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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.34 by root, Mon Apr 30 05:54:14 2007 UTC vs.
Revision 1.97 by root, Thu Apr 15 00:36:51 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 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
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 (archetype *at = first_archetype; at; at = at->next) 68 // nop
67 if (at->clone.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->clone.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->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 83 *i = o;
72 else 84 return;
73 skill_names[at->clone.subtype] = at->clone.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
90link_player_skills (object *op) 99player::link_skills ()
91{ 100{
101 for (int i = 0; i < CS_NUM_SKILLS; ++i)
102 last_skill_ob [i] = 0;
103
92 for (object *tmp = op->inv; tmp; tmp = tmp->below) 104 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
93 if (tmp->type == SKILL) 105 if (tmp->type == SKILL)
94 { 106 {
95 /* This is really a warning, hence no else below */ 107 int idx = SKILL_INDEX (tmp);
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);
99 108
100 if (tmp->subtype >= NUM_SKILLS) 109 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
101 LOG (llevError, "Invalid subtype number %d (range 0-%d)\n", tmp->subtype, NUM_SKILLS); 110
102 else 111 if (last_skill_ob [idx] != tmp)
103 { 112 {
104 op->contr->last_skill_ob[tmp->subtype] = tmp; 113 last_skill_ob [idx] = tmp;
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 114 if (ns)
115 ns->last_skill_exp [idx] = -1;
106 } 116 }
107 } 117 }
108} 118}
109 119
120static object *
121find_skill (object *who, shstr_cmp name)
122{
123 if (who->chosen_skill
124 && who->chosen_skill->skill == name
125 && who->chosen_skill->type == SKILL)
126 return who->chosen_skill;
127
128 for (object *tmp = who->inv; tmp; tmp = tmp->below)
129 if (tmp->skill == name && tmp->type == SKILL)
130 return splay (tmp);
131
132 return 0;
133}
134
135object *
136player::find_skill (shstr_cmp name) const
137{
138 // might want to use last_skill_obj at one point, or maybe not
139 return ::find_skill (ob, name);
140}
141
110/* This returns the skill pointer of the given name (the 142/* This returns the skill pointer of the given name (the
111 * one that accumlates exp, has the level, etc). 143 * one that accumulates exp, has the level, etc).
112 * 144 *
113 * It is presumed that the player will be needing to actually 145 * 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 146 * use the skill, so thus if use of the skill requires a skill
115 * tool, this code will equip it. 147 * tool, this code will equip it.
116 */ 148 */
117object * 149object *
118find_skill_by_name (object *who, const char *name) 150find_skill_by_name (object *who, shstr_cmp sh)
119{ 151{
120 object *skill = NULL, *skill_tool = NULL, *tmp; 152 object *skill_tool = 0;
121 153
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) 154 for (object *tmp = who->inv; tmp; tmp = tmp->below)
155 if (tmp->skill == sh)
130 { 156 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 157 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
132 skill = tmp; 158 /* If this is a skill that can be used without applying tool, return it */
133 159 return splay (tmp);
134 /* Try to find appropriate skilltool. If the player has one already 160 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one. 161 * applied, we try to keep using that one.
136 */ 162 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && (size_t) strlen (tmp->skill) >= strlen (name)) 163 else if (tmp->type == SKILL_TOOL && !skill_tool)
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp; 164 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 } 165 }
144 } 166
145 /* If this is a skill that can be used without a tool, return it */ 167 if (!skill_tool)
146 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
147 return skill; 168 return 0;
148 169
149 /* 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 -
150 * 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
151 * but not the skill itself, give it to them. 172 * but not the skill itself, give it to them.
152 */ 173 */
153 if (skill_tool) 174 object *skill = who->give_skill (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 }
160 175
161 if (!skill) 176 if (!skill_tool->flag [FLAG_APPLIED])
162 { 177 if (!who->apply (splay (skill_tool)))
163 skill = give_skill_by_name (who, skill_tool->skill);
164 link_player_skills (who);
165 }
166
167 return skill; 178 return 0;
168 }
169 179
180 return splay (skill);
181}
182
183object *
184find_skill_by_name_fuzzy (object *who, const char *name)
185{
186 if (name)
187 for (object *tmp = who->inv; tmp; tmp = tmp->below)
188 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
189 && tmp->skill.starts_with (name))
190 if (object *skop = find_skill_by_name (who, tmp->skill))
191 return skop;
192
170 return NULL; 193 return 0;
171} 194}
172
173 195
174/* This returns the skill pointer of the given name (the 196/* This returns the skill pointer of the given name (the
175 * one that accumlates exp, has the level, etc). 197 * one that accumulates exp, has the level, etc).
176 * 198 *
177 * It is presumed that the player will be needing to actually 199 * 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 200 * use the skill, so thus if use of the skill requires a skill
179 * tool, this code will equip it. 201 * tool, this code will equip it.
180 * 202 *
181 * 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,
182 * but instead a skill name, we search by matching number. 204 * but instead a skill name, we search by matching number.
183 * this replaces find_skill. 205 * this replaces find_skill.
206 *
207 * MUST NOT BE USED IN NEW CODE! (schmorp)
184 */ 208 */
185object * 209object *
186find_skill_by_number (object *who, int skillno) 210find_skill_by_number (object *who, int skillno)
187{ 211{
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) 212 for (object *tmp = who->inv; tmp; tmp = tmp->below)
194 {
195 if (tmp->type == SKILL && tmp->subtype == skillno) 213 if (tmp->type == SKILL && tmp->subtype == skillno)
196 skill = tmp; 214 if (object *skop = find_skill_by_name (who, tmp->skill))
215 return skop;
197 216
198 /* Try to find appropriate skilltool. If the player has one already 217 return 0;
199 * applied, we try to keep using that one. 218}
200 */ 219
201 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) 220object *
202 { 221object::give_skill (shstr_cmp name, bool can_use)
203 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 222{
204 skill_tool = tmp; 223 object *skill = find_skill (this, name);
205 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 224
206 skill_tool = tmp; 225 if (!skill)
207 } 226 skill = give_skill_by_name (this, name);
208 } 227
209 /* If this is a skill that can be used without a tool, return it */ 228 if (skill && can_use)
210 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 229 skill->flag [FLAG_CAN_USE_SKILL] = true;
230
211 return skill; 231 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;
232 }
233
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 int old_range;
252
253 if (who->type != PLAYER)
254 return 0;
255
256 player *pl = who->contr;
257
258 if (pl->ranged_skill && pl->ranged_skill == new_skill)
259 return 1;
260
261 if (!new_skill)
262 {
263 if (pl->ranged_skill)
264 apply_special (who, pl->ranged_skill, AP_UNAPPLY);
265
266 /* Only goal in this case was to unapply a skill */
267 return 0;
268 }
269
270 // move skill to front, so it will be preferred next time
271 new_skill->remove ();
272 who->insert (new_skill);
273
274 if (apply_special (who, new_skill, AP_APPLY))
275 return 0;
276
277 return 1;
278}
279
280/* This function just clears the chosen_skill and range_skill values
281 * in the player.
282 */
283void
284clear_skill (object *who)
285{
286 who->chosen_skill = 0;
287 CLEAR_FLAG (who, FLAG_READY_SKILL);
288
289 if (who->type == PLAYER)
290 {
291 if (who->contr->ranged_skill && who->contr->ranged_skill->type == SKILL)
292 {
293 who->contr->ranged_skill = 0;
294 who->contr->ranged_ob = 0;
295 }
296 }
297} 232}
298 233
299/* 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().
300 * 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.
301 * 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
308 */ 243 */
309int 244int
310do_skill (object *op, object *part, object *skill, int dir, const char *string) 245do_skill (object *op, object *part, object *skill, int dir, const char *string)
311{ 246{
312 int success = 0, exp = 0; 247 int success = 0, exp = 0;
313 int did_alc = 0;
314 object *tmp, *next;
315 248
316 if (!skill) 249 if (!skill)
317 return 0; 250 return 0;
318 251
319 /* The code below presumes that the skill points to the object that 252 /* The code below presumes that the skill points to the object that
321 * go and try to find the actual real skill pointer, and if the 254 * go and try to find the actual real skill pointer, and if the
322 * the player doesn't have a bucket for that, create one. 255 * the player doesn't have a bucket for that, create one.
323 */ 256 */
324 if (skill->type != SKILL && op->type == PLAYER) 257 if (skill->type != SKILL && op->type == PLAYER)
325 { 258 {
326 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
327 if (tmp->type == SKILL && tmp->skill == skill->skill) 260 if (tmp->type == SKILL && tmp->skill == skill->skill)
328 break; 261 {
262 skill = tmp;
263 goto found;
264 }
329 265
330 if (!tmp)
331 tmp = give_skill_by_name (op, skill->skill); 266 skill = give_skill_by_name (op, skill->skill);
332 267found: ;
333 skill = tmp;
334 } 268 }
335 269
336 // skill, by_whom, on_which_object, which direction, skill_argument 270 // skill, by_whom, on_which_object, which direction, skill_argument
337 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string))) 271 if (INVOKE_OBJECT (USE_SKILL, skill, ARG_OBJECT (op), ARG_OBJECT (part), ARG_INT (dir), ARG_STRING (string)))
338 return 0; 272 return 0;
343 /* Not 100% sure if this will work with new movement code - 277 /* Not 100% sure if this will work with new movement code -
344 * the levitation skill has move_type for flying, so when 278 * the levitation skill has move_type for flying, so when
345 * equipped, that should transfer to player, when not, 279 * equipped, that should transfer to player, when not,
346 * shouldn't. 280 * shouldn't.
347 */ 281 */
348 if (QUERY_FLAG (skill, FLAG_APPLIED)) 282 if (skill->flag [FLAG_APPLIED])
349 { 283 {
350 CLEAR_FLAG (skill, FLAG_APPLIED); 284 skill->clr_flag (FLAG_APPLIED);
351 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 285 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
352 } 286 }
353 else 287 else
354 { 288 {
355 SET_FLAG (skill, FLAG_APPLIED); 289 skill->set_flag (FLAG_APPLIED);
356 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!");
357 } 291 }
358 292
359 op->update_stats (); 293 op->update_stats ();
360 success = 1; 294 success = 1;
361 break; 295 break;
371 case SK_HIDING: 305 case SK_HIDING:
372 exp = success = hide (op, skill); 306 exp = success = hide (op, skill);
373 break; 307 break;
374 308
375 case SK_JUMPING: 309 case SK_JUMPING:
376 success = jump (op, dir, skill); 310 exp = success = jump (op, dir, skill);
377 break; 311 break;
378 312
379 case SK_INSCRIPTION: 313 case SK_INSCRIPTION:
380 exp = success = write_on_item (op, string, skill); 314 exp = success = write_on_item (op, string, skill);
381 break; 315 break;
443 case SK_LITERACY: 377 case SK_LITERACY:
444 case SK_WOODSMAN: 378 case SK_WOODSMAN:
445 /* first, we try to find a cauldron, and do the alchemy thing. 379 /* first, we try to find a cauldron, and do the alchemy thing.
446 * failing that, we go and identify stuff. 380 * failing that, we go and identify stuff.
447 */ 381 */
382 {
383 bool found_cauldron = false;
384
448 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = next) 385 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
449 { 386 {
450 next = tmp->above; 387 next = tmp->above;
451 388
452 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 389 if (tmp->flag [FLAG_IS_CAULDRON])
453 { 390 {
391 found_cauldron = true;
392
393 if (tmp->skill != skill->skill)
394 {
395 op->failmsgf ("You can't use the %s with the %s skill!",
396 query_name (tmp),
397 query_name (skill));
398 break;
399 }
400
454 attempt_do_alchemy (op, tmp); 401 attempt_do_alchemy (op, tmp, skill);
455 402
456 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 403 if (tmp->flag [FLAG_APPLIED])
457 esrv_send_inventory (op, tmp); 404 esrv_send_inventory (op, tmp);
458
459 did_alc = 1;
460 } 405 }
461 } 406 }
462 407
463 if (did_alc == 0) 408 if (!found_cauldron)
464 exp = success = skill_ident (op, skill); 409 exp = success = skill_ident (op, skill);
465 410 }
466 break; 411 break;
467 412
468 case SK_DET_MAGIC: 413 case SK_DET_MAGIC:
469 case SK_DET_CURSE: 414 case SK_DET_CURSE:
470 exp = success = skill_ident (op, skill); 415 exp = success = skill_ident (op, skill);
501 case SK_SUMMONING: 446 case SK_SUMMONING:
502 case SK_CLIMBING: 447 case SK_CLIMBING:
503 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.");
504 break; 449 break;
505 450
451 case SK_MINING:
452 success = skill_mining (op, part, skill, dir, string);
453 break;
454
506 default: 455 default:
507 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);
508 break; 457 break;
509 } 458 }
510 459
512 * Monsters have no skill use time because of the random nature in 461 * Monsters have no skill use time because of the random nature in
513 * which use_monster_skill is called already simulates this. 462 * which use_monster_skill is called already simulates this.
514 * If certain skills should take more/less time, that should be 463 * If certain skills should take more/less time, that should be
515 * in the code for the skill itself. 464 * in the code for the skill itself.
516 */ 465 */
517
518 if (op->type == PLAYER) 466 if (op->type == PLAYER)
519 op->speed_left -= 1.0; 467 op->speed_left -= 1.f;
520 468
521 /* this is a good place to add experience for successfull use of skills. 469 /* this is a good place to add experience for successfull use of skills.
522 * Note that add_exp() will figure out player/monster experience 470 * Note that add_exp() will figure out player/monster experience
523 * gain problems. 471 * gain problems.
524 */ 472 */
570 * If an object is not alive and magical we set the base exp higher to 518 * If an object is not alive and magical we set the base exp higher to
571 * help out exp awards for skill_ident skills. Also, if 519 * help out exp awards for skill_ident skills. Also, if
572 * an item is type RUNE, we give out exp based on stats.Cha 520 * an item is type RUNE, we give out exp based on stats.Cha
573 * and level (this was the old system) -b.t. 521 * and level (this was the old system) -b.t.
574 */ 522 */
575
576 if (!op) 523 if (!op)
577 { /* no item/creature */ 524 { /* no item/creature */
578 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 525 op_lvl = max (1, who->map->difficulty);
579 op_exp = 0; 526 op_exp = 0;
580 } 527 }
581 else if (op->type == RUNE || op->type == TRAP) 528 else if (op->type == RUNE || op->type == TRAP)
582 { /* all traps. If stats.Cha > 1 we use that 529 { /* all traps. If stats.Cha > 1 we use that
583 * for the amount of experience */ 530 * for the amount of experience */
586 } 533 }
587 else 534 else
588 { /* all other items/living creatures */ 535 { /* all other items/living creatures */
589 op_exp = op->stats.exp; 536 op_exp = op->stats.exp;
590 op_lvl = op->level; 537 op_lvl = op->level;
591 if (!QUERY_FLAG (op, FLAG_ALIVE)) 538 if (!op->flag [FLAG_ALIVE])
592 { /* for ident/make items */ 539 op_lvl += 5 * abs (op->magic); /* for ident/make items */
593 op_lvl += 5 * abs (op->magic);
594 }
595 } 540 }
596 541
597 if (op_lvl < 1) 542 if (op_lvl < 1)
598 op_lvl = 1; 543 op_lvl = 1;
599 544
607 /* if skill really is a skill, then we can look at the skill archetype for 552 /* if skill really is a skill, then we can look at the skill archetype for
608 * bse reward value (exp) and level multiplier factor. 553 * bse reward value (exp) and level multiplier factor.
609 */ 554 */
610 if (skill->type == SKILL) 555 if (skill->type == SKILL)
611 { 556 {
612 base += skill->arch->clone.stats.exp; 557 base += skill->arch->stats.exp;
613 if (settings.simple_exp) 558 if (settings.simple_exp)
614 { 559 {
615 if (skill->arch->clone.level) 560 if (skill->arch->level)
616 lvl_mult = (float) skill->arch->clone.level / 100.0; 561 lvl_mult = (float) skill->arch->level / 100.0;
617 else 562 else
618 lvl_mult = 1.0; /* no adjustment */ 563 lvl_mult = 1.0; /* no adjustment */
619 } 564 }
620 else 565 else
621 { 566 {
622 if (skill->level) 567 if (skill->level)
623 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 568 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
624 else 569 else
625 lvl_mult = 1.0; 570 lvl_mult = 1.0;
626 } 571 }
627 } 572 }
628 else 573 else
629 { 574 {
630 /* Don't divide by zero here! */ 575 /* Don't divide by zero here! */
631 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 576 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
632 } 577 }
633 } 578 }
634 579
635 /* assemble the exp total, and return value */ 580 /* assemble the exp total, and return value */
636 581
653 * player learns the skill, 2 otherwise. 598 * player learns the skill, 2 otherwise.
654 */ 599 */
655int 600int
656learn_skill (object *pl, object *scroll) 601learn_skill (object *pl, object *scroll)
657{ 602{
658 object *tmp;
659
660 if (!scroll->skill) 603 if (!scroll->skill)
661 { 604 {
662 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 605 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
663 return 2; 606 return 2;
664 } 607 }
665 608
666 /* can't use find_skill_by_name because we want skills the player knows 609 object *tmp = find_skill (pl, scroll->skill);
667 * but can't use natively.
668 */
669
670 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
671 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
672 break;
673 610
674 /* player already knows it */ 611 /* player already knows it */
675 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 612 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
676 return 0; 613 return 0;
677 614
678 /* now a random change to learn, based on player Int. 615 /* now a random change to learn, based on player Int.
679 * give bonus based on level - otherwise stupid characters 616 * give bonus based on level - otherwise stupid characters
680 * might never be able to learn anything. 617 * might never be able to learn anything.
689 { 626 {
690 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);
691 return 2; 628 return 2;
692 } 629 }
693 630
694 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 631 tmp->set_flag (FLAG_CAN_USE_SKILL);
695 link_player_skills (pl); 632
696 return 1; 633 return 1;
697} 634}
698 635
699/* Gives a percentage clipped to 0% -> 100% of a/b. */ 636/* Gives a percentage clipped to 0% -> 100% of a/b. */
700
701/* Probably belongs in some global utils-type file? */ 637/* Probably belongs in some global utils-type file? */
702static int 638static int
703clipped_percent (sint64 a, sint64 b) 639clipped_percent (sint64 a, sint64 b)
704{ 640{
705 int rv; 641 int rv;
725 * Note this function is a bit more complicated becauase we 661 * Note this function is a bit more complicated becauase we
726 * we want ot sort the skills before printing them. If we 662 * we want ot sort the skills before printing them. If we
727 * just dumped this as we found it, this would be a bit 663 * just dumped this as we found it, this would be a bit
728 * simpler. 664 * simpler.
729 */ 665 */
730 666//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
731void 667void
732show_skills (object *op, const char *search) 668show_skills (object *pl, const char *search)
733{ 669{
734 object *tmp = NULL;
735 char buf[MAX_BUF];
736 const char *cp; 670 const char *cp;
737 int i, num_skills_found = 0; 671 int i, num_skills_found = 0;
738 static const char *const periods = "........................................"; 672 const char *const periods = ".............................."; // 30
739 673
740 /* Need to have a pointer and use strdup for qsort to work properly */ 674 /* Need to have a pointer and use strdup for qsort to work properly */
741 char skills[NUM_SKILLS][MAX_BUF]; 675 char skills[NUM_SKILLS][128]; // d'oh
742 676
677 object *op = pl->contr->ob;
743 678
744 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 679 for (object *tmp = op->inv; tmp; tmp = tmp->below)
745 { 680 {
746 if (tmp->type == SKILL) 681 if (tmp->type == SKILL)
747 { 682 {
748 if (search && strstr (tmp->name, search) == NULL) 683 if (search && !tmp->name.contains (search))
749 continue; 684 continue;
685
686 char buf[30];
687
750 /* Basically want to fill this out to 40 spaces with periods */ 688 /* Basically want to fill this out to 30 spaces with periods */
751 sprintf (buf, "%s%s", &tmp->name, periods); 689 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
752 buf[40] = 0;
753 690
754 if (settings.permanent_exp_ratio) 691 if (settings.permanent_exp_ratio)
755 {
756 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 692 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
757 buf, tmp->level, tmp->stats.exp, 693 buf, tmp->level, tmp->stats.exp,
758 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 694 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
759 }
760 else 695 else
761 {
762 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 696 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
763 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 697 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
764 } 698
765 /* I don't know why some characters get a bunch of skills, but 699 /* I don't know why some characters get a bunch of skills, but
766 * it sometimes happens (maybe a leftover from bugier earlier code 700 * it sometimes happens (maybe a leftover from bugier earlier code
767 * and those character are still about). In any case, lets handle 701 * and those character are still about). In any case, lets handle
768 * it so it doesn't crash the server - otherwise, one character may 702 * it so it doesn't crash the server - otherwise, one character may
769 * crash the server numerous times. 703 * crash the server numerous times.
770 */ 704 */
771 if (num_skills_found >= NUM_SKILLS) 705 if (num_skills_found >= NUM_SKILLS)
772 { 706 {
773 new_draw_info (NDI_RED, 0, op, "Your character has too many skills."); 707 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Your character has too many skills.");
774 new_draw_info (NDI_RED, 0, op, "Something isn't right - contact the server admin"); 708 new_draw_info (NDI_RED | NDI_REPLY, 0, op, "Something isn't right - contact the server admin");
775 break; 709 break;
776 } 710 }
777 } 711 }
778 } 712 }
779 713
780 clear_win_info (op); 714 dynbuf_text &msg = msg_dynbuf; msg.clear ();
781 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 715
716 msg << "T<Player skills:>\n\n";
782 if (num_skills_found > 1) 717 if (num_skills_found > 1)
783 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 718 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
784 719
785 for (i = 0; i < num_skills_found; i++) 720 for (i = 0; i < num_skills_found; i++)
786 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 721 msg << " C<" << skills [i] << ">\n";
787 722
788 new_draw_info_format (NDI_UNIQUE, 0, op, "You can handle %d weapon improvements.", op->level / 5 + 5); 723 msg << "\nYou can handle " << op->level / 5 + 5 << " weapon improvements.\r";
789 724
790 cp = determine_god (op); 725 cp = determine_god (op);
791 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s.", cp ? cp : "no god at current time"); 726 msg << "You worship " << (cp ? cp : "no god at current time") << ".\r";
792 727
793 new_draw_info_format (NDI_UNIQUE, 0, op, "Your equipped item power is %d out of %d\n", 728 msg << "Your equipped item power is " << (int)op->contr->item_power
794 op->contr->item_power, (int) (op->level * settings.item_power_factor)); 729 << " out of " << int (op->level * settings.item_power_factor)
730 << ".\n";
731
732 pl->contr->infobox (MSG_CHANNEL ("skills"), msg);
795} 733}
796 734
797/* use_skill() - similar to invoke command, it executes the skill in the 735/* use_skill() - similar to invoke command, it executes the skill in the
798 * direction that the user is facing. Returns false if we are unable to 736 * direction that the user is facing. Returns false if we are unable to
799 * change to the requested skill, or were unable to use the skill properly. 737 * change to the requested skill, or were unable to use the skill properly.
800 * This is tricky because skills can have spaces. We basically roll 738 * This is tricky because skills can have spaces. We basically roll
801 * our own find_skill_by_name so we can try to do better string matching. 739 * our own find_skill_by_name so we can try to do better string matching.
802 */ 740 */
803
804int 741int
805use_skill (object *op, const char *string) 742use_skill (object *op, const char *string)
806{ 743{
807 object *skop; 744 object *skop;
808 size_t len; 745 size_t len;
809 746
810 if (!string) 747 if (!string)
811 return 0; 748 return 0;
812 749
813 for (skop = op->inv; skop != NULL; skop = skop->below) 750 for (skop = op->inv; skop; skop = skop->below)
814 { 751 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
815 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
816 !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);
817 break; 755 break;
818 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
819 break;
820 } 756 }
757
821 if (!skop) 758 if (!skop)
822 { 759 {
823 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 );
824 return 0; 772 return 0;
825 } 773 }
826 774
827 len = strlen (skop->skill); 775 len = strlen (skop->skill);
828 776
830 * options given to the skill. Its pretty simple - if there 778 * options given to the skill. Its pretty simple - if there
831 * are extra parameters (as deteremined by string length), we 779 * are extra parameters (as deteremined by string length), we
832 * want to skip over any leading spaces. 780 * want to skip over any leading spaces.
833 */ 781 */
834 if (len >= strlen (string)) 782 if (len >= strlen (string))
835 {
836 string = NULL; 783 string = NULL;
837 }
838 else 784 else
839 { 785 {
840 string += len; 786 string += len;
841 while (*string == 0x20) 787 while (*string == 0x20)
842 string++; 788 string++;
789
843 if (strlen (string) == 0) 790 if (strlen (string) == 0)
844 string = NULL; 791 string = NULL;
845 } 792 }
846 793
847#ifdef SKILL_UTIL_DEBUG 794#ifdef SKILL_UTIL_DEBUG
848 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 795 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
849#endif 796#endif
850 797
851 /* Change to the new skill, then execute it. */
852 if (do_skill (op, op, skop, op->facing, string)) 798 if (do_skill (op, op, skop, op->facing, string))
853 return 1; 799 return 1;
854 800
855 return 0; 801 return 0;
856} 802}
857 803
858static bool 804static bool
859hth_skill_p (object *skill) 805hth_skill_p (object *skill)
860{ 806{
861 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;
862} 808}
863 809
864/* 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.
865 */ 811 */
866static object * 812static object *
867find_player_hth_skill (object *op) 813find_player_hth_skill (object *op)
868{ 814{
869 for (object *tmp = op->inv; tmp; tmp = tmp->below) 815 for (object *tmp = op->inv; tmp; tmp = tmp->below)
870 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))
871 return tmp; 817 return tmp;
872 818
873 return 0; 819 return 0;
874} 820}
875 821
892 * is readied either then try to find a skill for the player to use. 838 * is readied either then try to find a skill for the player to use.
893 * it is presumed that if skill is set, it is a valid attack skill (eg, 839 * it is presumed that if skill is set, it is a valid attack skill (eg,
894 * the caller should have set it appropriately). We still want to pass 840 * the caller should have set it appropriately). We still want to pass
895 * 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.
896 */ 842 */
897 if (op->type == PLAYER) 843 if (player *pl = op->contr)
898 { 844 {
899 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 845 if (skill)
900 { 846 {
901 if (!skill) 847 if (!op->apply (skill))
902 {
903 /* See if the players chosen skill is a combat skill, and use
904 * it if appropriate.
905 */
906 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
907 skill = op->chosen_skill;
908 else
909 {
910 skill = find_player_hth_skill (op);
911
912 if (!skill)
913 {
914 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
915 return 0;
916 }
917 }
918 }
919
920 /* now try to ready the new skill */
921 if (!change_skill (op, skill, 0))
922 { /* oh oh, trouble! */
923 new_draw_info_format (NDI_UNIQUE, 0, tmp, "Couldn't change to skill %s", &skill->name);
924 return 0; 848 return 0;
925 }
926 } 849 }
927 else 850 else
928 { 851 {
929 /* Seen some crashes below where current_weapon is not set, 852 if (!pl->combat_ob)
930 * even though the flag says it is. So if current weapon isn't set,
931 * do some work in trying to find the object to use.
932 */
933 if (!op->current_weapon)
934 { 853 {
935 object *tmp; 854 if (op->flag [FLAG_READY_WEAPON])
936
937 LOG (llevError, "Player %s does not have current weapon set but flag_ready_weapon is set\n", &op->name);
938 for (tmp = op->inv; tmp; tmp = tmp->below)
939 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
940 break;
941
942 if (!tmp)
943 { 855 {
856 for (tmp = op->inv; tmp; tmp = tmp->below)
857 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
858 break;
859
860 if (!tmp)
944 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);
945 op->current_weapon = NULL; 862
863 pl->combat_ob = tmp;
864 }
865
866 if (!pl->combat_ob)
867 {
868 /* See if the players chosen skill is a combat skill, and use
869 * it if appropriate.
870 */
871 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
872 skill = op->chosen_skill;
873 else
874 {
875 skill = find_player_hth_skill (op);
876
877 if (!skill)
878 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
879 }
880
881 op->apply (skill);
882 }
883
884 if (!pl->combat_ob)
885 {
886 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
946 return 0; 887 return 0;
947 } 888 }
948 else
949 op->current_weapon = tmp;
950 } 889 }
951 890
952 change_skill (op, find_skill_by_name (op, op->current_weapon->skill), 1); 891 if (!op->apply (pl->combat_ob))
892 return 0;
953 } 893 }
954 }
955 894
956 /* lose invisiblity/hiding status for running attacks */ 895 /* lose invisiblity/hiding status for running attacks */
957 896 if (pl->tmp_invis)
958 if (op->type == PLAYER && op->contr->tmp_invis) 897 {
959 {
960 op->contr->tmp_invis = 0; 898 pl->tmp_invis = 0;
961 op->invisible = 0; 899 op->invisible = 0;
962 op->hide = 0; 900 op->flag [FLAG_HIDDEN] = 0;
963 update_object (op, UP_OBJ_CHANGE); 901 update_object (op, UP_OBJ_CHANGE);
902 }
964 } 903 }
965 904
966 int success = attack_ob (tmp, op); 905 int success = attack_ob (tmp, op);
967 906
968 /* print appropriate messages to the player */ 907 /* print appropriate messages to the player */
969 908
970 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 909 if (success && string && tmp && !tmp->flag [FLAG_FREED])
971 { 910 {
972 if (op->type == PLAYER) 911 if (op->type == PLAYER)
973 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));
974 else if (tmp->type == PLAYER) 913 else if (tmp->type == PLAYER)
975 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);
978 return success; 917 return success;
979} 918}
980 919
981/* skill_attack() - Core routine for use when we attack using a skills 920/* skill_attack() - Core routine for use when we attack using a skills
982 * system. In essence, this code handles 921 * system. In essence, this code handles
983 * all skill-based attacks, ie hth, missile and melee weapons should be 922 * all skill-based attacks, i.e. hth, missile and melee weapons should be
984 * treated here. If an opponent is already supplied by move_player(), 923 * treated here. If an opponent is already supplied by move_player(),
985 * we move right onto do_skill_attack(), otherwise we find if an 924 * we move right onto do_skill_attack(), otherwise we find if an
986 * appropriate opponent exists. 925 * appropriate opponent exists.
987 * 926 *
988 * This is called by move_player() and attack_hth() 927 * This is called by move_player() and attack_hth()
1018 /* 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 */
1019 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)))
1020 return 0; 959 return 0;
1021 960
1022 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)
1023 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)
1024 { 963 {
1025 /* Don't attack party members */ 964 /* Don't attack party members */
1026 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))
1027 return 0; 966 return 0;
1028 967
1039 } 978 }
1040 979
1041 return do_skill_attack (tmp, pl, string, skill); 980 return do_skill_attack (tmp, pl, string, skill);
1042} 981}
1043 982
1044
1045/* attack_hth() - this handles all hand-to-hand attacks -b.t. */ 983/* attack_hth() - this handles all hand-to-hand attacks -b.t. */
1046 984
1047/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first 985/* July 5, 1995 - I broke up attack_hth() into 2 parts. In the first
1048 * (attack_hth) we check for weapon use, etc in the second (the new 986 * (attack_hth) we check for weapon use, etc in the second (the new
1049 * function skill_attack() we actually attack. 987 * function skill_attack() we actually attack.
1050 */ 988 */
1051
1052static int 989static int
1053attack_hth (object *pl, int dir, const char *string, object *skill) 990attack_hth (object *pl, int dir, const char *string, object *skill)
1054{ 991{
1055 object *enemy = NULL, *weapon; 992 object *enemy = NULL, *weapon;
1056 993
1057 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 994 if (pl->flag [FLAG_READY_WEAPON])
1058 for (weapon = pl->inv; weapon; weapon = weapon->below) 995 for (weapon = pl->inv; weapon; weapon = weapon->below)
1059 { 996 {
1060 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 997 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1061 { 998 {
1062 CLEAR_FLAG (weapon, FLAG_APPLIED); 999 weapon->clr_flag (FLAG_APPLIED);
1063 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1000 pl->clr_flag (FLAG_READY_WEAPON);
1064 pl->update_stats (); 1001 pl->update_stats ();
1065 if (pl->type == PLAYER) 1002 if (pl->type == PLAYER)
1066 { 1003 {
1067 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.");
1068 esrv_update_item (UPD_FLAGS, pl, weapon); 1005 esrv_update_item (UPD_FLAGS, pl, weapon);
1069 } 1006 }
1007
1070 break; 1008 break;
1071 } 1009 }
1072 } 1010 }
1073 1011
1074 return skill_attack (enemy, pl, dir, string, skill); 1012 return skill_attack (enemy, pl, dir, string, skill);
1085 */ 1023 */
1086static int 1024static int
1087attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1025attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1088{ 1026{
1089 1027
1090 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1028 if (!op->flag [FLAG_READY_WEAPON])
1091 { 1029 {
1092 if (op->type == PLAYER) 1030 if (op->type == PLAYER)
1093 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!");
1094 1032
1095 return 0; 1033 return 0;
1096 } 1034 }
1097 1035
1098 return skill_attack (NULL, op, dir, string, skill); 1036 return skill_attack (NULL, op, dir, string, skill);
1099
1100} 1037}
1038

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