… | |
… | |
351 | /* inventory ok - still need to check rest of this object to see |
351 | /* inventory ok - still need to check rest of this object to see |
352 | * if it is valid. |
352 | * if it is valid. |
353 | */ |
353 | */ |
354 | } |
354 | } |
355 | |
355 | |
356 | /* Don't merge objects that are applied. With the new 'body' code, |
356 | /* Don't merge objects that are applied. With the new 'body' code, |
357 | * it is possible for most any character to have more than one of |
357 | * it is possible for most any character to have more than one of |
358 | * some items equipped, and we don't want those to merge. |
358 | * some items equipped, and we don't want those to merge. |
359 | */ |
359 | */ |
360 | if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED]) |
360 | if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED]) |
361 | return 0; |
361 | return 0; |
362 | |
362 | |
363 | /* Note sure why the following is the case - either the object has to |
363 | /* Not sure why the following is the case - either the object has to |
364 | * be animated or have a very low speed. Is this an attempted monster |
364 | * be animated or have a very low speed. Is this an attempted monster |
365 | * check? |
365 | * check? |
366 | */ |
366 | */ |
367 | if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ()) |
367 | if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ()) |
368 | return 0; |
368 | return 0; |
369 | |
369 | |
… | |
… | |
636 | speed_left = -1.; |
636 | speed_left = -1.; |
637 | |
637 | |
638 | /* copy the body_info to the body_used - this is only really |
638 | /* copy the body_info to the body_used - this is only really |
639 | * need for monsters, but doesn't hurt to do it for everything. |
639 | * need for monsters, but doesn't hurt to do it for everything. |
640 | * by doing so, when a monster is created, it has good starting |
640 | * by doing so, when a monster is created, it has good starting |
641 | * values for the body_used info, so when items are created |
641 | * values for the body_used info, so when items are created |
642 | * for it, they can be properly equipped. |
642 | * for it, they can be properly equipped. |
643 | */ |
643 | */ |
644 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
644 | for (int i = NUM_BODY_LOCATIONS; i--; ) |
645 | slot[i].used = slot[i].info; |
645 | slot[i].used = slot[i].info; |
646 | |
646 | |