… | |
… | |
449 | owner = owner->owner; |
449 | owner = owner->owner; |
450 | |
450 | |
451 | this->owner = owner; |
451 | this->owner = owner; |
452 | } |
452 | } |
453 | |
453 | |
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454 | void |
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455 | object::set_weapon (object *ob) |
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456 | { |
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457 | if (current_weapon == ob) |
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458 | return; |
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459 | |
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460 | current_weapon = ob; |
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461 | new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); |
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462 | update_stats (); |
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463 | } |
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464 | |
454 | /* Zero the key_values on op, decrementing the shared-string |
465 | /* Zero the key_values on op, decrementing the shared-string |
455 | * refcounts and freeing the links. |
466 | * refcounts and freeing the links. |
456 | */ |
467 | */ |
457 | static void |
468 | static void |
458 | free_key_values (object *op) |
469 | free_key_values (object *op) |
… | |
… | |
538 | * need for monsters, but doesn't hurt to do it for everything. |
549 | * need for monsters, but doesn't hurt to do it for everything. |
539 | * by doing so, when a monster is created, it has good starting |
550 | * by doing so, when a monster is created, it has good starting |
540 | * values for the body_used info, so when items are created |
551 | * values for the body_used info, so when items are created |
541 | * for it, they can be properly equipped. |
552 | * for it, they can be properly equipped. |
542 | */ |
553 | */ |
543 | memcpy (body_used, body_info, sizeof (body_used)); |
554 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
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555 | slot[i].used = slot[i].info; |
544 | |
556 | |
545 | attachable::instantiate (); |
557 | attachable::instantiate (); |
546 | } |
558 | } |
547 | |
559 | |
548 | object * |
560 | object * |