… | |
… | |
3076 | return 0; |
3076 | return 0; |
3077 | |
3077 | |
3078 | // if the item is combat/ranged, wield the relevant slot first |
3078 | // if the item is combat/ranged, wield the relevant slot first |
3079 | // to resolve conflicts. |
3079 | // to resolve conflicts. |
3080 | if (player *pl = who->contr) |
3080 | if (player *pl = who->contr) |
3081 | switch (op->type) |
3081 | switch (op->slottype ()) |
3082 | { |
3082 | { |
3083 | case WEAPON: |
|
|
3084 | who->change_weapon (pl->combat_ob); |
3083 | case slot_combat: who->change_weapon (pl->combat_ob); break; |
3085 | break; |
|
|
3086 | |
|
|
3087 | case BOW: |
|
|
3088 | case ROD: |
|
|
3089 | case WAND: |
|
|
3090 | case HORN: |
|
|
3091 | case SKILL_TOOL: |
|
|
3092 | who->change_weapon (pl->ranged_ob); |
3084 | case slot_ranged: who->change_weapon (pl->ranged_ob); break; |
3093 | break; |
|
|
3094 | |
|
|
3095 | case SKILL: |
|
|
3096 | if (IS_COMBAT_SKILL (op->subtype)) |
|
|
3097 | who->change_weapon (pl->combat_ob); |
|
|
3098 | else if (IS_RANGED_SKILL (op->subtype)) |
|
|
3099 | who->change_weapon (pl->ranged_ob); |
|
|
3100 | break; |
|
|
3101 | } |
3085 | } |
3102 | |
3086 | |
3103 | /* Can't just apply this object. Lets see what not and what to do */ |
3087 | /* Can't just apply this object. Lets see what not and what to do */ |
3104 | if (int i = can_apply_object (who, op)) |
3088 | if (int i = can_apply_object (who, op)) |
3105 | { |
3089 | { |