… | |
… | |
272 | |
272 | |
273 | for (object *op = ob->inv; op; op = op->below) |
273 | for (object *op = ob->inv; op; op = op->below) |
274 | if (op->flag [FLAG_APPLIED]) |
274 | if (op->flag [FLAG_APPLIED]) |
275 | switch (op->type) |
275 | switch (op->type) |
276 | { |
276 | { |
|
|
277 | case SKILL: |
|
|
278 | ob->flag [FLAG_APPLIED] = false; |
|
|
279 | break; |
|
|
280 | |
277 | case WAND: |
281 | case WAND: |
278 | case ROD: |
282 | case ROD: |
279 | case HORN: |
283 | case HORN: |
280 | case BOW: |
284 | case BOW: |
281 | case SKILL_TOOL: |
285 | ranged_ob = op; |
|
|
286 | break; |
|
|
287 | |
282 | case WEAPON: |
288 | case WEAPON: |
283 | op->flag [FLAG_APPLIED] = false; |
289 | combat_ob = op; |
284 | apply_special (ob, op, AP_APPLY); |
|
|
285 | break; |
|
|
286 | |
|
|
287 | case SKILL: |
|
|
288 | op->flag [FLAG_APPLIED] = false; |
|
|
289 | break; |
290 | break; |
290 | } |
291 | } |
291 | |
292 | |
292 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
293 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
293 | ob->update_stats (); |
294 | ob->update_stats (); |