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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.42 by root, Sat May 12 08:36:35 2007 UTC vs.
Revision 1.97 by root, Thu Apr 15 00:36:51 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
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 if (!name) 152 object *skill_tool = 0;
153
154 for (object *tmp = who->inv; tmp; tmp = tmp->below)
155 if (tmp->skill == sh)
156 {
157 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
158 /* If this is a skill that can be used without applying tool, return it */
159 return splay (tmp);
160 /* Try to find appropriate skilltool. If the player has one already
161 * applied, we try to keep using that one.
162 */
163 else if (tmp->type == SKILL_TOOL && !skill_tool)
164 skill_tool = tmp;
165 }
166
167 if (!skill_tool)
121 return 0; 168 return 0;
122
123 object *skill = 0, *skill_tool = 0;
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 (object *tmp = who->inv; tmp; tmp = tmp->below)
130 {
131 if (tmp->type == SKILL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
132 skill = tmp;
133
134 /* Try to find appropriate skilltool. If the player has one already
135 * applied, we try to keep using that one.
136 */
137 else if (tmp->type == SKILL_TOOL && !strncasecmp (name, tmp->skill, strlen (name)) && strlen (tmp->skill) >= strlen (name))
138 {
139 if (QUERY_FLAG (tmp, FLAG_APPLIED))
140 skill_tool = tmp;
141 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
142 skill_tool = tmp;
143 }
144 }
145
146 /* If this is a skill that can be used without a tool, return it */
147 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
148 return skill;
149 169
150 /* 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 -
151 * 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
152 * but not the skill itself, give it to them. 172 * but not the skill itself, give it to them.
153 */ 173 */
154 if (skill_tool) 174 object *skill = who->give_skill (skill_tool->skill);
155 { 175
156 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED)) 176 if (!skill_tool->flag [FLAG_APPLIED])
157 if (apply_special (who, skill_tool, 0)) 177 if (!who->apply (splay (skill_tool)))
158 return 0; 178 return 0;
159 179
160 if (!skill) 180 return splay (skill);
161 { 181}
162 skill = give_skill_by_name (who, skill_tool->skill);
163 link_player_skills (who);
164 }
165 182
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))
166 return skill; 191 return skop;
167 }
168 192
169 return 0; 193 return 0;
170} 194}
171 195
172
173/* This returns the skill pointer of the given name (the 196/* This returns the skill pointer of the given name (the
174 * one that accumlates exp, has the level, etc). 197 * one that accumulates exp, has the level, etc).
175 * 198 *
176 * It is presumed that the player will be needing to actually 199 * It is presumed that the player will be needing to actually
177 * 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
178 * tool, this code will equip it. 201 * tool, this code will equip it.
179 * 202 *
180 * 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,
181 * but instead a skill name, we search by matching number. 204 * but instead a skill name, we search by matching number.
182 * this replaces find_skill. 205 * this replaces find_skill.
206 *
207 * MUST NOT BE USED IN NEW CODE! (schmorp)
183 */ 208 */
184object * 209object *
185find_skill_by_number (object *who, int skillno) 210find_skill_by_number (object *who, int skillno)
186{ 211{
187 object *skill = NULL, *skill_tool = NULL, *tmp;
188
189 if (skillno < 1 || skillno >= NUM_SKILLS)
190 return NULL;
191
192 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 212 for (object *tmp = who->inv; tmp; tmp = tmp->below)
193 {
194 if (tmp->type == SKILL && tmp->subtype == skillno) 213 if (tmp->type == SKILL && tmp->subtype == skillno)
195 skill = tmp; 214 if (object *skop = find_skill_by_name (who, tmp->skill))
215 return skop;
196 216
197 /* Try to find appropriate skilltool. If the player has one already 217 return 0;
198 * applied, we try to keep using that one. 218}
199 */ 219
200 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno) 220object *
201 { 221object::give_skill (shstr_cmp name, bool can_use)
202 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 222{
203 skill_tool = tmp; 223 object *skill = find_skill (this, name);
204 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED)) 224
205 skill_tool = tmp; 225 if (!skill)
206 } 226 skill = give_skill_by_name (this, name);
207 } 227
208 /* If this is a skill that can be used without a tool, return it */ 228 if (skill && can_use)
209 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL)) 229 skill->flag [FLAG_CAN_USE_SKILL] = true;
230
210 return skill; 231 return skill;
211
212 /* Player has a tool to use the skill. IF not applied, apply it -
213 * if not successful, return null. If they do have the skill tool
214 * but not the skill itself, give it to them.
215 */
216 if (skill_tool)
217 {
218 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
219 {
220 if (apply_special (who, skill_tool, 0))
221 return NULL;
222 }
223
224 if (!skill)
225 {
226 skill = give_skill_by_name (who, skill_tool->skill);
227 link_player_skills (who);
228 }
229
230 return skill;
231 }
232
233 return NULL;
234}
235
236/* This changes the objects skill to new_skill.
237 * note that this function doesn't always need to get used -
238 * you can now add skill exp to the player without the chosen_skill being
239 * set. This function is of most interest to players to update
240 * the various range information.
241 * return 1 on success, 0 on error
242 */
243int
244change_skill (object *who, object *new_skill, int flag)
245{
246 if (who->type != PLAYER)
247 return 0;
248
249 // optimise this supposedly common case
250 if (new_skill == who->chosen_skill)
251 return 1;
252
253 if (who->chosen_skill)
254 {
255 apply_special (who, who->chosen_skill, AP_UNAPPLY);
256 who->chosen_skill = 0;//D verify wether necessary
257 }
258
259 if (!new_skill)
260 {
261 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
262 who->debug_desc ());
263 return 0;
264 }
265
266 player *pl = who->contr;
267
268 // move skill to front, so it will be prefered next time
269 new_skill->remove ();
270 who->insert (new_skill);
271
272 if (apply_special (who, new_skill, AP_APPLY))
273 return 0;
274
275 return 1;
276}
277
278/* This function just clears the chosen_skill and range_skill values
279 * in the player.
280 */
281void
282clear_skill (object *who)
283{
284 who->chosen_skill = 0;
285 CLEAR_FLAG (who, FLAG_READY_SKILL);
286
287 if (who->type == PLAYER)
288 if (who->contr->ranged_ob && who->contr->ranged_ob->type == SKILL)
289 who->contr->ranged_ob = 0;
290} 232}
291 233
292/* 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().
293 * 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.
294 * 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
301 */ 243 */
302int 244int
303do_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)
304{ 246{
305 int success = 0, exp = 0; 247 int success = 0, exp = 0;
306 int did_alc = 0;
307 object *tmp, *next;
308 248
309 if (!skill) 249 if (!skill)
310 return 0; 250 return 0;
311 251
312 /* 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
314 * 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
315 * the player doesn't have a bucket for that, create one. 255 * the player doesn't have a bucket for that, create one.
316 */ 256 */
317 if (skill->type != SKILL && op->type == PLAYER) 257 if (skill->type != SKILL && op->type == PLAYER)
318 { 258 {
319 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 259 for (object *tmp = op->inv; tmp; tmp = tmp->below)
320 if (tmp->type == SKILL && tmp->skill == skill->skill) 260 if (tmp->type == SKILL && tmp->skill == skill->skill)
321 break; 261 {
262 skill = tmp;
263 goto found;
264 }
322 265
323 if (!tmp)
324 tmp = give_skill_by_name (op, skill->skill); 266 skill = give_skill_by_name (op, skill->skill);
325 267found: ;
326 skill = tmp;
327 } 268 }
328 269
329 // skill, by_whom, on_which_object, which direction, skill_argument 270 // skill, by_whom, on_which_object, which direction, skill_argument
330 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)))
331 return 0; 272 return 0;
336 /* Not 100% sure if this will work with new movement code - 277 /* Not 100% sure if this will work with new movement code -
337 * the levitation skill has move_type for flying, so when 278 * the levitation skill has move_type for flying, so when
338 * equipped, that should transfer to player, when not, 279 * equipped, that should transfer to player, when not,
339 * shouldn't. 280 * shouldn't.
340 */ 281 */
341 if (QUERY_FLAG (skill, FLAG_APPLIED)) 282 if (skill->flag [FLAG_APPLIED])
342 { 283 {
343 CLEAR_FLAG (skill, FLAG_APPLIED); 284 skill->clr_flag (FLAG_APPLIED);
344 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 285 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
345 } 286 }
346 else 287 else
347 { 288 {
348 SET_FLAG (skill, FLAG_APPLIED); 289 skill->set_flag (FLAG_APPLIED);
349 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!");
350 } 291 }
351 292
352 op->update_stats (); 293 op->update_stats ();
353 success = 1; 294 success = 1;
354 break; 295 break;
364 case SK_HIDING: 305 case SK_HIDING:
365 exp = success = hide (op, skill); 306 exp = success = hide (op, skill);
366 break; 307 break;
367 308
368 case SK_JUMPING: 309 case SK_JUMPING:
369 success = jump (op, dir, skill); 310 exp = success = jump (op, dir, skill);
370 break; 311 break;
371 312
372 case SK_INSCRIPTION: 313 case SK_INSCRIPTION:
373 exp = success = write_on_item (op, string, skill); 314 exp = success = write_on_item (op, string, skill);
374 break; 315 break;
436 case SK_LITERACY: 377 case SK_LITERACY:
437 case SK_WOODSMAN: 378 case SK_WOODSMAN:
438 /* 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.
439 * failing that, we go and identify stuff. 380 * failing that, we go and identify stuff.
440 */ 381 */
382 {
383 bool found_cauldron = false;
384
441 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)
442 { 386 {
443 next = tmp->above; 387 next = tmp->above;
444 388
445 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 389 if (tmp->flag [FLAG_IS_CAULDRON])
446 { 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
447 attempt_do_alchemy (op, tmp); 401 attempt_do_alchemy (op, tmp, skill);
448 402
449 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 403 if (tmp->flag [FLAG_APPLIED])
450 esrv_send_inventory (op, tmp); 404 esrv_send_inventory (op, tmp);
451
452 did_alc = 1;
453 } 405 }
454 } 406 }
455 407
456 if (did_alc == 0) 408 if (!found_cauldron)
457 exp = success = skill_ident (op, skill); 409 exp = success = skill_ident (op, skill);
458 410 }
459 break; 411 break;
460 412
461 case SK_DET_MAGIC: 413 case SK_DET_MAGIC:
462 case SK_DET_CURSE: 414 case SK_DET_CURSE:
463 exp = success = skill_ident (op, skill); 415 exp = success = skill_ident (op, skill);
494 case SK_SUMMONING: 446 case SK_SUMMONING:
495 case SK_CLIMBING: 447 case SK_CLIMBING:
496 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.");
497 break; 449 break;
498 450
451 case SK_MINING:
452 success = skill_mining (op, part, skill, dir, string);
453 break;
454
499 default: 455 default:
500 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);
501 break; 457 break;
502 } 458 }
503 459
505 * 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
506 * which use_monster_skill is called already simulates this. 462 * which use_monster_skill is called already simulates this.
507 * If certain skills should take more/less time, that should be 463 * If certain skills should take more/less time, that should be
508 * in the code for the skill itself. 464 * in the code for the skill itself.
509 */ 465 */
510
511 if (op->type == PLAYER) 466 if (op->type == PLAYER)
512 op->speed_left -= 1.0; 467 op->speed_left -= 1.f;
513 468
514 /* 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.
515 * Note that add_exp() will figure out player/monster experience 470 * Note that add_exp() will figure out player/monster experience
516 * gain problems. 471 * gain problems.
517 */ 472 */
563 * 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
564 * help out exp awards for skill_ident skills. Also, if 519 * help out exp awards for skill_ident skills. Also, if
565 * 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
566 * and level (this was the old system) -b.t. 521 * and level (this was the old system) -b.t.
567 */ 522 */
568
569 if (!op) 523 if (!op)
570 { /* no item/creature */ 524 { /* no item/creature */
571 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 525 op_lvl = max (1, who->map->difficulty);
572 op_exp = 0; 526 op_exp = 0;
573 } 527 }
574 else if (op->type == RUNE || op->type == TRAP) 528 else if (op->type == RUNE || op->type == TRAP)
575 { /* all traps. If stats.Cha > 1 we use that 529 { /* all traps. If stats.Cha > 1 we use that
576 * for the amount of experience */ 530 * for the amount of experience */
579 } 533 }
580 else 534 else
581 { /* all other items/living creatures */ 535 { /* all other items/living creatures */
582 op_exp = op->stats.exp; 536 op_exp = op->stats.exp;
583 op_lvl = op->level; 537 op_lvl = op->level;
584 if (!QUERY_FLAG (op, FLAG_ALIVE)) 538 if (!op->flag [FLAG_ALIVE])
585 { /* for ident/make items */ 539 op_lvl += 5 * abs (op->magic); /* for ident/make items */
586 op_lvl += 5 * abs (op->magic);
587 }
588 } 540 }
589 541
590 if (op_lvl < 1) 542 if (op_lvl < 1)
591 op_lvl = 1; 543 op_lvl = 1;
592 544
600 /* 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
601 * bse reward value (exp) and level multiplier factor. 553 * bse reward value (exp) and level multiplier factor.
602 */ 554 */
603 if (skill->type == SKILL) 555 if (skill->type == SKILL)
604 { 556 {
605 base += skill->arch->clone.stats.exp; 557 base += skill->arch->stats.exp;
606 if (settings.simple_exp) 558 if (settings.simple_exp)
607 { 559 {
608 if (skill->arch->clone.level) 560 if (skill->arch->level)
609 lvl_mult = (float) skill->arch->clone.level / 100.0; 561 lvl_mult = (float) skill->arch->level / 100.0;
610 else 562 else
611 lvl_mult = 1.0; /* no adjustment */ 563 lvl_mult = 1.0; /* no adjustment */
612 } 564 }
613 else 565 else
614 { 566 {
615 if (skill->level) 567 if (skill->level)
616 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);
617 else 569 else
618 lvl_mult = 1.0; 570 lvl_mult = 1.0;
619 } 571 }
620 } 572 }
621 else 573 else
622 { 574 {
623 /* Don't divide by zero here! */ 575 /* Don't divide by zero here! */
624 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 576 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
625 } 577 }
626 } 578 }
627 579
628 /* assemble the exp total, and return value */ 580 /* assemble the exp total, and return value */
629 581
646 * player learns the skill, 2 otherwise. 598 * player learns the skill, 2 otherwise.
647 */ 599 */
648int 600int
649learn_skill (object *pl, object *scroll) 601learn_skill (object *pl, object *scroll)
650{ 602{
651 object *tmp;
652
653 if (!scroll->skill) 603 if (!scroll->skill)
654 { 604 {
655 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);
656 return 2; 606 return 2;
657 } 607 }
658 608
659 /* can't use find_skill_by_name because we want skills the player knows 609 object *tmp = find_skill (pl, scroll->skill);
660 * but can't use natively.
661 */
662
663 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
664 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
665 break;
666 610
667 /* player already knows it */ 611 /* player already knows it */
668 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 612 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
669 return 0; 613 return 0;
670 614
671 /* now a random change to learn, based on player Int. 615 /* now a random change to learn, based on player Int.
672 * give bonus based on level - otherwise stupid characters 616 * give bonus based on level - otherwise stupid characters
673 * might never be able to learn anything. 617 * might never be able to learn anything.
682 { 626 {
683 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);
684 return 2; 628 return 2;
685 } 629 }
686 630
687 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 631 tmp->set_flag (FLAG_CAN_USE_SKILL);
688 link_player_skills (pl); 632
689 return 1; 633 return 1;
690} 634}
691 635
692/* Gives a percentage clipped to 0% -> 100% of a/b. */ 636/* Gives a percentage clipped to 0% -> 100% of a/b. */
693/* Probably belongs in some global utils-type file? */ 637/* Probably belongs in some global utils-type file? */
717 * Note this function is a bit more complicated becauase we 661 * Note this function is a bit more complicated becauase we
718 * we want ot sort the skills before printing them. If we 662 * we want ot sort the skills before printing them. If we
719 * 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
720 * simpler. 664 * simpler.
721 */ 665 */
722 666//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
723void 667void
724show_skills (object *op, const char *search) 668show_skills (object *pl, const char *search)
725{ 669{
726 object *tmp = NULL;
727 char buf[MAX_BUF];
728 const char *cp; 670 const char *cp;
729 int i, num_skills_found = 0; 671 int i, num_skills_found = 0;
730 static const char *const periods = "........................................"; 672 const char *const periods = ".............................."; // 30
731 673
732 /* 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 */
733 char skills[NUM_SKILLS][MAX_BUF]; 675 char skills[NUM_SKILLS][128]; // d'oh
734 676
677 object *op = pl->contr->ob;
735 678
736 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 679 for (object *tmp = op->inv; tmp; tmp = tmp->below)
737 { 680 {
738 if (tmp->type == SKILL) 681 if (tmp->type == SKILL)
739 { 682 {
740 if (search && strstr (tmp->name, search) == NULL) 683 if (search && !tmp->name.contains (search))
741 continue; 684 continue;
685
686 char buf[30];
687
742 /* Basically want to fill this out to 40 spaces with periods */ 688 /* Basically want to fill this out to 30 spaces with periods */
743 sprintf (buf, "%s%s", &tmp->name, periods); 689 snprintf (buf, sizeof (buf), "%s%s", &tmp->name, periods);
744 buf[40] = 0;
745 690
746 if (settings.permanent_exp_ratio) 691 if (settings.permanent_exp_ratio)
747 {
748 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%%)",
749 buf, tmp->level, tmp->stats.exp, 693 buf, tmp->level, tmp->stats.exp,
750 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));
751 }
752 else 695 else
753 {
754 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 696 snprintf (skills[num_skills_found++], sizeof (skills [0]), "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
755 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));
756 } 698
757 /* 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
758 * it sometimes happens (maybe a leftover from bugier earlier code 700 * it sometimes happens (maybe a leftover from bugier earlier code
759 * and those character are still about). In any case, lets handle 701 * and those character are still about). In any case, lets handle
760 * 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
761 * crash the server numerous times. 703 * crash the server numerous times.
762 */ 704 */
763 if (num_skills_found >= NUM_SKILLS) 705 if (num_skills_found >= NUM_SKILLS)
764 { 706 {
765 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.");
766 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");
767 break; 709 break;
768 } 710 }
769 } 711 }
770 } 712 }
771 713
772 clear_win_info (op); 714 dynbuf_text &msg = msg_dynbuf; msg.clear ();
773 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 715
716 msg << "T<Player skills:>\n\n";
774 if (num_skills_found > 1) 717 if (num_skills_found > 1)
775 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);
776 719
777 for (i = 0; i < num_skills_found; i++) 720 for (i = 0; i < num_skills_found; i++)
778 new_draw_info (NDI_UNIQUE, 0, op, skills[i]); 721 msg << " C<" << skills [i] << ">\n";
779 722
780 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";
781 724
782 cp = determine_god (op); 725 cp = determine_god (op);
783 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";
784 727
785 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
786 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);
787} 733}
788 734
789/* 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
790 * 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
791 * 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.
799 size_t len; 745 size_t len;
800 746
801 if (!string) 747 if (!string)
802 return 0; 748 return 0;
803 749
804 for (skop = op->inv; skop != NULL; skop = skop->below) 750 for (skop = op->inv; skop; skop = skop->below)
805 { 751 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
806 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) &&
807 !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);
808 break; 755 break;
809 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
810 break;
811 } 756 }
757
812 if (!skop) 758 if (!skop)
813 { 759 {
814 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 );
815 return 0; 772 return 0;
816 } 773 }
817 774
818 len = strlen (skop->skill); 775 len = strlen (skop->skill);
819 776
821 * options given to the skill. Its pretty simple - if there 778 * options given to the skill. Its pretty simple - if there
822 * are extra parameters (as deteremined by string length), we 779 * are extra parameters (as deteremined by string length), we
823 * want to skip over any leading spaces. 780 * want to skip over any leading spaces.
824 */ 781 */
825 if (len >= strlen (string)) 782 if (len >= strlen (string))
826 {
827 string = NULL; 783 string = NULL;
828 }
829 else 784 else
830 { 785 {
831 string += len; 786 string += len;
832 while (*string == 0x20) 787 while (*string == 0x20)
833 string++; 788 string++;
789
834 if (strlen (string) == 0) 790 if (strlen (string) == 0)
835 string = NULL; 791 string = NULL;
836 } 792 }
837 793
838#ifdef SKILL_UTIL_DEBUG 794#ifdef SKILL_UTIL_DEBUG
839 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");
840#endif 796#endif
841 797
842 /* Change to the new skill, then execute it. */
843 if (do_skill (op, op, skop, op->facing, string)) 798 if (do_skill (op, op, skop, op->facing, string))
844 return 1; 799 return 1;
845 800
846 return 0; 801 return 0;
847} 802}
848 803
849static bool 804static bool
850hth_skill_p (object *skill) 805hth_skill_p (object *skill)
851{ 806{
852 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;
853} 808}
854 809
855/* 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.
856 */ 811 */
857static object * 812static object *
858find_player_hth_skill (object *op) 813find_player_hth_skill (object *op)
859{ 814{
860 for (object *tmp = op->inv; tmp; tmp = tmp->below) 815 for (object *tmp = op->inv; tmp; tmp = tmp->below)
861 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))
862 return tmp; 817 return tmp;
863 818
864 return 0; 819 return 0;
865} 820}
866 821
885 * 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
886 * 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.
887 */ 842 */
888 if (player *pl = op->contr) 843 if (player *pl = op->contr)
889 { 844 {
890 if (!pl->combat_ob) 845 if (skill)
891 { 846 {
892 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 847 if (!op->apply (skill))
848 return 0;
849 }
850 else
851 {
852 if (!pl->combat_ob)
893 { 853 {
894 for (tmp = op->inv; tmp; tmp = tmp->below) 854 if (op->flag [FLAG_READY_WEAPON])
895 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
896 break;
897
898 if (!tmp)
899 { 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)
900 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);
901 return 0; 862
863 pl->combat_ob = tmp;
902 } 864 }
903 865
904 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 866 if (!pl->combat_ob)
905 }
906 else
907 {
908 if (!skill)
909 { 867 {
910 /* See if the players chosen skill is a combat skill, and use 868 /* See if the players chosen skill is a combat skill, and use
911 * it if appropriate. 869 * it if appropriate.
912 */ 870 */
913 if (op->chosen_skill && hth_skill_p (op->chosen_skill)) 871 if (op->chosen_skill && hth_skill_p (op->chosen_skill))
915 else 873 else
916 { 874 {
917 skill = find_player_hth_skill (op); 875 skill = find_player_hth_skill (op);
918 876
919 if (!skill) 877 if (!skill)
920 {
921 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 878 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
922 return 0;
923 }
924 } 879 }
880
881 op->apply (skill);
925 } 882 }
926 883
927 /* now try to ready the new skill */ 884 if (!pl->combat_ob)
928 if (!change_skill (op, skill, 0)) 885 {
929 { /* oh oh, trouble! */ 886 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
930 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name);
931 return 0; 887 return 0;
932 } 888 }
933 } 889 }
934 890
935 if (!pl->combat_ob) 891 if (!op->apply (pl->combat_ob))
936 {
937 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
938 return 0; 892 return 0;
939 }
940 } 893 }
941
942 op->set_weapon (pl->combat_ob);
943 894
944 /* lose invisiblity/hiding status for running attacks */ 895 /* lose invisiblity/hiding status for running attacks */
945 if (pl->tmp_invis) 896 if (pl->tmp_invis)
946 { 897 {
947 pl->tmp_invis = 0; 898 pl->tmp_invis = 0;
948 op->invisible = 0; 899 op->invisible = 0;
949 op->hide = 0; 900 op->flag [FLAG_HIDDEN] = 0;
950 update_object (op, UP_OBJ_CHANGE); 901 update_object (op, UP_OBJ_CHANGE);
951 } 902 }
952 } 903 }
953 904
954 int success = attack_ob (tmp, op); 905 int success = attack_ob (tmp, op);
955 906
956 /* print appropriate messages to the player */ 907 /* print appropriate messages to the player */
957 908
958 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 909 if (success && string && tmp && !tmp->flag [FLAG_FREED])
959 { 910 {
960 if (op->type == PLAYER) 911 if (op->type == PLAYER)
961 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));
962 else if (tmp->type == PLAYER) 913 else if (tmp->type == PLAYER)
963 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);
966 return success; 917 return success;
967} 918}
968 919
969/* 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
970 * system. In essence, this code handles 921 * system. In essence, this code handles
971 * 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
972 * treated here. If an opponent is already supplied by move_player(), 923 * treated here. If an opponent is already supplied by move_player(),
973 * 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
974 * appropriate opponent exists. 925 * appropriate opponent exists.
975 * 926 *
976 * This is called by move_player() and attack_hth() 927 * This is called by move_player() and attack_hth()
1006 /* 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 */
1007 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)))
1008 return 0; 959 return 0;
1009 960
1010 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)
1011 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)
1012 { 963 {
1013 /* Don't attack party members */ 964 /* Don't attack party members */
1014 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))
1015 return 0; 966 return 0;
1016 967
1038static int 989static int
1039attack_hth (object *pl, int dir, const char *string, object *skill) 990attack_hth (object *pl, int dir, const char *string, object *skill)
1040{ 991{
1041 object *enemy = NULL, *weapon; 992 object *enemy = NULL, *weapon;
1042 993
1043 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 994 if (pl->flag [FLAG_READY_WEAPON])
1044 for (weapon = pl->inv; weapon; weapon = weapon->below) 995 for (weapon = pl->inv; weapon; weapon = weapon->below)
1045 { 996 {
1046 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 997 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
1047 { 998 {
1048 CLEAR_FLAG (weapon, FLAG_APPLIED); 999 weapon->clr_flag (FLAG_APPLIED);
1049 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1000 pl->clr_flag (FLAG_READY_WEAPON);
1050 pl->update_stats (); 1001 pl->update_stats ();
1051 if (pl->type == PLAYER) 1002 if (pl->type == PLAYER)
1052 { 1003 {
1053 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.");
1054 esrv_update_item (UPD_FLAGS, pl, weapon); 1005 esrv_update_item (UPD_FLAGS, pl, weapon);
1072 */ 1023 */
1073static int 1024static int
1074attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1025attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1075{ 1026{
1076 1027
1077 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1028 if (!op->flag [FLAG_READY_WEAPON])
1078 { 1029 {
1079 if (op->type == PLAYER) 1030 if (op->type == PLAYER)
1080 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!");
1081 1032
1082 return 0; 1033 return 0;
1083 } 1034 }
1084 1035
1085 return skill_attack (NULL, op, dir, string, skill); 1036 return skill_attack (NULL, op, dir, string, skill);
1086
1087} 1037}
1038

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