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29 | #include <stdio.h> |
29 | #include <stdio.h> |
30 | #include <sys/types.h> |
30 | #include <sys/types.h> |
31 | #include <sys/uio.h> |
31 | #include <sys/uio.h> |
32 | #include <object.h> |
32 | #include <object.h> |
33 | #include <funcpoint.h> |
33 | #include <funcpoint.h> |
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34 | #include <sproto.h> |
34 | #include <loader.h> |
35 | #include <loader.h> |
35 | |
36 | |
36 | #include <bitset> |
37 | #include <bitset> |
37 | |
38 | |
38 | int nrofallocobjects = 0; |
39 | int nrofallocobjects = 0; |
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313 | |
314 | |
314 | /* Everything passes, must be OK. */ |
315 | /* Everything passes, must be OK. */ |
315 | return 1; |
316 | return 1; |
316 | } |
317 | } |
317 | |
318 | |
318 | void |
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319 | player::set_range (rangetype r) |
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320 | { |
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321 | shoottype = r; |
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322 | } |
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323 | |
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324 | /* |
319 | /* |
325 | * sum_weight() is a recursive function which calculates the weight |
320 | * sum_weight() is a recursive function which calculates the weight |
326 | * an object is carrying. It goes through in figures out how much |
321 | * an object is carrying. It goes through in figures out how much |
327 | * containers are carrying, and sums it up. |
322 | * containers are carrying, and sums it up. |
328 | */ |
323 | */ |
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330 | sum_weight (object *op) |
325 | sum_weight (object *op) |
331 | { |
326 | { |
332 | long sum; |
327 | long sum; |
333 | object *inv; |
328 | object *inv; |
334 | |
329 | |
335 | for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) |
330 | for (sum = 0, inv = op->inv; inv; inv = inv->below) |
336 | { |
331 | { |
337 | if (inv->inv) |
332 | if (inv->inv) |
338 | sum_weight (inv); |
333 | sum_weight (inv); |
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334 | |
339 | sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); |
335 | sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); |
340 | } |
336 | } |
341 | |
337 | |
342 | if (op->type == CONTAINER && op->stats.Str) |
338 | if (op->type == CONTAINER && op->stats.Str) |
343 | sum = (sum * (100 - op->stats.Str)) / 100; |
339 | sum = (sum * (100 - op->stats.Str)) / 100; |
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452 | */ |
448 | */ |
453 | while (owner->owner) |
449 | while (owner->owner) |
454 | owner = owner->owner; |
450 | owner = owner->owner; |
455 | |
451 | |
456 | this->owner = owner; |
452 | this->owner = owner; |
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453 | } |
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454 | |
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455 | int |
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456 | object::slottype () const |
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457 | { |
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458 | if (type == SKILL) |
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459 | { |
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460 | if (IS_COMBAT_SKILL (subtype)) return slot_combat; |
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461 | if (IS_RANGED_SKILL (subtype)) return slot_ranged; |
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462 | } |
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463 | else |
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464 | { |
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465 | if (slot [body_combat].info) return slot_combat; |
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466 | if (slot [body_range ].info) return slot_ranged; |
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467 | } |
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468 | |
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469 | return slot_none; |
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470 | } |
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471 | |
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472 | bool |
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473 | object::change_weapon (object *ob) |
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474 | { |
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475 | if (current_weapon == ob) |
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476 | return true; |
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477 | |
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478 | if (chosen_skill) |
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479 | chosen_skill->flag [FLAG_APPLIED] = false; |
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480 | |
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481 | current_weapon = ob; |
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482 | chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill); |
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483 | |
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484 | if (chosen_skill) |
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485 | chosen_skill->flag [FLAG_APPLIED] = true; |
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486 | |
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487 | update_stats (); |
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488 | |
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489 | if (ob) |
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490 | { |
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491 | // now check wether any body locations became invalid, in which case |
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492 | // we cannot apply the weapon at the moment. |
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493 | for (int i = 0; i < NUM_BODY_LOCATIONS; ++i) |
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494 | if (slot[i].used < 0) |
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495 | { |
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496 | current_weapon = chosen_skill = 0; |
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497 | update_stats (); |
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498 | |
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499 | new_draw_info_format (NDI_UNIQUE, 0, this, |
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500 | "You try to balance your applied items all at once, but the %s is too much. " |
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501 | "You need to unapply some items first.", &ob->name); |
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502 | return false; |
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503 | } |
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504 | |
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505 | //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); |
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506 | } |
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507 | else |
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508 | ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons."); |
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509 | |
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510 | return true; |
457 | } |
511 | } |
458 | |
512 | |
459 | /* Zero the key_values on op, decrementing the shared-string |
513 | /* Zero the key_values on op, decrementing the shared-string |
460 | * refcounts and freeing the links. |
514 | * refcounts and freeing the links. |
461 | */ |
515 | */ |
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543 | * need for monsters, but doesn't hurt to do it for everything. |
597 | * need for monsters, but doesn't hurt to do it for everything. |
544 | * by doing so, when a monster is created, it has good starting |
598 | * by doing so, when a monster is created, it has good starting |
545 | * values for the body_used info, so when items are created |
599 | * values for the body_used info, so when items are created |
546 | * for it, they can be properly equipped. |
600 | * for it, they can be properly equipped. |
547 | */ |
601 | */ |
548 | memcpy (body_used, body_info, sizeof (body_used)); |
602 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
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603 | slot[i].used = slot[i].info; |
549 | |
604 | |
550 | attachable::instantiate (); |
605 | attachable::instantiate (); |
551 | } |
606 | } |
552 | |
607 | |
553 | object * |
608 | object * |
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2589 | } |
2644 | } |
2590 | |
2645 | |
2591 | const char * |
2646 | const char * |
2592 | object::debug_desc () const |
2647 | object::debug_desc () const |
2593 | { |
2648 | { |
2594 | static char info[256 * 4]; |
2649 | static char info[3][256 * 4]; |
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2650 | static int info_idx; |
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2651 | |
2595 | return debug_desc (info); |
2652 | return debug_desc (info [++info_idx % 3]); |
2596 | } |
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2597 | |
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2598 | const char * |
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2599 | object::debug_desc2 () const |
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2600 | { |
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2601 | static char info[256 * 4]; |
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2602 | return debug_desc (info); |
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2603 | } |
2653 | } |
2604 | |
2654 | |
2605 | struct region * |
2655 | struct region * |
2606 | object::region () const |
2656 | object::region () const |
2607 | { |
2657 | { |