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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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449 | owner = owner->owner; |
450 | owner = owner->owner; |
450 | |
451 | |
451 | this->owner = owner; |
452 | this->owner = owner; |
452 | } |
453 | } |
453 | |
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 | if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL) |
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511 | { |
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512 | LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s", |
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513 | &name, ob->debug_desc ()); |
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514 | return false; |
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515 | } |
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516 | |
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517 | return true; |
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518 | } |
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519 | |
454 | /* Zero the key_values on op, decrementing the shared-string |
520 | /* Zero the key_values on op, decrementing the shared-string |
455 | * refcounts and freeing the links. |
521 | * refcounts and freeing the links. |
456 | */ |
522 | */ |
457 | static void |
523 | static void |
458 | free_key_values (object *op) |
524 | free_key_values (object *op) |
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538 | * need for monsters, but doesn't hurt to do it for everything. |
604 | * 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 |
605 | * by doing so, when a monster is created, it has good starting |
540 | * values for the body_used info, so when items are created |
606 | * values for the body_used info, so when items are created |
541 | * for it, they can be properly equipped. |
607 | * for it, they can be properly equipped. |
542 | */ |
608 | */ |
543 | memcpy (body_used, body_info, sizeof (body_used)); |
609 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
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610 | slot[i].used = slot[i].info; |
544 | |
611 | |
545 | attachable::instantiate (); |
612 | attachable::instantiate (); |
546 | } |
613 | } |
547 | |
614 | |
548 | object * |
615 | object * |
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1600 | return op; |
1667 | return op; |
1601 | } |
1668 | } |
1602 | |
1669 | |
1603 | if (where->head) |
1670 | if (where->head) |
1604 | { |
1671 | { |
1605 | LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n"); |
1672 | LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n"); |
1606 | where = where->head; |
1673 | where = where->head; |
1607 | } |
1674 | } |
1608 | |
1675 | |
1609 | return where->insert (op); |
1676 | return where->insert (op); |
1610 | } |
1677 | } |
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1938 | for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2005 | for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1939 | { |
2006 | { |
1940 | CLEAR_FLAG (tmp, flag); |
2007 | CLEAR_FLAG (tmp, flag); |
1941 | unflag_inv (tmp, flag); |
2008 | unflag_inv (tmp, flag); |
1942 | } |
2009 | } |
1943 | } |
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1944 | |
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1945 | /* |
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1946 | * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in |
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1947 | * all it's inventory (recursively). |
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1948 | * If checksums are used, a player will get set_cheat called for |
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1949 | * him/her-self and all object carried by a call to this function. |
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1950 | */ |
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1951 | void |
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1952 | set_cheat (object *op) |
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1953 | { |
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1954 | SET_FLAG (op, FLAG_WAS_WIZ); |
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1955 | flag_inv (op, FLAG_WAS_WIZ); |
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1956 | } |
2010 | } |
1957 | |
2011 | |
1958 | /* |
2012 | /* |
1959 | * find_free_spot(object, map, x, y, start, stop) will search for |
2013 | * find_free_spot(object, map, x, y, start, stop) will search for |
1960 | * a spot at the given map and coordinates which will be able to contain |
2014 | * a spot at the given map and coordinates which will be able to contain |