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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.73 by root, Thu Jan 1 19:42:43 2009 UTC vs.
Revision 1.97 by root, Thu Apr 15 00:36:51 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 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. */
50# define def(uc, flags) flags, 51# define def(uc, flags) flags,
51# include "skillinc.h" 52# include "skillinc.h"
52# undef def 53# undef def
53}; 54};
54 55
56vector<object_ptr> skillvec;
57
55static 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);
56static 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);
57 60
58/* init_skills basically just sets up the skill_names table 61/* init_skills basically just sets up the skill_names table
59 * above. The index into the array is set up by the 62 * above. The index into the array is set up by the
60 * subtypes. 63 * subtypes.
61 */ 64 */
62void 65void
63init_skills (void) 66init_skills ()
64{ 67{
65 for_all_archetypes (at) 68 // nop
66 if (at->type == SKILL) 69}
70
71void
72add_skill_archetype (object *o)
73{
74 printf ("<%s><%s>\n", &o->name, &o->skill);//D
75
76 assert (("skill name must equal skill skill", o->name == o->skill));
77
78 for (vector<object_ptr>::iterator i = skillvec.begin (); i != skillvec.end (); ++i)
79 if ((*i)->name == o->name)
67 { 80 {
68 if (skill_names[at->subtype]) 81 // replace existing entry
69 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 82 SKILL_INDEX (o) = i - skillvec.begin ();
70 at->subtype, &skill_names[at->subtype], &at->skill); 83 *i = o;
71 else 84 return;
72 skill_names[at->subtype] = at->skill;
73 } 85 }
74 86
75 /* This isn't really an error if there is no skill subtype set, but 87 // add new entry
76 * checking for this may catch some user errors. 88 assert (("only CS_NUM_SKILLS skills supported by client protocol", skillvec.size () < CS_NUM_SKILLS));
77 */ 89 SKILL_INDEX (o) = skillvec.size ();
78 for (int i = 1; i < NUM_SKILLS; i++) 90 skillvec.push_back (o);
79 if (!skill_names[i])
80 LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i);
81} 91}
82 92
83/* This function goes through the player inventory and sets 93/* This function goes through the player inventory and sets
84 * up the last_skills[] array in the player object. 94 * up the last_skills[] array in the player object.
85 * the last_skills[] is used to more quickly lookup skills - 95 * the last_skills[] is used to more quickly lookup skills -
86 * mostly used for sending exp. 96 * mostly used for sending exp.
87 */ 97 */
88void 98void
89player::link_skills () 99player::link_skills ()
90{ 100{
91 for (int i = 0; i < NUM_SKILLS; ++i) 101 for (int i = 0; i < CS_NUM_SKILLS; ++i)
92 last_skill_ob [i] = 0; 102 last_skill_ob [i] = 0;
93 103
94 for (object *tmp = ob->inv; tmp; tmp = tmp->below) 104 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
95 if (tmp->type == SKILL) 105 if (tmp->type == SKILL)
96 { 106 {
107 int idx = SKILL_INDEX (tmp);
108
97 assert (IN_RANGE_EXC (tmp->subtype, 0, NUM_SKILLS)); 109 assert (IN_RANGE_EXC (idx, 0, CS_NUM_SKILLS));
98 110
99 if (last_skill_ob [tmp->subtype] != tmp) 111 if (last_skill_ob [idx] != tmp)
100 { 112 {
101 /* This is really a warning, hence no else below */
102 if (last_skill_ob [tmp->subtype])
103 LOG (llevError, "Multiple skills with the same subtype? %s, %s\n",
104 &last_skill_ob [tmp->subtype]->skill, &tmp->skill);
105
106 last_skill_ob [tmp->subtype] = tmp; 113 last_skill_ob [idx] = tmp;
107 if (ns) 114 if (ns)
108 ns->last_skill_exp [tmp->subtype] = -1; 115 ns->last_skill_exp [idx] = -1;
109 } 116 }
110 } 117 }
111} 118}
112 119
113static object * 120static object *
123 return splay (tmp); 130 return splay (tmp);
124 131
125 return 0; 132 return 0;
126} 133}
127 134
135object *
128object *player::find_skill (shstr_cmp name) const 136player::find_skill (shstr_cmp name) const
129{ 137{
130 // might want to use last_skill_obj at one point, or maybe not 138 // might want to use last_skill_obj at one point, or maybe not
131 return ::find_skill (ob, name); 139 return ::find_skill (ob, name);
132} 140}
133 141
161 169
162 /* 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 -
163 * 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
164 * but not the skill itself, give it to them. 172 * but not the skill itself, give it to them.
165 */ 173 */
166 object *skill = find_skill (who, skill_tool->skill); 174 object *skill = who->give_skill (skill_tool->skill);
167
168 if (!skill)
169 skill = give_skill_by_name (who, skill_tool->skill);
170 175
171 if (!skill_tool->flag [FLAG_APPLIED]) 176 if (!skill_tool->flag [FLAG_APPLIED])
172 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY)) 177 if (!who->apply (splay (skill_tool)))
173 return 0; 178 return 0;
174 179
175 return splay (skill); 180 return splay (skill);
176} 181}
177 182
178object * 183object *
179find_skill_by_name_fuzzy (object *who, const char *name) 184find_skill_by_name_fuzzy (object *who, const char *name)
180{ 185{
181 if (!name) 186 if (name)
182 return 0;
183
184 for (object *tmp = who->inv; tmp; tmp = tmp->below) 187 for (object *tmp = who->inv; tmp; tmp = tmp->below)
185 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL) 188 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
186 && tmp->skill.starts_with (name)) 189 && tmp->skill.starts_with (name))
187 if (object *skop = find_skill_by_name (who, tmp->skill)) 190 if (object *skop = find_skill_by_name (who, tmp->skill))
188 return skop; 191 return skop;
189 192
190 return 0; 193 return 0;
191} 194}
192 195
193/* This returns the skill pointer of the given name (the 196/* This returns the skill pointer of the given name (the
198 * tool, this code will equip it. 201 * tool, this code will equip it.
199 * 202 *
200 * 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,
201 * but instead a skill name, we search by matching number. 204 * but instead a skill name, we search by matching number.
202 * this replaces find_skill. 205 * this replaces find_skill.
206 *
207 * MUST NOT BE USED IN NEW CODE! (schmorp)
203 */ 208 */
204object * 209object *
205find_skill_by_number (object *who, int skillno) 210find_skill_by_number (object *who, int skillno)
206{ 211{
207 for (object *tmp = who->inv; tmp; tmp = tmp->below) 212 for (object *tmp = who->inv; tmp; tmp = tmp->below)
210 return skop; 215 return skop;
211 216
212 return 0; 217 return 0;
213} 218}
214 219
215/* This changes the objects chosen_skill to new_skill. 220object *
216 * return 1 on success, 0 on error 221object::give_skill (shstr_cmp name, bool can_use)
217 */
218bool
219object::change_skill (object *new_skill)
220{ 222{
221 if (type != PLAYER) 223 object *skill = find_skill (this, name);
222 return 0;
223 224
224 // optimise this supposedly common case
225 if (new_skill == chosen_skill)
226 return 1;
227
228 if (chosen_skill) 225 if (!skill)
229 { 226 skill = give_skill_by_name (this, name);
230 chosen_skill->flag [FLAG_APPLIED] = false;
231 change_abil (this, chosen_skill);
232 }
233 227
234 chosen_skill = new_skill; 228 if (skill && can_use)
229 skill->flag [FLAG_CAN_USE_SKILL] = true;
235 230
236 if (chosen_skill)
237 {
238 chosen_skill->flag [FLAG_APPLIED] = true;
239 change_abil (this, chosen_skill);
240 }
241
242 // always clear current weapon, as the selected skill could
243 // conflict with the current weapon skill, which would go
244 // undetected and exp would be given to the wrong skill.
245 current_weapon = 0;
246
247 update_stats ();
248 return 1; 231 return skill;
249} 232}
250 233
251/* 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().
252 * 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.
253 * 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
260 */ 243 */
261int 244int
262do_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)
263{ 246{
264 int success = 0, exp = 0; 247 int success = 0, exp = 0;
265 int did_alc = 0;
266 248
267 if (!skill) 249 if (!skill)
268 return 0; 250 return 0;
269 251
270 /* 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
295 /* Not 100% sure if this will work with new movement code - 277 /* Not 100% sure if this will work with new movement code -
296 * the levitation skill has move_type for flying, so when 278 * the levitation skill has move_type for flying, so when
297 * equipped, that should transfer to player, when not, 279 * equipped, that should transfer to player, when not,
298 * shouldn't. 280 * shouldn't.
299 */ 281 */
300 if (QUERY_FLAG (skill, FLAG_APPLIED)) 282 if (skill->flag [FLAG_APPLIED])
301 { 283 {
302 CLEAR_FLAG (skill, FLAG_APPLIED); 284 skill->clr_flag (FLAG_APPLIED);
303 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 285 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
304 } 286 }
305 else 287 else
306 { 288 {
307 SET_FLAG (skill, FLAG_APPLIED); 289 skill->set_flag (FLAG_APPLIED);
308 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!"); 290 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
309 } 291 }
310 292
311 op->update_stats (); 293 op->update_stats ();
312 success = 1; 294 success = 1;
395 case SK_LITERACY: 377 case SK_LITERACY:
396 case SK_WOODSMAN: 378 case SK_WOODSMAN:
397 /* 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.
398 * failing that, we go and identify stuff. 380 * failing that, we go and identify stuff.
399 */ 381 */
382 {
383 bool found_cauldron = false;
384
400 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next) 385 for (object *next, *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = next)
401 { 386 {
402 next = tmp->above; 387 next = tmp->above;
403 388
404 if (QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 389 if (tmp->flag [FLAG_IS_CAULDRON])
405 { 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
406 attempt_do_alchemy (op, tmp); 401 attempt_do_alchemy (op, tmp, skill);
407 402
408 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 403 if (tmp->flag [FLAG_APPLIED])
409 esrv_send_inventory (op, tmp); 404 esrv_send_inventory (op, tmp);
410
411 did_alc = 1;
412 } 405 }
413 } 406 }
414 407
415 if (did_alc == 0) 408 if (!found_cauldron)
416 exp = success = skill_ident (op, skill); 409 exp = success = skill_ident (op, skill);
417 410 }
418 break; 411 break;
419 412
420 case SK_DET_MAGIC: 413 case SK_DET_MAGIC:
421 case SK_DET_CURSE: 414 case SK_DET_CURSE:
422 exp = success = skill_ident (op, skill); 415 exp = success = skill_ident (op, skill);
451 case SK_EVOCATION: 444 case SK_EVOCATION:
452 case SK_PYROMANCY: 445 case SK_PYROMANCY:
453 case SK_SUMMONING: 446 case SK_SUMMONING:
454 case SK_CLIMBING: 447 case SK_CLIMBING:
455 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect."); 448 new_draw_info (NDI_UNIQUE, 0, op, "This skill is already in effect.");
449 break;
450
451 case SK_MINING:
452 success = skill_mining (op, part, skill, dir, string);
456 break; 453 break;
457 454
458 default: 455 default:
459 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);
460 break; 457 break;
536 } 533 }
537 else 534 else
538 { /* all other items/living creatures */ 535 { /* all other items/living creatures */
539 op_exp = op->stats.exp; 536 op_exp = op->stats.exp;
540 op_lvl = op->level; 537 op_lvl = op->level;
541 if (!QUERY_FLAG (op, FLAG_ALIVE)) 538 if (!op->flag [FLAG_ALIVE])
542 op_lvl += 5 * abs (op->magic); /* for ident/make items */ 539 op_lvl += 5 * abs (op->magic); /* for ident/make items */
543 } 540 }
544 541
545 if (op_lvl < 1) 542 if (op_lvl < 1)
546 op_lvl = 1; 543 op_lvl = 1;
610 } 607 }
611 608
612 object *tmp = find_skill (pl, scroll->skill); 609 object *tmp = find_skill (pl, scroll->skill);
613 610
614 /* player already knows it */ 611 /* player already knows it */
615 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 612 if (tmp && tmp->flag [FLAG_CAN_USE_SKILL])
616 return 0; 613 return 0;
617 614
618 /* now a random change to learn, based on player Int. 615 /* now a random change to learn, based on player Int.
619 * give bonus based on level - otherwise stupid characters 616 * give bonus based on level - otherwise stupid characters
620 * might never be able to learn anything. 617 * might never be able to learn anything.
629 { 626 {
630 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);
631 return 2; 628 return 2;
632 } 629 }
633 630
634 SET_FLAG (tmp, FLAG_CAN_USE_SKILL); 631 tmp->set_flag (FLAG_CAN_USE_SKILL);
635 632
636 return 1; 633 return 1;
637} 634}
638 635
639/* Gives a percentage clipped to 0% -> 100% of a/b. */ 636/* Gives a percentage clipped to 0% -> 100% of a/b. */
705 * 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
706 * crash the server numerous times. 703 * crash the server numerous times.
707 */ 704 */
708 if (num_skills_found >= NUM_SKILLS) 705 if (num_skills_found >= NUM_SKILLS)
709 { 706 {
710 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.");
711 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");
712 break; 709 break;
713 } 710 }
714 } 711 }
715 } 712 }
716 713
717 dynbuf_text msg (4096, 1024); 714 dynbuf_text &msg = msg_dynbuf; msg.clear ();
718 715
719 msg << "T<Player skills:>\n\n"; 716 msg << "T<Player skills:>\n\n";
720 if (num_skills_found > 1) 717 if (num_skills_found > 1)
721 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp); 718 qsort (skills, num_skills_found, sizeof (skills [0]), (int (*)(const void *, const void *)) std::strcmp);
722 719
749 746
750 if (!string) 747 if (!string)
751 return 0; 748 return 0;
752 749
753 for (skop = op->inv; skop; skop = skop->below) 750 for (skop = op->inv; skop; skop = skop->below)
754 { 751 if ((skop->type == SKILL || skop->type == SKILL_TOOL)
755 if (skop->type == SKILL
756 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
757 && !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);
758 break; 755 break;
759 else if (skop->type == SKILL_TOOL
760 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
761 break;
762 } 756 }
763 757
764 if (!skop) 758 if (!skop)
765 { 759 {
766 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 );
767 return 0; 772 return 0;
768 } 773 }
769 774
770 len = strlen (skop->skill); 775 len = strlen (skop->skill);
771 776
797} 802}
798 803
799static bool 804static bool
800hth_skill_p (object *skill) 805hth_skill_p (object *skill)
801{ 806{
802 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;
803} 808}
804 809
805/* 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.
806 */ 811 */
807static object * 812static object *
808find_player_hth_skill (object *op) 813find_player_hth_skill (object *op)
809{ 814{
810 for (object *tmp = op->inv; tmp; tmp = tmp->below) 815 for (object *tmp = op->inv; tmp; tmp = tmp->below)
811 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))
812 return tmp; 817 return tmp;
813 818
814 return 0; 819 return 0;
815} 820}
816 821
836 * 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.
837 */ 842 */
838 if (player *pl = op->contr) 843 if (player *pl = op->contr)
839 { 844 {
840 if (skill) 845 if (skill)
841 op->change_skill (skill); 846 {
847 if (!op->apply (skill))
848 return 0;
849 }
842 else 850 else
843 { 851 {
844 if (!pl->combat_ob) 852 if (!pl->combat_ob)
845 { 853 {
846 if (QUERY_FLAG (op, FLAG_READY_WEAPON)) 854 if (op->flag [FLAG_READY_WEAPON])
847 { 855 {
848 for (tmp = op->inv; tmp; tmp = tmp->below) 856 for (tmp = op->inv; tmp; tmp = tmp->below)
849 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 857 if (tmp->type == WEAPON && tmp->flag [FLAG_APPLIED])
850 break; 858 break;
851 859
852 if (!tmp) 860 if (!tmp)
853 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);
854 862
868 876
869 if (!skill) 877 if (!skill)
870 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!");
871 } 879 }
872 880
873 if (skill) 881 op->apply (skill);
874 {
875 op->change_skill (0);
876 apply_special (op, skill, AP_APPLY);
877 }
878 } 882 }
879 883
880 if (!pl->combat_ob) 884 if (!pl->combat_ob)
881 { 885 {
882 LOG (llevError, "Could not find anything to attack on %s\n", &op->name); 886 LOG (llevError, "Could not find anything to attack on %s\n", &op->name);
883 return 0; 887 return 0;
884 } 888 }
885 } 889 }
886 890
887 if (!op->change_weapon (pl->combat_ob)) 891 if (!op->apply (pl->combat_ob))
888 return 0; 892 return 0;
889 } 893 }
890 894
891 /* lose invisiblity/hiding status for running attacks */ 895 /* lose invisiblity/hiding status for running attacks */
892 if (pl->tmp_invis) 896 if (pl->tmp_invis)
900 904
901 int success = attack_ob (tmp, op); 905 int success = attack_ob (tmp, op);
902 906
903 /* print appropriate messages to the player */ 907 /* print appropriate messages to the player */
904 908
905 if (success && string && tmp && !QUERY_FLAG (tmp, FLAG_FREED)) 909 if (success && string && tmp && !tmp->flag [FLAG_FREED])
906 { 910 {
907 if (op->type == PLAYER) 911 if (op->type == PLAYER)
908 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));
909 else if (tmp->type == PLAYER) 913 else if (tmp->type == PLAYER)
910 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);
953 /* 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 */
954 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)))
955 return 0; 959 return 0;
956 960
957 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)
958 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)
959 { 963 {
960 /* Don't attack party members */ 964 /* Don't attack party members */
961 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))
962 return 0; 966 return 0;
963 967
985static int 989static int
986attack_hth (object *pl, int dir, const char *string, object *skill) 990attack_hth (object *pl, int dir, const char *string, object *skill)
987{ 991{
988 object *enemy = NULL, *weapon; 992 object *enemy = NULL, *weapon;
989 993
990 if (QUERY_FLAG (pl, FLAG_READY_WEAPON)) 994 if (pl->flag [FLAG_READY_WEAPON])
991 for (weapon = pl->inv; weapon; weapon = weapon->below) 995 for (weapon = pl->inv; weapon; weapon = weapon->below)
992 { 996 {
993 if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) 997 if (weapon->type == WEAPON && weapon->flag [FLAG_APPLIED])
994 { 998 {
995 CLEAR_FLAG (weapon, FLAG_APPLIED); 999 weapon->clr_flag (FLAG_APPLIED);
996 CLEAR_FLAG (pl, FLAG_READY_WEAPON); 1000 pl->clr_flag (FLAG_READY_WEAPON);
997 pl->update_stats (); 1001 pl->update_stats ();
998 if (pl->type == PLAYER) 1002 if (pl->type == PLAYER)
999 { 1003 {
1000 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.");
1001 esrv_update_item (UPD_FLAGS, pl, weapon); 1005 esrv_update_item (UPD_FLAGS, pl, weapon);
1019 */ 1023 */
1020static int 1024static int
1021attack_melee_weapon (object *op, int dir, const char *string, object *skill) 1025attack_melee_weapon (object *op, int dir, const char *string, object *skill)
1022{ 1026{
1023 1027
1024 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1028 if (!op->flag [FLAG_READY_WEAPON])
1025 { 1029 {
1026 if (op->type == PLAYER) 1030 if (op->type == PLAYER)
1027 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!");
1028 1032
1029 return 0; 1033 return 0;

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