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(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.192 by root, Thu Apr 30 02:16:50 2009 UTC vs.
Revision 1.201 by root, Mon Oct 12 14:00:58 2009 UTC

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
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)
857 * Takes one type of items and makes another. 858 * Takes one type of items and makes another.
858 * converter is the object that is doing the conversion. 859 * converter is the object that is doing the conversion.
859 * 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
860 * what the converter wants, this will not do anything. 861 * what the converter wants, this will not do anything.
861 */ 862 */
862static int 863int
863convert_item (object *item, object *converter) 864convert_item (object *item, object *converter)
864{ 865{
865 sint64 nr, price_in; 866 sint64 nr, price_in;
866 867
867 if (item->flag [FLAG_UNPAID]) 868 if (item->flag [FLAG_UNPAID])
1060{ 1061{
1061 /* Only players can make sacrifices on spell casting altars. */ 1062 /* Only players can make sacrifices on spell casting altars. */
1062 if (altar->inv && (!originator || originator->type != PLAYER)) 1063 if (altar->inv && (!originator || originator->type != PLAYER))
1063 return 0; 1064 return 0;
1064 1065
1065 if (operate_altar (altar, &sacrifice)) 1066 if (operate_altar (altar, &sacrifice, originator))
1066 { 1067 {
1067 /* Simple check. Unfortunately, it means you can't cast magic bullet 1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1068 * 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
1069 * is up to map designers to use them properly. 1070 * is up to map designers to use them properly.
1070 */ 1071 */
1106 1107
1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1108 1109
1109 bool has_unpaid = false; 1110 bool has_unpaid = false;
1110 1111
1111 // 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
1112 // a quick and small change :( 1113 // a quick and small change :(
1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1114 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1114 if (item->flag [FLAG_UNPAID]) 1115 if (item->flag [FLAG_UNPAID])
1115 { 1116 {
1116 has_unpaid = true; 1117 has_unpaid = true;
1341 1342
1342 recursion_depth++; 1343 recursion_depth++;
1343 if (trap->head) 1344 if (trap->head)
1344 trap = trap->head; 1345 trap = trap->head;
1345 1346
1346 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)))
1347 goto leave;
1348
1349 switch (trap->type) 1348 switch (trap->type)
1350 { 1349 {
1351 case PLAYERMOVER: 1350 case PLAYERMOVER:
1352 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:
1353 { 1418 {
1419 int max, sound_was_played;
1420 object *ab, *ab_next;
1421
1354 if (!trap->stats.maxsp) 1422 if (!trap->value)
1355 trap->stats.maxsp = 2; 1423 {
1424 int tot;
1356 1425
1357 /* Is this correct? From the docs, it doesn't look like it 1426 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1358 * 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
1359 */ 1441 */
1360 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1442 ab_next = ab->above;
1361 1443
1362 /* 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)
1363 * above with some objects have zero speed, and thus the player 1445 {
1364 * 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 }
1365 */ 1455 }
1366 if (victim->speed_left < -50.f) 1456 break;
1367 victim->speed_left = -50.f;
1368 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1369 } 1457 }
1370 goto leave;
1371 1458
1372 case SPINNER: 1459 case CONVERTER:
1373 if (victim->direction) 1460 if (convert_item (victim, trap) < 0)
1374 {
1375 victim->direction = absdir (victim->direction - trap->stats.sp);
1376 update_turn_face (victim);
1377 }
1378 goto leave;
1379
1380 case DIRECTOR:
1381 if (victim->direction && !should_director_abort (trap, victim))
1382 {
1383 victim->direction = trap->stats.sp;
1384 update_turn_face (victim);
1385 }
1386 goto leave;
1387
1388 case BUTTON:
1389 case PEDESTAL:
1390 update_button (trap, originator);
1391 goto leave;
1392
1393 case ALTAR:
1394 /* sacrifice victim on trap */
1395 apply_altar (trap, victim, originator);
1396 goto leave;
1397
1398 case THROWN_OBJ:
1399 if (trap->inv == NULL)
1400 goto leave;
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 goto leave;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 goto leave;
1417
1418 case TRAPDOOR:
1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1423 if (!trap->value)
1424 { 1461 {
1425 int tot; 1462 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1426 1463 archetype::get (shstr_burnout)->insert_at (trap, trap);
1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
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 goto leave;
1433
1434 SET_ANIMATION (trap, trap->value);
1435 update_object (trap, UP_OBJ_FACE);
1436 } 1464 }
1437 1465
1438 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))
1439 { 1488 {
1440 /* need to set this up, since if we do transfer the object, 1489 /* Basically, don't show exits leading to random maps the
1441 * ab->above would be bogus 1490 * players output.
1442 */ 1491 */
1443 ab_next = ab->above; 1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1493 victim->statusmsg (trap->msg, NDI_NAVY);
1444 1494
1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1495 trap->play_sound (trap->sound);
1446 { 1496 victim->enter_exit (trap);
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 }
1456 } 1497 }
1457 goto leave; 1498 break;
1458 }
1459 1499
1460 case CONVERTER:
1461 if (convert_item (victim, trap) < 0)
1462 {
1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1465 }
1466
1467 goto leave;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim);
1473 goto leave;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 goto leave;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 goto leave;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 goto leave;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 {
1490 /* Basically, don't show exits leading to random maps the
1491 * players output.
1492 */
1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1495
1496 trap->play_sound (trap->sound);
1497 victim->enter_exit (trap);
1498 }
1499 goto leave;
1500
1501 case ENCOUNTER: 1500 case ENCOUNTER:
1502 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1503 goto leave; 1502 break;
1504 1503
1505 case SHOP_MAT: 1504 case SHOP_MAT:
1506 apply_shop_mat (trap, victim); 1505 apply_shop_mat (trap, victim);
1507 goto leave; 1506 break;
1508 1507
1509 /* Drop a certain amount of gold, and have one item identified */ 1508 /* Drop a certain amount of gold, and have one item identified */
1510 case IDENTIFY_ALTAR: 1509 case IDENTIFY_ALTAR:
1511 apply_id_altar (victim, trap, originator); 1510 apply_id_altar (victim, trap, originator);
1512 goto leave; 1511 break;
1513 1512
1514 case SIGN: 1513 case SIGN:
1515 if (victim->type != PLAYER && trap->stats.food > 0) 1514 if (victim->type != PLAYER && trap->stats.food > 0)
1516 goto leave; /* monsters musn't apply magic_mouths with counters */ 1515 break; /* monsters musn't apply magic_mouths with counters */
1517 1516
1518 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1519 goto leave; 1518 break;
1520 1519
1521 case CONTAINER: 1520 case CONTAINER:
1522 apply_container (victim, trap); 1521 apply_container (victim, trap);
1523 goto leave; 1522 break;
1524 1523
1525 case RUNE: 1524 case RUNE:
1526 case TRAP: 1525 case TRAP:
1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1528 spring_trap (trap, victim); 1527 spring_trap (trap, victim);
1529 goto leave; 1528 break;
1530 1529
1531 default: 1530 default:
1532 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 "
1533 "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);
1534 goto leave; 1533 break;
1535 } 1534 }
1536 1535
1537leave:
1538 recursion_depth--; 1536 recursion_depth--;
1539} 1537}
1540 1538
1541/** 1539/**
1542 * Handles reading a regular (ie not containing a spell) book. 1540 * Handles reading a regular (ie not containing a spell) book.
2310/** 2308/**
2311 * 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
2312 * 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,
2313 * and inform him about this requirement. 2311 * and inform him about this requirement.
2314 * 2312 *
2315 * who - the player 2313 * who - the player
2316 * op - the item we want to light 2314 * op - the item we want to light
2317 * 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
2318 */ 2316 */
2319object * 2317static object *
2320auto_apply_lighter (object *who, object *op, object *lighter) 2318auto_apply_lighter (object *who, object *op, object *lighter)
2321{ 2319{
2322 if (lighter == 0) 2320 if (lighter == 0)
2323 { 2321 {
2324 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2322 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2598 update_object (op, UP_OBJ_FACE); 2596 update_object (op, UP_OBJ_FACE);
2599 push_button (op, who); 2597 push_button (op, who);
2600 return 1; 2598 return 1;
2601 2599
2602 case TRIGGER: 2600 case TRIGGER:
2603 if (check_trigger (op, who)) 2601 if (check_trigger (op, who, who))
2604 { 2602 {
2605 who->statusmsg ("You turn the handle."); 2603 who->statusmsg ("You turn the handle.");
2606 who->play_sound (sound_find ("turn_handle")); 2604 who->play_sound (sound_find ("turn_handle"));
2607 } 2605 }
2608 else 2606 else
2613 case EXIT: 2611 case EXIT:
2614 if (who->type != PLAYER) 2612 if (who->type != PLAYER)
2615 return 0; 2613 return 0;
2616 2614
2617 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) 2615 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2618 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)));
2619 else 2617 else
2620 { 2618 {
2621 /* Don't display messages for random maps. */ 2619 /* Don't display messages for random maps. */
2622 if (op->msg && !EXIT_PATH (op).starts_with ("/!")) 2620 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2623 who->statusmsg (op->msg, NDI_NAVY); 2621 who->statusmsg (op->msg, NDI_NAVY);
3789 } 3787 }
3790 3788
3791 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3789 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3792 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3790 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3793 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3791 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3794 check_trigger (tmp, tmp->above); 3792 check_trigger (tmp, tmp->above, tmp->above);
3795} 3793}
3796 3794
3797/** 3795/**
3798 * Handles player eating food that temporarily changes status (resistances, stats). 3796 * Handles player eating food that temporarily changes status (resistances, stats).
3799 * This used to call cast_change_attr(), but 3797 * This used to call cast_change_attr(), but
3804eat_special_food (object *who, object *food) 3802eat_special_food (object *who, object *food)
3805{ 3803{
3806 object *force; 3804 object *force;
3807 int i, did_one = 0; 3805 int i, did_one = 0;
3808 3806
3809 force = get_archetype (FORCE_NAME); 3807 char buf[64];
3808 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3809 shstr key (buf);
3810 3810
3811 for (i = 0; i < NUM_STATS; i++)
3812 if (sint8 k = food->stats.stat (i))
3813 {
3814 force->stats.stat (i) = k;
3815 did_one = 1;
3816 }
3817
3818 /* check if we can protect the eater */
3819 for (i = 0; i < NROFATTACKS; i++)
3820 {
3821 if (food->resist[i] > 0)
3822 {
3823 force->resist[i] = food->resist[i] / 2;
3824 did_one = 1;
3825 }
3826 }
3827
3828 if (did_one)
3829 {
3830 force->set_speed (0.1);
3831 /* bigger morsel of food = longer effect time */ 3811 /* bigger morsel of food = longer effect time */
3832 force->duration = food->stats.food / 5; 3812 int duration = TIME2TICK (food->stats.food);
3833 SET_FLAG (force, FLAG_APPLIED); 3813
3834 change_abil (who, force); 3814 if (force = who->force_find (key))
3835 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;
3836 } 3825 }
3837 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
3838 force->destroy (); 3857 force->destroy ();
3858 }
3839 3859
3840 /* check for hp, sp change */ 3860 /* check for hp, sp change */
3841 if (food->stats.hp != 0) 3861 if (food->stats.hp != 0)
3842 { 3862 {
3843 if (QUERY_FLAG (food, FLAG_CURSED)) 3863 if (QUERY_FLAG (food, FLAG_CURSED))

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