Difference for server/apply.c from version 1.163 to 1.164


version 1.163 version 1.164
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 /*  /*
  * static char *rcsid_apply_c =   * static char *rcsid_apply_c =
  *   "$Id: apply.c,v 1.163 2006/02/15 07:51:09 mwedel Exp $";   *   "$Id: apply.c,v 1.164 2006/02/17 21:29:48 akirschbaum Exp $";
  */   */
 /*  /*
     CrossFire, A Multiplayer game for X-windows      CrossFire, A Multiplayer game for X-windows
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  * but in the future, possible transport may have more restrictions   * but in the future, possible transport may have more restrictions
  * or weight reduction like containers   * or weight reduction like containers
  */   */
 int transport_can_hold(object *transport, object *op, int nrof)  int transport_can_hold(const object *transport, const object *op, int nrof)
 {  {
     if ((op->weight *nrof + transport->carrying) > transport->weight_limit)      if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
  return 0;   return 0;
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 /**  /**
  * This returns the sum of nrof of item (arch name).   * This returns the sum of nrof of item (arch name).
  */   */
 int check_item(object *op,const char *item)  static int check_item(object *op, const char *item)
 {  {
   int count=0;    int count=0;
   
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  * increased value to see if the object is usuable.   * increased value to see if the object is usuable.
  * we return 1 (true) if the player can use the weapon.   * we return 1 (true) if the player can use the weapon.
  */   */
 int check_weapon_power(object *who, int improvs)  static int check_weapon_power(const object *who, int improvs)
 {  {
 /* Old code is below (commented out).  Basically, since weapons are the only  /* Old code is below (commented out).  Basically, since weapons are the only
  * object players really have any control to improve, it's a bit harsh to   * object players really have any control to improve, it's a bit harsh to
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  * Returns how many items of type improver->slaying there are under op.   * Returns how many items of type improver->slaying there are under op.
  * Will display a message if none found, and 1 if improver->slaying is NULL.   * Will display a message if none found, and 1 if improver->slaying is NULL.
  */   */
 static int check_sacrifice(object *op,object *improver)  static int check_sacrifice(object *op, const object *improver)
 {  {
     int count=0;      int count=0;
   
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    case IMPROVE_POW:     case IMPROVE_POW:
     return improve_weapon_stat(op,improver,weapon,      return improve_weapon_stat(op,improver,weapon,
                                (signed char *) &(weapon->stats.Pow),                                 (signed char *) &(weapon->stats.Pow),
                                1,(char *) "power");                                 1, "power");
    default:     default:
     new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type.");      new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type.");
   }    }


Legend:
line(s) removed in v.1.163 
line(s) changed
 line(s) added in v.1.164

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