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/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.213 by elmex, Mon Nov 9 13:38:36 2009 UTC vs.
Revision 1.218 by root, Tue Jan 5 12:44:52 2010 UTC

1353 trap->stats.maxsp = 2; 1353 trap->stats.maxsp = 2;
1354 1354
1355 /* Is this correct? From the docs, it doesn't look like it 1355 /* Is this correct? From the docs, it doesn't look like it
1356 * should be divided by trap->speed 1356 * should be divided by trap->speed
1357 */ 1357 */
1358 victim->speed_left = -fabs (trap->stats.maxsp * victim->speed / trap->speed); 1358 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1359 1359
1360 /* Just put in some sanity check. I think there is a bug in the 1360 /* Just put in some sanity check. I think there is a bug in the
1361 * above with some objects have zero speed, and thus the player 1361 * above with some objects have zero speed, and thus the player
1362 * getting permanently paralyzed. 1362 * getting permanently paralyzed.
1363 */ 1363 */
1766 * instead of having their spell stored in stats.sp. These are 1766 * instead of having their spell stored in stats.sp. These are
1767 * legacy spellbooks 1767 * legacy spellbooks
1768 */ 1768 */
1769 if (tmp->slaying) 1769 if (tmp->slaying)
1770 { 1770 {
1771 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1771 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1772
1772 if (!spell) 1773 if (!spell)
1773 { 1774 {
1774 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); 1775 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1775 return; 1776 return;
1776 } 1777 }
2619static void 2620static void
2620apply_item_transformer (object *pl, object *transformer) 2621apply_item_transformer (object *pl, object *transformer)
2621{ 2622{
2622 object *marked; 2623 object *marked;
2623 object *new_item; 2624 object *new_item;
2624 char *find; 2625 const char *find;
2625 char *separator; 2626 char *separator;
2626 int yield; 2627 int yield;
2627 char got[MAX_BUF]; 2628 char got[MAX_BUF];
2628 int len; 2629 int len;
2629 2630
2672 while (*find == ' ') 2673 while (*find == ' ')
2673 find++; 2674 find++;
2674 2675
2675 memset (got, 0, MAX_BUF); 2676 memset (got, 0, MAX_BUF);
2676 2677
2677 if ((separator = strchr (find, ';')) != NULL) 2678 if ((separator = strchr (find, ';')))
2678 len = separator - find; 2679 len = separator - find;
2679 else 2680 else
2680 len = strlen (find); 2681 len = strlen (find);
2681 2682
2682 if (len > MAX_BUF - 1) 2683 min_it (len, MAX_BUF - 1);
2683 len = MAX_BUF - 1;
2684 2684
2685 strcpy (got, find); 2685 strcpy (got, find);
2686 got[len] = '\0'; 2686 got[len] = '\0';
2687 2687
2688 /* Now create new item, remove used ones when required. */ 2688 /* Now create new item, remove used ones when required. */
3879 * treasure again for this object 3879 * treasure again for this object
3880 */ 3880 */
3881 invtmp->randomitems = NULL; 3881 invtmp->randomitems = NULL;
3882 } 3882 }
3883 } 3883 }
3884
3884 /* This is really temporary - the code at the bottom will 3885 /* This is really temporary - the code at the bottom will
3885 * also set randomitems to null. The problem is there are bunches 3886 * also set randomitems to null. The problem is there are bunches
3886 * of maps/players already out there with items that have spells 3887 * of maps/players already out there with items that have spells
3887 * which haven't had the randomitems set to null yet. 3888 * which haven't had the randomitems set to null yet.
3888 * MSW 2004-05-13 3889 * MSW 2004-05-13
3892 * Ryo 2004-08-16 3893 * Ryo 2004-08-16
3893 */ 3894 */
3894 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3895 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3895 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3896 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3896 tmp->randomitems = NULL; 3897 tmp->randomitems = NULL;
3897
3898 } 3898 }
3899 3899
3900 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3900 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3901 auto_apply (tmp); 3901 auto_apply (tmp);
3902 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3902 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3959 /* bigger morsel of food = longer effect time */ 3959 /* bigger morsel of food = longer effect time */
3960 int duration = TIME2TICK (food->stats.food); 3960 int duration = TIME2TICK (food->stats.food);
3961 3961
3962 if (force = who->force_find (key)) 3962 if (force = who->force_find (key))
3963 { 3963 {
3964 if (duration > abs (force->speed_left / force->speed)) 3964 if (duration > fabs (force->speed_left / force->speed))
3965 { 3965 {
3966 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)); 3966 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));
3967 force->force_set_timer (duration); 3967 force->force_set_timer (duration);
3968 } 3968 }
3969 else 3969 else

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