly lookup skills -
87 * mostly used for sending exp. 87 * mostly used for sending exp.
88 */ 88 */
89void 89void
90link_player_skills (object *op) 90player::link_skills ()
91{ 91{
92 for (int i = 0; i < NUM_SKILLS; ++i)
93 last_skill_ob [i] = 0;
94
92 for (object *tmp = op->inv; tmp; tmp = tmp->below) 95 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
93 if (tmp->type == SKILL) 96 if (tmp->type == SKILL)
94 { 97 {
95 /* This is really a warning, hence no else below */ 98 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS));
96 if (op->contr->last_skill_ob[tmp->subtype] && op->contr->last_skill_ob[tmp->subtype] != tmp)
97 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
98 &op->contr->last_skill_ob[tmp->subtype]->skill, &tmp->skill);
99 99
100 if (tmp->subtype >= NUM_SKILLS) 100 if (last_skill_ob [tmp->subtype] != tmp)
101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS);
102 else
103 { 101 {
102 /* This is really a warning, hence no else below */
103 if (last_skill_ob [tmp->subtype])
104 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
105 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
106
104 op->contr->last_skill_ob[tmp->subtype] = tmp; 107 last_skill_ob [tmp->subtype] = tmp;
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 108 if (ns)
109 ns->last_skill_exp [tmp->subtype] = -1;
106 } 110 }
107 } 111 }
108} 112}
109 113
114static object *
115find_skill (object *who, shstr_cmp name)
116{
117 if (who->chosen_skill
118 && who->chosen_skill->skill == name
119 && who->chosen_skill->type == SKILL)
120 return who->chosen_skill;
121
122 for (object *tmp = who->inv; tmp; tmp = tmp->below)
123 if (tmp->skill == name && tmp->type == SKILL)
124 return splay (tmp);
125
126 return 0;
127}
128
129object *player::find_skill (shstr_cmp name) const
130{
131 // might want to use last_skill_obj at one point, or maybe not
132 return ::find_skill (ob, name);
133}
134
110/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
111 * one that accumlates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
112 * 137 *
113 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
114 * use the skill, so thus if use of the skill requires a skill 139 * use the skill, so thus if use of the skill requires a skill
115 * tool, this code will equip it. 140 * tool, this code will equip it.
116 */ 141 */
117object * 142object *
118find_skill_by_name (object *who, const char *name) 143find_skill_by_name (object *who, shstr_cmp sh)
119{ 144{
120 object *skill = NULL, *skill_tool = NULL, *tmp; 145 object *skill_tool = 0;
121 146
122 if (!name)
123 return NULL;
124
125 /* We make sure the length of the string in the object is greater
126 * in length than the passed string. Eg, if we have a skill called
127 * 'hi', we don't want to match if the user passed 'high'
128 */
129 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
148 if (tmp->skill == sh)
130 { 149 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 150 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
132 skill = tmp; 151 /* If this is a skill that can be used without applying tool, return it */
133 152 return splay (tmp);
134 /* Try to find appropriate skilltool. If the player has one already 153 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one. 154 * applied, we try to keep using that one.
136 */ 155 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 156 else if (tmp->type == SKILL_TOOL && !skill_tool)
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp; 157 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 } 158 }
144 } 159
145 /* If this is a skill that can be used without a tool, return it */ 160 if (!skill_tool)
146 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
147 return skill; 161 return 0;
148 162
149 /* Player has a tool to use the skill. IF not applied, apply it - 163 /* Player has a tool to use the skill. If not applied, apply it -
150 * if not successful, return null. If they do have the skill tool 164 * if not successful, return null. If they do have the skill tool
151 * but not the skill itself, give it to them. 165 * but not the skill itself, give it to them.
152 */ 166 */
153 if (skill_tool) 167 object *skill = find_skill (who, skill_tool->skill);
154 {
155 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
156 {
157 if (apply_special (who, skill_tool, 0))
158 return NULL;
159 }
160 168
161 if (!skill) 169 if (!skill)
162 {
163 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
164 link_player_skills (who);
165 }
166 171
172 if (!skill_tool->flag [FLAG_APPLIED])
173 if (!who->apply (splay (skill_tool)))
167 return skill; 174 return 0;
168 }
169 175
176 return splay (skill);
177}
178
179object *
180find_skill_by_name_fuzzy (object *who, const char *name)
181{
182 if (name)
183 for (object *tmp = who->inv; tmp; tmp = tmp->below)
184 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
185 && tmp->skill.starts_with (name))
186 if (object *skop = find_skill_by_name (who, tmp->skill))
187 return skop;
188
170 return NULL; 189 return 0;
171} 190}
172
173 191
174/* This returns the skill pointer of the given name (the 192/* This returns the skill pointer of the given name (the
175 * one that accumlates exp, has the level, etc). 193 * one that accumulates exp, has the level, etc).
176 * 194 *
177 * It is presumed that the player will be needing to actually 195 * It is presumed that the player will be needing to actually
178 * use the skill, so thus if use of the skill requires a skill 196 * use the skill, so thus if use of the skill requires a skill
179 * tool, this code will equip it. 197 * tool, this code will equip it.
180 * 198 *
183 * this replaces find_skill. 201 * this replaces find_skill.
184 */ 202 */
185object * 203object *
186find_skill_by_number (object *who, int skillno) 204find_skill_by_number (object *who, int skillno)
187{ 205{
188 object *skill = NULL, *skill_tool = NULL, *tmp;
189
190 if (skillno < 1 || skillno >= NUM_SKILLS)
191 return NULL;
192
193 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 206 for (object *tmp = who->inv; tmp; tmp = tmp->below)
194 {
195 if (tmp->type == SKILL && tmp->subtype == skillno) 207 if (tmp->type == SKILL && tmp->subtype == skillno)
196 skill = tmp; 208 if (object *skop = find_skill_by_name (who, tmp->skill))
197
198 /* Try to find appropriate skilltool. If the player has one already
199 * applied, we try to keep using that one.
200 */
201 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
202 {
203 if (QUERY_FLAG (tmp, FLAG_APPLIED))
204 skill_tool = tmp;
205 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
206 skill_tool = tmp;
207 }
208 }
209 /* If this is a skill that can be used without a tool, return it */
210 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
211 return skill;
212
213 /* Player has a tool to use the skill. IF not applied, apply it -
214 * if not successful, return null. If they do have the skill tool
215 * but not the skill itself, give it to them.
216 */
217 if (skill_tool)
218 {
219 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
220 {
221 if (apply_special (who, skill_tool, 0))
222 return NULL;
223 }
224
225 if (!skill)
226 {
227 skill = give_skill_by_name (who, skill_tool->skill);
228 link_player_skills (who);
229 }
230
231 return skill; 209 return skop;
232 }
233 210
234 return NULL;
235}
236
237/* This changes the objects skill to new_skill.
238 * note that this function doesn't always need to get used -
239 * you can now add skill exp to the player without the chosen_skill being
240 * set. This function is of most interest to players to update
241 * the various range information.
242 * if new_skill is null, this just unapplies the skill.
243 * flag has the current meaning:
244 * 0x1: If set, don't update the range pointer. This is useful when we
245 * need to ready a new skill, but don't want to clobber range.
246 * return 1 on success, 0 on error
247 */
248int
249change_skill (object *who, object *new_skill, int flag)
250{
251 if (who->type != PLAYER)
252 return 0; 211 return 0;
253
254 if (!new_skill)
255 {
256 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
257 who->debug_desc ());
258 return 0;
259 }
260
261 player *pl = who->contr;
262
263 // move skill to front, so it will be preferred next time
264 new_skill->remove ();
265 who->insert (new_skill);
266
267 if (apply_special (who, new_skill, AP_APPLY))
268 return 0;
269
270 return 1;
271}
272
273/* This function just clears the chosen_skill and range_skill values
274 * in the player.
275 */
276void
277clear_skill (object *who)
278{
279 who->chosen_skill = 0;
280 CLEAR_FLAG (who, FLAG_READY_SKILL);
281
282 if (who->type == PLAYER)
283 {
284 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
285 who->contr->ranged_ob = 0;
286 }
287} 212}
288 213
289/* do_skill() - Main skills use function-similar in scope to cast_spell(). 214/* do_skill() - Main skills use function-similar in scope to cast_spell().
290 * We handle all requests for skill use outside of some combat here. 215 * We handle all requests for skill use outside of some combat here.
291 * We require a separate routine outside of fire() so as to allow monsters 216 * We require a separate routine outside of fire() so as to allow monsters
298 */ 223 */
299int 224int
300do_skill (object *op, object *part, object *skill, int dir, const char *string) 225do_skill (object *op, object *part, object *skill, int dir, const char *string)
301{ 226{
302 int success = 0, exp = 0; 227 int success = 0, exp = 0;
303 int did_alc = 0;
304 object *tmp, *next;
305 228
306 if (!skill) 229 if (!skill)
307 return 0; 230 return 0;
308 231
309 /* The code below presumes that the skill points to the object that 232 /* The code below presumes that the skill points to the object that
311 * go and try to find the actual real skill pointer, and if the 234 * go and try to find the actual real skill pointer, and if the
312 * the player doesn't have a bucket for that, create one. 235 * the player doesn't have a bucket for that, create one.
313 */ 236 */
314 if (skill->type != SKILL && op->type == PLAYER) 237 if (skill->type != SKILL && op->type == PLAYER)
315 { 238 {
316 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 239 for (object *tmp = op->inv; tmp; tmp = tmp->below)
317 if (tmp->type == SKILL && tmp->skill == skill->skill) 240 if (tmp->type == SKILL && tmp->skill == skill->skill)
318 break; 241 {
242 skill = tmp;
243 goto found;
244 }
319 245
320 if (!tmp)
321 tmp = give_skill_by_name (op, skill->skill); 246 skill = give_skill_by_name (op, skill->skill);
322 247found: ;
323 skill = tmp;
324 } 248 }
325 249
326 // skill, by_whom, on_which_object, which direction, skill_argument 250 // skill, by_whom, on_which_object, which direction, skill_argument
327 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 251 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
328 return 0; 252 return 0;
333 /* Not 100% sure if this will work with new movement code - 257 /* Not 100% sure if this will work with new movement code -
334 * the levitation skill has move_type for flying, so when 258 * the levitation skill has move_type for flying, so when
335 * equipped, that should transfer to player, when not, 259 * equipped, that should transfer to player, when not,
336 * shouldn't. 260 * shouldn't.
337 */ 261 */
338 if (QUERY_FLAG (skill, FLAG_APPLIED)) 262 if (skill->flag [FLAG_APPLIED])
339 { 263 {
340 CLEAR_FLAG (skill, FLAG_APPLIED); 264 skill->clr_flag (FLAG_APPLIED);
341 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 265 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
342 } 266 }
343 else 267 else
344 { 268 {
345 SET_FLAG (skill, FLAG_APPLIED); 269 skill->set_flag (FLAG_APPLIED);
346 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 270 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
347 } 271 }
348 272
349 op->update_stats (); 273 op->update_stats ();
350 success = 1; 274 success = 1;
351 break; 275 break;
361 case SK_HIDING: 285 case SK_HIDING:
362 exp = success = hide (op, skill); 286 exp = success = hide (op, skill);
363 break; 287 break;
364 288
365 case SK_JUMPING: 289 case SK_JUMPING:
366 success = jump (op, dir, skill); 290 exp = success = jump (op, dir, skill);
367 break; 291 break;
368 292
369 case SK_INSCRIPTION: 293 case SK_INSCRIPTION:
370 exp = success = write_on_item (op, string, skill); 294 exp = success = write_on_item (op, string, skill);
371 break; 295 break;
433 case SK_LITERACY: 357 case SK_LITERACY:
434 case SK_WOODSMAN: 358 case SK_WOODSMAN:
435 /* first, we try to find a cauldron, and do the alchemy thing. 359 /* first, we try to find a cauldron, and do the alchemy thing.
436 * failing that, we go and identify stuff. 360 * failing that, we go and identify stuff.
437 */ 361 */
362 {
363 bool found_cauldron = false;
364
438 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) 365 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
439 { 366 {
440 next = tmp->above; 367 next = tmp->above;
441 368
442 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 369 if (tmp->flag [FLAG_IS_CAULDRON])
443 { 370 {
371 found_cauldron = true;
372
373 if (tmp->skill != skill->skill)
374 {
375 op->failmsgf ("You can't use the %s with the %s skill!",
376 query_name (tmp),
377 query_name (skill));
378 break;
379 }
380
444 attempt_do_alchemy (op, tmp); 381 attempt_do_alchemy (op, tmp, skill);
445 382
446 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 383 if (tmp->flag [FLAG_APPLIED])
447 esrv_send_inventory (op, tmp); 384 esrv_send_inventory (op, tmp);
448
449 did_alc = 1;
450 } 385 }
451 } 386 }
452 387
453 if (did_alc == 0) 388 if (!found_cauldron)
454 exp = success = skill_ident (op, skill); 389 exp = success = skill_ident (op, skill);
455 390 }
456 break; 391 break;
457 392
458 case SK_DET_MAGIC: 393 case SK_DET_MAGIC:
459 case SK_DET_CURSE: 394 case SK_DET_CURSE:
460 exp = success = skill_ident (op, skill); 395 exp = success = skill_ident (op, skill);
491 case SK_SUMMONING: 426 case SK_SUMMONING:
492 case SK_CLIMBING: 427 case SK_CLIMBING:
493 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 428 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
494 break; 429 break;
495 430
431 case SK_MINING:
432 success = skill_mining (op, part, skill, dir, string);
433 break;
434
435 case SK_FISHING:
436 success = skill_fishing (op, part, skill, dir, string);
437 break;
438
496 default: 439 default:
497 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp); 440 LOG (llevDebug, "%s attempted to use unknown skill: %d\n", query_name (op), op->chosen_skill->stats.sp);
498 break; 441 break;
499 } 442 }
500 443
502 * Monsters have no skill use time because of the random nature in 445 * Monsters have no skill use time because of the random nature in
503 * which use_monster_skill is called already simulates this. 446 * which use_monster_skill is called already simulates this.
504 * If certain skills should take more/less time, that should be 447 * If certain skills should take more/less time, that should be
505 * in the code for the skill itself. 448 * in the code for the skill itself.
506 */ 449 */
507
508 if (op->type == PLAYER) 450 if (op->type == PLAYER)
509 op->speed_left -= 1.0; 451 op->speed_left -= 1.f;
510 452
511 /* this is a good place to add experience for successfull use of skills. 453 /* this is a good place to add experience for successfull use of skills.
512 * Note that add_exp() will figure out player/monster experience 454 * Note that add_exp() will figure out player/monster experience
513 * gain problems. 455 * gain problems.
514 */ 456 */
560 * If an object is not alive and magical we set the base exp higher to 502 * If an object is not alive and magical we set the base exp higher to
561 * help out exp awards for skill_ident skills. Also, if 503 * help out exp awards for skill_ident skills. Also, if
562 * an item is type RUNE, we give out exp based on stats.Cha 504 * an item is type RUNE, we give out exp based on stats.Cha
563 * and level (this was the old system) -b.t. 505 * and level (this was the old system) -b.t.
564 */ 506 */
565
566 if (!op) 507 if (!op)
567 { /* no item/creature */ 508 { /* no item/creature */
568 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 509 op_lvl = max (1, who->map->difficulty);
569 op_exp = 0; 510 op_exp = 0;
570 } 511 }
571 else if (op->type == RUNE || op->type == TRAP) 512 else if (op->type == RUNE || op->type == TRAP)
572 { /* all traps. If stats.Cha > 1 we use that 513 { /* all traps. If stats.Cha > 1 we use that
573 * for the amount of experience */ 514 * for the amount of experience */
576 } 517 }
577 else 518 else
578 { /* all other items/living creatures */ 519 { /* all other items/living creatures */
579 op_exp = op->stats.exp; 520 op_exp = op->stats.exp;
580 op_lvl = op->level; 521 op_lvl = op->level;
581 if (!QUERY_FLAG (op, FLAG_ALIVE)) 522 if (!op->flag [FLAG_ALIVE])
582 { /* for ident/make items */ 523 op_lvl += 5 * abs (op->magic); /* for ident/make items */
583 op_lvl += 5 * abs (op->magic);
584 }
585 } 524 }
586 525
587 if (op_lvl < 1) 526 if (op_lvl < 1)
588 op_lvl = 1; 527 op_lvl = 1;
589 528
597 /* if skill really is a skill, then we can look at the skill archetype for 536 /* if skill really is a skill, then we can look at the skill archetype for
598 * bse reward value (exp) and level multiplier factor. 537 * bse reward value (exp) and level multiplier factor.
599 */ 538 */
600 if (skill->type == SKILL) 539 if (skill->type == SKILL)
601 { 540 {
602 base += skill->arch->clone.stats.exp; 541 base += skill->arch->stats.exp;
603 if (settings.simple_exp) 542 if (settings.simple_exp)
604 { 543 {
605 if (skill->arch->clone.level) 544 if (skill->arch->level)
606 lvl_mult = (float) skill->arch->clone.level / 100.0; 545 lvl_mult = (float) skill->arch->level / 100.0;
607 else 546 else
608 lvl_mult = 1.0; /* no adjustment */ 547 lvl_mult = 1.0; /* no adjustment */
609 } 548 }
610 else 549 else
611 { 550 {
612 if (skill->level) 551 if (skill->level)
613 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 552 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
614 else 553 else
615 lvl_mult = 1.0; 554 lvl_mult = 1.0;
616 } 555 }
617 } 556 }
618 else 557 else
619 { 558 {
620 /* Don't divide by zero here! */ 559 /* Don't divide by zero here! */
621 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 560 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
622 } 561 }
623 } 562 }
624 563
625 /* assemble the exp total, and return value */ 564 /* assemble the exp total, and return value */
626 565
643 * player learns the skill, 2 otherwise. 582 * player learns the skill, 2 otherwise.
644 */ 583 */
645int 584int
646learn_skill (object *pl, object *scroll) 585learn_skill (object *pl, object *scroll)
647{ 586{
648 object *tmp;
649
650 if (!scroll->skill) 587 if (!scroll->skill)
651 { 588 {
652 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 589 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
653 return 2; 590 return 2;
654 } 591 }
655 592
656 /* can't use find_skill_by_name because we want skills the player knows 593 object *tmp = find_skill (pl, scroll->skill);
657 * but can't use natively.
658 */
659
660 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
661 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
662 break;
663 594
664 /* player already knows it */ 595 /* player already knows it */
665 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 596 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
666 return 0; 597 return 0;
667 598
668 /* now a random change to learn, based on player Int. 599 /* now a random change to learn, based on player Int.
669 * give bonus based on level - otherwise stupid characters 600 * give bonus based on level - otherwise stupid characters
670 * might never be able to learn anything. 601 * might never be able to learn anything.
679 { 610 {
680 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill); 611 LOG (llevError, "skill scroll %s does not have valid skill name (%s).\n", &scroll->name, &scroll->skill);
681 return 2; 612 return 2;
682 } 613 }
683 614
684 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 615 tmp->set_flag (FLAG_CAN_USE_SKILL);
685 link_player_skills (pl); 616
686 return 1; 617 return 1;
687} 618}
688 619
689/* Gives a percentage clipped to 0% -> 100% of a/b. */ 620/* Gives a percentage clipped to 0% -> 100% of a/b. */
690
691/* Probably belongs in some global utils-type file? */ 621/* Probably belongs in some global utils-type file? */
692static int 622static int
693clipped_percent (sint64 a, sint64 b) 623clipped_percent (sint64 a, sint64 b)
694{ 624{
695 int rv; 625 int rv;
715 * Note this function is a bit more complicated becauase we 645 * Note this function is a bit more complicated becauase we
716 * we want ot sort the skills before printing them. If we 646 * we want ot sort the skills before printing them. If we
717 * just dumped this as we found it, this would be a bit 647 * just dumped this as we found it, this would be a bit
718 * simpler. 648 * simpler.
719 */ 649 */
720 650//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
721void 651void
722show_skills (object *op, const char *search) 652show_skills (object *pl, const char *search)
723{ 653{
724 object *tmp = NULL;
725 char buf[MAX_BUF];
726 const char *cp; 654 const char *cp;
727 int i, num_skills_found = 0; 655 int i, num_skills_found = 0;
728 static const char *const periods = "........................................"; 656 const char *const periods = ".............................."; // 30
729 657
730 /* Need to have a pointer and use strdup for qsort to work properly */ 658 /* Need to have a pointer and use strdup for qsort to work properly */
731 char skills[NUM_SKILLS][MAX_BUF]; 659 char skills[NUM_SKILLS][128]; // d'oh
732 660
661 object *op = pl->contr->ob;
733 662
734 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 663 for (object *tmp = op->inv; tmp; tmp = tmp->below)
735 { 664 {
736 if (tmp->type == SKILL) 665 if (tmp->type == SKILL)
737 { 666 {
738 if (search && strstr (tmp->name, search) == NULL) 667 if (search && !tmp->name.contains (search))
739 continue; 668 continue;
669
670 char buf[30];
671
740 /* Basically want to fill this out to 40 spaces with periods */ 672 /* Basically want to fill this out to 30 spaces with periods */
741 sprintf (buf, "%s%s", &tmp->name, periods); 673 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
742 buf[40] = 0;
743 674
744 if (settings.permanent_exp_ratio) 675 if (settings.permanent_exp_ratio)
745 {
746 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 676 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
747 buf, tmp->level, tmp->stats.exp, 677 buf, tmp->level, tmp->stats.exp,
748 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 678 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
749 }
750 else 679 else
751 {
752 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 680 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
753 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 681 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
754 } 682
755 /* I don't know why some characters get a bunch of skills, but 683 /* I don't know why some characters get a bunch of skills, but
756 * it sometimes happens (maybe a leftover from bugier earlier code 684 * it sometimes happens (maybe a leftover from bugier earlier code
757 * and those character are still about). In any case, lets handle 685 * and those character are still about). In any case, lets handle
758 * it so it doesn't crash the server - otherwise, one character may 686 * it so it doesn't crash the server - otherwise, one character may
759 * crash the server numerous times. 687 * crash the server numerous times.
760 */ 688 */
761 if (num_skills_found >= NUM_SKILLS) 689 if (num_skills_found >= NUM_SKILLS)
762 { 690 {
763 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 691 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
764 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 692 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
765 break; 693 break;
766 } 694 }
767 } 695 }
768 } 696 }
769 697
770 clear_win_info (op); 698 dynbuf_text &msg = msg_dynbuf; msg.clear ();
771 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 699
700 msg << "T<Player skills:>\n\n";
772 if (num_skills_found > 1) 701 if (num_skills_found > 1)
773 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 702 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
774 703
775 for (i = 0; i < num_skills_found; i++) 704 for (i = 0; i < num_skills_found; i++)
776 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 705 msg << " C<" << skills [i] << ">\n";
777 706
778 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 707 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
779 708
780 cp = determine_god (op); 709 cp = determine_god (op);
781 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 710 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
782 711
783 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 712 msg << "Your equipped item power is " << (int)op->contr->item_power
784 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 713 << " out of " << int (op->level * settings.item_power_factor)
714 << ".\n";
715
716 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
785} 717}
786 718
787/* use_skill() - similar to invoke command, it executes the skill in the 719/* use_skill() - similar to invoke command, it executes the skill in the
788 * direction that the user is facing. Returns false if we are unable to 720 * direction that the user is facing. Returns false if we are unable to
789 * change to the requested skill, or were unable to use the skill properly. 721 * change to the requested skill, or were unable to use the skill properly.
790 * This is tricky because skills can have spaces. We basically roll 722 * This is tricky because skills can have spaces. We basically roll
791 * our own find_skill_by_name so we can try to do better string matching. 723 * our own find_skill_by_name so we can try to do better string matching.
792 */ 724 */
793
794int 725int
795use_skill (object *op, const char *string) 726use_skill (object *op, const char *string)
796{ 727{
797 object *skop; 728 object *skop;
798 size_t len; 729 size_t len;
799 730
800 if (!string) 731 if (!string)
801 return 0; 732 return 0;
802 733
803 for (skop = op->inv; skop != NULL; skop = skop->below) 734 for (skop = op->inv; skop; skop = skop->below)
804 { 735 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
805 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
806 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 736 && !strncmp (string, skop->skill, min (strlen (string), strlen (skop->skill))))
737 {
738 skop = find_skill_by_name (op, skop->skill);
807 break; 739 break;
808 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
809 break;
810 } 740 }
741
811 if (!skop) 742 if (!skop)
812 { 743 {
813 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 744 op->failmsgf ("Unable to find skill %s.", string);
745 return 0;
746 }
747
748 if (!(skill_flags [skop->subtype] & SF_USE))
749 {
750 op->failmsgf (
751 "You feel as if you wanted to do something funny, but you can't remember what. "
752 "H<The %s skill cannot be C<use_skill>'ed - maybe you need to C<ready_skill> it, "
753 "use it with some item, or it's always active.>",
754 &skop->skill
755 );
814 return 0; 756 return 0;
815 } 757 }
816 758
817 len = strlen (skop->skill); 759 len = strlen (skop->skill);
818 760
820 * options given to the skill. Its pretty simple - if there 762 * options given to the skill. Its pretty simple - if there
821 * are extra parameters (as deteremined by string length), we 763 * are extra parameters (as deteremined by string length), we
822 * want to skip over any leading spaces. 764 * want to skip over any leading spaces.
823 */ 765 */
824 if (len >= strlen (string)) 766 if (len >= strlen (string))
825 {
826 string = NULL; 767 string = NULL;
827 }
828 else 768 else
829 { 769 {
830 string += len; 770 string += len;
831 while (*string == 0x20) 771 while (*string == 0x20)
832 string++; 772 string++;
773
833 if (strlen (string) == 0) 774 if (strlen (string) == 0)
834 string = NULL; 775 string = NULL;
835 } 776 }
836 777
837#ifdef SKILL_UTIL_DEBUG 778#ifdef SKILL_UTIL_DEBUG
838 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 779 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
839#endif 780#endif
840 781
841 /* Change to the new skill, then execute it. */
842 if (do_skill (op, op, skop, op->facing, string)) 782 if (do_skill (op, op, skop, op->facing, string))
843 return 1; 783 return 1;
844 784
845 return 0; 785 return 0;
846} 786}
847 787
848static bool 788static bool
849hth_skill_p (object *skill) 789hth_skill_p (object *skill)
850{ 790{
851 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_WEAPON)) == SF_COMBAT; 791 return (skill_flags [skill->subtype] & (SF_COMBAT | SF_NEED_ITEM)) == SF_COMBAT;
852} 792}
853 793
854/* This finds the first unarmed skill the player has, and returns it. 794/* This finds the first unarmed skill the player has, and returns it.
855 */ 795 */
856static object * 796static object *
857find_player_hth_skill (object *op) 797find_player_hth_skill (object *op)
858{ 798{
859 for (object *tmp = op->inv; tmp; tmp = tmp->below) 799 for (object *tmp = op->inv; tmp; tmp = tmp->below)
860 if (tmp->type == SKILL && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL) && hth_skill_p (tmp)) 800 if (tmp->type == SKILL && tmp->flag [FLAG_CAN_USE_SKILL] && hth_skill_p (tmp))
861 return tmp; 801 return tmp;
862 802
863 return 0; 803 return 0;
864} 804}
865 805
884 * the caller should have set it appropriately). We still want to pass 824 * the caller should have set it appropriately). We still want to pass
885 * through that code if skill is set to change to the skill. 825 * through that code if skill is set to change to the skill.
886 */ 826 */
887 if (player *pl = op->contr) 827 if (player *pl = op->contr)
888 { 828 {
889 if (!pl->combat_ob) 829 if (skill)
890 { 830 {
891 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 831 if (!op->apply (skill))
832 return 0;
833 }
834 else
835 {
836 if (!pl->combat_ob)
892 { 837 {
893 for (tmp = op->inv; tmp; tmp = tmp->below) 838 if (op->flag [FLAG_READY_WEAPON])
894 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
895 break;
896
897 if (!tmp)
898 { 839 {
840 for (tmp = op->inv; tmp; tmp = tmp->below)
841 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
842 break;
843
844 if (!tmp)
899 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 845 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
900 return 0; 846
847 pl->combat_ob = tmp;
901 } 848 }
902 849
903 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 850 if (!pl->combat_ob)
904 }
905 else
906 {
907 if (!skill)
908 { 851 {
909 /* See if the players chosen skill is a combat skill, and use 852 /* See if the players chosen skill is a combat skill, and use
910 * it if appropriate. 853 * it if appropriate.
911 */ 854 */
912 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 855 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
914 else 857 else
915 { 858 {
916 skill = find_player_hth_skill (op); 859 skill = find_player_hth_skill (op);
917 860
918 if (!skill) 861 if (!skill)
919 {
920 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 862 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
921 return 0;
922 }
923 } 863 }
864
865 op->apply (skill);
924 } 866 }
925 867
926 /* now try to ready the new skill */ 868 if (!pl->combat_ob)
927 if (!change_skill (op, skill, 0)) 869 {
928 { /* oh oh, trouble! */ 870 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
929 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
930 return 0; 871 return 0;
931 } 872 }
932 } 873 }
933 874
934 if (!pl->combat_ob) 875 if (!op->apply (pl->combat_ob))
935 {
936 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
937 return 0; 876 return 0;
938 }
939 } 877 }
940 878
941 if (op->current_weapon != pl->combat_ob)
942 {
943 op->current_weapon = pl->combat_ob;
944 op->update_stats ();
945 }
946
947 /* lose invisiblity/hiding status for running attacks */ 879 /* lose invisiblity/hiding status for running attacks */
948
949 if (pl->tmp_invis) 880 if (pl->tmp_invis)
950 { 881 {
951 pl->tmp_invis = 0; 882 pl->tmp_invis = 0;
952 op->invisible = 0; 883 op->invisible = 0;
953 op->hide = 0; 884 op->flag [FLAG_HIDDEN] = 0;
954 update_object (op, UP_OBJ_CHANGE); 885 update_object (op, UP_OBJ_CHANGE);
955 } 886 }
956 } 887 }
957 888
958 int success = attack_ob (tmp, op); 889 int success = attack_ob (tmp, op);
959 890
960 /* print appropriate messages to the player */ 891 /* print appropriate messages to the player */
961 892
962 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 893 if (success && string && tmp && !tmp->flag [FLAG_FREED])
963 { 894 {
964 if (op->type == PLAYER) 895 if (op->type == PLAYER)
965 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp)); 896 new_draw_info_format (NDI_UNIQUE, 0, op, "You %s %s!", string, query_name (tmp));
966 else if (tmp->type == PLAYER) 897 else if (tmp->type == PLAYER)
967 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string); 898 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s %s you!", query_name (op), string);
970 return success; 901 return success;
971} 902}
972 903
973/* skill_attack() - Core routine for use when we attack using a skills 904/* skill_attack() - Core routine for use when we attack using a skills
974 * system. In essence, this code handles 905 * system. In essence, this code handles
975 * all skill-based attacks, ie hth, missile and melee weapons should be 906 * all skill-based attacks, i.e. hth, missile and melee weapons should be
976 * treated here. If an opponent is already supplied by move_player(), 907 * treated here. If an opponent is already supplied by move_player(),
977 * we move right onto do_skill_attack(), otherwise we find if an 908 * we move right onto do_skill_attack(), otherwise we find if an
978 * appropriate opponent exists. 909 * appropriate opponent exists.
979 * 910 *
980 * This is called by move_player() and attack_hth() 911 * This is called by move_player() and attack_hth()
1010 /* space must be blocked for there to be anything interesting to do */ 941 /* space must be blocked for there to be anything interesting to do */
1011 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty))) 942 if (!OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, tx, ty)))
1012 return 0; 943 return 0;
1013 944
1014 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above) 945 for (tmp = GET_MAP_OB (m, tx, ty); tmp; tmp = tmp->above)
1015 if ((QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->stats.hp >= 0) || QUERY_FLAG (tmp, FLAG_CAN_ROLL) || tmp->type == LOCKED_DOOR) 946 if ((tmp->flag [FLAG_ALIVE] && tmp->stats.hp >= 0) || tmp->flag [FLAG_CAN_ROLL] || tmp->type == LOCKED_DOOR)
1016 { 947 {
1017 /* Don't attack party members */ 948 /* Don't attack party members */
1018 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party)) 949 if ((pl->type == PLAYER && tmp->type == PLAYER) && (pl->contr->party != NULL && pl->contr->party == tmp->contr->party))
1019 return 0; 950 return 0;
1020 951
1031 } 962 }
1032 963
1033 return do_skill_attack (tmp, pl, string, skill); 964 return do_skill_attack (tmp, pl, string, skill);
1034} 965}
1035 966
1036
1037/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 967/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1038 968
1039/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 969/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1040 * (attack_hth) we check for weapon use, etc in the second (the new 970 * (attack_hth) we check for weapon use, etc in the second (the new
1041 * function skill_attack() we actually attack. 971 * function skill_attack() we actually attack.
1042 */ 972 */
1043
1044static int 973static int
1045attack_hth (object *pl, int dir, const char *string, object *skill) 974attack_hth (object *pl, int dir, const char *string, object *skill)
1046{ 975{
1047 object *enemy = NULL, *weapon; 976 object *enemy = NULL, *weapon;
1048 977
1049 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 978 if (pl->flag [FLAG_READY_WEAPON])
1050 for (weapon = pl->inv; weapon; weapon = weapon->below) 979 for (weapon = pl->inv; weapon; weapon = weapon->below)
1051 { 980 {
1052 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 981 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1053 { 982 {
1054 CLEAR_FLAG (weapon, FLAG_APPLIED); 983 weapon->clr_flag (FLAG_APPLIED);
1055 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 984 pl->clr_flag (FLAG_READY_WEAPON);
1056 pl->update_stats (); 985 pl->update_stats ();
1057 if (pl->type == PLAYER) 986 if (pl->type == PLAYER)
1058 { 987 {
1059 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); 988 new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack.");
1060 esrv_update_item (UPD_FLAGS, pl, weapon); 989 esrv_update_item (UPD_FLAGS, pl, weapon);
1061 } 990 }
991
1062 break; 992 break;
1063 } 993 }
1064 } 994 }
1065 995
1066 return skill_attack (enemy, pl, dir, string, skill); 996 return skill_attack (enemy, pl, dir, string, skill);
1077 */ 1007 */
1078static int 1008static int
1079attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1009attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1080{ 1010{
1081 1011
1082 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1012 if (!op->flag [FLAG_READY_WEAPON])
1083 { 1013 {
1084 if (op->type == PLAYER) 1014 if (op->type == PLAYER)
1085 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!"); 1015 new_draw_info (NDI_UNIQUE, 0, op, "You have no ready weapon to attack with!");
1086 1016
1087 return 0; 1017 return 0;
1088 } 1018 }
1089 1019
1090 return skill_attack (NULL, op, dir, string, skill); 1020 return skill_attack (NULL, op, dir, string, skill);
1091
1092} 1021}
1022

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