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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 | |
454 | void |
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 |
455 | object::set_weapon (object *ob) |
473 | object::change_weapon (object *ob) |
456 | { |
474 | { |
457 | if (current_weapon == ob) |
475 | if (current_weapon == ob) |
458 | return; |
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; |
459 | |
480 | |
460 | current_weapon = ob; |
481 | current_weapon = ob; |
461 | new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); |
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 | |
462 | update_stats (); |
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; |
463 | } |
511 | } |
464 | |
512 | |
465 | /* Zero the key_values on op, decrementing the shared-string |
513 | /* Zero the key_values on op, decrementing the shared-string |
466 | * refcounts and freeing the links. |
514 | * refcounts and freeing the links. |
467 | */ |
515 | */ |