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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.208 by root, Fri Nov 6 12:27:06 2009 UTC vs.
Revision 1.229 by root, Fri Mar 26 20:17:48 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
172 */ 172 */
173int 173int
174apply_potion (object *op, object *tmp) 174apply_potion (object *op, object *tmp)
175{ 175{
176 int got_one = 0, i; 176 int got_one = 0, i;
177 object *force = 0, *floor = 0; 177 object *force = 0;
178 178
179 floor = GET_MAP_OB (op->map, op->x, op->y); 179 object *floor = GET_MAP_OB (op->map, op->x, op->y);
180 180
181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
182 { 182 {
183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); 183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
184 184
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)
400 400
401/** 401/**
402 * This function just checks whether who can handle equipping an item 402 * This function just checks whether who can handle equipping an item
403 * with item_power. 403 * with item_power.
404 */ 404 */
405 405static bool
406bool
407check_item_power (object *who, int item_power) 406check_item_power (object *who, int item_power)
408{ 407{
409 if (who->type == PLAYER 408 if (who->type == PLAYER
410 && item_power 409 && item_power
411 && item_power + who->contr->item_power > settings.item_power_factor * who->level) 410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
532 531
533/** 532/**
534 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
535 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
536 */ 535 */
537int 536static int
538prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
539{ 538{
540 int sacrifice_count, i; 539 int sacrifice_count, i;
541 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
542 541
595 * 594 *
596 * We are hiding extra information about the weapon in the level and 595 * We are hiding extra information about the weapon in the level and
597 * last_eat numbers for an object. Hopefully this won't break anything ?? 596 * last_eat numbers for an object. Hopefully this won't break anything ??
598 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
599 */ 598 */
600int 599static int
601improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
602{ 601{
603 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
604 603
605 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
707/** 706/**
708 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
709 * Checks a few things (not on a non-magic square, marked weapon, ...), 708 * Checks a few things (not on a non-magic square, marked weapon, ...),
710 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
711 */ 710 */
712int 711static int
713check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
714{ 713{
715 object *otmp; 714 object *otmp;
716 715
717 if (op->type != PLAYER) 716 if (op->type != PLAYER)
764 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
765 * the users level or 90) 764 * the users level or 90)
766 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
767 * changing of physical area right now. 766 * changing of physical area right now.
768 */ 767 */
769int 768static int
770improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
771{ 770{
772 object *tmp; 771 object *tmp;
773 772
774 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
861 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
862 */ 861 */
863int 862int
864convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
865{ 864{
866 sint64 nr, price_in; 865 sint64 nr = 0, price_in;
867 866
868 if (item->flag [FLAG_UNPAID]) 867 if (item->flag [FLAG_UNPAID])
869 return 0; 868 return 0;
870 869
871 shstr conv_from = converter->slaying; 870 shstr conv_from = converter->slaying;
872 archetype *conv_to = converter->other_arch; 871 archetype *conv_to = converter->other_arch;
873 sint64 need = converter->stats.food; 872 sint64 need = converter->stats.food;
874 sint64 give = converter->stats.sp; 873 sint64 give = converter->stats.sp;
875 874
985 * Handle apply on containers. 984 * Handle apply on containers.
986 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
987 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 986 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
988 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
989 */ 988 */
990int 989static int
991apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
992{ 991{
993 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
994 return 0; /* This might change */ 993 return 0; /* This might change */
995 994
1354 trap->stats.maxsp = 2; 1353 trap->stats.maxsp = 2;
1355 1354
1356 /* 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
1357 * should be divided by trap->speed 1356 * should be divided by trap->speed
1358 */ 1357 */
1359 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1358 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1360 1359
1361 /* 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
1362 * above with some objects have zero speed, and thus the player 1361 * above with some objects have zero speed, and thus the player
1363 * getting permanently paralyzed. 1362 * getting permanently paralyzed.
1364 */ 1363 */
1405 * 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.
1406 * 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
1407 * 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
1408 * action, we avoid hits here 1407 * action, we avoid hits here
1409 */ 1408 */
1410 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)
1411 hit_with_arrow (trap, victim); 1411 hit_with_arrow (trap, victim);
1412 break; 1412 break;
1413 1413
1414 case SPELL_EFFECT: 1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim); 1415 apply_spell_effect (trap, victim);
1488 if (victim->type == PLAYER && EXIT_PATH (trap)) 1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 { 1489 {
1490 /* Basically, don't show exits leading to random maps the 1490 /* Basically, don't show exits leading to random maps the
1491 * players output. 1491 * players output.
1492 */ 1492 */
1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!")) 1493 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1494 victim->statusmsg (trap->msg, NDI_NAVY); 1494 victim->statusmsg (trap->msg, NDI_NAVY);
1495 1495
1496 trap->play_sound (trap->sound); 1496 trap->play_sound (trap->sound);
1497 victim->enter_exit (trap); 1497 victim->enter_exit (trap);
1498 } 1498 }
1576 : lev_diff < 15 ? "This book is way beyond your comprehension." 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1577 : "This book is totally beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1578 return; 1578 return;
1579 } 1579 }
1580 1580
1581 // we currently don't use the message types for anything.
1581 readable_message_type *msgType = get_readable_message_type (tmp); 1582 // readable_message_type *msgType = get_readable_message_type (tmp);
1583
1584 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1582 1585
1583 if (player *pl = op->contr) 1586 if (player *pl = op->contr)
1584 if (client *ns = pl->ns) 1587 if (client *ns = pl->ns)
1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 1588 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1586 1589
1766 * instead of having their spell stored in stats.sp. These are 1769 * instead of having their spell stored in stats.sp. These are
1767 * legacy spellbooks 1770 * legacy spellbooks
1768 */ 1771 */
1769 if (tmp->slaying) 1772 if (tmp->slaying)
1770 { 1773 {
1771 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1774 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1775
1772 if (!spell) 1776 if (!spell)
1773 { 1777 {
1774 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); 1778 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1775 return; 1779 return;
1776 } 1780 }
1853 * literacy rate very useful! -b.t. 1857 * literacy rate very useful! -b.t.
1854 */ 1858 */
1855 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1859 if (QUERY_FLAG (op, FLAG_CONFUSED))
1856 { 1860 {
1857 op->failmsg ("In your confused state you flub the wording of the text!"); 1861 op->failmsg ("In your confused state you flub the wording of the text!");
1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1862 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1859 } 1863 }
1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1864 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1865 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1862 { 1866 {
1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1867 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2001 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
1998 int winners = 0; /* number of winners */ 2002 int winners = 0; /* number of winners */
1999 int i; /* index */ 2003 int i; /* index */
2000 2004
2001 /* let's make sure and doublecheck the parameters */ 2005 /* let's make sure and doublecheck the parameters */
2002 if (meal->type != FLESH || !is_dragon_pl (op)) 2006 if (meal->type != FLESH || !op->is_dragon ())
2003 return 0; 2007 return 0;
2004 2008
2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2009 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2006 from the player's inventory */ 2010 from the player's inventory */
2007 for (tmp = op->inv; tmp; tmp = tmp->below) 2011 for (tmp = op->inv; tmp; tmp = tmp->below)
2023 op->stats.hp += meal->stats.food / 50; 2027 op->stats.hp += meal->stats.food / 50;
2024 2028
2025 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2026 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2027 2031
2028 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2032 op->stats.food = min (999, op->stats.food + meal->stats.food);
2029 2033
2030 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2034 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2031 2035
2032 /* on to the interesting part: chances for adding resistance */ 2036 /* on to the interesting part: chances for adding resistance */
2033 for (i = 0; i < NROFATTACKS; i++) 2037 for (i = 0; i < NROFATTACKS; i++)
2043 2047
2044 /* monster bonus increases with level, because high-level 2048 /* monster bonus increases with level, because high-level
2045 flesh is too rare */ 2049 flesh is too rare */
2046 mbonus = op->level * 20. / ((double) settings.max_level); 2050 mbonus = op->level * 20. / ((double) settings.max_level);
2047 2051
2048 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2052 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2049 ((double) settings.max_level)) - skin->resist[i]; 2053 ((double)settings.max_level)) - skin->resist[i];
2050 2054
2051 if (chance >= 0.) 2055 if (chance >= 0.)
2052 chance += 1.; 2056 chance += 1.;
2053 else 2057 else
2054 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2058 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2055 2059
2056 /* chance is proportional to amount of resistance (max. 50) */ 2060 /* chance is proportional to amount of resistance (max. 50) */
2057 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2061 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2058 2062
2059 /* doubled chance for resistance of ability-focus */ 2063 /* doubled chance for resistance of ability-focus */
2060 if (i == abil->stats.exp) 2064 if (i == abil->stats.exp)
2061 chance = MIN (100., chance * 2.); 2065 chance = min (100., chance * 2.);
2062 2066
2063 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2067 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2064 if (rndm (10000) < (unsigned int) (chance * 100)) 2068 if (rndm (10000) < (unsigned int)(chance * 100))
2065 { 2069 {
2066 atnr_winner[winners] = i; 2070 atnr_winner[winners] = i;
2067 winners++; 2071 winners++;
2068 } 2072 }
2069 2073
2145 if (op->type != PLAYER) 2149 if (op->type != PLAYER)
2146 op->stats.hp = op->stats.maxhp; 2150 op->stats.hp = op->stats.maxhp;
2147 else 2151 else
2148 { 2152 {
2149 /* check if this is a dragon (player), eating some flesh */ 2153 /* check if this is a dragon (player), eating some flesh */
2150 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp)) 2154 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2151 ; 2155 ;
2152 else 2156 else
2153 { 2157 {
2154 /* usual case - no dragon meal: */ 2158 /* usual case - no dragon meal: */
2155 if (op->stats.food + tmp->stats.food > 999) 2159 if (op->stats.food + tmp->stats.food > 999)
2170 2174
2171 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2175 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2172 { 2176 {
2173 const char *buf; 2177 const char *buf;
2174 2178
2175 if (!is_dragon_pl (op)) 2179 if (!op->is_dragon ())
2176 { 2180 {
2177 /* eating message for normal players */ 2181 /* eating message for normal players */
2178 if (tmp->type == DRINK) 2182 if (tmp->type == DRINK)
2179 buf = format ("Ahhh...that %s tasted good.", &tmp->name); 2183 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2180 else 2184 else
2268 op->stats.food -= op->stats.food / 4; 2272 op->stats.food -= op->stats.food / 4;
2269 poison->destroy (); 2273 poison->destroy ();
2270} 2274}
2271 2275
2272/** 2276/**
2273 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2274 * A valid 2 way exit means:
2275 * -You can come back (there is another exit at the other side)
2276 * -You are
2277 * ° the owner of the exit
2278 * ° or in the same party as the owner
2279 *
2280 * Note: a owner in a 2 way exit is saved as the owner's name
2281 * in the field exit->name cause the field exit->owner doesn't
2282 * survive in the swapping (in fact the whole exit doesn't survive).
2283 */
2284int
2285is_legal_2ways_exit (object *op, object *exit)
2286{
2287 if (exit->stats.exp != 1)
2288 return 1; /*This is not a 2 way, so it is legal */
2289
2290#if 0 //TODO
2291 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2292 return 0; /* This is a reset town portal */
2293#endif
2294
2295 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2296
2297 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2298
2299 if (exitmap)
2300 {
2301 exitmap->load_sync ();
2302
2303 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2304
2305 if (!tmp)
2306 return 0;
2307
2308 for (; tmp; tmp = tmp->above)
2309 {
2310 if (tmp->type != EXIT)
2311 continue; /*Not an exit */
2312
2313 if (!EXIT_PATH (tmp))
2314 continue; /*Not a valid exit */
2315
2316 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2317 continue; /*Not in the same place */
2318
2319 if (exit->map->path != EXIT_PATH (tmp))
2320 continue; /*Not in the same map */
2321
2322 /* From here we have found the exit is valid. However we do
2323 * here the check of the exit owner. It is important for the
2324 * town portals to prevent strangers from visiting your appartments
2325 */
2326 if (!exit->race)
2327 return 1; /*No owner, free for all! */
2328
2329 object *exit_owner = 0;
2330
2331 for_all_players (pp)
2332 {
2333 if (!pp->ob)
2334 continue;
2335
2336 if (pp->ob->name != exit->race)
2337 continue;
2338
2339 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2340 break;
2341 }
2342
2343 if (!exit_owner)
2344 return 0; /* No more owner */
2345
2346 if (exit_owner->contr == op->contr)
2347 return 1; /*It is your exit */
2348
2349 if (exit_owner && /*There is a owner */
2350 (op->contr) && /*A player tries to pass */
2351 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2352 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2353 return 0;
2354
2355 return 1;
2356 }
2357 }
2358
2359 return 0;
2360}
2361
2362/**
2363 * This function will try to apply a lighter and in case no lighter 2277 * This function will try to apply a lighter and in case no lighter
2364 * is specified it will try to find a lighter in the players inventory, 2278 * is specified it will try to find a lighter in the players inventory,
2365 * and inform him about this requirement. 2279 * and inform him about this requirement.
2366 * 2280 *
2367 * who - the player 2281 * who - the player
2415/** 2329/**
2416 * Designed primarily to light torches/lanterns/etc. 2330 * Designed primarily to light torches/lanterns/etc.
2417 * Also burns up burnable material too. First object in the inventory is 2331 * Also burns up burnable material too. First object in the inventory is
2418 * the selected object to "burn". -b.t. 2332 * the selected object to "burn". -b.t.
2419 */ 2333 */
2420void 2334static void
2421apply_lighter (object *who, object *lighter) 2335apply_lighter (object *who, object *lighter)
2422{ 2336{
2423 object *item; 2337 object *item;
2424 int is_player_env = 0; 2338 int is_player_env = 0;
2425 2339
2452} 2366}
2453 2367
2454/** 2368/**
2455 * This function generates a cursed effect for cursed lamps and torches. 2369 * This function generates a cursed effect for cursed lamps and torches.
2456 */ 2370 */
2371static void
2457void player_apply_lamp_cursed_effect (object *who, object *op) 2372player_apply_lamp_cursed_effect (object *who, object *op)
2458{ 2373{
2459 if (op->level) 2374 if (op->level)
2460 { 2375 {
2461 who->failmsg (format ( 2376 who->failmsg (format (
2462 "The %s was cursed, it explodes in a big fireball!", 2377 "The %s was cursed, it explodes in a big fireball!",
2477 * Apply for players and lamps 2392 * Apply for players and lamps
2478 * 2393 *
2479 * who - the player 2394 * who - the player
2480 * op - the lamp 2395 * op - the lamp
2481 */ 2396 */
2397static void
2482void player_apply_lamp (object *who, object *op) 2398player_apply_lamp (object *who, object *op)
2483{ 2399{
2484 bool switch_on = op->glow_radius ? false : true; 2400 bool switch_on = op->glow_radius ? false : true;
2485 2401
2486 if (switch_on) 2402 if (switch_on)
2487 { 2403 {
2617static void 2533static void
2618apply_item_transformer (object *pl, object *transformer) 2534apply_item_transformer (object *pl, object *transformer)
2619{ 2535{
2620 object *marked; 2536 object *marked;
2621 object *new_item; 2537 object *new_item;
2622 char *find; 2538 const char *find;
2623 char *separator; 2539 char *separator;
2624 int yield; 2540 int yield;
2625 char got[MAX_BUF]; 2541 char got[MAX_BUF];
2626 int len; 2542 int len;
2627 2543
2670 while (*find == ' ') 2586 while (*find == ' ')
2671 find++; 2587 find++;
2672 2588
2673 memset (got, 0, MAX_BUF); 2589 memset (got, 0, MAX_BUF);
2674 2590
2675 if ((separator = strchr (find, ';')) != NULL) 2591 if ((separator = (char *) strchr (find, ';')))
2676 len = separator - find; 2592 len = separator - find;
2677 else 2593 else
2678 len = strlen (find); 2594 len = strlen (find);
2679 2595
2680 if (len > MAX_BUF - 1) 2596 min_it (len, MAX_BUF - 1);
2681 len = MAX_BUF - 1;
2682 2597
2683 strcpy (got, find); 2598 strcpy (got, find);
2684 got[len] = '\0'; 2599 got[len] = '\0';
2685 2600
2686 /* Now create new item, remove used ones when required. */ 2601 /* Now create new item, remove used ones when required. */
2765 2680
2766 case EXIT: 2681 case EXIT:
2767 if (who->type != PLAYER) 2682 if (who->type != PLAYER)
2768 return 0; 2683 return 0;
2769 2684
2770 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) 2685 if (!EXIT_PATH (op))
2771 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))); 2686 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)));
2772 else 2687 else
2773 { 2688 {
2774 /* Don't display messages for random maps. */ 2689 /* Don't display messages for random maps. */
2775 if (op->msg && !EXIT_PATH (op).starts_with ("/!")) 2690 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2776 who->statusmsg (op->msg, NDI_NAVY); 2691 who->statusmsg (op->msg, NDI_NAVY);
2777 2692
2778 who->enter_exit (op); 2693 who->enter_exit (op);
2779 } 2694 }
2780 2695
3187#define CANNOT_REMOVE_CURSED \ 3102#define CANNOT_REMOVE_CURSED \
3188 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 3103 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3189 "Praying over an altar, scrolls of remove curse/damnation, " \ 3104 "Praying over an altar, scrolls of remove curse/damnation, " \
3190 "priests or even other players might help.>" 3105 "priests or even other players might help.>"
3191 3106
3192int 3107static int
3193unapply_for_ob (object *who, object *op, int aflags) 3108unapply_for_ob (object *who, object *op, int aflags)
3194{ 3109{
3195 if (op->is_range ()) 3110 if (op->is_range ())
3196 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3111 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3197 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3112 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3597 case SKILL: 3512 case SKILL:
3598 if (player *pl = who->contr) 3513 if (player *pl = who->contr)
3599 { 3514 {
3600 if (IS_COMBAT_SKILL (op->subtype)) 3515 if (IS_COMBAT_SKILL (op->subtype))
3601 { 3516 {
3602 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3517 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3603 { 3518 {
3604 for (object *item = who->inv; item; item = item->below) 3519 for (object *item = who->inv; item; item = item->below)
3605 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3520 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3606 { 3521 {
3607 if (item->skill == op->skill) 3522 if (item->skill == op->skill)
3608 { 3523 {
3609 who->change_weapon (pl->combat_ob = item); 3524 who->change_weapon (pl->combat_ob = item);
3610 goto found_weapon; 3525 goto found_weapon;
3623 else 3538 else
3624 who->change_weapon (pl->combat_ob = op); 3539 who->change_weapon (pl->combat_ob = op);
3625 } 3540 }
3626 else if (IS_RANGED_SKILL (op->subtype)) 3541 else if (IS_RANGED_SKILL (op->subtype))
3627 { 3542 {
3628 if (skill_flags [op->subtype] & SF_NEED_BOW) 3543 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3629 { 3544 {
3630 for (object *item = who->inv; item; item = item->below) 3545 for (object *item = who->inv; item; item = item->below)
3631 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3546 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3632 { 3547 {
3633 //TODO: bows should/must all have skill missile weapon right now 3548 //TODO: bows should/must all have skill missile weapon right now
3634 who->change_weapon (pl->ranged_ob = item); 3549 who->change_weapon (pl->ranged_ob = item);
3635 goto found_bow; 3550 goto found_bow;
3636 } 3551 }
3763 esrv_send_item (pl, op); 3678 esrv_send_item (pl, op);
3764 3679
3765 return 0; 3680 return 0;
3766} 3681}
3767 3682
3768int
3769monster_apply_special (object *who, object *op, int aflags)
3770{
3771 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3772 return 1;
3773
3774 return apply_special (who, op, aflags);
3775}
3776
3777/** 3683/**
3778 * Map was just loaded, handle op's initialisation. 3684 * Map was just loaded, handle op's initialisation.
3779 * 3685 *
3780 * Generates shop floor's item, and treasures. 3686 * Generates shop floor's item, and treasures.
3781 */ 3687 */
3886 * treasure again for this object 3792 * treasure again for this object
3887 */ 3793 */
3888 invtmp->randomitems = NULL; 3794 invtmp->randomitems = NULL;
3889 } 3795 }
3890 } 3796 }
3797
3891 /* This is really temporary - the code at the bottom will 3798 /* This is really temporary - the code at the bottom will
3892 * also set randomitems to null. The problem is there are bunches 3799 * also set randomitems to null. The problem is there are bunches
3893 * of maps/players already out there with items that have spells 3800 * of maps/players already out there with items that have spells
3894 * which haven't had the randomitems set to null yet. 3801 * which haven't had the randomitems set to null yet.
3895 * MSW 2004-05-13 3802 * MSW 2004-05-13
3899 * Ryo 2004-08-16 3806 * Ryo 2004-08-16
3900 */ 3807 */
3901 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3808 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3902 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3809 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3903 tmp->randomitems = NULL; 3810 tmp->randomitems = NULL;
3904
3905 } 3811 }
3906 3812
3907 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3813 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3908 auto_apply (tmp); 3814 auto_apply (tmp);
3909 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3815 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3966 /* bigger morsel of food = longer effect time */ 3872 /* bigger morsel of food = longer effect time */
3967 int duration = TIME2TICK (food->stats.food); 3873 int duration = TIME2TICK (food->stats.food);
3968 3874
3969 if (force = who->force_find (key)) 3875 if (force = who->force_find (key))
3970 { 3876 {
3971 if (duration > abs (force->speed_left / force->speed)) 3877 if (duration > fabs (force->speed_left / force->speed))
3972 { 3878 {
3973 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)); 3879 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));
3974 force->force_set_timer (duration); 3880 force->force_set_timer (duration);
3975 } 3881 }
3976 else 3882 else

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