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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 1.61 by root, Tue May 6 16:32:34 2008 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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
394 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth."); 291 new_draw_info (NDI_UNIQUE, 0, op, "You come to earth.");
395 } 292 }
396 else 293 else
397 { 294 {
398 SET_FLAG (skill, FLAG_APPLIED); 295 SET_FLAG (skill, FLAG_APPLIED);
399 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); 296 new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!");
400 } 297 }
401 298
402 op->update_stats (); 299 op->update_stats ();
403 success = 1; 300 success = 1;
404 break; 301 break;
613 * If an object is not alive and magical we set the base exp higher to 510 * If an object is not alive and magical we set the base exp higher to
614 * help out exp awards for skill_ident skills. Also, if 511 * help out exp awards for skill_ident skills. Also, if
615 * an item is type RUNE, we give out exp based on stats.Cha 512 * an item is type RUNE, we give out exp based on stats.Cha
616 * and level (this was the old system) -b.t. 513 * and level (this was the old system) -b.t.
617 */ 514 */
618
619 if (!op) 515 if (!op)
620 { /* no item/creature */ 516 { /* no item/creature */
621 op_lvl = who->map->difficulty < 1 ? 1 : who->map->difficulty; 517 op_lvl = max (1, who->map->difficulty);
622 op_exp = 0; 518 op_exp = 0;
623 } 519 }
624 else if (op->type == RUNE || op->type == TRAP) 520 else if (op->type == RUNE || op->type == TRAP)
625 { /* all traps. If stats.Cha > 1 we use that 521 { /* all traps. If stats.Cha > 1 we use that
626 * for the amount of experience */ 522 * for the amount of experience */
630 else 526 else
631 { /* all other items/living creatures */ 527 { /* all other items/living creatures */
632 op_exp = op->stats.exp; 528 op_exp = op->stats.exp;
633 op_lvl = op->level; 529 op_lvl = op->level;
634 if (!QUERY_FLAG (op, FLAG_ALIVE)) 530 if (!QUERY_FLAG (op, FLAG_ALIVE))
635 { /* for ident/make items */ 531 op_lvl += 5 * abs (op->magic); /* for ident/make items */
636 op_lvl += 5 * abs (op->magic);
637 }
638 } 532 }
639 533
640 if (op_lvl < 1) 534 if (op_lvl < 1)
641 op_lvl = 1; 535 op_lvl = 1;
642 536
650 /* if skill really is a skill, then we can look at the skill archetype for 544 /* if skill really is a skill, then we can look at the skill archetype for
651 * bse reward value (exp) and level multiplier factor. 545 * bse reward value (exp) and level multiplier factor.
652 */ 546 */
653 if (skill->type == SKILL) 547 if (skill->type == SKILL)
654 { 548 {
655 base += skill->arch->clone.stats.exp; 549 base += skill->arch->stats.exp;
656 if (settings.simple_exp) 550 if (settings.simple_exp)
657 { 551 {
658 if (skill->arch->clone.level) 552 if (skill->arch->level)
659 lvl_mult = (float) skill->arch->clone.level / 100.0; 553 lvl_mult = (float) skill->arch->level / 100.0;
660 else 554 else
661 lvl_mult = 1.0; /* no adjustment */ 555 lvl_mult = 1.0; /* no adjustment */
662 } 556 }
663 else 557 else
664 { 558 {
665 if (skill->level) 559 if (skill->level)
666 lvl_mult = ((float) skill->arch->clone.level * (float) op_lvl) / ((float) skill->level * 100.0); 560 lvl_mult = ((float) skill->arch->level * (float) op_lvl) / ((float) skill->level * 100.0);
667 else 561 else
668 lvl_mult = 1.0; 562 lvl_mult = 1.0;
669 } 563 }
670 } 564 }
671 else 565 else
672 { 566 {
673 /* Don't divide by zero here! */ 567 /* Don't divide by zero here! */
674 lvl_mult = (float) op_lvl / (float) (skill->level ? skill->level : 1); 568 lvl_mult = (float) op_lvl / (float) max (1, skill->level);
675 } 569 }
676 } 570 }
677 571
678 /* assemble the exp total, and return value */ 572 /* assemble the exp total, and return value */
679 573
696 * player learns the skill, 2 otherwise. 590 * player learns the skill, 2 otherwise.
697 */ 591 */
698int 592int
699learn_skill (object *pl, object *scroll) 593learn_skill (object *pl, object *scroll)
700{ 594{
701 object *tmp;
702
703 if (!scroll->skill) 595 if (!scroll->skill)
704 { 596 {
705 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name); 597 LOG (llevError, "skill scroll %s does not have skill pointer set.\n", &scroll->name);
706 return 2; 598 return 2;
707 } 599 }
708 600
709 /* can't use find_skill_by_name because we want skills the player knows 601 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;
716 602
717 /* player already knows it */ 603 /* player already knows it */
718 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL)) 604 if (tmp && QUERY_FLAG (tmp, FLAG_CAN_USE_SKILL))
719 return 0; 605 return 0;
720 606
767 * Note this function is a bit more complicated becauase we 653 * Note this function is a bit more complicated becauase we
768 * we want ot sort the skills before printing them. If we 654 * we want ot sort the skills before printing them. If we
769 * just dumped this as we found it, this would be a bit 655 * just dumped this as we found it, this would be a bit
770 * simpler. 656 * simpler.
771 */ 657 */
772 658//TODO: egad, do it in perl, do not suffer from the big buffer on stack, make it one single drawinfo.
773void 659void
774show_skills (object *op, const char *search) 660show_skills (object *op, const char *search)
775{ 661{
776 object *tmp = NULL; 662 object *tmp = NULL;
777 char buf[MAX_BUF]; 663 char buf[MAX_BUF];
779 int i, num_skills_found = 0; 665 int i, num_skills_found = 0;
780 static const char *const periods = "........................................"; 666 static const char *const periods = "........................................";
781 667
782 /* Need to have a pointer and use strdup for qsort to work properly */ 668 /* Need to have a pointer and use strdup for qsort to work properly */
783 char skills[NUM_SKILLS][MAX_BUF]; 669 char skills[NUM_SKILLS][MAX_BUF];
784
785 670
786 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 671 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
787 { 672 {
788 if (tmp->type == SKILL) 673 if (tmp->type == SKILL)
789 { 674 {
792 /* Basically want to fill this out to 40 spaces with periods */ 677 /* Basically want to fill this out to 40 spaces with periods */
793 sprintf (buf, "%s%s", &tmp->name, periods); 678 sprintf (buf, "%s%s", &tmp->name, periods);
794 buf[40] = 0; 679 buf[40] = 0;
795 680
796 if (settings.permanent_exp_ratio) 681 if (settings.permanent_exp_ratio)
797 {
798 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)", 682 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 "/%d%%)",
799 buf, tmp->level, tmp->stats.exp, 683 buf, tmp->level, tmp->stats.exp,
800 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp)); 684 level_exp (tmp->level + 1, op->expmul), clipped_percent (tmp->perm_exp, tmp->stats.exp));
801 }
802 else 685 else
803 {
804 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")", 686 sprintf (skills[num_skills_found++], "%slvl:%3d (xp:%" PRId64 "/%" PRId64 ")",
805 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul)); 687 buf, tmp->level, tmp->stats.exp, level_exp (tmp->level + 1, op->expmul));
806 } 688
807 /* I don't know why some characters get a bunch of skills, but 689 /* I don't know why some characters get a bunch of skills, but
808 * it sometimes happens (maybe a leftover from bugier earlier code 690 * it sometimes happens (maybe a leftover from bugier earlier code
809 * and those character are still about). In any case, lets handle 691 * and those character are still about). In any case, lets handle
810 * it so it doesn't crash the server - otherwise, one character may 692 * it so it doesn't crash the server - otherwise, one character may
811 * crash the server numerous times. 693 * crash the server numerous times.
817 break; 699 break;
818 } 700 }
819 } 701 }
820 } 702 }
821 703
822 clear_win_info (op);
823 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:"); 704 new_draw_info (NDI_UNIQUE, 0, op, "Player skills:");
824 if (num_skills_found > 1) 705 if (num_skills_found > 1)
825 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); 706 qsort (skills, num_skills_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
826 707
827 for (i = 0; i < num_skills_found; i++) 708 for (i = 0; i < num_skills_found; i++)
849 size_t len; 730 size_t len;
850 731
851 if (!string) 732 if (!string)
852 return 0; 733 return 0;
853 734
854 for (skop = op->inv; skop != NULL; skop = skop->below) 735 for (skop = op->inv; skop; skop = skop->below)
855 { 736 {
737 if (skop->type == SKILL
856 if (skop->type == SKILL && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL) && 738 && QUERY_FLAG (skop, FLAG_CAN_USE_SKILL)
857 !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill)))) 739 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
858 break; 740 break;
741 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)))) 742 && !strncasecmp (string, skop->skill, MIN (strlen (string), (size_t) strlen (skop->skill))))
860 break; 743 break;
861 } 744 }
745
862 if (!skop) 746 if (!skop)
863 { 747 {
864 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string); 748 new_draw_info_format (NDI_UNIQUE, 0, op, "Unable to find skill %s", string);
865 return 0; 749 return 0;
866 } 750 }
871 * options given to the skill. Its pretty simple - if there 755 * options given to the skill. Its pretty simple - if there
872 * are extra parameters (as deteremined by string length), we 756 * are extra parameters (as deteremined by string length), we
873 * want to skip over any leading spaces. 757 * want to skip over any leading spaces.
874 */ 758 */
875 if (len >= strlen (string)) 759 if (len >= strlen (string))
876 {
877 string = NULL; 760 string = NULL;
878 }
879 else 761 else
880 { 762 {
881 string += len; 763 string += len;
882 while (*string == 0x20) 764 while (*string == 0x20)
883 string++; 765 string++;
766
884 if (strlen (string) == 0) 767 if (strlen (string) == 0)
885 string = NULL; 768 string = NULL;
886 } 769 }
887 770
888#ifdef SKILL_UTIL_DEBUG 771#ifdef SKILL_UTIL_DEBUG
889 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none"); 772 LOG (llevDebug, "use_skill() got skill: %s\n", sknum > -1 ? skills[sknum].name : "none");
890#endif 773#endif
891 774
892 /* Change to the new skill, then execute it. */
893 if (do_skill (op, op, skop, op->facing, string)) 775 if (do_skill (op, op, skop, op->facing, string))
894 return 1; 776 return 1;
895 777
896 return 0; 778 return 0;
897} 779}
944 for (tmp = op->inv; tmp; tmp = tmp->below) 826 for (tmp = op->inv; tmp; tmp = tmp->below)
945 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED)) 827 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_APPLIED))
946 break; 828 break;
947 829
948 if (!tmp) 830 if (!tmp)
949 {
950 LOG (llevError, "Could not find applied weapon on %s\n", &op->name); 831 LOG (llevError, "Could not find applied weapon on %s\n", &op->name);
951 return 0;
952 }
953 832
954 change_skill (op, find_skill_by_name (op, tmp->skill), 1); 833 pl->combat_ob = tmp;
955 } 834 }
956 else 835
836 if (!pl->combat_ob)
957 { 837 {
958 if (!skill) 838 if (!skill)
959 { 839 {
960 /* See if the players chosen skill is a combat skill, and use 840 /* See if the players chosen skill is a combat skill, and use
961 * it if appropriate. 841 * it if appropriate.
965 else 845 else
966 { 846 {
967 skill = find_player_hth_skill (op); 847 skill = find_player_hth_skill (op);
968 848
969 if (!skill) 849 if (!skill)
970 {
971 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!"); 850 new_draw_info (NDI_BLACK, 0, op, "You have no unarmed combat skills!");
972 return 0;
973 }
974 } 851 }
975 } 852 }
976 853
977 /* now try to ready the new skill */ 854 if (skill)
978 if (!change_skill (op, skill, 0)) 855 {
979 { /* oh oh, trouble! */ 856 op->change_skill (0);
980 new_draw_info_format (NDI_UNIQUE, 0, op, "Couldn't change to skill %s", &skill->name); 857 apply_special (op, skill, AP_APPLY);
981 return 0;
982 } 858 }
983 } 859 }
984 860
985 if (!pl->combat_ob) 861 if (!pl->combat_ob)
986 { 862 {
1132 1008
1133 return 0; 1009 return 0;
1134 } 1010 }
1135 1011
1136 return skill_attack (NULL, op, dir, string, skill); 1012 return skill_attack (NULL, op, dir, string, skill);
1137
1138} 1013}
1014

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