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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.211 by root, Fri Nov 6 13:31:47 2009 UTC vs.
Revision 1.219 by root, Sat Jan 30 23:30:26 2010 UTC

204 op->update_stats (); 204 op->update_stats ();
205 tmp->decrease (); 205 tmp->decrease ();
206 return 1; 206 return 1;
207 } 207 }
208 208
209 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (shstr_depletion)))
210 { 210 {
211 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
212 return 0; 212 return 0;
213 } 213 }
214 214
231 } 231 }
232 232
233 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
235 { 235 {
236 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
237 { 237 {
238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
239 { 239 {
240 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
241 { 241 {
276 } 276 }
277 } 277 }
278 } 278 }
279 279
280 /* Just makes checking easier */ 280 /* Just makes checking easier */
281 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
282 got_one = 1; 282 got_one = 1;
283 283
284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
285 { 285 {
286 if (got_one) 286 if (got_one)
860 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
861 */ 861 */
862int 862int
863convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
864{ 864{
865 sint64 nr, price_in; 865 sint64 nr = 0, price_in;
866 866
867 if (item->flag [FLAG_UNPAID]) 867 if (item->flag [FLAG_UNPAID])
868 return 0; 868 return 0;
869 869
870 shstr conv_from = converter->slaying; 870 shstr conv_from = converter->slaying;
871 archetype *conv_to = converter->other_arch; 871 archetype *conv_to = converter->other_arch;
872 sint64 need = converter->stats.food; 872 sint64 need = converter->stats.food;
873 sint64 give = converter->stats.sp; 873 sint64 give = converter->stats.sp;
874 874
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 */
1404 * trigger this here and get hit by own missile - and will be own enemy. 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 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 1406 * removed) but we have not synced victim and his missile. To avoid senseless
1407 * action, we avoid hits here 1407 * action, we avoid hits here
1408 */ 1408 */
1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1410 && trap->owner != victim)
1410 hit_with_arrow (trap, victim); 1411 hit_with_arrow (trap, victim);
1411 break; 1412 break;
1412 1413
1413 case SPELL_EFFECT: 1414 case SPELL_EFFECT:
1414 apply_spell_effect (trap, victim); 1415 apply_spell_effect (trap, victim);
1765 * instead of having their spell stored in stats.sp. These are 1766 * instead of having their spell stored in stats.sp. These are
1766 * legacy spellbooks 1767 * legacy spellbooks
1767 */ 1768 */
1768 if (tmp->slaying) 1769 if (tmp->slaying)
1769 { 1770 {
1770 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1771 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1772
1771 if (!spell) 1773 if (!spell)
1772 { 1774 {
1773 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));
1774 return; 1776 return;
1775 } 1777 }
1852 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
1853 */ 1855 */
1854 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1855 { 1857 {
1856 op->failmsg ("In your confused state you flub the wording of the text!"); 1858 op->failmsg ("In your confused state you flub the wording of the text!");
1857 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1859 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1858 } 1860 }
1859 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1860 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1862 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1861 { 1863 {
1862 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1996 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1998 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
1997 int winners = 0; /* number of winners */ 1999 int winners = 0; /* number of winners */
1998 int i; /* index */ 2000 int i; /* index */
1999 2001
2000 /* let's make sure and doublecheck the parameters */ 2002 /* let's make sure and doublecheck the parameters */
2001 if (meal->type != FLESH || !is_dragon_pl (op)) 2003 if (meal->type != FLESH || !op->is_dragon ())
2002 return 0; 2004 return 0;
2003 2005
2004 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2006 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2005 from the player's inventory */ 2007 from the player's inventory */
2006 for (tmp = op->inv; tmp; tmp = tmp->below) 2008 for (tmp = op->inv; tmp; tmp = tmp->below)
2022 op->stats.hp += meal->stats.food / 50; 2024 op->stats.hp += meal->stats.food / 50;
2023 2025
2024 if (op->stats.hp > op->stats.maxhp) 2026 if (op->stats.hp > op->stats.maxhp)
2025 op->stats.hp = op->stats.maxhp; 2027 op->stats.hp = op->stats.maxhp;
2026 2028
2027 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2029 op->stats.food = min (999, op->stats.food + meal->stats.food);
2028 2030
2029 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2031 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2030 2032
2031 /* on to the interesting part: chances for adding resistance */ 2033 /* on to the interesting part: chances for adding resistance */
2032 for (i = 0; i < NROFATTACKS; i++) 2034 for (i = 0; i < NROFATTACKS; i++)
2042 2044
2043 /* monster bonus increases with level, because high-level 2045 /* monster bonus increases with level, because high-level
2044 flesh is too rare */ 2046 flesh is too rare */
2045 mbonus = op->level * 20. / ((double) settings.max_level); 2047 mbonus = op->level * 20. / ((double) settings.max_level);
2046 2048
2047 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2049 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2048 ((double) settings.max_level)) - skin->resist[i]; 2050 ((double)settings.max_level)) - skin->resist[i];
2049 2051
2050 if (chance >= 0.) 2052 if (chance >= 0.)
2051 chance += 1.; 2053 chance += 1.;
2052 else 2054 else
2053 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2055 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2054 2056
2055 /* chance is proportional to amount of resistance (max. 50) */ 2057 /* chance is proportional to amount of resistance (max. 50) */
2056 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2058 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2057 2059
2058 /* doubled chance for resistance of ability-focus */ 2060 /* doubled chance for resistance of ability-focus */
2059 if (i == abil->stats.exp) 2061 if (i == abil->stats.exp)
2060 chance = MIN (100., chance * 2.); 2062 chance = min (100., chance * 2.);
2061 2063
2062 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2064 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2063 if (rndm (10000) < (unsigned int) (chance * 100)) 2065 if (rndm (10000) < (unsigned int)(chance * 100))
2064 { 2066 {
2065 atnr_winner[winners] = i; 2067 atnr_winner[winners] = i;
2066 winners++; 2068 winners++;
2067 } 2069 }
2068 2070
2144 if (op->type != PLAYER) 2146 if (op->type != PLAYER)
2145 op->stats.hp = op->stats.maxhp; 2147 op->stats.hp = op->stats.maxhp;
2146 else 2148 else
2147 { 2149 {
2148 /* check if this is a dragon (player), eating some flesh */ 2150 /* check if this is a dragon (player), eating some flesh */
2149 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp)) 2151 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2150 ; 2152 ;
2151 else 2153 else
2152 { 2154 {
2153 /* usual case - no dragon meal: */ 2155 /* usual case - no dragon meal: */
2154 if (op->stats.food + tmp->stats.food > 999) 2156 if (op->stats.food + tmp->stats.food > 999)
2169 2171
2170 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2172 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2171 { 2173 {
2172 const char *buf; 2174 const char *buf;
2173 2175
2174 if (!is_dragon_pl (op)) 2176 if (!op->is_dragon ())
2175 { 2177 {
2176 /* eating message for normal players */ 2178 /* eating message for normal players */
2177 if (tmp->type == DRINK) 2179 if (tmp->type == DRINK)
2178 buf = format ("Ahhh...that %s tasted good.", &tmp->name); 2180 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2179 else 2181 else
2618static void 2620static void
2619apply_item_transformer (object *pl, object *transformer) 2621apply_item_transformer (object *pl, object *transformer)
2620{ 2622{
2621 object *marked; 2623 object *marked;
2622 object *new_item; 2624 object *new_item;
2623 char *find; 2625 const char *find;
2624 char *separator; 2626 char *separator;
2625 int yield; 2627 int yield;
2626 char got[MAX_BUF]; 2628 char got[MAX_BUF];
2627 int len; 2629 int len;
2628 2630
2671 while (*find == ' ') 2673 while (*find == ' ')
2672 find++; 2674 find++;
2673 2675
2674 memset (got, 0, MAX_BUF); 2676 memset (got, 0, MAX_BUF);
2675 2677
2676 if ((separator = strchr (find, ';')) != NULL) 2678 if ((separator = strchr (find, ';')))
2677 len = separator - find; 2679 len = separator - find;
2678 else 2680 else
2679 len = strlen (find); 2681 len = strlen (find);
2680 2682
2681 if (len > MAX_BUF - 1) 2683 min_it (len, MAX_BUF - 1);
2682 len = MAX_BUF - 1;
2683 2684
2684 strcpy (got, find); 2685 strcpy (got, find);
2685 got[len] = '\0'; 2686 got[len] = '\0';
2686 2687
2687 /* Now create new item, remove used ones when required. */ 2688 /* Now create new item, remove used ones when required. */
3878 * treasure again for this object 3879 * treasure again for this object
3879 */ 3880 */
3880 invtmp->randomitems = NULL; 3881 invtmp->randomitems = NULL;
3881 } 3882 }
3882 } 3883 }
3884
3883 /* This is really temporary - the code at the bottom will 3885 /* This is really temporary - the code at the bottom will
3884 * also set randomitems to null. The problem is there are bunches 3886 * also set randomitems to null. The problem is there are bunches
3885 * of maps/players already out there with items that have spells 3887 * of maps/players already out there with items that have spells
3886 * which haven't had the randomitems set to null yet. 3888 * which haven't had the randomitems set to null yet.
3887 * MSW 2004-05-13 3889 * MSW 2004-05-13
3891 * Ryo 2004-08-16 3893 * Ryo 2004-08-16
3892 */ 3894 */
3893 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3895 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3894 || 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)
3895 tmp->randomitems = NULL; 3897 tmp->randomitems = NULL;
3896
3897 } 3898 }
3898 3899
3899 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3900 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3900 auto_apply (tmp); 3901 auto_apply (tmp);
3901 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 ())
3958 /* bigger morsel of food = longer effect time */ 3959 /* bigger morsel of food = longer effect time */
3959 int duration = TIME2TICK (food->stats.food); 3960 int duration = TIME2TICK (food->stats.food);
3960 3961
3961 if (force = who->force_find (key)) 3962 if (force = who->force_find (key))
3962 { 3963 {
3963 if (duration > abs (force->speed_left / force->speed)) 3964 if (duration > fabs (force->speed_left / force->speed))
3964 { 3965 {
3965 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));
3966 force->force_set_timer (duration); 3967 force->force_set_timer (duration);
3967 } 3968 }
3968 else 3969 else

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