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/* |
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* static char *rcsid_egoitem_c = |
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* "$Id$"; |
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*/ |
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|
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|
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#include <global.h> |
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#ifndef __CEXTRACT__ |
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#include <sproto.h> |
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#endif |
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|
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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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int create_artifact(object *op, const char *artifactname) |
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{ |
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artifactlist *al; |
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artifact *art; |
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char *temptitle; |
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al = find_artifactlist(op->type); |
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if (al==NULL) |
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return 0; |
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for (art=al->items; art!=NULL; art=art->next) |
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{ |
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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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give_artifact_abilities(op, art->item); |
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free(temptitle); |
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return 1; |
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} |
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|
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free(temptitle); |
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}; |
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return 0; |
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} |
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|
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|
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/* peterm: do_power_crystal |
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|
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object *op, object *crystal |
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|
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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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|
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*/ |
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|
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int apply_power_crystal(object *op, object *crystal) { |
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int available_power; |
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int power_space; |
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int power_grab; |
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|
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available_power = op->stats.sp - op->stats.maxsp; |
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power_space = crystal->stats.maxsp - crystal->stats.sp; |
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power_grab = 0; |
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if(available_power>=0 && power_space> 0 ) |
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power_grab = MIN ( power_space, 0.5 * op->stats.sp ); |
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if(available_power < 0 && crystal->stats.sp >0 ) |
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power_grab = - MIN( -available_power, crystal->stats.sp); |
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|
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op->stats.sp-=power_grab; |
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crystal->stats.sp +=power_grab; |
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crystal->speed = (float)crystal->stats.sp/(float)crystal->stats.maxsp; |
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update_ob_speed(crystal); |
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if (op->type == PLAYER) |
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esrv_update_item(UPD_ANIMSPEED, op, crystal); |
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|
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return 1; |
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} |
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|