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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.210 by root, Fri Nov 6 13:03:34 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)
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);
1487 if (victim->type == PLAYER && EXIT_PATH (trap)) 1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1488 { 1489 {
1489 /* Basically, don't show exits leading to random maps the 1490 /* Basically, don't show exits leading to random maps the
1490 * players output. 1491 * players output.
1491 */ 1492 */
1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!")) 1493 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1493 victim->statusmsg (trap->msg, NDI_NAVY); 1494 victim->statusmsg (trap->msg, NDI_NAVY);
1494 1495
1495 trap->play_sound (trap->sound); 1496 trap->play_sound (trap->sound);
1496 victim->enter_exit (trap); 1497 victim->enter_exit (trap);
1497 } 1498 }
1575 : lev_diff < 15 ? "This book is way beyond your comprehension." 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1576 : "This book is totally beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1577 return; 1578 return;
1578 } 1579 }
1579 1580
1581 // we currently don't use the message types for anything.
1580 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"));
1581 1585
1582 if (player *pl = op->contr) 1586 if (player *pl = op->contr)
1583 if (client *ns = pl->ns) 1587 if (client *ns = pl->ns)
1584 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));
1585 1589
1765 * instead of having their spell stored in stats.sp. These are 1769 * instead of having their spell stored in stats.sp. These are
1766 * legacy spellbooks 1770 * legacy spellbooks
1767 */ 1771 */
1768 if (tmp->slaying) 1772 if (tmp->slaying)
1769 { 1773 {
1770 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1774 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1775
1771 if (!spell) 1776 if (!spell)
1772 { 1777 {
1773 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));
1774 return; 1779 return;
1775 } 1780 }
1852 * literacy rate very useful! -b.t. 1857 * literacy rate very useful! -b.t.
1853 */ 1858 */
1854 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1859 if (QUERY_FLAG (op, FLAG_CONFUSED))
1855 { 1860 {
1856 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!");
1857 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));
1858 } 1863 }
1859 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1864 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]) 1865 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1861 { 1866 {
1862 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1867 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1996 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2001 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
1997 int winners = 0; /* number of winners */ 2002 int winners = 0; /* number of winners */
1998 int i; /* index */ 2003 int i; /* index */
1999 2004
2000 /* let's make sure and doublecheck the parameters */ 2005 /* let's make sure and doublecheck the parameters */
2001 if (meal->type != FLESH || !is_dragon_pl (op)) 2006 if (meal->type != FLESH || !op->is_dragon ())
2002 return 0; 2007 return 0;
2003 2008
2004 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2009 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2005 from the player's inventory */ 2010 from the player's inventory */
2006 for (tmp = op->inv; tmp; tmp = tmp->below) 2011 for (tmp = op->inv; tmp; tmp = tmp->below)
2022 op->stats.hp += meal->stats.food / 50; 2027 op->stats.hp += meal->stats.food / 50;
2023 2028
2024 if (op->stats.hp > op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2025 op->stats.hp = op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2026 2031
2027 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2032 op->stats.food = min (999, op->stats.food + meal->stats.food);
2028 2033
2029 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2034 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2030 2035
2031 /* on to the interesting part: chances for adding resistance */ 2036 /* on to the interesting part: chances for adding resistance */
2032 for (i = 0; i < NROFATTACKS; i++) 2037 for (i = 0; i < NROFATTACKS; i++)
2042 2047
2043 /* monster bonus increases with level, because high-level 2048 /* monster bonus increases with level, because high-level
2044 flesh is too rare */ 2049 flesh is too rare */
2045 mbonus = op->level * 20. / ((double) settings.max_level); 2050 mbonus = op->level * 20. / ((double) settings.max_level);
2046 2051
2047 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2052 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2048 ((double) settings.max_level)) - skin->resist[i]; 2053 ((double)settings.max_level)) - skin->resist[i];
2049 2054
2050 if (chance >= 0.) 2055 if (chance >= 0.)
2051 chance += 1.; 2056 chance += 1.;
2052 else 2057 else
2053 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2058 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2054 2059
2055 /* chance is proportional to amount of resistance (max. 50) */ 2060 /* chance is proportional to amount of resistance (max. 50) */
2056 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2061 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2057 2062
2058 /* doubled chance for resistance of ability-focus */ 2063 /* doubled chance for resistance of ability-focus */
2059 if (i == abil->stats.exp) 2064 if (i == abil->stats.exp)
2060 chance = MIN (100., chance * 2.); 2065 chance = min (100., chance * 2.);
2061 2066
2062 /* 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!) */
2063 if (rndm (10000) < (unsigned int) (chance * 100)) 2068 if (rndm (10000) < (unsigned int)(chance * 100))
2064 { 2069 {
2065 atnr_winner[winners] = i; 2070 atnr_winner[winners] = i;
2066 winners++; 2071 winners++;
2067 } 2072 }
2068 2073
2144 if (op->type != PLAYER) 2149 if (op->type != PLAYER)
2145 op->stats.hp = op->stats.maxhp; 2150 op->stats.hp = op->stats.maxhp;
2146 else 2151 else
2147 { 2152 {
2148 /* check if this is a dragon (player), eating some flesh */ 2153 /* check if this is a dragon (player), eating some flesh */
2149 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))
2150 ; 2155 ;
2151 else 2156 else
2152 { 2157 {
2153 /* usual case - no dragon meal: */ 2158 /* usual case - no dragon meal: */
2154 if (op->stats.food + tmp->stats.food > 999) 2159 if (op->stats.food + tmp->stats.food > 999)
2169 2174
2170 if (!QUERY_FLAG (tmp, FLAG_CURSED)) 2175 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2171 { 2176 {
2172 const char *buf; 2177 const char *buf;
2173 2178
2174 if (!is_dragon_pl (op)) 2179 if (!op->is_dragon ())
2175 { 2180 {
2176 /* eating message for normal players */ 2181 /* eating message for normal players */
2177 if (tmp->type == DRINK) 2182 if (tmp->type == DRINK)
2178 buf = format ("Ahhh...that %s tasted good.", &tmp->name); 2183 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2179 else 2184 else
2264 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1); 2269 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2265 } 2270 }
2266 2271
2267 op->stats.food -= op->stats.food / 4; 2272 op->stats.food -= op->stats.food / 4;
2268 poison->destroy (); 2273 poison->destroy ();
2269}
2270
2271/**
2272 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2273 * A valid 2 way exit means:
2274 * -You can come back (there is another exit at the other side)
2275 * -You are
2276 * ° the owner of the exit
2277 * ° or in the same party as the owner
2278 *
2279 * Note: a owner in a 2 way exit is saved as the owner's name
2280 * in the field exit->name cause the field exit->owner doesn't
2281 * survive in the swapping (in fact the whole exit doesn't survive).
2282 */
2283static int
2284is_legal_2ways_exit (object *op, object *exit)
2285{
2286 if (exit->stats.exp != 1)
2287 return 1; /*This is not a 2 way, so it is legal */
2288
2289#if 0 //TODO
2290 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2291 return 0; /* This is a reset town portal */
2292#endif
2293
2294 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2295
2296 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2297
2298 if (exitmap)
2299 {
2300 exitmap->load_sync ();
2301
2302 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2303
2304 if (!tmp)
2305 return 0;
2306
2307 for (; tmp; tmp = tmp->above)
2308 {
2309 if (tmp->type != EXIT)
2310 continue; /*Not an exit */
2311
2312 if (!EXIT_PATH (tmp))
2313 continue; /*Not a valid exit */
2314
2315 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2316 continue; /*Not in the same place */
2317
2318 if (exit->map->path != EXIT_PATH (tmp))
2319 continue; /*Not in the same map */
2320
2321 /* From here we have found the exit is valid. However we do
2322 * here the check of the exit owner. It is important for the
2323 * town portals to prevent strangers from visiting your appartments
2324 */
2325 if (!exit->race)
2326 return 1; /*No owner, free for all! */
2327
2328 object *exit_owner = 0;
2329
2330 for_all_players (pp)
2331 {
2332 if (!pp->ob)
2333 continue;
2334
2335 if (pp->ob->name != exit->race)
2336 continue;
2337
2338 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2339 break;
2340 }
2341
2342 if (!exit_owner)
2343 return 0; /* No more owner */
2344
2345 if (exit_owner->contr == op->contr)
2346 return 1; /*It is your exit */
2347
2348 if (exit_owner && /*There is a owner */
2349 (op->contr) && /*A player tries to pass */
2350 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2351 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2352 return 0;
2353
2354 return 1;
2355 }
2356 }
2357
2358 return 0;
2359} 2274}
2360 2275
2361/** 2276/**
2362 * 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
2363 * 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,
2618static void 2533static void
2619apply_item_transformer (object *pl, object *transformer) 2534apply_item_transformer (object *pl, object *transformer)
2620{ 2535{
2621 object *marked; 2536 object *marked;
2622 object *new_item; 2537 object *new_item;
2623 char *find; 2538 const char *find;
2624 char *separator; 2539 char *separator;
2625 int yield; 2540 int yield;
2626 char got[MAX_BUF]; 2541 char got[MAX_BUF];
2627 int len; 2542 int len;
2628 2543
2671 while (*find == ' ') 2586 while (*find == ' ')
2672 find++; 2587 find++;
2673 2588
2674 memset (got, 0, MAX_BUF); 2589 memset (got, 0, MAX_BUF);
2675 2590
2676 if ((separator = strchr (find, ';')) != NULL) 2591 if ((separator = (char *) strchr (find, ';')))
2677 len = separator - find; 2592 len = separator - find;
2678 else 2593 else
2679 len = strlen (find); 2594 len = strlen (find);
2680 2595
2681 if (len > MAX_BUF - 1) 2596 min_it (len, MAX_BUF - 1);
2682 len = MAX_BUF - 1;
2683 2597
2684 strcpy (got, find); 2598 strcpy (got, find);
2685 got[len] = '\0'; 2599 got[len] = '\0';
2686 2600
2687 /* Now create new item, remove used ones when required. */ 2601 /* Now create new item, remove used ones when required. */
2766 2680
2767 case EXIT: 2681 case EXIT:
2768 if (who->type != PLAYER) 2682 if (who->type != PLAYER)
2769 return 0; 2683 return 0;
2770 2684
2771 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op)) 2685 if (!EXIT_PATH (op))
2772 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)));
2773 else 2687 else
2774 { 2688 {
2775 /* Don't display messages for random maps. */ 2689 /* Don't display messages for random maps. */
2776 if (op->msg && !EXIT_PATH (op).starts_with ("/!")) 2690 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2777 who->statusmsg (op->msg, NDI_NAVY); 2691 who->statusmsg (op->msg, NDI_NAVY);
2778 2692
2779 who->enter_exit (op); 2693 who->enter_exit (op);
2780 } 2694 }
2781 2695
3598 case SKILL: 3512 case SKILL:
3599 if (player *pl = who->contr) 3513 if (player *pl = who->contr)
3600 { 3514 {
3601 if (IS_COMBAT_SKILL (op->subtype)) 3515 if (IS_COMBAT_SKILL (op->subtype))
3602 { 3516 {
3603 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3517 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3604 { 3518 {
3605 for (object *item = who->inv; item; item = item->below) 3519 for (object *item = who->inv; item; item = item->below)
3606 if (item->type == WEAPON && item->flag [FLAG_APPLIED]) 3520 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3607 { 3521 {
3608 if (item->skill == op->skill) 3522 if (item->skill == op->skill)
3609 { 3523 {
3610 who->change_weapon (pl->combat_ob = item); 3524 who->change_weapon (pl->combat_ob = item);
3611 goto found_weapon; 3525 goto found_weapon;
3624 else 3538 else
3625 who->change_weapon (pl->combat_ob = op); 3539 who->change_weapon (pl->combat_ob = op);
3626 } 3540 }
3627 else if (IS_RANGED_SKILL (op->subtype)) 3541 else if (IS_RANGED_SKILL (op->subtype))
3628 { 3542 {
3629 if (skill_flags [op->subtype] & SF_NEED_BOW) 3543 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3630 { 3544 {
3631 for (object *item = who->inv; item; item = item->below) 3545 for (object *item = who->inv; item; item = item->below)
3632 if (item->type == BOW && item->flag [FLAG_APPLIED]) 3546 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3633 { 3547 {
3634 //TODO: bows should/must all have skill missile weapon right now 3548 //TODO: bows should/must all have skill missile weapon right now
3635 who->change_weapon (pl->ranged_ob = item); 3549 who->change_weapon (pl->ranged_ob = item);
3636 goto found_bow; 3550 goto found_bow;
3637 } 3551 }
3764 esrv_send_item (pl, op); 3678 esrv_send_item (pl, op);
3765 3679
3766 return 0; 3680 return 0;
3767} 3681}
3768 3682
3769static int
3770monster_apply_special (object *who, object *op, int aflags)
3771{
3772 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3773 return 1;
3774
3775 return apply_special (who, op, aflags);
3776}
3777
3778/** 3683/**
3779 * Map was just loaded, handle op's initialisation. 3684 * Map was just loaded, handle op's initialisation.
3780 * 3685 *
3781 * Generates shop floor's item, and treasures. 3686 * Generates shop floor's item, and treasures.
3782 */ 3687 */
3887 * treasure again for this object 3792 * treasure again for this object
3888 */ 3793 */
3889 invtmp->randomitems = NULL; 3794 invtmp->randomitems = NULL;
3890 } 3795 }
3891 } 3796 }
3797
3892 /* This is really temporary - the code at the bottom will 3798 /* This is really temporary - the code at the bottom will
3893 * also set randomitems to null. The problem is there are bunches 3799 * also set randomitems to null. The problem is there are bunches
3894 * of maps/players already out there with items that have spells 3800 * of maps/players already out there with items that have spells
3895 * which haven't had the randomitems set to null yet. 3801 * which haven't had the randomitems set to null yet.
3896 * MSW 2004-05-13 3802 * MSW 2004-05-13
3900 * Ryo 2004-08-16 3806 * Ryo 2004-08-16
3901 */ 3807 */
3902 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3808 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3903 || 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)
3904 tmp->randomitems = NULL; 3810 tmp->randomitems = NULL;
3905
3906 } 3811 }
3907 3812
3908 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3813 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3909 auto_apply (tmp); 3814 auto_apply (tmp);
3910 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 ())
3967 /* bigger morsel of food = longer effect time */ 3872 /* bigger morsel of food = longer effect time */
3968 int duration = TIME2TICK (food->stats.food); 3873 int duration = TIME2TICK (food->stats.food);
3969 3874
3970 if (force = who->force_find (key)) 3875 if (force = who->force_find (key))
3971 { 3876 {
3972 if (duration > abs (force->speed_left / force->speed)) 3877 if (duration > fabs (force->speed_left / force->speed))
3973 { 3878 {
3974 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));
3975 force->force_set_timer (duration); 3880 force->force_set_timer (duration);
3976 } 3881 }
3977 else 3882 else

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