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Comparing deliantra/server/server/skill_util.C (file contents):
Revision 1.49 by root, Mon May 14 21:32:27 2007 UTC vs.
Revision 1.58 by root, Sun Jul 1 05:00:20 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copryight (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* Created July 95 to separate skill utilities from actual skills -b.t. */ 24/* Created July 95 to separate skill utilities from actual skills -b.t. */
26 25
27/* Reconfigured skills code to allow linking of skills to experience 26/* Reconfigured skills code to allow linking of skills to experience
61 * subtypes. 60 * subtypes.
62 */ 61 */
63void 62void
64init_skills (void) 63init_skills (void)
65{ 64{
66 for (archetype *at = first_archetype; at; at = at->next) 65 for_all_archetypes (at)
67 if (at->clone.type == SKILL) 66 if (at->type == SKILL)
68 { 67 {
69 if (skill_names[at->clone.subtype]) 68 if (skill_names[at->subtype])
70 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n", 69 LOG (llevError, "init_skills: multiple skill using same subtype %d, %s, %s\n",
71 at->clone.subtype, &skill_names[at->clone.subtype], &at->clone.skill); 70 at->subtype, &skill_names[at->subtype], &at->skill);
72 else 71 else
73 skill_names[at->clone.subtype] = at->clone.skill; 72 skill_names[at->subtype] = at->skill;
74 } 73 }
75 74
76 /* This isn't really an error if there is no skill subtype set, but 75 /* This isn't really an error if there is no skill subtype set, but
77 * checking for this may catch some user errors. 76 * checking for this may catch some user errors.
78 */ 77 */
105 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go 104 op->contr->ns->last_skill_exp[tmp->subtype] = -1; //TODO: this should go
106 } 105 }
107 } 106 }
108} 107}
109 108
109static object *
110find_skill (object *who, const shstr &sh)
111{
112 for (object *tmp = who->inv; tmp; tmp = tmp->below)
113 if (tmp->skill == sh && tmp->type == SKILL)
114 return tmp;
115
116 return 0;
117}
118
110/* This returns the skill pointer of the given name (the 119/* This returns the skill pointer of the given name (the
111 * one that accumlates exp, has the level, etc). 120 * one that accumulates exp, has the level, etc).
112 * 121 *
113 * It is presumed that the player will be needing to actually 122 * 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 123 * use the skill, so thus if use of the skill requires a skill
115 * tool, this code will equip it. 124 * tool, this code will equip it.
116 */ 125 */
117object *
118find_skill_by_name (object *who, const char *name)
119{
120 if (!name)
121 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
150 /* 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
152 * but not the skill itself, give it to them.
153 */
154 if (skill_tool)
155 {
156 if (!skill)
157 {
158 skill = give_skill_by_name (who, skill_tool->skill);
159 link_player_skills (who);
160 }
161
162 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
163 if (apply_special (who, skill_tool, 0))
164 return 0;
165
166 return skill;
167 }
168
169 return 0;
170}
171
172static object *
173find_skill (object *who, const shstr &sh)
174{
175 for (object *tmp = who->inv; tmp; tmp = tmp->below)
176 if (tmp->skill == sh && tmp->type == SKILL)
177 return tmp;
178
179 return 0;
180}
181
182// like the other function above, but for exact matches using a shstr
183// which is very common inside the server. unlike the above function,
184// we always return the skill.
185object * 126object *
186find_skill_by_name (object *who, const shstr &sh) 127find_skill_by_name (object *who, const shstr &sh)
187{ 128{
188 object *skill_tool = 0; 129 object *skill_tool = 0;
189 130
190 for (object *tmp = who->inv; tmp; tmp = tmp->below) 131 for (object *tmp = who->inv; tmp; tmp = tmp->below)
191 if (tmp->skill == sh) 132 if (tmp->skill == sh)
192 { 133 {
193 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED])) 134 if (tmp->type == SKILL && (tmp->flag [FLAG_CAN_USE_SKILL] || tmp->flag [FLAG_APPLIED]))
194 /* If this is a skill that can be used without applying tool, return it */ 135 /* If this is a skill that can be used without applying tool, return it */
195 return tmp->inv_splay (); 136 return splay (tmp);
196 /* Try to find appropriate skilltool. If the player has one already 137 /* Try to find appropriate skilltool. If the player has one already
197 * applied, we try to keep using that one. 138 * applied, we try to keep using that one.
198 */ 139 */
199 else if (tmp->type == SKILL_TOOL && !skill_tool) 140 else if (tmp->type == SKILL_TOOL && !skill_tool)
200 skill_tool = tmp; 141 skill_tool = tmp;
213 { 154 {
214 skill = give_skill_by_name (who, skill_tool->skill); 155 skill = give_skill_by_name (who, skill_tool->skill);
215 link_player_skills (who); 156 link_player_skills (who);
216 } 157 }
217 158
218 skill->inv_splay ();
219
220 if (!skill_tool->flag [FLAG_APPLIED]) 159 if (!skill_tool->flag [FLAG_APPLIED])
221 if (apply_special (who, skill_tool, AP_APPLY)) 160 if (apply_special (who, splay (skill_tool), AP_APPLY | AP_NO_READY))
222 return 0; 161 return 0;
223 162
224 return skill; 163 return splay (skill);
164}
165
166object *
167find_skill_by_name (object *who, const char *name)
168{
169 if (!name)
170 return 0;
171
172 for (object *tmp = who->inv; tmp; tmp = tmp->below)
173 if ((tmp->type == SKILL || tmp->type == SKILL_TOOL)
174 && tmp->skill.begins_with (name))
175 if (object *skop = find_skill_by_name (who, tmp->skill))
176 return skop;
177
178 return 0;
225} 179}
226 180
227/* This returns the skill pointer of the given name (the 181/* This returns the skill pointer of the given name (the
228 * one that accumulates exp, has the level, etc). 182 * one that accumulates exp, has the level, etc).
229 * 183 *
236 * this replaces find_skill. 190 * this replaces find_skill.
237 */ 191 */
238object * 192object *
239find_skill_by_number (object *who, int skillno) 193find_skill_by_number (object *who, int skillno)
240{ 194{
241 if (!IN_RANGE_EXC (skillno, 1, NUM_SKILLS)) 195 for (object *tmp = who->inv; tmp; tmp = tmp->below)
196 if (tmp->type == SKILL && tmp->subtype == skillno)
197 if (object *skop = find_skill_by_name (who, tmp->skill))
198 return skop;
199
200 return 0;
201}
202
203/* This changes the objects chosen_skill to new_skill.
204 * return 1 on success, 0 on error
205 */
206bool
207object::change_skill (object *new_skill)
208{
209 if (type != PLAYER)
242 return 0; 210 return 0;
243 211
244 object *skill = NULL, *skill_tool = NULL;
245
246 for (object *tmp = who->inv; tmp; tmp = tmp->below)
247 {
248 if (tmp->type == SKILL && tmp->subtype == skillno)
249 skill = tmp;
250
251 /* Try to find appropriate skilltool. If the player has one already
252 * applied, we try to keep using that one.
253 */
254 //TODO: afaics, skill tools have subtype 0 always
255 else if (tmp->type == SKILL_TOOL && tmp->subtype == skillno)
256 {
257 if (QUERY_FLAG (tmp, FLAG_APPLIED))
258 skill_tool = tmp;
259 else if (!skill_tool || !QUERY_FLAG (skill_tool, FLAG_APPLIED))
260 skill_tool = tmp;
261 }
262 }
263
264 /* If this is a skill that can be used without a tool, return it */
265 if (skill && QUERY_FLAG (skill, FLAG_CAN_USE_SKILL))
266 return skill;
267
268 /* Player has a tool to use the skill. If not applied, apply it -
269 * if not successful, return null. If they do have the skill tool
270 * but not the skill itself, give it to them.
271 */
272 if (skill_tool)
273 {
274 if (!QUERY_FLAG (skill_tool, FLAG_APPLIED))
275 {
276 if (apply_special (who, skill_tool, 0))
277 return NULL;
278 }
279
280 if (!skill)
281 {
282 skill = give_skill_by_name (who, skill_tool->skill);
283 link_player_skills (who);
284 }
285
286 return skill;
287 }
288
289 return NULL;
290}
291
292/* This changes the objects skill to new_skill.
293 * note that this function doesn't always need to get used -
294 * you can now add skill exp to the player without the chosen_skill being
295 * set. This function is of most interest to players to update
296 * the various range information.
297 * return 1 on success, 0 on error
298 */
299int
300change_skill (object *who, object *new_skill, int flag)
301{
302 if (who->type != PLAYER)
303 return 0;
304
305#if 0
306 // optimise this supposedly common case 212 // optimise this supposedly common case
307 if (new_skill == who->chosen_skill) 213 if (new_skill == chosen_skill)
308 return 1; 214 return 1;
309#endif
310 215
311 if (!new_skill) 216 if (chosen_skill)
312 {
313 LOG (llevError | logBacktrace, "change_skill called on %s with NULL skill\n",
314 who->debug_desc ());
315 return 0;
316 } 217 {
218 chosen_skill->flag [FLAG_APPLIED] = false;
219 change_abil (this, chosen_skill);
220 }
317 221
318 // the skill could be readied already because it is used by a weapon. 222 chosen_skill = new_skill;
319 who->change_weapon (0);
320 new_skill->inv_splay ();
321 223
322 if (apply_special (who, new_skill, AP_APPLY)) 224 if (chosen_skill)
323 return 0; 225 {
226 chosen_skill->flag [FLAG_APPLIED] = true;
227 change_abil (this, chosen_skill);
228 }
324 229
230 // always clear current weapon, as the selected skill could
231 // conflict with the current weapon skill, which would go
232 // undetected and exp would be given to the wrong skill.
233 current_weapon = 0;
234
235 update_stats ();
325 return 1; 236 return 1;
326}
327
328/* This function just clears the chosen_skill and range_skill values
329 * in the player.
330 */
331void
332clear_skill (object *who)
333{
334 who->chosen_skill = 0;
335 CLEAR_FLAG (who, FLAG_READY_SKILL);
336
337 if (player *pl = who->contr)
338 if (pl->ranged_ob && pl->ranged_ob->type == SKILL)
339 pl->ranged_ob = 0;
340} 237}
341 238
342/* do_skill() - Main skills use function-similar in scope to cast_spell(). 239/* do_skill() - Main skills use function-similar in scope to cast_spell().
343 * We handle all requests for skill use outside of some combat here. 240 * We handle all requests for skill use outside of some combat here.
344 * We require a separate routine outside of fire() so as to allow monsters 241 * We require a separate routine outside of fire() so as to allow monsters
650 /* if skill really is a skill, then we can look at the skill archetype for 547 /* if skill really is a skill, then we can look at the skill archetype for
651 * bse reward value (exp) and level multiplier factor. 548 * bse reward value (exp) and level multiplier factor.
652 */ 549 */
653 if (skill->type == SKILL) 550 if (skill->type == SKILL)
654 { 551 {
655 base += skill->arch->clone.stats.exp; 552 base += skill->arch->stats.exp;
656 if (settings.simple_exp) 553 if (settings.simple_exp)
657 { 554 {
658 if (skill->arch->clone.level) 555 if (skill->arch->level)
659 lvl_mult = (float) skill->arch->clone.level / 100.0; 556 lvl_mult = (float) skill->arch->level / 100.0;
660 else 557 else
661 lvl_mult = 1.0; /* no adjustment */ 558 lvl_mult = 1.0; /* no adjustment */
662 } 559 }
663 else 560 else
664 { 561 {
665 if (skill->level) 562 if (skill->level)
666 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 563 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
667 else 564 else
668 lvl_mult = 1.0; 565 lvl_mult = 1.0;
669 } 566 }
670 } 567 }
671 else 568 else
696 * player learns the skill, 2 otherwise. 593 * player learns the skill, 2 otherwise.
697 */ 594 */
698int 595int
699learn_skill (object *pl, object *scroll) 596learn_skill (object *pl, object *scroll)
700{ 597{
701 object *tmp;
702
703 if (!scroll->skill) 598 if (!scroll->skill)
704 { 599 {
705 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 600 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
706 return 2; 601 return 2;
707 } 602 }
708 603
709 /* can't use find_skill_by_name because we want skills the player knows 604 object *tmp = find_skill (pl, scroll->skill);
710 * but can't use natively.
711 */
712
713 for (tmp = pl->inv; tmp != NULL; tmp = tmp->below)
714 if (tmp->type == SKILL && !strncasecmp (scroll->skill, tmp->skill, strlen (scroll->skill)))
715 break;
716 605
717 /* player already knows it */ 606 /* player already knows it */
718 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 607 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
719 return 0; 608 return 0;
720 609
767 * Note this function is a bit more complicated becauase we 656 * Note this function is a bit more complicated becauase we
768 * we want ot sort the skills before printing them. If we 657 * we want ot sort the skills before printing them. If we
769 * just dumped this as we found it, this would be a bit 658 * just dumped this as we found it, this would be a bit
770 * simpler. 659 * simpler.
771 */ 660 */
772 661//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
773void 662void
774show_skills (object *op, const char *search) 663show_skills (object *op, const char *search)
775{ 664{
776 object *tmp = NULL; 665 object *tmp = NULL;
777 char buf[MAX_BUF]; 666 char buf[MAX_BUF];
779 int i, num_skills_found = 0; 668 int i, num_skills_found = 0;
780 static const char *const periods = "........................................"; 669 static const char *const periods = "........................................";
781 670
782 /* Need to have a pointer and use strdup for qsort to work properly */ 671 /* Need to have a pointer and use strdup for qsort to work properly */
783 char skills[NUM_SKILLS][MAX_BUF]; 672 char skills[NUM_SKILLS][MAX_BUF];
784
785 673
786 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 674 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
787 { 675 {
788 if (tmp->type == SKILL) 676 if (tmp->type == SKILL)
789 { 677 {
792 /* Basically want to fill this out to 40 spaces with periods */ 680 /* Basically want to fill this out to 40 spaces with periods */
793 sprintf (buf, "%s%s", &tmp->name, periods); 681 sprintf (buf, "%s%s", &tmp->name, periods);
794 buf[40] = 0; 682 buf[40] = 0;
795 683
796 if (settings.permanent_exp_ratio) 684 if (settings.permanent_exp_ratio)
797 {
798 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 685 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
799 buf, tmp->level, tmp->stats.exp, 686 buf, tmp->level, tmp->stats.exp,
800 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 687 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
801 }
802 else 688 else
803 {
804 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 689 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
805 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 690 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
806 } 691
807 /* I don't know why some characters get a bunch of skills, but 692 /* I don't know why some characters get a bunch of skills, but
808 * it sometimes happens (maybe a leftover from bugier earlier code 693 * it sometimes happens (maybe a leftover from bugier earlier code
809 * and those character are still about). In any case, lets handle 694 * and those character are still about). In any case, lets handle
810 * it so it doesn't crash the server - otherwise, one character may 695 * it so it doesn't crash the server - otherwise, one character may
811 * crash the server numerous times. 696 * crash the server numerous times.
817 break; 702 break;
818 } 703 }
819 } 704 }
820 } 705 }
821 706
822 clear_win_info (op);
823 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 707 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
824 if (num_skills_found > 1) 708 if (num_skills_found > 1)
825 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 709 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
826 710
827 for (i = 0; i < num_skills_found; i++) 711 for (i = 0; i < num_skills_found; i++)
849 size_t len; 733 size_t len;
850 734
851 if (!string) 735 if (!string)
852 return 0; 736 return 0;
853 737
854 for (skop = op->inv; skop != NULL; skop = skop->below) 738 for (skop = op->inv; skop; skop = skop->below)
855 { 739 {
740 if (skop->type == SKILL
856 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 741 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
857 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 742 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
858 break; 743 break;
744 else if (skop->type == SKILL_TOOL
859 else if (skop->type == SKILL_TOOL && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 745 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
860 break; 746 break;
861 } 747 }
748
862 if (!skop) 749 if (!skop)
863 { 750 {
864 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 751 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
865 return 0; 752 return 0;
866 } 753 }
871 * options given to the skill. Its pretty simple - if there 758 * options given to the skill. Its pretty simple - if there
872 * are extra parameters (as deteremined by string length), we 759 * are extra parameters (as deteremined by string length), we
873 * want to skip over any leading spaces. 760 * want to skip over any leading spaces.
874 */ 761 */
875 if (len >= strlen (string)) 762 if (len >= strlen (string))
876 {
877 string = NULL; 763 string = NULL;
878 }
879 else 764 else
880 { 765 {
881 string += len; 766 string += len;
882 while (*string == 0x20) 767 while (*string == 0x20)
883 string++; 768 string++;
769
884 if (strlen (string) == 0) 770 if (strlen (string) == 0)
885 string = NULL; 771 string = NULL;
886 } 772 }
887 773
888#ifdef SKILL_UTIL_DEBUG 774#ifdef SKILL_UTIL_DEBUG
889 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 775 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
890#endif 776#endif
891 777
892 /* Change to the new skill, then execute it. */
893 if (do_skill (op, op, skop, op->facing, string)) 778 if (do_skill (op, op, skop, op->facing, string))
894 return 1; 779 return 1;
895 780
896 return 0; 781 return 0;
897} 782}
944 for (tmp = op->inv; tmp; tmp = tmp->below) 829 for (tmp = op->inv; tmp; tmp = tmp->below)
945 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 830 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
946 break; 831 break;
947 832
948 if (!tmp) 833 if (!tmp)
949 {
950 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 834 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
951 return 0;
952 }
953 835
954 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 836 pl->combat_ob = tmp;
955 } 837 }
956 else 838
839 if (!pl->combat_ob)
957 { 840 {
958 if (!skill) 841 if (!skill)
959 { 842 {
960 /* See if the players chosen skill is a combat skill, and use 843 /* See if the players chosen skill is a combat skill, and use
961 * it if appropriate. 844 * it if appropriate.
965 else 848 else
966 { 849 {
967 skill = find_player_hth_skill (op); 850 skill = find_player_hth_skill (op);
968 851
969 if (!skill) 852 if (!skill)
970 {
971 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 853 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
972 return 0;
973 }
974 } 854 }
975 } 855 }
976 856
977 /* now try to ready the new skill */ 857 if (skill)
978 if (!change_skill (op, skill, 0)) 858 {
979 { /* oh oh, trouble! */ 859 op->change_skill (0);
980 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name); 860 apply_special (op, skill, AP_APPLY);
981 return 0;
982 } 861 }
983 } 862 }
984 863
985 if (!pl->combat_ob) 864 if (!pl->combat_ob)
986 { 865 {
1132 1011
1133 return 0; 1012 return 0;
1134 } 1013 }
1135 1014
1136 return skill_attack (NULL, op, dir, string, skill); 1015 return skill_attack (NULL, op, dir, string, skill);
1137
1138} 1016}
1017

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