示例#1
0
bool CChar::ItemEquipWeapon( bool fForce )
{
	ADDTOCALLSTACK("CChar::ItemEquipWeapon");
	// Find my best weapon and equip it
	if ( !fForce && m_uidWeapon.IsValidUID() )	// we already have a weapon equipped
		return true;

	CCharBase *pCharDef = Char_GetDef();
	CItemContainer *pPack = GetPack();

	if ( !pPack || !pCharDef || !pCharDef->Can(CAN_C_USEHANDS) )
		return false;

	// Loop through all my weapons and come up with a score for it's usefulness

	CItem *pBestWeapon = NULL;
	int iWeaponScoreMax = NPC_GetWeaponUseScore(NULL);	// wrestling

	for ( CItem *pItem = pPack->GetContentHead(); pItem != NULL; pItem = pItem->GetNext() )
	{
		int iWeaponScore = NPC_GetWeaponUseScore(pItem);
		if ( iWeaponScore > iWeaponScoreMax )
		{
			iWeaponScoreMax = iWeaponScore;
			pBestWeapon = pItem;
		}
	}

	if ( pBestWeapon )
		return ItemEquip(pBestWeapon);

	return true;
}
示例#2
0
bool CChar::ItemEquipArmor( bool fForce )
{
	ADDTOCALLSTACK("CChar::ItemEquipArmor");
	// Equip ourselves as best as possible.

	CCharBase *pCharDef = Char_GetDef();
	CItemContainer *pPack = GetPack();
	if ( !pPack || !pCharDef || !pCharDef->Can(CAN_C_EQUIP) )
		return false;

	int iBestScore[LAYER_HORSE];
	memset(iBestScore, 0, sizeof(iBestScore));
	CItem *pBestArmor[LAYER_HORSE];
	memset(pBestArmor, 0, sizeof(pBestArmor));

	if ( !fForce )
	{
		// Block those layers that are already used
		for ( size_t i = 0; i < COUNTOF(iBestScore); i++ )
		{
			pBestArmor[i] = LayerFind(static_cast<LAYER_TYPE>(i));
			if ( pBestArmor[i] != NULL )
				iBestScore[i] = INT_MAX;
		}
	}

	for ( CItem *pItem = pPack->GetContentHead(); pItem != NULL; pItem = pItem->GetNext() )
	{
		int iScore = pItem->Armor_GetDefense();
		if ( !iScore )	// might not be armor
			continue;

		// Can I even equip this?
		LAYER_TYPE layer = CanEquipLayer(pItem, LAYER_QTY, NULL, true);
		if ( layer == LAYER_NONE )
			continue;

		if ( iScore > iBestScore[layer] )
		{
			iBestScore[layer] = iScore;
			pBestArmor[layer] = pItem;
		}
	}

	// Equip all the stuff we found
	for ( size_t i = 0; i < COUNTOF(iBestScore); i++ )
	{
		if ( pBestArmor[i] )
			ItemEquip(pBestArmor[i], this);
	}

	return true;
}