[CODE] Affect_total...

From: Andrey Fidrya (andrey@alex-ua.com)
Date: 03/07/99

I'll be very thankful to anyone who can explain, why it is necessary to
subtract everything char affected with and then add it again in
affect_total. After 1 hour of examining the code I'm still unable to figure
it out. :(
Here is affect_total function:

/* restoring original abilities, and then affecting all again           */
void affect_total(struct char_data * ch)
  struct affected_type *af;
  int i, j;

  for (i = 0; i < NUM_WEARS; i++) {
    if (GET_EQ(ch, i))
      for (j = 0; j < MAX_OBJ_AFFECT; j++)
    affect_modify(ch, GET_EQ(ch, i)->affected[j].location,
              GET_EQ(ch, i)->affected[j].modifier,
              GET_EQ(ch, i)->obj_flags.bitvector, FALSE);

  for (af = ch->affected; af; af = af->next)
    affect_modify(ch, af->location, af->modifier, af->bitvector, FALSE);

  ch->aff_abils = ch->real_abils;
// Btw, can ch->aff_abils and ch->real_abils+affects differ or this can
happen as a result of bug only? I.e., is there any reason to assign
real_abils to aff_abils if real_abils is the same as aff_abils is in this
part of function?

[two affect_modify(...., TRUE) cycles skipped]

Three Moons World (telnet://rmud.net.ru:4000, rus lng only)

     | Ensure that you have read the CircleMUD Mailing List FAQ:  |
     |  http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html  |

This archive was generated by hypermail 2b30 : 12/15/00 PST