Ejemplo n.º 1
0
	Item::Item( const ItemDesc& id, UOBJ_CLASS uobj_class ) :
	  UObject( id.objtype, uobj_class ),
	  container( NULL ),
	  decayat_gameclock_( 0 ),
	  amount_( 1 ),
	  newbie_( id.newbie ),
	  movable_( id.default_movable() ),
	  inuse_( false ),
	  invisible_( id.invisible ),
	  slot_index_( 0 ),
	  _itemdesc( nullptr ),
	  layer( 0 ),
	  hp_( id.maxhp )
	{
	  graphic = id.graphic;
	  color = id.color;
	  setfacing( id.facing );
	  equip_script_ = id.equip_script;
	  unequip_script_ = id.unequip_script;

	  ++Core::stateManager.uobjcount.uitem_count;

	  // hmm, doesn't quite work right with items created on startup..
      decayat_gameclock_ = Core::read_gameclock( ) + id.decay_time * 60;
	}
Ejemplo n.º 2
0
	Item::Item( const ItemDesc& id, UOBJ_CLASS uobj_class ) :
	  UObject( id.objtype, uobj_class ),
	  container( NULL ),
	  gotten_by( NULL ),
	  decayat_gameclock_( 0 ),
	  sellprice_( UINT_MAX ), //dave changed 1/15/3 so 0 means 0, not default to itemdesc value
	  buyprice_( UINT_MAX ),  //dave changed 1/15/3 so 0 means 0, not default to itemdesc value
	  amount_( 1 ),
	  newbie_( id.newbie ),
	  movable_( id.default_movable() ),
	  inuse_( false ),
	  is_gotten_( 0 ),
	  invisible_( id.invisible ),
	  slot_index_( 0 ),
	  _itemdesc( nullptr ),
	  layer( 0 ),
	  hp_( id.maxhp ),
	  quality_( id.quality )
	{
	  graphic = id.graphic;
	  color = id.color;
	  setfacing( id.facing );
	  equip_script_ = id.equip_script;
	  unequip_script_ = id.unequip_script;

	  ++Core::stateManager.uobjcount.uitem_count;

	  // hmm, doesn't quite work right with items created on startup..
      decayat_gameclock_ = Core::read_gameclock( ) + id.decay_time * 60;

	  // FIXME : Need to change this to it's own function like Character Class does.
	  // Let's build the resistances defaults.
      setBaseResistance( Core::ELEMENTAL_FIRE, 0 );
      setBaseResistance( Core::ELEMENTAL_COLD, 0 );
      setBaseResistance( Core::ELEMENTAL_ENERGY, 0 );
      setBaseResistance( Core::ELEMENTAL_POISON, 0 );
      setBaseResistance( Core::ELEMENTAL_PHYSICAL, 0 );
      setResistanceMod( Core::ELEMENTAL_FIRE, 0 );
      setResistanceMod( Core::ELEMENTAL_COLD, 0 );
      setResistanceMod( Core::ELEMENTAL_ENERGY, 0 );
      setResistanceMod( Core::ELEMENTAL_POISON, 0 );
      setResistanceMod( Core::ELEMENTAL_PHYSICAL, 0 );

      setBaseElementDamage( Core::ELEMENTAL_FIRE, 0 );
      setBaseElementDamage( Core::ELEMENTAL_COLD, 0 );
      setBaseElementDamage( Core::ELEMENTAL_ENERGY, 0 );
      setBaseElementDamage( Core::ELEMENTAL_POISON, 0 );
      setBaseElementDamage( Core::ELEMENTAL_PHYSICAL, 0 );
      setElementDamageMod( Core::ELEMENTAL_FIRE, 0 );
      setElementDamageMod( Core::ELEMENTAL_COLD, 0 );
      setElementDamageMod( Core::ELEMENTAL_ENERGY, 0 );
      setElementDamageMod( Core::ELEMENTAL_POISON, 0 );
      setElementDamageMod( Core::ELEMENTAL_PHYSICAL, 0 );
	}