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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.67 by root, Thu Sep 25 04:09:57 2008 UTC vs.
Revision 1.94 by root, Sun Apr 11 00:34:06 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. */
58/* init_skills basically just sets up the skill_names table 59/* init_skills basically just sets up the skill_names table
59 * above. The index into the array is set up by the 60 * above. The index into the array is set up by the
60 * subtypes. 61 * subtypes.
61 */ 62 */
62void 63void
63init_skills (void) 64init_skills ()
64{ 65{
65 for_all_archetypes (at) 66 for_all_archetypes (at)
66 if (at->type == SKILL) 67 if (at->type == SKILL)
67 { 68 {
68 if (skill_names[at->subtype]) 69 if (skill_names[at->subtype])
109 } 110 }
110 } 111 }
111} 112}
112 113
113static object * 114static object *
114find_skill (object *who, const shstr &sh) 115find_skill (object *who, shstr_cmp name)
115{ 116{
117 if (who->chosen_skill
118 && who->chosen_skill->skill == name
119 && who->chosen_skill->type == SKILL)
120 return who->chosen_skill;
121
116 for (object *tmp = who->inv; tmp; tmp = tmp->below) 122 for (object *tmp = who->inv; tmp; tmp = tmp->below)
117 if (tmp->skill == sh && tmp->type == SKILL) 123 if (tmp->skill == name && tmp->type == SKILL)
118 return tmp; 124 return splay (tmp);
119 125
120 return 0; 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);
121} 133}
122 134
123/* This returns the skill pointer of the given name (the 135/* This returns the skill pointer of the given name (the
124 * one that accumulates exp, has the level, etc). 136 * one that accumulates exp, has the level, etc).
125 * 137 *
126 * It is presumed that the player will be needing to actually 138 * It is presumed that the player will be needing to actually
127 * 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
128 * tool, this code will equip it. 140 * tool, this code will equip it.
129 */ 141 */
130object * 142object *
131find_skill_by_name (object *who, const shstr &sh) 143find_skill_by_name (object *who, shstr_cmp sh)
132{ 144{
133 object *skill_tool = 0; 145 object *skill_tool = 0;
134 146
135 for (object *tmp = who->inv; tmp; tmp = tmp->below) 147 for (object *tmp = who->inv; tmp; tmp = tmp->below)
136 if (tmp->skill == sh) 148 if (tmp->skill == sh)
156 168
157 if (!skill) 169 if (!skill)
158 skill = give_skill_by_name (who, skill_tool->skill); 170 skill = give_skill_by_name (who, skill_tool->skill);
159 171
160 if (!skill_tool->flag [FLAG_APPLIED]) 172 if (!skill_tool->flag [FLAG_APPLIED])
161 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 173 if (!who->apply (splay (skill_tool)))
162 return 0; 174 return 0;
163 175
164 return splay (skill); 176 return splay (skill);
165} 177}
166 178
167object * 179object *
168find_skill_by_name (object *who, const char *name) 180find_skill_by_name_fuzzy (object *who, const char *name)
169{ 181{
170 if (!name) 182 if (name)
171 return 0;
172
173 for (object *tmp = who->inv; tmp; tmp = tmp->below) 183 for (object *tmp = who->inv; tmp; tmp = tmp->below)
174 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 184 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
175 && tmp->skill.begins_with (name)) 185 && tmp->skill.starts_with (name))
176 if (object *skop = find_skill_by_name (who, tmp->skill)) 186 if (object *skop = find_skill_by_name (who, tmp->skill))
177 return skop; 187 return skop;
178 188
179 return 0; 189 return 0;
180} 190}
181 191
182/* This returns the skill pointer of the given name (the 192/* This returns the skill pointer of the given name (the
199 return skop; 209 return skop;
200 210
201 return 0; 211 return 0;
202} 212}
203 213
204/* This changes the objects chosen_skill to new_skill.
205 * return 1 on success, 0 on error
206 */
207bool
208object::change_skill (object *new_skill)
209{
210 if (type != PLAYER)
211 return 0;
212
213 // optimise this supposedly common case
214 if (new_skill == chosen_skill)
215 return 1;
216
217 if (chosen_skill)
218 {
219 chosen_skill->flag [FLAG_APPLIED] = false;
220 change_abil (this, chosen_skill);
221 }
222
223 chosen_skill = new_skill;
224
225 if (chosen_skill)
226 {
227 chosen_skill->flag [FLAG_APPLIED] = true;
228 change_abil (this, chosen_skill);
229 }
230
231 // always clear current weapon, as the selected skill could
232 // conflict with the current weapon skill, which would go
233 // undetected and exp would be given to the wrong skill.
234 current_weapon = 0;
235
236 update_stats ();
237 return 1;
238}
239
240/* 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().
241 * 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.
242 * 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
243 * to utilize skills. Returns 1 on use of skill, otherwise 0. 217 * to utilize skills. Returns 1 on use of skill, otherwise 0.
244 * This is changed (2002-11-30) from the old method that returned 218 * This is changed (2002-11-30) from the old method that returned
249 */ 223 */
250int 224int
251do_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)
252{ 226{
253 int success = 0, exp = 0; 227 int success = 0, exp = 0;
254 int did_alc = 0;
255 228
256 if (!skill) 229 if (!skill)
257 return 0; 230 return 0;
258 231
259 /* 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
284 /* Not 100% sure if this will work with new movement code - 257 /* Not 100% sure if this will work with new movement code -
285 * the levitation skill has move_type for flying, so when 258 * the levitation skill has move_type for flying, so when
286 * equipped, that should transfer to player, when not, 259 * equipped, that should transfer to player, when not,
287 * shouldn't. 260 * shouldn't.
288 */ 261 */
289 if (QUERY_FLAG (skill, FLAG_APPLIED)) 262 if (skill->flag [FLAG_APPLIED])
290 { 263 {
291 CLEAR_FLAG (skill, FLAG_APPLIED); 264 skill->clr_flag (FLAG_APPLIED);
292 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 265 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
293 } 266 }
294 else 267 else
295 { 268 {
296 SET_FLAG (skill, FLAG_APPLIED); 269 skill->set_flag (FLAG_APPLIED);
297 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!");
298 } 271 }
299 272
300 op->update_stats (); 273 op->update_stats ();
301 success = 1; 274 success = 1;
384 case SK_LITERACY: 357 case SK_LITERACY:
385 case SK_WOODSMAN: 358 case SK_WOODSMAN:
386 /* 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.
387 * failing that, we go and identify stuff. 360 * failing that, we go and identify stuff.
388 */ 361 */
362 {
363 bool found_cauldron = false;
364
389 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 365 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
390 { 366 {
391 next = tmp->above; 367 next = tmp->above;
392 368
393 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 369 if (tmp->flag [FLAG_IS_CAULDRON])
394 { 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
395 attempt_do_alchemy (op, tmp); 381 attempt_do_alchemy (op, tmp, skill);
396 382
397 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 383 if (tmp->flag [FLAG_APPLIED])
398 esrv_send_inventory (op, tmp); 384 esrv_send_inventory (op, tmp);
399
400 did_alc = 1;
401 } 385 }
402 } 386 }
403 387
404 if (did_alc == 0) 388 if (!found_cauldron)
405 exp = success = skill_ident (op, skill); 389 exp = success = skill_ident (op, skill);
406 390 }
407 break; 391 break;
408 392
409 case SK_DET_MAGIC: 393 case SK_DET_MAGIC:
410 case SK_DET_CURSE: 394 case SK_DET_CURSE:
411 exp = success = skill_ident (op, skill); 395 exp = success = skill_ident (op, skill);
440 case SK_EVOCATION: 424 case SK_EVOCATION:
441 case SK_PYROMANCY: 425 case SK_PYROMANCY:
442 case SK_SUMMONING: 426 case SK_SUMMONING:
443 case SK_CLIMBING: 427 case SK_CLIMBING:
444 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.");
429 break;
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);
445 break; 437 break;
446 438
447 default: 439 default:
448 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);
449 break; 441 break;
525 } 517 }
526 else 518 else
527 { /* all other items/living creatures */ 519 { /* all other items/living creatures */
528 op_exp = op->stats.exp; 520 op_exp = op->stats.exp;
529 op_lvl = op->level; 521 op_lvl = op->level;
530 if (!QUERY_FLAG (op, FLAG_ALIVE)) 522 if (!op->flag [FLAG_ALIVE])
531 op_lvl += 5 * abs (op->magic); /* for ident/make items */ 523 op_lvl += 5 * abs (op->magic); /* for ident/make items */
532 } 524 }
533 525
534 if (op_lvl < 1) 526 if (op_lvl < 1)
535 op_lvl = 1; 527 op_lvl = 1;
599 } 591 }
600 592
601 object *tmp = find_skill (pl, scroll->skill); 593 object *tmp = find_skill (pl, scroll->skill);
602 594
603 /* player already knows it */ 595 /* player already knows it */
604 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 596 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
605 return 0; 597 return 0;
606 598
607 /* now a random change to learn, based on player Int. 599 /* now a random change to learn, based on player Int.
608 * give bonus based on level - otherwise stupid characters 600 * give bonus based on level - otherwise stupid characters
609 * might never be able to learn anything. 601 * might never be able to learn anything.
618 { 610 {
619 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);
620 return 2; 612 return 2;
621 } 613 }
622 614
623 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 615 tmp->set_flag (FLAG_CAN_USE_SKILL);
624 616
625 return 1; 617 return 1;
626} 618}
627 619
628/* Gives a percentage clipped to 0% -> 100% of a/b. */ 620/* Gives a percentage clipped to 0% -> 100% of a/b. */
670 662
671 for (object *tmp = op->inv; tmp; tmp = tmp->below) 663 for (object *tmp = op->inv; tmp; tmp = tmp->below)
672 { 664 {
673 if (tmp->type == SKILL) 665 if (tmp->type == SKILL)
674 { 666 {
675 if (search && !strstr (tmp->name, search)) 667 if (search && !tmp->name.contains (search))
676 continue; 668 continue;
677 669
678 char buf[30]; 670 char buf[30];
679 671
680 /* Basically want to fill this out to 30 spaces with periods */ 672 /* Basically want to fill this out to 30 spaces with periods */
694 * 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
695 * crash the server numerous times. 687 * crash the server numerous times.
696 */ 688 */
697 if (num_skills_found >= NUM_SKILLS) 689 if (num_skills_found >= NUM_SKILLS)
698 { 690 {
699 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.");
700 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");
701 break; 693 break;
702 } 694 }
703 } 695 }
704 } 696 }
705 697
706 dynbuf_text msg (4096, 1024); 698 dynbuf_text &msg = msg_dynbuf; msg.clear ();
707 699
708 msg << "T<Player skills:>\n\n"; 700 msg << "T<Player skills:>\n\n";
709 if (num_skills_found > 1) 701 if (num_skills_found > 1)
710 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); 702 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
711 703
738 730
739 if (!string) 731 if (!string)
740 return 0; 732 return 0;
741 733
742 for (skop = op->inv; skop; skop = skop->below) 734 for (skop = op->inv; skop; skop = skop->below)
743 { 735 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
744 if (skop->type == SKILL
745 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
746 && !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);
747 break; 739 break;
748 else if (skop->type == SKILL_TOOL
749 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
750 break;
751 } 740 }
752 741
753 if (!skop) 742 if (!skop)
754 { 743 {
755 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 );
756 return 0; 756 return 0;
757 } 757 }
758 758
759 len = strlen (skop->skill); 759 len = strlen (skop->skill);
760 760
786} 786}
787 787
788static bool 788static bool
789hth_skill_p (object *skill) 789hth_skill_p (object *skill)
790{ 790{
791 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;
792} 792}
793 793
794/* 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.
795 */ 795 */
796static object * 796static object *
797find_player_hth_skill (object *op) 797find_player_hth_skill (object *op)
798{ 798{
799 for (object *tmp = op->inv; tmp; tmp = tmp->below) 799 for (object *tmp = op->inv; tmp; tmp = tmp->below)
800 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))
801 return tmp; 801 return tmp;
802 802
803 return 0; 803 return 0;
804} 804}
805 805
825 * 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.
826 */ 826 */
827 if (player *pl = op->contr) 827 if (player *pl = op->contr)
828 { 828 {
829 if (skill) 829 if (skill)
830 op->change_skill (skill); 830 {
831 if (!op->apply (skill))
832 return 0;
833 }
831 else 834 else
832 { 835 {
833 if (!pl->combat_ob) 836 if (!pl->combat_ob)
834 { 837 {
835 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 838 if (op->flag [FLAG_READY_WEAPON])
836 { 839 {
837 for (tmp = op->inv; tmp; tmp = tmp->below) 840 for (tmp = op->inv; tmp; tmp = tmp->below)
838 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 841 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
839 break; 842 break;
840 843
841 if (!tmp) 844 if (!tmp)
842 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);
843 846
857 860
858 if (!skill) 861 if (!skill)
859 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!");
860 } 863 }
861 864
862 if (skill) 865 op->apply (skill);
863 {
864 op->change_skill (0);
865 apply_special (op, skill, AP_APPLY);
866 }
867 } 866 }
868 867
869 if (!pl->combat_ob) 868 if (!pl->combat_ob)
870 { 869 {
871 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 870 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
872 return 0; 871 return 0;
873 } 872 }
874 } 873 }
875 874
876 if (!op->change_weapon (pl->combat_ob)) 875 if (!op->apply (pl->combat_ob))
877 return 0; 876 return 0;
878 } 877 }
879 878
880 /* lose invisiblity/hiding status for running attacks */ 879 /* lose invisiblity/hiding status for running attacks */
881 if (pl->tmp_invis) 880 if (pl->tmp_invis)
882 { 881 {
883 pl->tmp_invis = 0; 882 pl->tmp_invis = 0;
884 op->invisible = 0; 883 op->invisible = 0;
885 op->hide = 0; 884 op->flag [FLAG_HIDDEN] = 0;
886 update_object (op, UP_OBJ_CHANGE); 885 update_object (op, UP_OBJ_CHANGE);
887 } 886 }
888 } 887 }
889 888
890 int success = attack_ob (tmp, op); 889 int success = attack_ob (tmp, op);
891 890
892 /* print appropriate messages to the player */ 891 /* print appropriate messages to the player */
893 892
894 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 893 if (success && string && tmp && !tmp->flag [FLAG_FREED])
895 { 894 {
896 if (op->type == PLAYER) 895 if (op->type == PLAYER)
897 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));
898 else if (tmp->type == PLAYER) 897 else if (tmp->type == PLAYER)
899 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);
942 /* 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 */
943 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)))
944 return 0; 943 return 0;
945 944
946 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)
947 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)
948 { 947 {
949 /* Don't attack party members */ 948 /* Don't attack party members */
950 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))
951 return 0; 950 return 0;
952 951
974static int 973static int
975attack_hth (object *pl, int dir, const char *string, object *skill) 974attack_hth (object *pl, int dir, const char *string, object *skill)
976{ 975{
977 object *enemy = NULL, *weapon; 976 object *enemy = NULL, *weapon;
978 977
979 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 978 if (pl->flag [FLAG_READY_WEAPON])
980 for (weapon = pl->inv; weapon; weapon = weapon->below) 979 for (weapon = pl->inv; weapon; weapon = weapon->below)
981 { 980 {
982 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 981 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
983 { 982 {
984 CLEAR_FLAG (weapon, FLAG_APPLIED); 983 weapon->clr_flag (FLAG_APPLIED);
985 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 984 pl->clr_flag (FLAG_READY_WEAPON);
986 pl->update_stats (); 985 pl->update_stats ();
987 if (pl->type == PLAYER) 986 if (pl->type == PLAYER)
988 { 987 {
989 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.");
990 esrv_update_item (UPD_FLAGS, pl, weapon); 989 esrv_update_item (UPD_FLAGS, pl, weapon);
1008 */ 1007 */
1009static int 1008static int
1010attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1009attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1011{ 1010{
1012 1011
1013 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1012 if (!op->flag [FLAG_READY_WEAPON])
1014 { 1013 {
1015 if (op->type == PLAYER) 1014 if (op->type == PLAYER)
1016 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!");
1017 1016
1018 return 0; 1017 return 0;

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