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elmex |
1.1 |
#include <global.h> |
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root |
1.4 |
#include <sproto.h> |
3 |
elmex |
1.1 |
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4 |
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/* GROS: I put this here, because no other file seemed quite good. Returns 1 if |
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* the artifact could be created. |
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*/ |
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root |
1.2 |
int |
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create_artifact (object *op, const char *artifactname) |
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elmex |
1.1 |
{ |
10 |
root |
1.5 |
if (artifactlist *al = find_artifactlist (op->type)) |
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for (artifact *art = al->items; art; art = art->next) |
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{ |
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char *temptitle = (char *)(malloc (strlen (art->item->name) + 5)); |
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strcpy (temptitle, " of "); |
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strcat (temptitle, art->item->name); |
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if (!strcmp (temptitle, artifactname)) |
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{ |
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free (temptitle); |
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give_artifact_abilities (op, art->item); |
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return 1; |
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} |
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free (temptitle); |
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}; |
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root |
1.2 |
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27 |
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return 0; |
28 |
elmex |
1.1 |
} |
29 |
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30 |
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/* peterm: do_power_crystal |
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32 |
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object *op, object *crystal |
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This function handles the application of power crystals. |
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Power crystals, when applied, either suck power from the applier, |
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if he's at full spellpoints, or gives him power, if it's got |
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spellpoins stored. |
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*/ |
40 |
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41 |
root |
1.2 |
int |
42 |
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apply_power_crystal (object *op, object *crystal) |
43 |
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{ |
44 |
elmex |
1.1 |
int available_power; |
45 |
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int power_space; |
46 |
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int power_grab; |
47 |
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48 |
root |
1.2 |
available_power = op->stats.sp - op->stats.maxsp; |
49 |
elmex |
1.1 |
power_space = crystal->stats.maxsp - crystal->stats.sp; |
50 |
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power_grab = 0; |
51 |
root |
1.2 |
if (available_power >= 0 && power_space > 0) |
52 |
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power_grab = (int) MIN (power_space, 0.5 * op->stats.sp); |
53 |
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if (available_power < 0 && crystal->stats.sp > 0) |
54 |
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power_grab = -MIN (-available_power, crystal->stats.sp); |
55 |
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56 |
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op->stats.sp -= power_grab; |
57 |
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crystal->stats.sp += power_grab; |
58 |
root |
1.4 |
crystal->set_speed ((float) crystal->stats.sp / (float) crystal->stats.maxsp); |
59 |
elmex |
1.1 |
if (op->type == PLAYER) |
60 |
root |
1.2 |
esrv_update_item (UPD_ANIMSPEED, op, crystal); |
61 |
elmex |
1.1 |
|
62 |
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return 1; |
63 |
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} |