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Comparing deliantra/server/common/object.C (file contents):
Revision 1.141 by root, Sun Apr 29 21:44:34 2007 UTC vs.
Revision 1.145 by root, Mon May 7 03:05:58 2007 UTC

313 313
314 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
315 return 1; 315 return 1;
316} 316}
317 317
318void
319player::set_range (rangetype r)
320{
321 shoottype = r;
322}
323
324/* 318/*
325 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
326 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
327 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
328 */ 322 */
330sum_weight (object *op) 324sum_weight (object *op)
331{ 325{
332 long sum; 326 long sum;
333 object *inv; 327 object *inv;
334 328
335 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
336 { 330 {
337 if (inv->inv) 331 if (inv->inv)
338 sum_weight (inv); 332 sum_weight (inv);
333
339 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
340 } 335 }
341 336
342 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
343 sum = (sum * (100 - op->stats.Str)) / 100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
452 */ 447 */
453 while (owner->owner) 448 while (owner->owner)
454 owner = owner->owner; 449 owner = owner->owner;
455 450
456 this->owner = owner; 451 this->owner = owner;
452}
453
454void
455object::set_weapon (object *ob)
456{
457 if (current_weapon == ob)
458 return;
459
460 current_weapon = ob;
461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
462 update_stats ();
457} 463}
458 464
459/* Zero the key_values on op, decrementing the shared-string 465/* Zero the key_values on op, decrementing the shared-string
460 * refcounts and freeing the links. 466 * refcounts and freeing the links.
461 */ 467 */
543 * need for monsters, but doesn't hurt to do it for everything. 549 * need for monsters, but doesn't hurt to do it for everything.
544 * by doing so, when a monster is created, it has good starting 550 * by doing so, when a monster is created, it has good starting
545 * values for the body_used info, so when items are created 551 * values for the body_used info, so when items are created
546 * for it, they can be properly equipped. 552 * for it, they can be properly equipped.
547 */ 553 */
548 memcpy (body_used, body_info, sizeof (body_used)); 554 for (int i = NUM_BODY_LOCATIONS; i--; )
555 slot[i].used = slot[i].info;
549 556
550 attachable::instantiate (); 557 attachable::instantiate ();
551} 558}
552 559
553object * 560object *
2589} 2596}
2590 2597
2591const char * 2598const char *
2592object::debug_desc () const 2599object::debug_desc () const
2593{ 2600{
2594 static char info[256 * 4]; 2601 static char info[3][256 * 4];
2602 static int info_idx;
2603
2595 return debug_desc (info); 2604 return debug_desc (info [++info_idx % 3]);
2596}
2597
2598const char *
2599object::debug_desc2 () const
2600{
2601 static char info[256 * 4];
2602 return debug_desc (info);
2603} 2605}
2604 2606
2605struct region * 2607struct region *
2606object::region () const 2608object::region () const
2607{ 2609{

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