… | |
… | |
1550 | { |
1550 | { |
1551 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1551 | new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); |
1552 | return 0; |
1552 | return 0; |
1553 | } |
1553 | } |
1554 | |
1554 | |
1555 | if (player *pl = op->contr) |
1555 | if (op->contr) |
1556 | { |
1556 | bow = op->current_weapon; |
1557 | bow = pl->ranged_ob; |
|
|
1558 | if (!op->change_weapon (bow)) |
|
|
1559 | return 0; |
|
|
1560 | } |
|
|
1561 | else |
1557 | else |
1562 | { |
1558 | { |
1563 | for (bow = op->inv; bow; bow = bow->below) |
1559 | for (bow = op->inv; bow; bow = bow->below) |
1564 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1560 | /* Don't check for applied - monsters don't apply bows - in that way, they |
1565 | * don't need to switch back and forth between bows and weapons. |
1561 | * don't need to switch back and forth between bows and weapons. |
… | |
… | |
1853 | object *ob = pl->ranged_ob; |
1849 | object *ob = pl->ranged_ob; |
1854 | |
1850 | |
1855 | if (!ob) |
1851 | if (!ob) |
1856 | return; |
1852 | return; |
1857 | |
1853 | |
|
|
1854 | if (!op->change_weapon (ob)) |
|
|
1855 | return; |
|
|
1856 | |
1858 | switch (ob->type) |
1857 | switch (ob->type) |
1859 | { |
1858 | { |
1860 | case BOW: |
1859 | case BOW: |
1861 | player_fire_bow (op, dir); |
1860 | player_fire_bow (op, dir); |
1862 | break; |
1861 | break; |
… | |
… | |
1868 | case BUILDER: |
1867 | case BUILDER: |
1869 | apply_map_builder (op, dir); |
1868 | apply_map_builder (op, dir); |
1870 | break; |
1869 | break; |
1871 | |
1870 | |
1872 | case SKILL: |
1871 | case SKILL: |
1873 | case SKILL_TOOL: |
|
|
1874 | do_skill (op, op, ob, dir, 0); |
1872 | do_skill (op, op, ob, dir, 0); |
1875 | break; |
1873 | break; |
1876 | |
1874 | |
1877 | default: |
1875 | default: |
1878 | fire_misc_object (op, dir); |
1876 | fire_misc_object (op, dir); |