version 1.140 | | version 1.141 |
---|
| | |
/* | | /* |
* static char *rcsid_player_c = | | * static char *rcsid_player_c = |
* "$Id: player.c,v 1.140 2003/11/07 19:54:49 ryo_saeba Exp $"; | | * "$Id: player.c,v 1.141 2003/12/28 06:06:00 mwedel Exp $"; |
*/ | | */ |
| | |
/* | | /* |
| | |
return; | | return; |
} | | } |
} | | } |
else if (item->type == SKILL) { | | else if (item->type == SKILL_TOOL && item->invisible) { |
if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { | | if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { |
| | |
/* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... | | /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... |
| | |
* but not all of them, he gets nothing. | | * but not all of them, he gets nothing. |
*/ | | */ |
if (!(skop->attacktype & item->attacktype)) { | | if (!(skop->attacktype & item->attacktype)) { |
/* always add physical if there's none */ | | /* Give new attacktype */ |
if (skop->attacktype == 0) skop->attacktype = AT_PHYSICAL; | | |
| | |
/* we add the new attacktype to the clawing ability */ | | |
skop->attacktype |= item->attacktype; | | skop->attacktype |= item->attacktype; |
| | |
| | /* always add physical if there's none */ |
| | skop->attacktype |= AT_PHYSICAL; |
| | |
if (item->msg != NULL) | | if (item->msg != NULL) |
new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); | | new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); |
| | |
| | /* Give player new face */ |
| | if (item->animation_id) { |
| | who->face = skop->face; |
| | who->animation_id = item->animation_id; |
| | who->anim_speed = item->anim_speed; |
| | who->last_anim = 0; |
| | who->state = 0; |
| | animate_object(who, who->direction); |
| | } |
} | | } |
} | | } |
} | | } |