1 | /* |
1 | /* |
2 | * static char *rcsid_monster_c = |
2 | * static char *rcsid_monster_c = |
3 | * "$Id: monster.c,v 1.4 2006/03/15 15:35:52 elmex Exp $"; |
3 | * "$Id: monster.c,v 1.5 2006/03/31 22:04:03 root Exp $"; |
4 | */ |
4 | */ |
5 | |
5 | |
6 | /* |
6 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
7 | CrossFire, A Multiplayer game for X-windows |
8 | |
8 | |
… | |
… | |
1654 | return 0; |
1654 | return 0; |
1655 | /* Lauwenmark - Here we let the objects inside inventories hear and answer, too. */ |
1655 | /* Lauwenmark - Here we let the objects inside inventories hear and answer, too. */ |
1656 | /* This allows the existence of "intelligent" weapons you can discuss with */ |
1656 | /* This allows the existence of "intelligent" weapons you can discuss with */ |
1657 | for(cobj=npc->inv;cobj!=NULL; cobj = cobj->below) |
1657 | for(cobj=npc->inv;cobj!=NULL; cobj = cobj->below) |
1658 | { |
1658 | { |
1659 | if (execute_event(cobj, EVENT_SAY,npc,NULL,txt,SCRIPT_FIX_ALL)!=0) |
1659 | if (execute_event(cobj, EVENT_SAY,op,NULL,txt,SCRIPT_FIX_ALL)!=0) |
1660 | return 0; |
1660 | return 0; |
1661 | } |
1661 | } |
1662 | for ( cobj = npc->inv; cobj; cobj = cobj->below ) |
1662 | for ( cobj = npc->inv; cobj; cobj = cobj->below ) |
1663 | if ( quest_is_override_compatible( cobj, op ) ) |
1663 | if ( quest_is_override_compatible( cobj, op ) ) |
1664 | if ( do_talk_npc( op, npc, cobj, txt ) ) |
1664 | if ( do_talk_npc( op, npc, cobj, txt ) ) |