… | |
… | |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <cmath> |
25 | #include <cmath> |
25 | |
26 | |
… | |
… | |
92 | * Return value: 1 if money was destroyed, 0 if not. |
93 | * Return value: 1 if money was destroyed, 0 if not. |
93 | */ |
94 | */ |
94 | static int |
95 | static int |
95 | apply_id_altar (object *money, object *altar, object *pl) |
96 | apply_id_altar (object *money, object *altar, object *pl) |
96 | { |
97 | { |
97 | dynbuf_text buf; |
98 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
98 | |
99 | |
99 | if (!pl || pl->type != PLAYER) |
100 | if (!pl || pl->type != PLAYER) |
100 | return 0; |
101 | return 0; |
101 | |
102 | |
102 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
103 | /* Check for MONEY type is a special hack - it prevents 'nothing needs |
103 | * identifying' from being printed out more than it needs to be. |
104 | * identifying' from being printed out more than it needs to be. |
104 | */ |
105 | */ |
105 | if (!check_altar_sacrifice (altar, money) || money->type != MONEY) |
106 | if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY) |
106 | return 0; |
107 | return 0; |
107 | |
108 | |
108 | /* if the player has a marked item, identify that if it needs to be |
109 | /* if the player has a marked item, identify that if it needs to be |
109 | * identified. If it doesn't, then go through the player inventory. |
110 | * identified. If it doesn't, then go through the player inventory. |
110 | */ |
111 | */ |
111 | if (object *marked = find_marked_object (pl)) |
112 | if (object *marked = find_marked_object (pl)) |
112 | if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
113 | if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) |
113 | { |
114 | { |
114 | if (operate_altar (altar, &money)) |
115 | if (operate_altar (altar, &money, pl)) |
115 | { |
116 | { |
116 | identify (marked); |
117 | identify (marked); |
117 | |
118 | |
118 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
119 | buf.printf ("You have %s.\r", long_desc (marked, pl)); |
119 | if (marked->msg) |
120 | if (marked->msg) |
… | |
… | |
125 | |
126 | |
126 | for (object *id = pl->inv; id; id = id->below) |
127 | for (object *id = pl->inv; id; id = id->below) |
127 | { |
128 | { |
128 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
129 | if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) |
129 | { |
130 | { |
130 | if (operate_altar (altar, &money)) |
131 | if (operate_altar (altar, &money, pl)) |
131 | { |
132 | { |
132 | identify (id); |
133 | identify (id); |
133 | |
134 | |
134 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
135 | buf.printf ("You have %s.\r", long_desc (id, pl)); |
135 | if (id->msg) |
136 | if (id->msg) |
… | |
… | |
396 | /**************************************************************************** |
397 | /**************************************************************************** |
397 | * Weapon improvement code follows |
398 | * Weapon improvement code follows |
398 | ****************************************************************************/ |
399 | ****************************************************************************/ |
399 | |
400 | |
400 | /** |
401 | /** |
|
|
402 | * This function just checks whether who can handle equipping an item |
|
|
403 | * with item_power. |
|
|
404 | */ |
|
|
405 | |
|
|
406 | bool |
|
|
407 | check_item_power (object *who, int item_power) |
|
|
408 | { |
|
|
409 | if (who->type == PLAYER |
|
|
410 | && item_power |
|
|
411 | && item_power + who->contr->item_power > settings.item_power_factor * who->level) |
|
|
412 | return false; |
|
|
413 | else |
|
|
414 | return true; |
|
|
415 | } |
|
|
416 | |
|
|
417 | /** |
401 | * This returns the sum of nrof of item (arch name). |
418 | * This returns the sum of nrof of item (arch name). |
402 | */ |
419 | */ |
403 | static int |
420 | static int |
404 | check_item (object *op, shstr_cmp item) |
421 | check_item (object *op, shstr_cmp item) |
405 | { |
422 | { |
… | |
… | |
450 | } |
467 | } |
451 | |
468 | |
452 | prev = op; |
469 | prev = op; |
453 | op = op->below; |
470 | op = op->below; |
454 | } |
471 | } |
455 | } |
|
|
456 | |
|
|
457 | /** |
|
|
458 | * This checks to see of the player (who) is sufficient level to use a weapon |
|
|
459 | * with improvs improvements (typically last_eat). We take an int here |
|
|
460 | * instead of the object so that the improvement code can pass along the |
|
|
461 | * increased value to see if the object is usuable. |
|
|
462 | * we return 1 (true) if the player can use the weapon. |
|
|
463 | */ |
|
|
464 | static int |
|
|
465 | check_weapon_power (const object *who, int improvs) |
|
|
466 | { |
|
|
467 | /* Old code is below (commented out). Basically, since weapons are the only |
|
|
468 | * object players really have any control to improve, it's a bit harsh to |
|
|
469 | * require high level in some combat skill, so we just use overall level. |
|
|
470 | */ |
|
|
471 | #if 1 |
|
|
472 | if (((who->level / 5) + 5) >= improvs) |
|
|
473 | return 1; |
|
|
474 | else |
|
|
475 | return 0; |
|
|
476 | |
|
|
477 | #else |
|
|
478 | int level = 0; |
|
|
479 | |
|
|
480 | /* The skill system hands out wc and dam bonuses to fighters |
|
|
481 | * more generously than the old system (see fix_player). Thus |
|
|
482 | * we need to curtail the power of player enchanted weapons. |
|
|
483 | * I changed this to 1 improvement per "fighter" level/5 -b.t. |
|
|
484 | * Note: Nothing should break by allowing this ratio to be different or |
|
|
485 | * using normal level - it is just a matter of play balance. |
|
|
486 | */ |
|
|
487 | if (who->type == PLAYER) |
|
|
488 | { |
|
|
489 | object *wc_obj = NULL; |
|
|
490 | |
|
|
491 | for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below) |
|
|
492 | if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level) |
|
|
493 | level = wc_obj->level; |
|
|
494 | |
|
|
495 | if (!level) |
|
|
496 | { |
|
|
497 | LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name); |
|
|
498 | level = who->level; |
|
|
499 | } |
|
|
500 | } |
|
|
501 | else |
|
|
502 | level = who->level; |
|
|
503 | |
|
|
504 | return (improvs <= ((level / 5) + 5)); |
|
|
505 | #endif |
|
|
506 | } |
472 | } |
507 | |
473 | |
508 | /** |
474 | /** |
509 | * Returns how many items of type improver->slaying there are under op. |
475 | * Returns how many items of type improver->slaying there are under op. |
510 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
476 | * Will display a message if none found, and 1 if improver->slaying is NULL. |
… | |
… | |
639 | if (improver->stats.sp == IMPROVE_PREPARE) |
605 | if (improver->stats.sp == IMPROVE_PREPARE) |
640 | return prepare_weapon (op, improver, weapon); |
606 | return prepare_weapon (op, improver, weapon); |
641 | |
607 | |
642 | if (weapon->level == 0) |
608 | if (weapon->level == 0) |
643 | { |
609 | { |
644 | op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); |
610 | op->failmsg ( |
|
|
611 | "This weapon has not been prepared." |
|
|
612 | " H<You first have to prepare a weapon with a prepare weapon scroll.>"); |
645 | return 0; |
613 | return 0; |
646 | } |
614 | } |
647 | |
615 | |
648 | if (weapon->level == weapon->last_eat && weapon->item_power >= 100) |
616 | if (weapon->last_eat >= weapon->level // improvements used up |
|
|
617 | || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100 |
649 | { |
618 | { |
650 | op->failmsg ("This weapon cannot be improved any more."); |
619 | op->failmsg ("This weapon cannot be improved any more."); |
651 | return 0; |
620 | return 0; |
652 | } |
621 | } |
653 | |
622 | |
654 | if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) |
623 | if (QUERY_FLAG (weapon, FLAG_APPLIED) |
|
|
624 | && !check_item_power (op, weapon->item_power + 1)) |
655 | { |
625 | { |
656 | op->failmsg ("Improving the weapon will make it too " |
626 | op->failmsg ("Improving the weapon will make it too " |
657 | "powerful for you to use. Unready it if you " |
627 | "powerful for you to use. Unready it if you " |
658 | "really want to improve it."); |
628 | "really want to improve it."); |
659 | return 0; |
629 | return 0; |
… | |
… | |
888 | * Takes one type of items and makes another. |
858 | * Takes one type of items and makes another. |
889 | * converter is the object that is doing the conversion. |
859 | * converter is the object that is doing the conversion. |
890 | * item is the object that triggered the converter - if it is not |
860 | * item is the object that triggered the converter - if it is not |
891 | * what the converter wants, this will not do anything. |
861 | * what the converter wants, this will not do anything. |
892 | */ |
862 | */ |
893 | static int |
863 | int |
894 | convert_item (object *item, object *converter) |
864 | convert_item (object *item, object *converter) |
895 | { |
865 | { |
896 | sint64 nr, price_in; |
866 | sint64 nr, price_in; |
897 | |
867 | |
898 | if (item->flag [FLAG_UNPAID]) |
868 | if (item->flag [FLAG_UNPAID]) |
… | |
… | |
1038 | } |
1008 | } |
1039 | |
1009 | |
1040 | // already applied == open on ground, or open in inv, or active in inv |
1010 | // already applied == open on ground, or open in inv, or active in inv |
1041 | if (sack->flag [FLAG_APPLIED]) |
1011 | if (sack->flag [FLAG_APPLIED]) |
1042 | { |
1012 | { |
1043 | if (op->container == sack) |
1013 | if (op->container_ () == sack) |
1044 | { |
1014 | { |
1045 | // open on ground or inv, so close |
1015 | // open on ground or inv, so close |
1046 | op->close_container (); |
1016 | op->close_container (); |
1047 | return 1; |
1017 | return 1; |
1048 | } |
1018 | } |
… | |
… | |
1091 | { |
1061 | { |
1092 | /* Only players can make sacrifices on spell casting altars. */ |
1062 | /* Only players can make sacrifices on spell casting altars. */ |
1093 | if (altar->inv && (!originator || originator->type != PLAYER)) |
1063 | if (altar->inv && (!originator || originator->type != PLAYER)) |
1094 | return 0; |
1064 | return 0; |
1095 | |
1065 | |
1096 | if (operate_altar (altar, &sacrifice)) |
1066 | if (operate_altar (altar, &sacrifice, originator)) |
1097 | { |
1067 | { |
1098 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1068 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1099 | * with an altar. We call it a Potion - altars are stationary - it |
1069 | * with an altar. We call it a Potion - altars are stationary - it |
1100 | * is up to map designers to use them properly. |
1070 | * is up to map designers to use them properly. |
1101 | */ |
1071 | */ |
… | |
… | |
1137 | |
1107 | |
1138 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
1108 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
1139 | |
1109 | |
1140 | bool has_unpaid = false; |
1110 | bool has_unpaid = false; |
1141 | |
1111 | |
1142 | // quite inefficient to do this here twice, but the api doesn'T lend itself to |
1112 | // quite inefficient to do this here twice, but the api doesn't lend itself to |
1143 | // a quick and small change :( |
1113 | // a quick and small change :( |
1144 | for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
1114 | for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
1145 | if (item->flag [FLAG_UNPAID]) |
1115 | if (item->flag [FLAG_UNPAID]) |
1146 | { |
1116 | { |
1147 | has_unpaid = true; |
1117 | has_unpaid = true; |
… | |
… | |
1355 | return; |
1325 | return; |
1356 | |
1326 | |
1357 | /* move_apply() is the most likely candidate for causing unwanted and |
1327 | /* move_apply() is the most likely candidate for causing unwanted and |
1358 | * possibly unlimited recursion. |
1328 | * possibly unlimited recursion. |
1359 | */ |
1329 | */ |
1360 | /* The following was changed because it was causing perfeclty correct |
1330 | /* The following was changed because it was causing perfectly correct |
1361 | * maps to fail. 1) it's not an error to recurse: |
1331 | * maps to fail. 1) it's not an error to recurse: |
1362 | * rune detonates, summoning monster. monster lands on nearby rune. |
1332 | * rune detonates, summoning monster. monster lands on nearby rune. |
1363 | * nearby rune detonates. This sort of recursion is expected and |
1333 | * nearby rune detonates. This sort of recursion is expected and |
1364 | * proper. This code was causing needless crashes. |
1334 | * proper. This code was causing needless crashes. |
1365 | */ |
1335 | */ |
… | |
… | |
1372 | |
1342 | |
1373 | recursion_depth++; |
1343 | recursion_depth++; |
1374 | if (trap->head) |
1344 | if (trap->head) |
1375 | trap = trap->head; |
1345 | trap = trap->head; |
1376 | |
1346 | |
1377 | if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
1347 | if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) |
1378 | goto leave; |
|
|
1379 | |
|
|
1380 | switch (trap->type) |
1348 | switch (trap->type) |
1381 | { |
1349 | { |
1382 | case PLAYERMOVER: |
1350 | case PLAYERMOVER: |
1383 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
1351 | if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) |
|
|
1352 | { |
|
|
1353 | if (!trap->stats.maxsp) |
|
|
1354 | trap->stats.maxsp = 2; |
|
|
1355 | |
|
|
1356 | /* Is this correct? From the docs, it doesn't look like it |
|
|
1357 | * should be divided by trap->speed |
|
|
1358 | */ |
|
|
1359 | victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); |
|
|
1360 | |
|
|
1361 | /* Just put in some sanity check. I think there is a bug in the |
|
|
1362 | * above with some objects have zero speed, and thus the player |
|
|
1363 | * getting permanently paralyzed. |
|
|
1364 | */ |
|
|
1365 | if (victim->speed_left < -50.f) |
|
|
1366 | victim->speed_left = -50.f; |
|
|
1367 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
1368 | } |
|
|
1369 | break; |
|
|
1370 | |
|
|
1371 | case SPINNER: |
|
|
1372 | if (victim->direction) |
|
|
1373 | { |
|
|
1374 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
1375 | update_turn_face (victim); |
|
|
1376 | } |
|
|
1377 | break; |
|
|
1378 | |
|
|
1379 | case DIRECTOR: |
|
|
1380 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1381 | { |
|
|
1382 | victim->direction = trap->stats.sp; |
|
|
1383 | update_turn_face (victim); |
|
|
1384 | } |
|
|
1385 | break; |
|
|
1386 | |
|
|
1387 | case BUTTON: |
|
|
1388 | case PEDESTAL: |
|
|
1389 | case T_MATCH: |
|
|
1390 | update_button (trap, originator); |
|
|
1391 | break; |
|
|
1392 | |
|
|
1393 | case ALTAR: |
|
|
1394 | /* sacrifice victim on trap */ |
|
|
1395 | apply_altar (trap, victim, originator); |
|
|
1396 | break; |
|
|
1397 | |
|
|
1398 | case THROWN_OBJ: |
|
|
1399 | if (trap->inv == NULL) |
|
|
1400 | break; |
|
|
1401 | /* fallthrough */ |
|
|
1402 | |
|
|
1403 | case ARROW: |
|
|
1404 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1405 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1406 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1407 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1408 | * action, we avoid hits here |
|
|
1409 | */ |
|
|
1410 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
|
|
1411 | hit_with_arrow (trap, victim); |
|
|
1412 | break; |
|
|
1413 | |
|
|
1414 | case SPELL_EFFECT: |
|
|
1415 | apply_spell_effect (trap, victim); |
|
|
1416 | break; |
|
|
1417 | |
|
|
1418 | case TRAPDOOR: |
1384 | { |
1419 | { |
|
|
1420 | int max, sound_was_played; |
|
|
1421 | object *ab, *ab_next; |
|
|
1422 | |
1385 | if (!trap->stats.maxsp) |
1423 | if (!trap->value) |
1386 | trap->stats.maxsp = 2; |
1424 | { |
|
|
1425 | int tot; |
1387 | |
1426 | |
1388 | /* Is this correct? From the docs, it doesn't look like it |
1427 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
1389 | * should be divided by trap->speed |
1428 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1429 | tot += ab->head_ ()->total_weight (); |
|
|
1430 | |
|
|
1431 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
1432 | break; |
|
|
1433 | |
|
|
1434 | SET_ANIMATION (trap, trap->value); |
|
|
1435 | update_object (trap, UP_OBJ_FACE); |
|
|
1436 | } |
|
|
1437 | |
|
|
1438 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
1439 | { |
|
|
1440 | /* need to set this up, since if we do transfer the object, |
|
|
1441 | * ab->above would be bogus |
1390 | */ |
1442 | */ |
1391 | victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); |
1443 | ab_next = ab->above; |
1392 | |
1444 | |
1393 | /* Just put in some sanity check. I think there is a bug in the |
1445 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
1394 | * above with some objects have zero speed, and thus the player |
1446 | { |
1395 | * getting permanently paralyzed. |
1447 | if (!sound_was_played) |
|
|
1448 | { |
|
|
1449 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1450 | sound_was_played = 1; |
|
|
1451 | } |
|
|
1452 | |
|
|
1453 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
1454 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
1455 | } |
1396 | */ |
1456 | } |
1397 | if (victim->speed_left < -50.f) |
1457 | break; |
1398 | victim->speed_left = -50.f; |
|
|
1399 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
1400 | } |
1458 | } |
1401 | goto leave; |
|
|
1402 | |
1459 | |
1403 | case SPINNER: |
1460 | case CONVERTER: |
1404 | if (victim->direction) |
1461 | if (convert_item (victim, trap) < 0) |
1405 | { |
|
|
1406 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
1407 | update_turn_face (victim); |
|
|
1408 | } |
|
|
1409 | goto leave; |
|
|
1410 | |
|
|
1411 | case DIRECTOR: |
|
|
1412 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1413 | { |
|
|
1414 | victim->direction = trap->stats.sp; |
|
|
1415 | update_turn_face (victim); |
|
|
1416 | } |
|
|
1417 | goto leave; |
|
|
1418 | |
|
|
1419 | case BUTTON: |
|
|
1420 | case PEDESTAL: |
|
|
1421 | update_button (trap, originator); |
|
|
1422 | goto leave; |
|
|
1423 | |
|
|
1424 | case ALTAR: |
|
|
1425 | /* sacrifice victim on trap */ |
|
|
1426 | apply_altar (trap, victim, originator); |
|
|
1427 | goto leave; |
|
|
1428 | |
|
|
1429 | case THROWN_OBJ: |
|
|
1430 | if (trap->inv == NULL) |
|
|
1431 | goto leave; |
|
|
1432 | /* fallthrough */ |
|
|
1433 | |
|
|
1434 | case ARROW: |
|
|
1435 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1436 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1437 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1438 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1439 | * action, we avoid hits here |
|
|
1440 | */ |
|
|
1441 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
|
|
1442 | hit_with_arrow (trap, victim); |
|
|
1443 | goto leave; |
|
|
1444 | |
|
|
1445 | case SPELL_EFFECT: |
|
|
1446 | apply_spell_effect (trap, victim); |
|
|
1447 | goto leave; |
|
|
1448 | |
|
|
1449 | case TRAPDOOR: |
|
|
1450 | { |
|
|
1451 | int max, sound_was_played; |
|
|
1452 | object *ab, *ab_next; |
|
|
1453 | |
|
|
1454 | if (!trap->value) |
|
|
1455 | { |
1462 | { |
1456 | int tot; |
1463 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
1457 | |
1464 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
1458 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
1459 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1460 | tot += ab->head_ ()->total_weight (); |
|
|
1461 | |
|
|
1462 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
1463 | goto leave; |
|
|
1464 | |
|
|
1465 | SET_ANIMATION (trap, trap->value); |
|
|
1466 | update_object (trap, UP_OBJ_FACE); |
|
|
1467 | } |
1465 | } |
1468 | |
1466 | |
1469 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
1467 | break; |
|
|
1468 | |
|
|
1469 | case TRIGGER_BUTTON: |
|
|
1470 | case TRIGGER_PEDESTAL: |
|
|
1471 | case TRIGGER_ALTAR: |
|
|
1472 | check_trigger (trap, victim, originator); |
|
|
1473 | break; |
|
|
1474 | |
|
|
1475 | case DEEP_SWAMP: |
|
|
1476 | walk_on_deep_swamp (trap, victim); |
|
|
1477 | break; |
|
|
1478 | |
|
|
1479 | case CHECK_INV: |
|
|
1480 | check_inv (victim, trap); |
|
|
1481 | break; |
|
|
1482 | |
|
|
1483 | case HOLE: |
|
|
1484 | move_apply_hole (trap, victim); |
|
|
1485 | break; |
|
|
1486 | |
|
|
1487 | case EXIT: |
|
|
1488 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
1470 | { |
1489 | { |
1471 | /* need to set this up, since if we do transfer the object, |
1490 | /* Basically, don't show exits leading to random maps the |
1472 | * ab->above would be bogus |
1491 | * players output. |
1473 | */ |
1492 | */ |
1474 | ab_next = ab->above; |
1493 | if (trap->msg && !EXIT_PATH (trap).starts_with ("/!")) |
|
|
1494 | victim->statusmsg (trap->msg, NDI_NAVY); |
1475 | |
1495 | |
1476 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
1496 | trap->play_sound (trap->sound); |
1477 | { |
1497 | victim->enter_exit (trap); |
1478 | if (!sound_was_played) |
|
|
1479 | { |
|
|
1480 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1481 | sound_was_played = 1; |
|
|
1482 | } |
|
|
1483 | |
|
|
1484 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
1485 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
1486 | } |
|
|
1487 | } |
1498 | } |
1488 | goto leave; |
1499 | break; |
1489 | } |
|
|
1490 | |
1500 | |
1491 | case CONVERTER: |
|
|
1492 | if (convert_item (victim, trap) < 0) |
|
|
1493 | { |
|
|
1494 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
|
|
1495 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
|
|
1496 | } |
|
|
1497 | |
|
|
1498 | goto leave; |
|
|
1499 | |
|
|
1500 | case TRIGGER_BUTTON: |
|
|
1501 | case TRIGGER_PEDESTAL: |
|
|
1502 | case TRIGGER_ALTAR: |
|
|
1503 | check_trigger (trap, victim); |
|
|
1504 | goto leave; |
|
|
1505 | |
|
|
1506 | case DEEP_SWAMP: |
|
|
1507 | walk_on_deep_swamp (trap, victim); |
|
|
1508 | goto leave; |
|
|
1509 | |
|
|
1510 | case CHECK_INV: |
|
|
1511 | check_inv (victim, trap); |
|
|
1512 | goto leave; |
|
|
1513 | |
|
|
1514 | case HOLE: |
|
|
1515 | move_apply_hole (trap, victim); |
|
|
1516 | goto leave; |
|
|
1517 | |
|
|
1518 | case EXIT: |
|
|
1519 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
1520 | { |
|
|
1521 | /* Basically, don't show exits leading to random maps the |
|
|
1522 | * players output. |
|
|
1523 | */ |
|
|
1524 | if (trap->msg && !EXIT_PATH (trap).starts_with ("/!")) |
|
|
1525 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
1526 | |
|
|
1527 | trap->play_sound (trap->sound); |
|
|
1528 | victim->enter_exit (trap); |
|
|
1529 | } |
|
|
1530 | goto leave; |
|
|
1531 | |
|
|
1532 | case ENCOUNTER: |
1501 | case ENCOUNTER: |
1533 | /* may be some leftovers on this */ |
1502 | /* may be some leftovers on this */ |
1534 | goto leave; |
1503 | break; |
1535 | |
1504 | |
1536 | case SHOP_MAT: |
1505 | case SHOP_MAT: |
1537 | apply_shop_mat (trap, victim); |
1506 | apply_shop_mat (trap, victim); |
1538 | goto leave; |
1507 | break; |
1539 | |
1508 | |
1540 | /* Drop a certain amount of gold, and have one item identified */ |
1509 | /* Drop a certain amount of gold, and have one item identified */ |
1541 | case IDENTIFY_ALTAR: |
1510 | case IDENTIFY_ALTAR: |
1542 | apply_id_altar (victim, trap, originator); |
1511 | apply_id_altar (victim, trap, originator); |
1543 | goto leave; |
1512 | break; |
1544 | |
1513 | |
1545 | case SIGN: |
1514 | case SIGN: |
1546 | if (victim->type != PLAYER && trap->stats.food > 0) |
1515 | if (victim->type != PLAYER && trap->stats.food > 0) |
1547 | goto leave; /* monsters musn't apply magic_mouths with counters */ |
1516 | break; /* monsters musn't apply magic_mouths with counters */ |
1548 | |
1517 | |
1549 | apply_sign (victim, trap, 1); |
1518 | apply_sign (victim, trap, 1); |
1550 | goto leave; |
1519 | break; |
1551 | |
1520 | |
1552 | case CONTAINER: |
1521 | case CONTAINER: |
1553 | apply_container (victim, trap); |
1522 | apply_container (victim, trap); |
1554 | goto leave; |
1523 | break; |
1555 | |
1524 | |
1556 | case RUNE: |
1525 | case RUNE: |
1557 | case TRAP: |
1526 | case TRAP: |
1558 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
1527 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
1559 | spring_trap (trap, victim); |
1528 | spring_trap (trap, victim); |
1560 | goto leave; |
1529 | break; |
1561 | |
1530 | |
1562 | default: |
1531 | default: |
1563 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
1532 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
1564 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
1533 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
1565 | goto leave; |
1534 | break; |
1566 | } |
1535 | } |
1567 | |
1536 | |
1568 | leave: |
|
|
1569 | recursion_depth--; |
1537 | recursion_depth--; |
1570 | } |
1538 | } |
1571 | |
1539 | |
1572 | /** |
1540 | /** |
1573 | * Handles reading a regular (ie not containing a spell) book. |
1541 | * Handles reading a regular (ie not containing a spell) book. |
… | |
… | |
1584 | return; |
1552 | return; |
1585 | } |
1553 | } |
1586 | |
1554 | |
1587 | if (!tmp->msg) |
1555 | if (!tmp->msg) |
1588 | { |
1556 | { |
1589 | op->failmsg (format ("You open the %s and find it empty.", &tmp->name)); |
1557 | op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name)); |
1590 | return; |
1558 | return; |
1591 | } |
1559 | } |
1592 | |
1560 | |
1593 | /* need a literacy skill to read stuff! */ |
1561 | /* need a literacy skill to read stuff! */ |
1594 | skill_ob = find_skill_by_name (op, tmp->skill); |
1562 | skill_ob = find_skill_by_name (op, tmp->skill); |
… | |
… | |
1776 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
1744 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
1777 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
1745 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
1778 | return; |
1746 | return; |
1779 | } |
1747 | } |
1780 | |
1748 | |
1781 | if (skop->level < int (sqrtf (spell->level) * 1.5f)) |
1749 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
1750 | if (skop->level < learn_level) |
1782 | { |
1751 | { |
1783 | op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); |
1752 | op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", |
|
|
1753 | &tmp->skill, learn_level)); |
1784 | return; |
1754 | return; |
1785 | } |
1755 | } |
1786 | |
1756 | |
1787 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); |
1757 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); |
1788 | |
1758 | |
… | |
… | |
2339 | /** |
2309 | /** |
2340 | * This function will try to apply a lighter and in case no lighter |
2310 | * This function will try to apply a lighter and in case no lighter |
2341 | * is specified it will try to find a lighter in the players inventory, |
2311 | * is specified it will try to find a lighter in the players inventory, |
2342 | * and inform him about this requirement. |
2312 | * and inform him about this requirement. |
2343 | * |
2313 | * |
2344 | * who - the player |
2314 | * who - the player |
2345 | * op - the item we want to light |
2315 | * op - the item we want to light |
2346 | * ligher - the lighter or 0 if a lighter has yet to be found |
2316 | * lighter - the lighter or 0 if a lighter has yet to be found |
2347 | */ |
2317 | */ |
|
|
2318 | static object * |
2348 | object *auto_apply_lighter (object *who, object *op, object *lighter) |
2319 | auto_apply_lighter (object *who, object *op, object *lighter) |
2349 | { |
2320 | { |
2350 | if (lighter == 0) |
2321 | if (lighter == 0) |
2351 | { |
2322 | { |
2352 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
2323 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
2353 | { |
2324 | { |
… | |
… | |
2400 | int is_player_env = 0; |
2371 | int is_player_env = 0; |
2401 | |
2372 | |
2402 | item = find_marked_object (who); |
2373 | item = find_marked_object (who); |
2403 | if (item) |
2374 | if (item) |
2404 | { |
2375 | { |
2405 | if (!auto_apply_lighter (who, 0, lighter)) |
2376 | if (!auto_apply_lighter (who, item, lighter)) |
2406 | return; |
2377 | return; |
2407 | |
2378 | |
2408 | /* Perhaps we should split what we are trying to light on fire? |
2379 | /* Perhaps we should split what we are trying to light on fire? |
2409 | * I can't see many times when you would want to light multiple |
2380 | * I can't see many times when you would want to light multiple |
2410 | * objects at once. |
2381 | * objects at once. |
… | |
… | |
2616 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
2587 | if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who))) |
2617 | return RESULT_INT (0); |
2588 | return RESULT_INT (0); |
2618 | |
2589 | |
2619 | switch (op->type) |
2590 | switch (op->type) |
2620 | { |
2591 | { |
2621 | case CF_HANDLE: |
2592 | case T_HANDLE: |
2622 | who->play_sound (sound_find ("turn_handle")); |
2593 | who->play_sound (sound_find ("turn_handle")); |
2623 | who->statusmsg ("You turn the handle."); |
2594 | who->statusmsg ("You turn the handle."); |
2624 | op->value = op->value ? 0 : 1; |
2595 | op->value = op->value ? 0 : 1; |
2625 | SET_ANIMATION (op, op->value); |
2596 | SET_ANIMATION (op, op->value); |
2626 | update_object (op, UP_OBJ_FACE); |
2597 | update_object (op, UP_OBJ_FACE); |
2627 | push_button (op, who); |
2598 | push_button (op, who); |
2628 | return 1; |
2599 | return 1; |
2629 | |
2600 | |
2630 | case TRIGGER: |
2601 | case TRIGGER: |
2631 | if (check_trigger (op, who)) |
2602 | if (check_trigger (op, who, who)) |
2632 | { |
2603 | { |
2633 | who->statusmsg ("You turn the handle."); |
2604 | who->statusmsg ("You turn the handle."); |
2634 | who->play_sound (sound_find ("turn_handle")); |
2605 | who->play_sound (sound_find ("turn_handle")); |
2635 | } |
2606 | } |
2636 | else |
2607 | else |
… | |
… | |
2641 | case EXIT: |
2612 | case EXIT: |
2642 | if (who->type != PLAYER) |
2613 | if (who->type != PLAYER) |
2643 | return 0; |
2614 | return 0; |
2644 | |
2615 | |
2645 | if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) |
2616 | if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) |
2646 | who->failmsg (format ("The %s is closed.", query_name (op))); |
2617 | who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op))); |
2647 | else |
2618 | else |
2648 | { |
2619 | { |
2649 | /* Don't display messages for random maps. */ |
2620 | /* Don't display messages for random maps. */ |
2650 | if (op->msg && !EXIT_PATH (op).starts_with ("/!")) |
2621 | if (op->msg && !EXIT_PATH (op).starts_with ("/!")) |
2651 | who->statusmsg (op->msg, NDI_NAVY); |
2622 | who->statusmsg (op->msg, NDI_NAVY); |
… | |
… | |
2874 | * we don't use a corrupt pointer for the next object, so we get the |
2845 | * we don't use a corrupt pointer for the next object, so we get the |
2875 | * next object in the stack before applying. This is can only be a |
2846 | * next object in the stack before applying. This is can only be a |
2876 | * problem if player_apply() has a bug in that it uses the object but does |
2847 | * problem if player_apply() has a bug in that it uses the object but does |
2877 | * not return a proper value. |
2848 | * not return a proper value. |
2878 | */ |
2849 | */ |
2879 | for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) |
2850 | for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next) |
2880 | { |
2851 | { |
2881 | next = tmp->below; |
2852 | next = tmp->below; |
2882 | |
2853 | |
2883 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
2854 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
2884 | floors++; |
2855 | floors++; |
… | |
… | |
3390 | * skill so that the dam and wc get updated |
3361 | * skill so that the dam and wc get updated |
3391 | */ |
3362 | */ |
3392 | who->change_skill (skop); |
3363 | who->change_skill (skop); |
3393 | } |
3364 | } |
3394 | |
3365 | |
3395 | if (who->type == PLAYER |
3366 | if (!check_item_power (who, op->item_power)) |
3396 | && op->item_power |
|
|
3397 | && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) |
|
|
3398 | { |
3367 | { |
3399 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
3368 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
3400 | return 1; |
3369 | return 1; |
3401 | } |
3370 | } |
3402 | |
3371 | |
… | |
… | |
3410 | return RESULT_INT (0); |
3379 | return RESULT_INT (0); |
3411 | |
3380 | |
3412 | switch (op->type) |
3381 | switch (op->type) |
3413 | { |
3382 | { |
3414 | case WEAPON: |
3383 | case WEAPON: |
3415 | if (!check_weapon_power (who, op->last_eat)) |
|
|
3416 | { |
|
|
3417 | op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); |
|
|
3418 | |
|
|
3419 | if (tmp) |
|
|
3420 | insert_ob_in_ob (tmp, who); |
|
|
3421 | |
|
|
3422 | return 1; |
|
|
3423 | } |
|
|
3424 | |
|
|
3425 | //TODO: this obviously fails for players using a shorter prefix |
3384 | //TODO: this obviously fails for players using a shorter prefix |
3426 | // i.e. "R" can use Ragnarok's sword. |
3385 | // i.e. "R" can use Ragnarok's sword. |
3427 | if (op->level && !op->name.starts_with (who->name)) |
3386 | if (op->level && !op->name.starts_with (who->name)) |
3428 | { |
3387 | { |
3429 | /* if the weapon does not have the name as the character, can't use it. */ |
3388 | /* if the weapon does not have the name as the character, can't use it. */ |
… | |
… | |
3555 | } |
3514 | } |
3556 | |
3515 | |
3557 | break; |
3516 | break; |
3558 | |
3517 | |
3559 | case BOW: |
3518 | case BOW: |
3560 | if (!check_weapon_power (who, op->last_eat)) |
|
|
3561 | { |
|
|
3562 | who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); |
|
|
3563 | |
|
|
3564 | if (tmp) |
|
|
3565 | insert_ob_in_ob (tmp, who); |
|
|
3566 | |
|
|
3567 | return 1; |
|
|
3568 | } |
|
|
3569 | |
|
|
3570 | if (op->level && !op->name.starts_with (who->name)) |
3519 | if (op->level && !op->name.starts_with (who->name)) |
3571 | { |
3520 | { |
3572 | who->failmsg ("The weapon does not recognize you as its owner. " |
3521 | who->failmsg ("The weapon does not recognize you as its owner. " |
3573 | "H<Its name indicates that it belongs to somebody else.>"); |
3522 | "H<Its name indicates that it belongs to somebody else.>"); |
3574 | if (tmp) |
3523 | if (tmp) |
… | |
… | |
3839 | } |
3788 | } |
3840 | |
3789 | |
3841 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3790 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3842 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3791 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3843 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3792 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3844 | check_trigger (tmp, tmp->above); |
3793 | check_trigger (tmp, tmp->above, tmp->above); |
3845 | } |
3794 | } |
3846 | |
3795 | |
3847 | /** |
3796 | /** |
3848 | * Handles player eating food that temporarily changes status (resistances, stats). |
3797 | * Handles player eating food that temporarily changes status (resistances, stats). |
3849 | * This used to call cast_change_attr(), but |
3798 | * This used to call cast_change_attr(), but |
… | |
… | |
3854 | eat_special_food (object *who, object *food) |
3803 | eat_special_food (object *who, object *food) |
3855 | { |
3804 | { |
3856 | object *force; |
3805 | object *force; |
3857 | int i, did_one = 0; |
3806 | int i, did_one = 0; |
3858 | |
3807 | |
3859 | force = get_archetype (FORCE_NAME); |
3808 | char buf[64]; |
|
|
3809 | snprintf (buf, sizeof(buf), "sp_food_%s", &food->title); |
|
|
3810 | shstr key (buf); |
3860 | |
3811 | |
3861 | for (i = 0; i < NUM_STATS; i++) |
|
|
3862 | if (sint8 k = food->stats.stat (i)) |
|
|
3863 | { |
|
|
3864 | force->stats.stat (i) = k; |
|
|
3865 | did_one = 1; |
|
|
3866 | } |
|
|
3867 | |
|
|
3868 | /* check if we can protect the eater */ |
|
|
3869 | for (i = 0; i < NROFATTACKS; i++) |
|
|
3870 | { |
|
|
3871 | if (food->resist[i] > 0) |
|
|
3872 | { |
|
|
3873 | force->resist[i] = food->resist[i] / 2; |
|
|
3874 | did_one = 1; |
|
|
3875 | } |
|
|
3876 | } |
|
|
3877 | |
|
|
3878 | if (did_one) |
|
|
3879 | { |
|
|
3880 | force->set_speed (0.1); |
|
|
3881 | /* bigger morsel of food = longer effect time */ |
3812 | /* bigger morsel of food = longer effect time */ |
3882 | force->duration = food->stats.food / 5; |
3813 | int duration = TIME2TICK (food->stats.food); |
3883 | SET_FLAG (force, FLAG_APPLIED); |
3814 | |
3884 | change_abil (who, force); |
3815 | if (force = who->force_find (key)) |
3885 | insert_ob_in_ob (force, who); |
3816 | { |
|
|
3817 | if (duration > abs (force->speed_left / force->speed)) |
|
|
3818 | { |
|
|
3819 | new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration)); |
|
|
3820 | force->force_set_timer (duration); |
|
|
3821 | } |
|
|
3822 | else |
|
|
3823 | new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect."); |
|
|
3824 | |
|
|
3825 | return; |
3886 | } |
3826 | } |
3887 | else |
3827 | else |
|
|
3828 | { |
|
|
3829 | force = who->force_add (key, duration); |
|
|
3830 | force->name = key; |
|
|
3831 | |
|
|
3832 | /* check if the food affects a stat */ |
|
|
3833 | for (i = 0; i < NUM_STATS; i++) |
|
|
3834 | if (sint8 k = food->stats.stat (i)) |
|
|
3835 | { |
|
|
3836 | force->stats.stat (i) = k; |
|
|
3837 | did_one = 1; |
|
|
3838 | } |
|
|
3839 | |
|
|
3840 | /* check if we can protect the eater */ |
|
|
3841 | for (i = 0; i < NROFATTACKS; i++) |
|
|
3842 | { |
|
|
3843 | if (food->resist[i] > 0) |
|
|
3844 | { |
|
|
3845 | force->resist[i] = food->resist[i]; |
|
|
3846 | did_one = 1; |
|
|
3847 | } |
|
|
3848 | } |
|
|
3849 | |
|
|
3850 | if (did_one) |
|
|
3851 | { |
|
|
3852 | new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration)); |
|
|
3853 | |
|
|
3854 | /* make the force take effect and report effects to user */ |
|
|
3855 | change_abil (who, force); |
|
|
3856 | } |
|
|
3857 | else |
3888 | force->destroy (); |
3858 | force->destroy (); |
|
|
3859 | } |
3889 | |
3860 | |
3890 | /* check for hp, sp change */ |
3861 | /* check for hp, sp change */ |
3891 | if (food->stats.hp != 0) |
3862 | if (food->stats.hp != 0) |
3892 | { |
3863 | { |
3893 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3864 | if (QUERY_FLAG (food, FLAG_CURSED)) |