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/cvs/deliantra/server/server/monster.c
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Comparing deliantra/server/server/monster.c (file contents):
Revision 1.3 by root, Fri Mar 10 14:08:38 2006 UTC vs.
Revision 1.5 by root, Fri Mar 31 22:04:03 2006 UTC

1/* 1/*
2 * static char *rcsid_monster_c = 2 * static char *rcsid_monster_c =
3 * "$Id: monster.c,v 1.3 2006/03/10 14:08:38 root 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
1247 1247
1248 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1; 1248 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1;
1249 /* Eating food gets hp back */ 1249 /* Eating food gets hp back */
1250 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1; 1250 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1;
1251 else if (item->type == SCROLL && QUERY_FLAG(mon, FLAG_USE_SCROLL)) { 1251 else if (item->type == SCROLL && QUERY_FLAG(mon, FLAG_USE_SCROLL)) {
1252 if (!item->inv)
1253 LOG(llevDebug,"Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1252 if (item->inv && monster_should_cast_spell(mon, item->inv)) 1254 else if (monster_should_cast_spell(mon, item->inv))
1253 SET_FLAG(mon, FLAG_READY_SCROLL); 1255 SET_FLAG(mon, FLAG_READY_SCROLL);
1254 /* Don't use it right now */ 1256 /* Don't use it right now */
1255 return; 1257 return;
1256 } 1258 }
1257 else if (item->type == WEAPON) flag = check_good_weapon(mon,item); 1259 else if (item->type == WEAPON) flag = check_good_weapon(mon,item);
1258 else if (IS_ARMOR(item)) flag = check_good_armour(mon,item); 1260 else if (IS_ARMOR(item)) flag = check_good_armour(mon,item);
1259 /* Should do something more, like make sure this is a better item */ 1261 /* Should do something more, like make sure this is a better item */
1260 else if (item->type == RING) 1262 else if (item->type == RING)
1652 return 0; 1654 return 0;
1653 /* 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. */
1654 /* This allows the existence of "intelligent" weapons you can discuss with */ 1656 /* This allows the existence of "intelligent" weapons you can discuss with */
1655 for(cobj=npc->inv;cobj!=NULL; cobj = cobj->below) 1657 for(cobj=npc->inv;cobj!=NULL; cobj = cobj->below)
1656 { 1658 {
1657 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)
1658 return 0; 1660 return 0;
1659 } 1661 }
1660 for ( cobj = npc->inv; cobj; cobj = cobj->below ) 1662 for ( cobj = npc->inv; cobj; cobj = cobj->below )
1661 if ( quest_is_override_compatible( cobj, op ) ) 1663 if ( quest_is_override_compatible( cobj, op ) )
1662 if ( do_talk_npc( op, npc, cobj, txt ) ) 1664 if ( do_talk_npc( op, npc, cobj, txt ) )

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