… | |
… | |
94 | if (!skill_names[i]) |
94 | if (!skill_names[i]) |
95 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
95 | LOG (llevError, "init_skills: skill subtype %d doesn't have a name?\n", i); |
96 | } |
96 | } |
97 | } |
97 | } |
98 | |
98 | |
99 | |
|
|
100 | /* This function goes through the player inventory and sets |
99 | /* This function goes through the player inventory and sets |
101 | * up the last_skills[] array in the player object. |
100 | * up the last_skills[] array in the player object. |
102 | * the last_skills[] is used to more quickly lookup skills - |
101 | * the last_skills[] is used to more quickly lookup skills - |
103 | * mostly used for sending exp. |
102 | * mostly used for sending exp. |
104 | */ |
103 | */ |
… | |
… | |
380 | else |
379 | else |
381 | { |
380 | { |
382 | SET_FLAG (skill, FLAG_APPLIED); |
381 | SET_FLAG (skill, FLAG_APPLIED); |
383 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
382 | new_draw_info (NDI_UNIQUE, 0, op, "You rise into the air!."); |
384 | } |
383 | } |
385 | fix_player (op); |
384 | op->update_stats (); |
386 | success = 1; |
385 | success = 1; |
387 | break; |
386 | break; |
388 | |
387 | |
389 | case SK_STEALING: |
388 | case SK_STEALING: |
390 | exp = success = steal (op, dir, skill); |
389 | exp = success = steal (op, dir, skill); |
… | |
… | |
1097 | { |
1096 | { |
1098 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1097 | if (weapon->type == WEAPON && QUERY_FLAG (weapon, FLAG_APPLIED)) |
1099 | { |
1098 | { |
1100 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1099 | CLEAR_FLAG (weapon, FLAG_APPLIED); |
1101 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1100 | CLEAR_FLAG (pl, FLAG_READY_WEAPON); |
1102 | fix_player (pl); |
1101 | pl->update_stats (); |
1103 | if (pl->type == PLAYER) |
1102 | if (pl->type == PLAYER) |
1104 | { |
1103 | { |
1105 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1104 | new_draw_info (NDI_UNIQUE, 0, pl, "You unwield your weapon in order to attack."); |
1106 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1105 | esrv_update_item (UPD_FLAGS, pl, weapon); |
1107 | } |
1106 | } |