… | |
… | |
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) |
… | |
… | |
315 | */ |
316 | */ |
316 | if (tmp->inv) |
317 | if (tmp->inv) |
317 | { |
318 | { |
318 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
319 | if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) |
319 | { |
320 | { |
320 | object *fball; |
|
|
321 | |
|
|
322 | op->failmsg ("Yech! Your lungs are on fire!"); |
321 | op->failmsg ("Yech! Your lungs are on fire!"); |
323 | |
322 | create_exploding_ball_at (op, op->level); |
324 | /* Explodes a fireball centered at player */ |
|
|
325 | fball = get_archetype (EXPLODING_FIREBALL); |
|
|
326 | fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; |
|
|
327 | fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; |
|
|
328 | fball->x = op->x; |
|
|
329 | fball->y = op->y; |
|
|
330 | insert_ob_in_map (fball, op->map, NULL, 0); |
|
|
331 | } |
323 | } |
332 | else |
324 | else |
333 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
325 | cast_spell (op, tmp, op->facing, tmp->inv, NULL); |
334 | |
326 | |
335 | tmp->decrease (); |
327 | tmp->decrease (); |
… | |
… | |
378 | } |
370 | } |
379 | |
371 | |
380 | /* Only thing left are the stat potions */ |
372 | /* Only thing left are the stat potions */ |
381 | if (op->type == PLAYER) |
373 | if (op->type == PLAYER) |
382 | { /* only for players */ |
374 | { /* only for players */ |
383 | if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) |
375 | if ((QUERY_FLAG (tmp, FLAG_CURSED) |
|
|
376 | || QUERY_FLAG (tmp, FLAG_DAMNED)) |
|
|
377 | && tmp->value != 0) |
384 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
378 | CLEAR_FLAG (tmp, FLAG_APPLIED); |
385 | else |
379 | else |
386 | SET_FLAG (tmp, FLAG_APPLIED); |
380 | SET_FLAG (tmp, FLAG_APPLIED); |
387 | |
381 | |
388 | if (!change_abil (op, tmp)) |
382 | if (!change_abil (op, tmp)) |
… | |
… | |
401 | } |
395 | } |
402 | |
396 | |
403 | /**************************************************************************** |
397 | /**************************************************************************** |
404 | * Weapon improvement code follows |
398 | * Weapon improvement code follows |
405 | ****************************************************************************/ |
399 | ****************************************************************************/ |
|
|
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 | } |
406 | |
416 | |
407 | /** |
417 | /** |
408 | * This returns the sum of nrof of item (arch name). |
418 | * This returns the sum of nrof of item (arch name). |
409 | */ |
419 | */ |
410 | static int |
420 | static int |
… | |
… | |
457 | } |
467 | } |
458 | |
468 | |
459 | prev = op; |
469 | prev = op; |
460 | op = op->below; |
470 | op = op->below; |
461 | } |
471 | } |
462 | } |
|
|
463 | |
|
|
464 | /** |
|
|
465 | * This checks to see of the player (who) is sufficient level to use a weapon |
|
|
466 | * with improvs improvements (typically last_eat). We take an int here |
|
|
467 | * instead of the object so that the improvement code can pass along the |
|
|
468 | * increased value to see if the object is usuable. |
|
|
469 | * we return 1 (true) if the player can use the weapon. |
|
|
470 | */ |
|
|
471 | static int |
|
|
472 | check_weapon_power (const object *who, int improvs) |
|
|
473 | { |
|
|
474 | /* Old code is below (commented out). Basically, since weapons are the only |
|
|
475 | * object players really have any control to improve, it's a bit harsh to |
|
|
476 | * require high level in some combat skill, so we just use overall level. |
|
|
477 | */ |
|
|
478 | #if 1 |
|
|
479 | if (((who->level / 5) + 5) >= improvs) |
|
|
480 | return 1; |
|
|
481 | else |
|
|
482 | return 0; |
|
|
483 | |
|
|
484 | #else |
|
|
485 | int level = 0; |
|
|
486 | |
|
|
487 | /* The skill system hands out wc and dam bonuses to fighters |
|
|
488 | * more generously than the old system (see fix_player). Thus |
|
|
489 | * we need to curtail the power of player enchanted weapons. |
|
|
490 | * I changed this to 1 improvement per "fighter" level/5 -b.t. |
|
|
491 | * Note: Nothing should break by allowing this ratio to be different or |
|
|
492 | * using normal level - it is just a matter of play balance. |
|
|
493 | */ |
|
|
494 | if (who->type == PLAYER) |
|
|
495 | { |
|
|
496 | object *wc_obj = NULL; |
|
|
497 | |
|
|
498 | for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below) |
|
|
499 | if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level) |
|
|
500 | level = wc_obj->level; |
|
|
501 | |
|
|
502 | if (!level) |
|
|
503 | { |
|
|
504 | LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name); |
|
|
505 | level = who->level; |
|
|
506 | } |
|
|
507 | } |
|
|
508 | else |
|
|
509 | level = who->level; |
|
|
510 | |
|
|
511 | return (improvs <= ((level / 5) + 5)); |
|
|
512 | #endif |
|
|
513 | } |
472 | } |
514 | |
473 | |
515 | /** |
474 | /** |
516 | * 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. |
517 | * 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. |
… | |
… | |
646 | if (improver->stats.sp == IMPROVE_PREPARE) |
605 | if (improver->stats.sp == IMPROVE_PREPARE) |
647 | return prepare_weapon (op, improver, weapon); |
606 | return prepare_weapon (op, improver, weapon); |
648 | |
607 | |
649 | if (weapon->level == 0) |
608 | if (weapon->level == 0) |
650 | { |
609 | { |
651 | 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.>"); |
652 | return 0; |
613 | return 0; |
653 | } |
614 | } |
654 | |
615 | |
655 | 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 |
656 | { |
618 | { |
657 | op->failmsg ("This weapon cannot be improved any more."); |
619 | op->failmsg ("This weapon cannot be improved any more."); |
658 | return 0; |
620 | return 0; |
659 | } |
621 | } |
660 | |
622 | |
661 | 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)) |
662 | { |
625 | { |
663 | op->failmsg ("Improving the weapon will make it too " |
626 | op->failmsg ("Improving the weapon will make it too " |
664 | "powerful for you to use. Unready it if you " |
627 | "powerful for you to use. Unready it if you " |
665 | "really want to improve it."); |
628 | "really want to improve it."); |
666 | return 0; |
629 | return 0; |
… | |
… | |
895 | * Takes one type of items and makes another. |
858 | * Takes one type of items and makes another. |
896 | * converter is the object that is doing the conversion. |
859 | * converter is the object that is doing the conversion. |
897 | * 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 |
898 | * what the converter wants, this will not do anything. |
861 | * what the converter wants, this will not do anything. |
899 | */ |
862 | */ |
900 | static int |
863 | int |
901 | convert_item (object *item, object *converter) |
864 | convert_item (object *item, object *converter) |
902 | { |
865 | { |
903 | sint64 nr, price_in; |
866 | sint64 nr, price_in; |
904 | |
867 | |
905 | if (item->flag [FLAG_UNPAID]) |
868 | if (item->flag [FLAG_UNPAID]) |
… | |
… | |
1098 | { |
1061 | { |
1099 | /* Only players can make sacrifices on spell casting altars. */ |
1062 | /* Only players can make sacrifices on spell casting altars. */ |
1100 | if (altar->inv && (!originator || originator->type != PLAYER)) |
1063 | if (altar->inv && (!originator || originator->type != PLAYER)) |
1101 | return 0; |
1064 | return 0; |
1102 | |
1065 | |
1103 | if (operate_altar (altar, &sacrifice)) |
1066 | if (operate_altar (altar, &sacrifice, originator)) |
1104 | { |
1067 | { |
1105 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1068 | /* Simple check. Unfortunately, it means you can't cast magic bullet |
1106 | * 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 |
1107 | * is up to map designers to use them properly. |
1070 | * is up to map designers to use them properly. |
1108 | */ |
1071 | */ |
… | |
… | |
1144 | |
1107 | |
1145 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
1108 | SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ |
1146 | |
1109 | |
1147 | bool has_unpaid = false; |
1110 | bool has_unpaid = false; |
1148 | |
1111 | |
1149 | // 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 |
1150 | // a quick and small change :( |
1113 | // a quick and small change :( |
1151 | for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
1114 | for (object::depth_iterator item = op->begin (); item != op->end (); ++item) |
1152 | if (item->flag [FLAG_UNPAID]) |
1115 | if (item->flag [FLAG_UNPAID]) |
1153 | { |
1116 | { |
1154 | has_unpaid = true; |
1117 | has_unpaid = true; |
… | |
… | |
1379 | |
1342 | |
1380 | recursion_depth++; |
1343 | recursion_depth++; |
1381 | if (trap->head) |
1344 | if (trap->head) |
1382 | trap = trap->head; |
1345 | trap = trap->head; |
1383 | |
1346 | |
1384 | 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))) |
1385 | goto leave; |
|
|
1386 | |
|
|
1387 | switch (trap->type) |
1348 | switch (trap->type) |
1388 | { |
1349 | { |
1389 | case PLAYERMOVER: |
1350 | case PLAYERMOVER: |
1390 | 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 | update_button (trap, originator); |
|
|
1390 | break; |
|
|
1391 | |
|
|
1392 | case ALTAR: |
|
|
1393 | /* sacrifice victim on trap */ |
|
|
1394 | apply_altar (trap, victim, originator); |
|
|
1395 | break; |
|
|
1396 | |
|
|
1397 | case THROWN_OBJ: |
|
|
1398 | if (trap->inv == NULL) |
|
|
1399 | break; |
|
|
1400 | /* fallthrough */ |
|
|
1401 | |
|
|
1402 | case ARROW: |
|
|
1403 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1404 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1405 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1406 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1407 | * action, we avoid hits here |
|
|
1408 | */ |
|
|
1409 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
|
|
1410 | hit_with_arrow (trap, victim); |
|
|
1411 | break; |
|
|
1412 | |
|
|
1413 | case SPELL_EFFECT: |
|
|
1414 | apply_spell_effect (trap, victim); |
|
|
1415 | break; |
|
|
1416 | |
|
|
1417 | case TRAPDOOR: |
1391 | { |
1418 | { |
|
|
1419 | int max, sound_was_played; |
|
|
1420 | object *ab, *ab_next; |
|
|
1421 | |
1392 | if (!trap->stats.maxsp) |
1422 | if (!trap->value) |
1393 | trap->stats.maxsp = 2; |
1423 | { |
|
|
1424 | int tot; |
1394 | |
1425 | |
1395 | /* Is this correct? From the docs, it doesn't look like it |
1426 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
1396 | * should be divided by trap->speed |
1427 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1428 | tot += ab->head_ ()->total_weight (); |
|
|
1429 | |
|
|
1430 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
1431 | break; |
|
|
1432 | |
|
|
1433 | SET_ANIMATION (trap, trap->value); |
|
|
1434 | update_object (trap, UP_OBJ_FACE); |
|
|
1435 | } |
|
|
1436 | |
|
|
1437 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
|
|
1438 | { |
|
|
1439 | /* need to set this up, since if we do transfer the object, |
|
|
1440 | * ab->above would be bogus |
1397 | */ |
1441 | */ |
1398 | victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); |
1442 | ab_next = ab->above; |
1399 | |
1443 | |
1400 | /* Just put in some sanity check. I think there is a bug in the |
1444 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
1401 | * above with some objects have zero speed, and thus the player |
1445 | { |
1402 | * getting permanently paralyzed. |
1446 | if (!sound_was_played) |
|
|
1447 | { |
|
|
1448 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1449 | sound_was_played = 1; |
|
|
1450 | } |
|
|
1451 | |
|
|
1452 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
1453 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
1454 | } |
1403 | */ |
1455 | } |
1404 | if (victim->speed_left < -50.f) |
1456 | break; |
1405 | victim->speed_left = -50.f; |
|
|
1406 | /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ |
|
|
1407 | } |
1457 | } |
1408 | goto leave; |
|
|
1409 | |
1458 | |
1410 | case SPINNER: |
1459 | case CONVERTER: |
1411 | if (victim->direction) |
1460 | if (convert_item (victim, trap) < 0) |
1412 | { |
|
|
1413 | victim->direction = absdir (victim->direction - trap->stats.sp); |
|
|
1414 | update_turn_face (victim); |
|
|
1415 | } |
|
|
1416 | goto leave; |
|
|
1417 | |
|
|
1418 | case DIRECTOR: |
|
|
1419 | if (victim->direction && !should_director_abort (trap, victim)) |
|
|
1420 | { |
|
|
1421 | victim->direction = trap->stats.sp; |
|
|
1422 | update_turn_face (victim); |
|
|
1423 | } |
|
|
1424 | goto leave; |
|
|
1425 | |
|
|
1426 | case BUTTON: |
|
|
1427 | case PEDESTAL: |
|
|
1428 | update_button (trap, originator); |
|
|
1429 | goto leave; |
|
|
1430 | |
|
|
1431 | case ALTAR: |
|
|
1432 | /* sacrifice victim on trap */ |
|
|
1433 | apply_altar (trap, victim, originator); |
|
|
1434 | goto leave; |
|
|
1435 | |
|
|
1436 | case THROWN_OBJ: |
|
|
1437 | if (trap->inv == NULL) |
|
|
1438 | goto leave; |
|
|
1439 | /* fallthrough */ |
|
|
1440 | |
|
|
1441 | case ARROW: |
|
|
1442 | /* bad bug: monster throw a object, make a step forwards, step on object , |
|
|
1443 | * trigger this here and get hit by own missile - and will be own enemy. |
|
|
1444 | * Victim then is his own enemy and will start to kill herself (this is |
|
|
1445 | * removed) but we have not synced victim and his missile. To avoid senseless |
|
|
1446 | * action, we avoid hits here |
|
|
1447 | */ |
|
|
1448 | if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) |
|
|
1449 | hit_with_arrow (trap, victim); |
|
|
1450 | goto leave; |
|
|
1451 | |
|
|
1452 | case SPELL_EFFECT: |
|
|
1453 | apply_spell_effect (trap, victim); |
|
|
1454 | goto leave; |
|
|
1455 | |
|
|
1456 | case TRAPDOOR: |
|
|
1457 | { |
|
|
1458 | int max, sound_was_played; |
|
|
1459 | object *ab, *ab_next; |
|
|
1460 | |
|
|
1461 | if (!trap->value) |
|
|
1462 | { |
1461 | { |
1463 | int tot; |
1462 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
1464 | |
1463 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
1465 | for (ab = trap->above, tot = 0; ab; ab = ab->above) |
|
|
1466 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
|
|
1467 | tot += ab->head_ ()->total_weight (); |
|
|
1468 | |
|
|
1469 | if (!(trap->value = (tot > trap->weight) ? 1 : 0)) |
|
|
1470 | goto leave; |
|
|
1471 | |
|
|
1472 | SET_ANIMATION (trap, trap->value); |
|
|
1473 | update_object (trap, UP_OBJ_FACE); |
|
|
1474 | } |
1464 | } |
1475 | |
1465 | |
1476 | for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) |
1466 | break; |
|
|
1467 | |
|
|
1468 | case TRIGGER_BUTTON: |
|
|
1469 | case TRIGGER_PEDESTAL: |
|
|
1470 | case TRIGGER_ALTAR: |
|
|
1471 | check_trigger (trap, victim, originator); |
|
|
1472 | break; |
|
|
1473 | |
|
|
1474 | case DEEP_SWAMP: |
|
|
1475 | walk_on_deep_swamp (trap, victim); |
|
|
1476 | break; |
|
|
1477 | |
|
|
1478 | case CHECK_INV: |
|
|
1479 | check_inv (victim, trap); |
|
|
1480 | break; |
|
|
1481 | |
|
|
1482 | case HOLE: |
|
|
1483 | move_apply_hole (trap, victim); |
|
|
1484 | break; |
|
|
1485 | |
|
|
1486 | case EXIT: |
|
|
1487 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
1477 | { |
1488 | { |
1478 | /* need to set this up, since if we do transfer the object, |
1489 | /* Basically, don't show exits leading to random maps the |
1479 | * ab->above would be bogus |
1490 | * players output. |
1480 | */ |
1491 | */ |
1481 | ab_next = ab->above; |
1492 | if (trap->msg && !EXIT_PATH (trap).starts_with ("/!")) |
|
|
1493 | victim->statusmsg (trap->msg, NDI_NAVY); |
1482 | |
1494 | |
1483 | if ((ab->move_type && trap->move_on) || ab->move_type == 0) |
1495 | trap->play_sound (trap->sound); |
1484 | { |
1496 | victim->enter_exit (trap); |
1485 | if (!sound_was_played) |
|
|
1486 | { |
|
|
1487 | trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole")); |
|
|
1488 | sound_was_played = 1; |
|
|
1489 | } |
|
|
1490 | |
|
|
1491 | ab->statusmsg ("You fall into a trapdoor!", NDI_RED); |
|
|
1492 | transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab); |
|
|
1493 | } |
|
|
1494 | } |
1497 | } |
1495 | goto leave; |
1498 | break; |
1496 | } |
|
|
1497 | |
1499 | |
1498 | case CONVERTER: |
|
|
1499 | if (convert_item (victim, trap) < 0) |
|
|
1500 | { |
|
|
1501 | originator->failmsg (format ("The %s seems to be broken!", query_name (trap))); |
|
|
1502 | archetype::get (shstr_burnout)->insert_at (trap, trap); |
|
|
1503 | } |
|
|
1504 | |
|
|
1505 | goto leave; |
|
|
1506 | |
|
|
1507 | case TRIGGER_BUTTON: |
|
|
1508 | case TRIGGER_PEDESTAL: |
|
|
1509 | case TRIGGER_ALTAR: |
|
|
1510 | check_trigger (trap, victim); |
|
|
1511 | goto leave; |
|
|
1512 | |
|
|
1513 | case DEEP_SWAMP: |
|
|
1514 | walk_on_deep_swamp (trap, victim); |
|
|
1515 | goto leave; |
|
|
1516 | |
|
|
1517 | case CHECK_INV: |
|
|
1518 | check_inv (victim, trap); |
|
|
1519 | goto leave; |
|
|
1520 | |
|
|
1521 | case HOLE: |
|
|
1522 | move_apply_hole (trap, victim); |
|
|
1523 | goto leave; |
|
|
1524 | |
|
|
1525 | case EXIT: |
|
|
1526 | if (victim->type == PLAYER && EXIT_PATH (trap)) |
|
|
1527 | { |
|
|
1528 | /* Basically, don't show exits leading to random maps the |
|
|
1529 | * players output. |
|
|
1530 | */ |
|
|
1531 | if (trap->msg && !EXIT_PATH (trap).starts_with ("/!")) |
|
|
1532 | victim->statusmsg (trap->msg, NDI_NAVY); |
|
|
1533 | |
|
|
1534 | trap->play_sound (trap->sound); |
|
|
1535 | victim->enter_exit (trap); |
|
|
1536 | } |
|
|
1537 | goto leave; |
|
|
1538 | |
|
|
1539 | case ENCOUNTER: |
1500 | case ENCOUNTER: |
1540 | /* may be some leftovers on this */ |
1501 | /* may be some leftovers on this */ |
1541 | goto leave; |
1502 | break; |
1542 | |
1503 | |
1543 | case SHOP_MAT: |
1504 | case SHOP_MAT: |
1544 | apply_shop_mat (trap, victim); |
1505 | apply_shop_mat (trap, victim); |
1545 | goto leave; |
1506 | break; |
1546 | |
1507 | |
1547 | /* Drop a certain amount of gold, and have one item identified */ |
1508 | /* Drop a certain amount of gold, and have one item identified */ |
1548 | case IDENTIFY_ALTAR: |
1509 | case IDENTIFY_ALTAR: |
1549 | apply_id_altar (victim, trap, originator); |
1510 | apply_id_altar (victim, trap, originator); |
1550 | goto leave; |
1511 | break; |
1551 | |
1512 | |
1552 | case SIGN: |
1513 | case SIGN: |
1553 | if (victim->type != PLAYER && trap->stats.food > 0) |
1514 | if (victim->type != PLAYER && trap->stats.food > 0) |
1554 | goto leave; /* monsters musn't apply magic_mouths with counters */ |
1515 | break; /* monsters musn't apply magic_mouths with counters */ |
1555 | |
1516 | |
1556 | apply_sign (victim, trap, 1); |
1517 | apply_sign (victim, trap, 1); |
1557 | goto leave; |
1518 | break; |
1558 | |
1519 | |
1559 | case CONTAINER: |
1520 | case CONTAINER: |
1560 | apply_container (victim, trap); |
1521 | apply_container (victim, trap); |
1561 | goto leave; |
1522 | break; |
1562 | |
1523 | |
1563 | case RUNE: |
1524 | case RUNE: |
1564 | case TRAP: |
1525 | case TRAP: |
1565 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
1526 | if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) |
1566 | spring_trap (trap, victim); |
1527 | spring_trap (trap, victim); |
1567 | goto leave; |
1528 | break; |
1568 | |
1529 | |
1569 | default: |
1530 | default: |
1570 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
1531 | LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " |
1571 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
1532 | "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); |
1572 | goto leave; |
1533 | break; |
1573 | } |
1534 | } |
1574 | |
1535 | |
1575 | leave: |
|
|
1576 | recursion_depth--; |
1536 | recursion_depth--; |
1577 | } |
1537 | } |
1578 | |
1538 | |
1579 | /** |
1539 | /** |
1580 | * Handles reading a regular (ie not containing a spell) book. |
1540 | * Handles reading a regular (ie not containing a spell) book. |
… | |
… | |
1783 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
1743 | LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); |
1784 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
1744 | op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); |
1785 | return; |
1745 | return; |
1786 | } |
1746 | } |
1787 | |
1747 | |
1788 | if (skop->level < int (sqrtf (spell->level) * 1.5f)) |
1748 | int learn_level = sqrtf (spell->level) * 1.5f; |
|
|
1749 | if (skop->level < learn_level) |
1789 | { |
1750 | { |
1790 | op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); |
1751 | op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>", |
|
|
1752 | &tmp->skill, learn_level)); |
1791 | return; |
1753 | return; |
1792 | } |
1754 | } |
1793 | |
1755 | |
1794 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); |
1756 | op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); |
1795 | |
1757 | |
… | |
… | |
2346 | /** |
2308 | /** |
2347 | * This function will try to apply a lighter and in case no lighter |
2309 | * This function will try to apply a lighter and in case no lighter |
2348 | * is specified it will try to find a lighter in the players inventory, |
2310 | * is specified it will try to find a lighter in the players inventory, |
2349 | * and inform him about this requirement. |
2311 | * and inform him about this requirement. |
2350 | * |
2312 | * |
2351 | * who - the player |
2313 | * who - the player |
2352 | * op - the item we want to light |
2314 | * op - the item we want to light |
2353 | * ligher - the lighter or 0 if a lighter has yet to be found |
2315 | * lighter - the lighter or 0 if a lighter has yet to be found |
2354 | */ |
2316 | */ |
|
|
2317 | static object * |
2355 | object *auto_apply_lighter (object *who, object *op, object *lighter) |
2318 | auto_apply_lighter (object *who, object *op, object *lighter) |
2356 | { |
2319 | { |
2357 | if (lighter == 0) |
2320 | if (lighter == 0) |
2358 | { |
2321 | { |
2359 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
2322 | for (object *tmp = who->inv; tmp; tmp = tmp->below) |
2360 | { |
2323 | { |
… | |
… | |
2407 | int is_player_env = 0; |
2370 | int is_player_env = 0; |
2408 | |
2371 | |
2409 | item = find_marked_object (who); |
2372 | item = find_marked_object (who); |
2410 | if (item) |
2373 | if (item) |
2411 | { |
2374 | { |
2412 | if (!auto_apply_lighter (who, 0, lighter)) |
2375 | if (!auto_apply_lighter (who, item, lighter)) |
2413 | return; |
2376 | return; |
2414 | |
2377 | |
2415 | /* Perhaps we should split what we are trying to light on fire? |
2378 | /* Perhaps we should split what we are trying to light on fire? |
2416 | * I can't see many times when you would want to light multiple |
2379 | * I can't see many times when you would want to light multiple |
2417 | * objects at once. |
2380 | * objects at once. |
… | |
… | |
2430 | "You attempt to light the %s with the %s and fail.", |
2393 | "You attempt to light the %s with the %s and fail.", |
2431 | &item->name, &lighter->name)); |
2394 | &item->name, &lighter->name)); |
2432 | } |
2395 | } |
2433 | else |
2396 | else |
2434 | who->failmsg ("You need to mark a lightable object."); |
2397 | who->failmsg ("You need to mark a lightable object."); |
|
|
2398 | } |
|
|
2399 | |
|
|
2400 | /** |
|
|
2401 | * This function generates a cursed effect for cursed lamps and torches. |
|
|
2402 | */ |
|
|
2403 | void player_apply_lamp_cursed_effect (object *who, object *op) |
|
|
2404 | { |
|
|
2405 | if (op->level) |
|
|
2406 | { |
|
|
2407 | who->failmsg (format ( |
|
|
2408 | "The %s was cursed, it explodes in a big fireball!", |
|
|
2409 | &op->name)); |
|
|
2410 | create_exploding_ball_at (who, op->level); |
|
|
2411 | } |
|
|
2412 | else |
|
|
2413 | { |
|
|
2414 | who->failmsg (format ( |
|
|
2415 | "The %s was cursed, it crumbles to dust, at least it didn't explode.!", |
|
|
2416 | &op->name)); |
|
|
2417 | } |
|
|
2418 | |
|
|
2419 | op->destroy (); |
2435 | } |
2420 | } |
2436 | |
2421 | |
2437 | /** |
2422 | /** |
2438 | * Apply for players and lamps |
2423 | * Apply for players and lamps |
2439 | * |
2424 | * |
… | |
… | |
2465 | "H<Torches and similar items burn out and become worthless.>", |
2450 | "H<Torches and similar items burn out and become worthless.>", |
2466 | &op->name)); |
2451 | &op->name)); |
2467 | return; |
2452 | return; |
2468 | } |
2453 | } |
2469 | |
2454 | |
|
|
2455 | if (op->flag [FLAG_CURSED]) |
|
|
2456 | { |
|
|
2457 | player_apply_lamp_cursed_effect (who, op); |
|
|
2458 | return; |
|
|
2459 | } |
|
|
2460 | |
2470 | if (lighter) |
2461 | if (lighter) |
2471 | who->statusmsg (format ( |
2462 | who->statusmsg (format ( |
2472 | "You light up the %s with the %s.", &op->name, &lighter->name)); |
2463 | "You light up the %s with the %s.", &op->name, &lighter->name)); |
2473 | else |
2464 | else |
2474 | who->statusmsg (format ("You light up the %s.", &op->name)); |
2465 | who->statusmsg (format ("You light up the %s.", &op->name)); |
2475 | } |
2466 | } |
2476 | else |
2467 | else |
2477 | { |
2468 | { |
|
|
2469 | if (op->flag [FLAG_CURSED]) |
|
|
2470 | { |
|
|
2471 | player_apply_lamp_cursed_effect (who, op); |
|
|
2472 | return; |
|
|
2473 | } |
|
|
2474 | |
2478 | if (op->type == TORCH) |
2475 | if (op->type == TORCH) |
2479 | { |
2476 | { |
2480 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
2477 | if (!op->flag [FLAG_IS_LIGHTABLE]) |
2481 | { |
2478 | { |
2482 | who->statusmsg (format ( |
2479 | who->statusmsg (format ( |
… | |
… | |
2599 | update_object (op, UP_OBJ_FACE); |
2596 | update_object (op, UP_OBJ_FACE); |
2600 | push_button (op, who); |
2597 | push_button (op, who); |
2601 | return 1; |
2598 | return 1; |
2602 | |
2599 | |
2603 | case TRIGGER: |
2600 | case TRIGGER: |
2604 | if (check_trigger (op, who)) |
2601 | if (check_trigger (op, who, who)) |
2605 | { |
2602 | { |
2606 | who->statusmsg ("You turn the handle."); |
2603 | who->statusmsg ("You turn the handle."); |
2607 | who->play_sound (sound_find ("turn_handle")); |
2604 | who->play_sound (sound_find ("turn_handle")); |
2608 | } |
2605 | } |
2609 | else |
2606 | else |
… | |
… | |
2614 | case EXIT: |
2611 | case EXIT: |
2615 | if (who->type != PLAYER) |
2612 | if (who->type != PLAYER) |
2616 | return 0; |
2613 | return 0; |
2617 | |
2614 | |
2618 | if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) |
2615 | if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) |
2619 | who->failmsg (format ("The %s is closed.", query_name (op))); |
2616 | 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))); |
2620 | else |
2617 | else |
2621 | { |
2618 | { |
2622 | /* Don't display messages for random maps. */ |
2619 | /* Don't display messages for random maps. */ |
2623 | if (op->msg && !EXIT_PATH (op).starts_with ("/!")) |
2620 | if (op->msg && !EXIT_PATH (op).starts_with ("/!")) |
2624 | who->statusmsg (op->msg, NDI_NAVY); |
2621 | who->statusmsg (op->msg, NDI_NAVY); |
… | |
… | |
3363 | * skill so that the dam and wc get updated |
3360 | * skill so that the dam and wc get updated |
3364 | */ |
3361 | */ |
3365 | who->change_skill (skop); |
3362 | who->change_skill (skop); |
3366 | } |
3363 | } |
3367 | |
3364 | |
3368 | if (who->type == PLAYER |
3365 | if (!check_item_power (who, op->item_power)) |
3369 | && op->item_power |
|
|
3370 | && op->item_power + who->contr->item_power > settings.item_power_factor * who->level) |
|
|
3371 | { |
3366 | { |
3372 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
3367 | who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); |
3373 | return 1; |
3368 | return 1; |
3374 | } |
3369 | } |
3375 | |
3370 | |
… | |
… | |
3383 | return RESULT_INT (0); |
3378 | return RESULT_INT (0); |
3384 | |
3379 | |
3385 | switch (op->type) |
3380 | switch (op->type) |
3386 | { |
3381 | { |
3387 | case WEAPON: |
3382 | case WEAPON: |
3388 | if (!check_weapon_power (who, op->last_eat)) |
|
|
3389 | { |
|
|
3390 | op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); |
|
|
3391 | |
|
|
3392 | if (tmp) |
|
|
3393 | insert_ob_in_ob (tmp, who); |
|
|
3394 | |
|
|
3395 | return 1; |
|
|
3396 | } |
|
|
3397 | |
|
|
3398 | //TODO: this obviously fails for players using a shorter prefix |
3383 | //TODO: this obviously fails for players using a shorter prefix |
3399 | // i.e. "R" can use Ragnarok's sword. |
3384 | // i.e. "R" can use Ragnarok's sword. |
3400 | if (op->level && !op->name.starts_with (who->name)) |
3385 | if (op->level && !op->name.starts_with (who->name)) |
3401 | { |
3386 | { |
3402 | /* if the weapon does not have the name as the character, can't use it. */ |
3387 | /* if the weapon does not have the name as the character, can't use it. */ |
… | |
… | |
3528 | } |
3513 | } |
3529 | |
3514 | |
3530 | break; |
3515 | break; |
3531 | |
3516 | |
3532 | case BOW: |
3517 | case BOW: |
3533 | if (!check_weapon_power (who, op->last_eat)) |
|
|
3534 | { |
|
|
3535 | who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER); |
|
|
3536 | |
|
|
3537 | if (tmp) |
|
|
3538 | insert_ob_in_ob (tmp, who); |
|
|
3539 | |
|
|
3540 | return 1; |
|
|
3541 | } |
|
|
3542 | |
|
|
3543 | if (op->level && !op->name.starts_with (who->name)) |
3518 | if (op->level && !op->name.starts_with (who->name)) |
3544 | { |
3519 | { |
3545 | who->failmsg ("The weapon does not recognize you as its owner. " |
3520 | who->failmsg ("The weapon does not recognize you as its owner. " |
3546 | "H<Its name indicates that it belongs to somebody else.>"); |
3521 | "H<Its name indicates that it belongs to somebody else.>"); |
3547 | if (tmp) |
3522 | if (tmp) |
… | |
… | |
3812 | } |
3787 | } |
3813 | |
3788 | |
3814 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3789 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
3815 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3790 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
3816 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3791 | if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) |
3817 | check_trigger (tmp, tmp->above); |
3792 | check_trigger (tmp, tmp->above, tmp->above); |
3818 | } |
3793 | } |
3819 | |
3794 | |
3820 | /** |
3795 | /** |
3821 | * Handles player eating food that temporarily changes status (resistances, stats). |
3796 | * Handles player eating food that temporarily changes status (resistances, stats). |
3822 | * This used to call cast_change_attr(), but |
3797 | * This used to call cast_change_attr(), but |
… | |
… | |
3827 | eat_special_food (object *who, object *food) |
3802 | eat_special_food (object *who, object *food) |
3828 | { |
3803 | { |
3829 | object *force; |
3804 | object *force; |
3830 | int i, did_one = 0; |
3805 | int i, did_one = 0; |
3831 | |
3806 | |
3832 | force = get_archetype (FORCE_NAME); |
3807 | char buf[64]; |
|
|
3808 | snprintf (buf, sizeof(buf), "sp_food_%s", &food->title); |
|
|
3809 | shstr key (buf); |
3833 | |
3810 | |
3834 | for (i = 0; i < NUM_STATS; i++) |
|
|
3835 | if (sint8 k = food->stats.stat (i)) |
|
|
3836 | { |
|
|
3837 | force->stats.stat (i) = k; |
|
|
3838 | did_one = 1; |
|
|
3839 | } |
|
|
3840 | |
|
|
3841 | /* check if we can protect the eater */ |
|
|
3842 | for (i = 0; i < NROFATTACKS; i++) |
|
|
3843 | { |
|
|
3844 | if (food->resist[i] > 0) |
|
|
3845 | { |
|
|
3846 | force->resist[i] = food->resist[i] / 2; |
|
|
3847 | did_one = 1; |
|
|
3848 | } |
|
|
3849 | } |
|
|
3850 | |
|
|
3851 | if (did_one) |
|
|
3852 | { |
|
|
3853 | force->set_speed (0.1); |
|
|
3854 | /* bigger morsel of food = longer effect time */ |
3811 | /* bigger morsel of food = longer effect time */ |
3855 | force->duration = food->stats.food / 5; |
3812 | int duration = TIME2TICK (food->stats.food); |
3856 | SET_FLAG (force, FLAG_APPLIED); |
3813 | |
3857 | change_abil (who, force); |
3814 | if (force = who->force_find (key)) |
3858 | insert_ob_in_ob (force, who); |
3815 | { |
|
|
3816 | if (duration > abs (force->speed_left / force->speed)) |
|
|
3817 | { |
|
|
3818 | 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)); |
|
|
3819 | force->force_set_timer (duration); |
|
|
3820 | } |
|
|
3821 | else |
|
|
3822 | new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect."); |
|
|
3823 | |
|
|
3824 | return; |
3859 | } |
3825 | } |
3860 | else |
3826 | else |
|
|
3827 | { |
|
|
3828 | force = who->force_add (key, duration); |
|
|
3829 | force->name = key; |
|
|
3830 | |
|
|
3831 | /* check if the food affects a stat */ |
|
|
3832 | for (i = 0; i < NUM_STATS; i++) |
|
|
3833 | if (sint8 k = food->stats.stat (i)) |
|
|
3834 | { |
|
|
3835 | force->stats.stat (i) = k; |
|
|
3836 | did_one = 1; |
|
|
3837 | } |
|
|
3838 | |
|
|
3839 | /* check if we can protect the eater */ |
|
|
3840 | for (i = 0; i < NROFATTACKS; i++) |
|
|
3841 | { |
|
|
3842 | if (food->resist[i] > 0) |
|
|
3843 | { |
|
|
3844 | force->resist[i] = food->resist[i]; |
|
|
3845 | did_one = 1; |
|
|
3846 | } |
|
|
3847 | } |
|
|
3848 | |
|
|
3849 | if (did_one) |
|
|
3850 | { |
|
|
3851 | 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)); |
|
|
3852 | |
|
|
3853 | /* make the force take effect and report effects to user */ |
|
|
3854 | change_abil (who, force); |
|
|
3855 | } |
|
|
3856 | else |
3861 | force->destroy (); |
3857 | force->destroy (); |
|
|
3858 | } |
3862 | |
3859 | |
3863 | /* check for hp, sp change */ |
3860 | /* check for hp, sp change */ |
3864 | if (food->stats.hp != 0) |
3861 | if (food->stats.hp != 0) |
3865 | { |
3862 | { |
3866 | if (QUERY_FLAG (food, FLAG_CURSED)) |
3863 | if (QUERY_FLAG (food, FLAG_CURSED)) |