1 |
elmex |
1.1 |
/* |
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* static char *rcsid_spell_effect_c = |
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elmex |
1.6 |
* "$Id: spell_effect.C,v 1.5 2006-08-29 08:01:38 root Exp $"; |
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elmex |
1.1 |
*/ |
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/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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#include <global.h> |
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#include <object.h> |
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#include <living.h> |
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#ifndef __CEXTRACT__ |
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#include <sproto.h> |
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#endif |
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#include <spells.h> |
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#include <sounds.h> |
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/* cast_magic_storm: This is really used mostly for spell |
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* fumbles at the like. tmp is the object to propogate. |
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* op is what is casting this. |
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*/ |
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void cast_magic_storm(object *op, object *tmp, int lvl) |
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{ |
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if (!tmp) return; /* error */ |
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tmp->level=op->level; |
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tmp->x=op->x; |
48 |
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tmp->y=op->y; |
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tmp->range+=lvl/5; /* increase the area of destruction */ |
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tmp->duration+=lvl/5; |
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/* Put a cap on duration for this - if the player fails in their |
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* apartment, don't want it to go on so long that it kills them |
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* multiple times. Also, damge already increases with level, |
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* so don't really need to increase the duration as much either. |
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*/ |
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if (tmp->duration>=40) tmp->duration=40; |
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tmp->stats.dam=lvl; /* nasty recoils! */ |
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tmp->stats.maxhp=tmp->count; /* tract single parent */ |
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insert_ob_in_map(tmp,op->map,op,0); |
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62 |
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} |
63 |
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64 |
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int recharge(object *op, object *caster, object *spell_ob) { |
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object *wand, *tmp; |
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int ncharges; |
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wand = find_marked_object(op); |
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if(wand == NULL || wand->type != WAND) { |
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root |
1.5 |
new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); |
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return 0; |
73 |
elmex |
1.1 |
} |
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if(!(random_roll(0, 3, op, PREFER_HIGH))) { |
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root |
1.5 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
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"The %s vibrates violently, then explodes!",query_name(wand)); |
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play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); |
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esrv_del_item(op->contr, wand->count); |
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remove_ob(wand); |
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free_object(wand); |
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tmp = get_archetype("fireball"); |
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tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; |
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if (!tmp->stats.dam) tmp->stats.dam = 1; |
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tmp->stats.hp = tmp->stats.dam / 2; |
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if (tmp->stats.hp < 2) tmp->stats.hp = 2; |
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tmp->x = op->x; |
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tmp->y = op->y; |
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insert_ob_in_map(tmp, op->map, NULL, 0); |
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return 1; |
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elmex |
1.1 |
} |
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ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); |
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if (wand->inv && wand->inv->level) |
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root |
1.5 |
ncharges /= wand->inv->level; |
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elmex |
1.1 |
else { |
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root |
1.5 |
new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", |
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query_name(wand)); |
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return 0; |
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elmex |
1.1 |
} |
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if (!ncharges) ncharges = 1; |
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wand->stats.food += ncharges; |
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new_draw_info_format(NDI_UNIQUE, 0, op, |
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root |
1.5 |
"The %s glows with power.",query_name(wand)); |
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elmex |
1.1 |
if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { |
106 |
root |
1.5 |
SET_FLAG(wand, FLAG_ANIMATE); |
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wand->speed = wand->arch->clone.speed; |
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update_ob_speed(wand); |
109 |
elmex |
1.1 |
} |
110 |
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return 1; |
111 |
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} |
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/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows |
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* based on whether a crossbow or bow is equiped. If neither, it defaults to |
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* arrows. |
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* Sets the plus based on the casters level. It is also settable with the |
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* invoke command. If the caster attempts to create missiles with too |
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* great a plus, the default is used. |
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* The # of arrows created also goes up with level, so if a 30th level mage |
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* wants LOTS of arrows, and doesn't care what the plus is he could |
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* create nonnmagic arrows, or even -1, etc... |
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*/ |
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124 |
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int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) |
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{ |
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int missile_plus=0, bonus_plus=0; |
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const char *missile_name; |
128 |
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object *tmp, *missile; |
129 |
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tag_t tag; |
130 |
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131 |
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missile_name = "arrow"; |
132 |
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133 |
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for (tmp=op->inv; tmp != NULL; tmp=tmp->below) |
134 |
root |
1.5 |
if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { |
135 |
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missile_name=tmp->race; |
136 |
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} |
137 |
elmex |
1.1 |
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138 |
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missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); |
139 |
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140 |
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if (find_archetype(missile_name)==NULL) { |
141 |
root |
1.5 |
LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", |
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missile_name); |
143 |
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return 0; |
144 |
elmex |
1.1 |
} |
145 |
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missile = get_archetype(missile_name); |
146 |
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147 |
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if (stringarg) { |
148 |
root |
1.5 |
/* If it starts with a letter, presume it is a description */ |
149 |
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if (isalpha(*stringarg)) { |
150 |
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artifact *al = find_artifactlist(missile->type)->items; |
151 |
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152 |
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for ( ; al != NULL; al=al->next) |
153 |
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if (!strcasecmp(al->item->name, stringarg)) break; |
154 |
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155 |
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if (!al) { |
156 |
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free_object(missile); |
157 |
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new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, |
158 |
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stringarg); |
159 |
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return 0; |
160 |
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} |
161 |
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if (al->item->slaying) { |
162 |
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free_object(missile); |
163 |
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new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", |
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missile_name, stringarg); |
165 |
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return 0; |
166 |
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} |
167 |
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give_artifact_abilities(missile, al->item); |
168 |
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/* These special arrows cost something extra. Don't have them also be magical - |
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* otherwise, in most cases, not enough will be created. I don't want to get into |
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* the parsing of having to do both plus and type. |
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*/ |
172 |
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bonus_plus = 1 + (al->item->value / 5); |
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missile_plus=0; |
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} else |
175 |
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if (atoi(stringarg) < missile_plus) |
176 |
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missile_plus = atoi(stringarg); |
177 |
elmex |
1.1 |
} |
178 |
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if (missile_plus > 4) |
179 |
root |
1.5 |
missile_plus = 4; |
180 |
elmex |
1.1 |
else if (missile_plus < -4) |
181 |
root |
1.5 |
missile_plus = -4; |
182 |
elmex |
1.1 |
|
183 |
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missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); |
184 |
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missile->nrof -= 3 * (missile_plus + bonus_plus); |
185 |
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if (missile->nrof < 1) |
186 |
root |
1.5 |
missile->nrof=1; |
187 |
elmex |
1.1 |
|
188 |
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missile->magic = missile_plus; |
189 |
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/* Can't get any money for these objects */ |
190 |
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missile->value=0; |
191 |
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192 |
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SET_FLAG(missile, FLAG_IDENTIFIED); |
193 |
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tag = missile->count; |
194 |
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195 |
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if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER |
196 |
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&& ! was_destroyed (missile, tag)) |
197 |
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{ |
198 |
root |
1.5 |
pick_up(op, missile); |
199 |
elmex |
1.1 |
} |
200 |
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return 1; |
201 |
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} |
202 |
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203 |
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204 |
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/* allows the choice of what sort of food object to make. |
205 |
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* If stringarg is NULL, it will create food dependent on level --PeterM*/ |
206 |
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int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) |
207 |
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{ |
208 |
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int food_value; |
209 |
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archetype *at=NULL; |
210 |
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object *new_op; |
211 |
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212 |
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food_value=spell_ob->stats.food + |
213 |
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+ 50 * SP_level_duration_adjust(caster,spell_ob); |
214 |
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215 |
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if(stringarg) { |
216 |
root |
1.5 |
at = find_archetype_by_object_type_name(FOOD, stringarg); |
217 |
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if (at == NULL) |
218 |
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at = find_archetype_by_object_type_name(DRINK, stringarg); |
219 |
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if (at == NULL || at->clone.stats.food > food_value) |
220 |
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stringarg = NULL; |
221 |
elmex |
1.1 |
} |
222 |
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223 |
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if(!stringarg) { |
224 |
root |
1.5 |
archetype *at_tmp; |
225 |
elmex |
1.1 |
|
226 |
root |
1.5 |
/* We try to find the archetype with the maximum food value. |
227 |
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* This removes the dependancy of hard coded food values in this |
228 |
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* function, and addition of new food types is automatically added. |
229 |
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* We don't use flesh types because the weight values of those need |
230 |
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* to be altered from the donor. |
231 |
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*/ |
232 |
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233 |
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/* We assume the food items don't have multiple parts */ |
234 |
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for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { |
235 |
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if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { |
236 |
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/* Basically, if the food value is something that is creatable |
237 |
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* under the limits of the spell and it is higher than |
238 |
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* the item we have now, take it instead. |
239 |
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*/ |
240 |
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if (at_tmp->clone.stats.food<=food_value && |
241 |
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(!at || at_tmp->clone.stats.food>at->clone.stats.food)) |
242 |
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at=at_tmp; |
243 |
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} |
244 |
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} |
245 |
elmex |
1.1 |
} |
246 |
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/* Pretty unlikely (there are some very low food items), but you never |
247 |
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* know |
248 |
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*/ |
249 |
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if (!at) { |
250 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); |
251 |
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return 0; |
252 |
elmex |
1.1 |
} |
253 |
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254 |
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food_value/=at->clone.stats.food; |
255 |
root |
1.3 |
new_op = arch_to_object (at); |
256 |
elmex |
1.1 |
new_op->nrof = food_value; |
257 |
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258 |
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new_op->value = 0; |
259 |
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if (new_op->nrof<1) new_op->nrof = 1; |
260 |
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261 |
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cast_create_obj(op, caster,new_op, dir); |
262 |
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return 1; |
263 |
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} |
264 |
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265 |
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int probe(object *op, object *caster, object *spell_ob, int dir) { |
266 |
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int r, mflags, maxrange; |
267 |
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object *tmp; |
268 |
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mapstruct *m; |
269 |
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270 |
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271 |
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if(!dir) { |
272 |
root |
1.5 |
examine_monster(op,op); |
273 |
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return 1; |
274 |
elmex |
1.1 |
} |
275 |
|
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maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); |
276 |
|
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for(r=1;r < maxrange; r++) { |
277 |
root |
1.5 |
sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; |
278 |
elmex |
1.1 |
|
279 |
root |
1.5 |
m = op->map; |
280 |
|
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mflags = get_map_flags(m, &m, x, y, &x, &y); |
281 |
elmex |
1.1 |
|
282 |
root |
1.5 |
if (mflags & P_OUT_OF_MAP) break; |
283 |
elmex |
1.1 |
|
284 |
root |
1.5 |
if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { |
285 |
|
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new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); |
286 |
|
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return 0; |
287 |
|
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} |
288 |
|
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if (mflags & P_IS_ALIVE) { |
289 |
|
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for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) |
290 |
|
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if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { |
291 |
|
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new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); |
292 |
|
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if(tmp->head!=NULL) |
293 |
|
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tmp=tmp->head; |
294 |
|
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examine_monster(op,tmp); |
295 |
|
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return 1; |
296 |
|
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} |
297 |
|
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} |
298 |
elmex |
1.1 |
} |
299 |
|
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new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); |
300 |
|
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return 1; |
301 |
|
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} |
302 |
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303 |
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|
304 |
|
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/* This checks to see if 'pl' is invisible to 'mon'. |
305 |
|
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* does race check, undead check, etc |
306 |
|
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* Returns TRUE if mon can't see pl, false |
307 |
|
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* otherwise. This doesn't check range, walls, etc. It |
308 |
|
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* only checks the racial adjustments, and in fact that |
309 |
|
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* pl is invisible. |
310 |
|
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*/ |
311 |
|
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int makes_invisible_to(object *pl, object *mon) |
312 |
|
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{ |
313 |
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|
314 |
|
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if (!pl->invisible) return 0; |
315 |
|
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if (pl->type == PLAYER ) { |
316 |
root |
1.5 |
/* If race isn't set, then invisible unless it is undead */ |
317 |
|
|
if (!pl->contr->invis_race) { |
318 |
|
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if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; |
319 |
|
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return 1; |
320 |
|
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} |
321 |
|
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/* invis_race is set if we get here */ |
322 |
|
|
if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) |
323 |
|
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return 1; |
324 |
|
|
/* No race, can't be invisible to it */ |
325 |
|
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if (!mon->race) return 0; |
326 |
|
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if (strstr(mon->race, pl->contr->invis_race)) return 1; |
327 |
|
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/* Nothing matched above, return 0 */ |
328 |
|
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return 0; |
329 |
elmex |
1.1 |
} else { |
330 |
root |
1.5 |
/* monsters are invisible to everything */ |
331 |
|
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return 1; |
332 |
elmex |
1.1 |
} |
333 |
|
|
} |
334 |
|
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|
335 |
|
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/* Makes the player or character invisible. |
336 |
|
|
* Note the spells to 'stack', but perhaps in odd ways. |
337 |
|
|
* the duration for all is cumulative. |
338 |
|
|
* In terms of invis undead/normal invis, it is the last one cast that |
339 |
|
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* will determine if you are invisible to undead or normal monsters. |
340 |
|
|
* For improved invis, if you cast it with a one of the others, you |
341 |
|
|
* lose the improved part of it, and the above statement about undead/ |
342 |
|
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* normal applies. |
343 |
|
|
*/ |
344 |
|
|
int cast_invisible(object *op, object *caster, object *spell_ob) { |
345 |
|
|
object *tmp; |
346 |
|
|
|
347 |
|
|
if(op->invisible>1000) { |
348 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); |
349 |
|
|
return 0; |
350 |
elmex |
1.1 |
} |
351 |
|
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|
352 |
|
|
/* Remove the switch with 90% duplicate code - just handle the differences with |
353 |
|
|
* and if statement or two. |
354 |
|
|
*/ |
355 |
|
|
op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); |
356 |
|
|
/* max duration */ |
357 |
|
|
if(op->invisible>1000) op->invisible = 1000; |
358 |
|
|
|
359 |
|
|
if (op->type == PLAYER) { |
360 |
root |
1.5 |
if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); |
361 |
|
|
if (spell_ob->race) |
362 |
|
|
op->contr->invis_race = add_refcount(spell_ob->race); |
363 |
|
|
if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) |
364 |
|
|
op->contr->tmp_invis=0; |
365 |
|
|
else |
366 |
|
|
op->contr->tmp_invis=1; |
367 |
elmex |
1.1 |
|
368 |
root |
1.5 |
op->contr->hidden = 0; |
369 |
elmex |
1.1 |
} |
370 |
|
|
if (makes_invisible_to(op, op)) |
371 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); |
372 |
elmex |
1.1 |
else |
373 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); |
374 |
elmex |
1.1 |
|
375 |
|
|
update_object(op,UP_OBJ_FACE); |
376 |
|
|
|
377 |
|
|
/* Only search the active objects - only these should actually do |
378 |
|
|
* harm to the player. |
379 |
|
|
*/ |
380 |
|
|
for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) |
381 |
root |
1.5 |
if (tmp->enemy == op) |
382 |
|
|
tmp->enemy = NULL; |
383 |
elmex |
1.1 |
return 1; |
384 |
|
|
} |
385 |
|
|
|
386 |
|
|
/* earth to dust spell. Basically destroys earthwalls in the area. |
387 |
|
|
*/ |
388 |
|
|
int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { |
389 |
|
|
object *tmp, *next; |
390 |
|
|
int range,i,j, mflags; |
391 |
|
|
sint16 sx, sy; |
392 |
|
|
mapstruct *m; |
393 |
|
|
|
394 |
|
|
if(op->type!=PLAYER) |
395 |
root |
1.5 |
return 0; |
396 |
elmex |
1.1 |
|
397 |
|
|
range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); |
398 |
|
|
|
399 |
|
|
for(i= -range;i<=range;i++) |
400 |
root |
1.5 |
for(j= -range;j<=range;j++) { |
401 |
|
|
sx = op->x + i; |
402 |
|
|
sy = op->y + j; |
403 |
|
|
m = op->map; |
404 |
|
|
mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); |
405 |
elmex |
1.1 |
|
406 |
root |
1.5 |
if (mflags & P_OUT_OF_MAP) continue; |
407 |
elmex |
1.1 |
|
408 |
root |
1.5 |
// earth to dust tears down everything that can be teared down |
409 |
elmex |
1.1 |
for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) |
410 |
|
|
{ |
411 |
|
|
next = tmp->above; |
412 |
|
|
if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
413 |
|
|
hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
414 |
|
|
} |
415 |
root |
1.5 |
} |
416 |
elmex |
1.1 |
return 1; |
417 |
|
|
} |
418 |
|
|
|
419 |
|
|
|
420 |
|
|
void execute_word_of_recall(object *op) { |
421 |
|
|
object *wor=op; |
422 |
|
|
while(op!=NULL && op->type!=PLAYER) |
423 |
root |
1.5 |
op=op->env; |
424 |
elmex |
1.1 |
|
425 |
|
|
if(op!=NULL && op->map) { |
426 |
root |
1.5 |
if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST))) |
427 |
|
|
new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); |
428 |
|
|
else |
429 |
|
|
enter_exit(op,wor); |
430 |
elmex |
1.1 |
} |
431 |
|
|
remove_ob(wor); |
432 |
|
|
free_object(wor); |
433 |
|
|
} |
434 |
|
|
|
435 |
|
|
/* Word of recall causes the player to return 'home'. |
436 |
|
|
* we put a force into the player object, so that there is a |
437 |
|
|
* time delay effect. |
438 |
|
|
*/ |
439 |
|
|
int cast_word_of_recall(object *op, object *caster, object *spell_ob) { |
440 |
|
|
object *dummy; |
441 |
|
|
int time; |
442 |
|
|
|
443 |
|
|
if(op->type!=PLAYER) |
444 |
root |
1.5 |
return 0; |
445 |
elmex |
1.1 |
|
446 |
|
|
if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) |
447 |
|
|
{ |
448 |
|
|
new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); |
449 |
|
|
return 1; |
450 |
|
|
} |
451 |
|
|
|
452 |
|
|
dummy=get_archetype(FORCE_NAME); |
453 |
|
|
if(dummy == NULL){ |
454 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
455 |
|
|
LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); |
456 |
|
|
return 0; |
457 |
elmex |
1.1 |
} |
458 |
|
|
time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); |
459 |
|
|
if (time <1 ) time=1; |
460 |
|
|
|
461 |
|
|
/* value of speed really doesn't make much difference, as long as it is |
462 |
|
|
* positive. Lower value may be useful so that the problem doesn't |
463 |
|
|
* do anything really odd if it say a -1000 or something. |
464 |
|
|
*/ |
465 |
|
|
dummy->speed = 0.002; |
466 |
|
|
update_ob_speed(dummy); |
467 |
|
|
dummy->speed_left = -dummy->speed * time; |
468 |
|
|
dummy->type=SPELL_EFFECT; |
469 |
|
|
dummy->subtype = SP_WORD_OF_RECALL; |
470 |
|
|
|
471 |
|
|
/* If we could take advantage of enter_player_savebed() here, it would be |
472 |
|
|
* nice, but until the map load fails, we can't. |
473 |
|
|
*/ |
474 |
|
|
EXIT_PATH(dummy) = add_string(op->contr->savebed_map); |
475 |
|
|
EXIT_X(dummy) = op->contr->bed_x; |
476 |
|
|
EXIT_Y(dummy) = op->contr->bed_y; |
477 |
|
|
|
478 |
|
|
(void) insert_ob_in_ob(dummy,op); |
479 |
|
|
new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); |
480 |
|
|
return 1; |
481 |
|
|
} |
482 |
|
|
|
483 |
|
|
/* cast_wonder |
484 |
|
|
* wonder is really just a spell that will likely cast another |
485 |
|
|
* spell. |
486 |
|
|
*/ |
487 |
|
|
int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { |
488 |
|
|
object *newspell; |
489 |
|
|
|
490 |
|
|
if(!rndm(0, 3)) |
491 |
root |
1.5 |
return cast_cone(op,caster,dir, spell_ob); |
492 |
elmex |
1.1 |
|
493 |
|
|
if (spell_ob->randomitems) { |
494 |
root |
1.5 |
newspell = generate_treasure(spell_ob->randomitems, caster->level); |
495 |
|
|
if (!newspell) { |
496 |
|
|
LOG(llevError,"cast_wonder: Unable to get a spell!\n"); |
497 |
|
|
return 0; |
498 |
|
|
} |
499 |
|
|
if (newspell->type != SPELL) { |
500 |
|
|
LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", |
501 |
|
|
newspell->type, newspell->name); |
502 |
|
|
return 0; |
503 |
|
|
} |
504 |
|
|
/* Prevent inifinit recursion */ |
505 |
|
|
if (newspell->subtype == SP_WONDER) { |
506 |
|
|
LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); |
507 |
|
|
return 0; |
508 |
|
|
} |
509 |
|
|
return cast_spell(op,caster,dir,newspell, NULL); |
510 |
elmex |
1.1 |
} |
511 |
|
|
return 1; |
512 |
|
|
} |
513 |
|
|
|
514 |
|
|
|
515 |
|
|
int perceive_self(object *op) { |
516 |
|
|
char *cp=describe_item(op, op), buf[MAX_BUF]; |
517 |
|
|
archetype *at=find_archetype(ARCH_DEPLETION); |
518 |
|
|
object *tmp; |
519 |
|
|
int i; |
520 |
|
|
|
521 |
|
|
tmp=find_god(determine_god(op)); |
522 |
|
|
if (tmp) |
523 |
root |
1.5 |
new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name); |
524 |
elmex |
1.1 |
else |
525 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); |
526 |
elmex |
1.1 |
|
527 |
|
|
tmp=present_arch_in_ob(at,op); |
528 |
|
|
|
529 |
|
|
if(*cp=='\0' && tmp==NULL) |
530 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); |
531 |
elmex |
1.1 |
else { |
532 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0,op,"You have:"); |
533 |
|
|
new_draw_info(NDI_UNIQUE, 0,op,cp); |
534 |
|
|
if (tmp!=NULL) { |
535 |
|
|
for (i=0; i<NUM_STATS; i++) { |
536 |
|
|
if (get_attr_value(&tmp->stats, i)<0) { |
537 |
|
|
new_draw_info_format(NDI_UNIQUE, 0,op, |
538 |
|
|
"Your %s is depleted by %d", statname[i], |
539 |
|
|
-(get_attr_value(&tmp->stats,i))); |
540 |
|
|
} |
541 |
|
|
} |
542 |
|
|
} |
543 |
elmex |
1.1 |
} |
544 |
|
|
|
545 |
|
|
if (is_dragon_pl(op)) { |
546 |
|
|
/* now grab the 'dragon_ability'-force from the player's inventory */ |
547 |
root |
1.5 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { |
548 |
|
|
if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { |
549 |
|
|
if(tmp->stats.exp == 0) { |
550 |
|
|
sprintf(buf, "Your metabolism isn't focused on anything."); |
551 |
|
|
} else { |
552 |
|
|
sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); |
553 |
|
|
} |
554 |
|
|
new_draw_info(NDI_UNIQUE, 0,op, buf); |
555 |
|
|
break; |
556 |
|
|
} |
557 |
|
|
} |
558 |
elmex |
1.1 |
} |
559 |
|
|
return 1; |
560 |
|
|
} |
561 |
|
|
|
562 |
|
|
/* int cast_create_town_portal (object *op, object *caster, int dir) |
563 |
|
|
* |
564 |
|
|
* This function cast the spell of town portal for op |
565 |
|
|
* |
566 |
|
|
* The spell operates in two passes. During the first one a place |
567 |
|
|
* is marked as a destination for the portal. During the second one, |
568 |
|
|
* 2 portals are created, one in the position the player cast it and |
569 |
|
|
* one in the destination place. The portal are synchronized and 2 forces |
570 |
|
|
* are inserted in the player to destruct the portal next time player |
571 |
|
|
* creates a new portal pair. |
572 |
|
|
* This spell has a side effect that it allows people to meet each other |
573 |
|
|
* in a permanent, private, appartements by making a town portal from it |
574 |
|
|
* to the town or another public place. So, check if the map is unique and if |
575 |
|
|
* so return an error |
576 |
|
|
* |
577 |
|
|
* Code by Tchize (david.delbecq@usa.net) |
578 |
|
|
*/ |
579 |
|
|
int cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
580 |
|
|
{ |
581 |
|
|
object *dummy, *force, *old_force, *tmp; |
582 |
|
|
archetype *perm_portal; |
583 |
|
|
char portal_name [1024], portal_message [1024]; |
584 |
|
|
sint16 exitx, exity; |
585 |
|
|
mapstruct *exitmap; |
586 |
|
|
int op_level; |
587 |
|
|
|
588 |
|
|
|
589 |
|
|
/* Check to see if the map the player is currently on is a per player unique |
590 |
|
|
* map. This can be determined in that per player unique maps have the |
591 |
|
|
* full pathname listed. |
592 |
|
|
*/ |
593 |
|
|
if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) && |
594 |
root |
1.5 |
settings.create_home_portals != TRUE ) |
595 |
elmex |
1.1 |
{ |
596 |
root |
1.5 |
new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n"); |
597 |
|
|
return 0; |
598 |
elmex |
1.1 |
} |
599 |
|
|
|
600 |
|
|
/* The first thing to do is to check if we have a marked destination |
601 |
|
|
* dummy is used to make a check inventory for the force |
602 |
|
|
*/ |
603 |
|
|
dummy=arch_to_object(spell->other_arch); |
604 |
|
|
if(dummy == NULL){ |
605 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
606 |
|
|
LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",op->name); |
607 |
|
|
return 0; |
608 |
elmex |
1.1 |
} |
609 |
|
|
force=check_inv_recursive (op,dummy); |
610 |
|
|
|
611 |
|
|
if (force==NULL) { |
612 |
root |
1.5 |
/* Here we know there is no destination marked up. |
613 |
|
|
* We have 2 things to do: |
614 |
|
|
* 1. Mark the destination in the player inventory. |
615 |
|
|
* 2. Let the player know it worked. |
616 |
|
|
*/ |
617 |
|
|
free_string (dummy->name); |
618 |
|
|
dummy->name = add_string (op->map->path); |
619 |
|
|
EXIT_X(dummy)= op->x; |
620 |
|
|
EXIT_Y(dummy)= op->y; |
621 |
|
|
insert_ob_in_ob (dummy,op); |
622 |
|
|
new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You fix this place in your mind.\nYou feel you are able to come here from anywhere."); |
623 |
|
|
return 1; |
624 |
elmex |
1.1 |
} |
625 |
|
|
free_object (dummy); |
626 |
|
|
|
627 |
|
|
/* Here we know where the town portal should go to |
628 |
|
|
* We should kill any existing portal associated with the player. |
629 |
|
|
* Than we should create the 2 portals. |
630 |
|
|
* For each of them, we need: |
631 |
|
|
* - To create the portal with the name of the player+destination map |
632 |
|
|
* - set the owner of the town portal |
633 |
|
|
* - To mark the position of the portal in the player's inventory |
634 |
|
|
* for easier destruction. |
635 |
|
|
* |
636 |
|
|
* The mark works has follow: |
637 |
|
|
* slaying: Existing town portal |
638 |
|
|
* hp, sp : x & y of the associated portal |
639 |
|
|
* name : name of the portal |
640 |
|
|
* race : map the portal is in |
641 |
|
|
*/ |
642 |
|
|
|
643 |
|
|
/* First step: killing existing town portals */ |
644 |
|
|
dummy=get_archetype(spell->race); |
645 |
|
|
if(dummy == NULL){ |
646 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
647 |
|
|
LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name); |
648 |
|
|
return 0; |
649 |
elmex |
1.1 |
} |
650 |
|
|
perm_portal = find_archetype (spell->slaying); |
651 |
|
|
|
652 |
|
|
/* To kill a town portal, we go trough the player's inventory, |
653 |
|
|
* for each marked portal in player's inventory, |
654 |
|
|
* -We try load the associated map (if impossible, consider the portal destructed) |
655 |
|
|
* -We find any portal in the specified location. |
656 |
|
|
* If it has the good name, we destruct it. |
657 |
|
|
* -We destruct the force indicating that portal. |
658 |
|
|
*/ |
659 |
|
|
while ( (old_force=check_inv_recursive (op,dummy))) { |
660 |
root |
1.5 |
exitx=EXIT_X(old_force); |
661 |
|
|
exity=EXIT_Y(old_force); |
662 |
|
|
LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",old_force->race,exitx,exity); |
663 |
|
|
|
664 |
|
|
if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir))) |
665 |
|
|
exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE); |
666 |
|
|
else exitmap = ready_map_name(old_force->race, 0); |
667 |
|
|
|
668 |
|
|
if (exitmap) { |
669 |
|
|
tmp=present_arch (perm_portal,exitmap,exitx,exity); |
670 |
|
|
while (tmp) { |
671 |
|
|
if (tmp->name == old_force->name) { |
672 |
|
|
remove_ob (tmp); |
673 |
|
|
free_object (tmp); |
674 |
|
|
break; |
675 |
|
|
} else { |
676 |
|
|
tmp = tmp->above; |
677 |
|
|
} |
678 |
|
|
} |
679 |
|
|
} |
680 |
|
|
remove_ob (old_force); |
681 |
|
|
free_object (old_force); |
682 |
|
|
LOG (llevDebug,"\n"); |
683 |
elmex |
1.1 |
} |
684 |
|
|
free_object (dummy); |
685 |
|
|
|
686 |
|
|
/* Creating the portals. |
687 |
|
|
* The very first thing to do is to ensure |
688 |
|
|
* access to the destination map. |
689 |
|
|
* If we can't, don't fizzle. Simply warn player. |
690 |
|
|
* This ensure player pays his mana for the spell |
691 |
|
|
* because HE is responsible of forgotting. |
692 |
|
|
* 'force' is the destination of the town portal, which we got |
693 |
|
|
* from the players inventory above. |
694 |
|
|
*/ |
695 |
|
|
|
696 |
|
|
/* Ensure exit map is loaded*/ |
697 |
|
|
if (!strncmp(force->name, settings.localdir, strlen(settings.localdir))) |
698 |
root |
1.5 |
exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE); |
699 |
elmex |
1.1 |
else |
700 |
root |
1.5 |
exitmap = ready_map_name(force->name, 0); |
701 |
elmex |
1.1 |
|
702 |
|
|
/* If we were unable to load (ex. random map deleted), warn player*/ |
703 |
|
|
if (exitmap==NULL) { |
704 |
root |
1.5 |
new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?"); |
705 |
|
|
remove_ob(force); |
706 |
|
|
free_object(force); |
707 |
|
|
return 1; |
708 |
elmex |
1.1 |
} |
709 |
|
|
|
710 |
|
|
op_level = caster_level(caster, spell); |
711 |
|
|
if (op_level<15) |
712 |
|
|
snprintf (portal_message,1024,"\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",op->name); |
713 |
|
|
else if (op_level<30) |
714 |
|
|
snprintf (portal_message,1024,"\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n",op->name); |
715 |
|
|
else if (op_level<60) |
716 |
|
|
snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); |
717 |
|
|
else snprintf (portal_message,1024,"\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",op->name); |
718 |
|
|
|
719 |
|
|
/* Create a portal in front of player |
720 |
|
|
* dummy contain the portal and |
721 |
|
|
* force contain the track to kill it later |
722 |
|
|
*/ |
723 |
|
|
|
724 |
|
|
snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name); |
725 |
|
|
dummy=get_archetype(spell->slaying); /*The portal*/ |
726 |
|
|
if(dummy == NULL) { |
727 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
728 |
|
|
LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name); |
729 |
|
|
return 0; |
730 |
elmex |
1.1 |
} |
731 |
|
|
EXIT_PATH(dummy) = add_string (force->name); |
732 |
|
|
EXIT_X(dummy)=EXIT_X(force); |
733 |
|
|
EXIT_Y(dummy)=EXIT_Y(force); |
734 |
|
|
FREE_AND_COPY(dummy->name, portal_name); |
735 |
|
|
FREE_AND_COPY(dummy->name_pl, portal_name); |
736 |
|
|
dummy->msg=add_string (portal_message); |
737 |
|
|
dummy->race=add_string (op->name); /*Save the owner of the portal*/ |
738 |
|
|
cast_create_obj (op, caster, dummy, 0); |
739 |
|
|
|
740 |
|
|
/* Now we need to to create a town portal marker inside the player |
741 |
|
|
* object, so on future castings, we can know that he has an active |
742 |
|
|
* town portal. |
743 |
|
|
*/ |
744 |
|
|
tmp=get_archetype(spell->race); |
745 |
|
|
if(tmp == NULL){ |
746 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
747 |
|
|
LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name); |
748 |
|
|
return 0; |
749 |
elmex |
1.1 |
} |
750 |
|
|
tmp->race=add_string (op->map->path); |
751 |
|
|
FREE_AND_COPY(tmp->name, portal_name); |
752 |
|
|
EXIT_X(tmp)=dummy->x; |
753 |
|
|
EXIT_Y(tmp)=dummy->y; |
754 |
|
|
insert_ob_in_ob (tmp,op); |
755 |
|
|
|
756 |
|
|
/* Create a portal in the destination map |
757 |
|
|
* dummy contain the portal and |
758 |
|
|
* force the track to kill it later |
759 |
|
|
* the 'force' variable still contains the 'reminder' of |
760 |
|
|
* where this portal goes to. |
761 |
|
|
*/ |
762 |
|
|
snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path); |
763 |
|
|
dummy=get_archetype (spell->slaying); /*The portal*/ |
764 |
|
|
if(dummy == NULL) { |
765 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
766 |
|
|
LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name); |
767 |
|
|
return 0; |
768 |
elmex |
1.1 |
} |
769 |
|
|
EXIT_PATH(dummy) = add_string (op->map->path); |
770 |
|
|
EXIT_X(dummy)=op->x; |
771 |
|
|
EXIT_Y(dummy)=op->y; |
772 |
|
|
FREE_AND_COPY(dummy->name, portal_name); |
773 |
|
|
FREE_AND_COPY(dummy->name_pl, portal_name); |
774 |
|
|
dummy->msg=add_string (portal_message); |
775 |
|
|
dummy->x=EXIT_X(force); |
776 |
|
|
dummy->y=EXIT_Y(force); |
777 |
|
|
dummy->race=add_string (op->name); /*Save the owner of the portal*/ |
778 |
|
|
insert_ob_in_map(dummy,exitmap,op,0); |
779 |
|
|
|
780 |
|
|
/* Now we create another town portal marker that |
781 |
|
|
* points back to the one we just made |
782 |
|
|
*/ |
783 |
|
|
tmp=get_archetype(spell->race); |
784 |
|
|
if(tmp == NULL){ |
785 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
786 |
|
|
LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name); |
787 |
|
|
return 0; |
788 |
elmex |
1.1 |
} |
789 |
|
|
tmp->race=add_string(force->name); |
790 |
|
|
FREE_AND_COPY(tmp->name, portal_name); |
791 |
|
|
EXIT_X(tmp)=dummy->x; |
792 |
|
|
EXIT_Y(tmp)=dummy->y; |
793 |
|
|
insert_ob_in_ob (tmp,op); |
794 |
|
|
|
795 |
|
|
/* Describe the player what happened |
796 |
|
|
*/ |
797 |
|
|
new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home."); |
798 |
|
|
remove_ob(force); /* Delete the force inside the player*/ |
799 |
|
|
free_object(force); |
800 |
|
|
return 1; |
801 |
|
|
} |
802 |
|
|
|
803 |
|
|
|
804 |
|
|
/* This creates magic walls. Really, it can create most any object, |
805 |
|
|
* within some reason. |
806 |
|
|
*/ |
807 |
|
|
|
808 |
|
|
int magic_wall(object *op,object *caster,int dir,object *spell_ob) { |
809 |
|
|
object *tmp, *tmp2; |
810 |
|
|
int i,posblocked,negblocked, maxrange; |
811 |
|
|
sint16 x, y; |
812 |
|
|
mapstruct *m; |
813 |
|
|
const char *name; |
814 |
|
|
archetype *at; |
815 |
|
|
|
816 |
|
|
if(!dir) { |
817 |
root |
1.5 |
dir=op->facing; |
818 |
|
|
x = op->x; |
819 |
|
|
y = op->y; |
820 |
elmex |
1.1 |
} else { |
821 |
root |
1.5 |
x = op->x+freearr_x[dir]; |
822 |
|
|
y = op->y+freearr_y[dir]; |
823 |
elmex |
1.1 |
} |
824 |
|
|
m = op->map; |
825 |
|
|
|
826 |
|
|
if ((spell_ob->move_block || x != op->x || y != op->y) && |
827 |
|
|
(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) || |
828 |
|
|
((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) { |
829 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
830 |
|
|
return 0; |
831 |
elmex |
1.1 |
} |
832 |
|
|
if (spell_ob->other_arch) { |
833 |
root |
1.5 |
tmp = arch_to_object(spell_ob->other_arch); |
834 |
elmex |
1.1 |
} else if (spell_ob->race) { |
835 |
root |
1.5 |
char buf1[MAX_BUF]; |
836 |
elmex |
1.1 |
|
837 |
root |
1.5 |
sprintf(buf1,spell_ob->race,dir); |
838 |
|
|
at = find_archetype(buf1); |
839 |
|
|
if (!at) { |
840 |
|
|
LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); |
841 |
|
|
new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); |
842 |
|
|
return 0; |
843 |
|
|
} |
844 |
|
|
tmp = arch_to_object(at); |
845 |
elmex |
1.1 |
} else { |
846 |
root |
1.5 |
LOG(llevError,"magic_wall: spell %s lacks other_arch\n", |
847 |
|
|
spell_ob->name); |
848 |
|
|
return 0; |
849 |
elmex |
1.1 |
} |
850 |
|
|
|
851 |
|
|
if (tmp->type == SPELL_EFFECT) { |
852 |
root |
1.5 |
tmp->attacktype = spell_ob->attacktype; |
853 |
|
|
tmp->duration = spell_ob->duration + |
854 |
|
|
SP_level_duration_adjust(caster, spell_ob); |
855 |
|
|
tmp->stats.dam = spell_ob->stats.dam + |
856 |
|
|
SP_level_dam_adjust(caster, spell_ob); |
857 |
|
|
tmp->range = 0; |
858 |
elmex |
1.1 |
} else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { |
859 |
root |
1.5 |
tmp->stats.hp = spell_ob->duration + |
860 |
|
|
SP_level_duration_adjust(caster, spell_ob); |
861 |
|
|
tmp->stats.maxhp = tmp->stats.hp; |
862 |
|
|
set_owner(tmp,op); |
863 |
|
|
set_spell_skill(op, caster, spell_ob, tmp); |
864 |
elmex |
1.1 |
} |
865 |
|
|
if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { |
866 |
root |
1.5 |
tmp->stats.food = spell_ob->duration + |
867 |
|
|
SP_level_duration_adjust(caster, spell_ob); |
868 |
|
|
SET_FLAG(tmp, FLAG_IS_USED_UP); |
869 |
elmex |
1.1 |
} |
870 |
|
|
if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { |
871 |
|
|
tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); |
872 |
root |
1.5 |
tmp->stats.maxhp = tmp->stats.hp; |
873 |
|
|
SET_FLAG(tmp, FLAG_TEAR_DOWN); |
874 |
|
|
SET_FLAG(tmp, FLAG_ALIVE); |
875 |
elmex |
1.1 |
} |
876 |
|
|
|
877 |
|
|
/* This can't really hurt - if the object doesn't kill anything, |
878 |
|
|
* these fields just won't be used. |
879 |
|
|
*/ |
880 |
|
|
set_owner(tmp,op); |
881 |
|
|
set_spell_skill(op, caster, spell_ob, tmp); |
882 |
|
|
tmp->x = x; |
883 |
|
|
tmp->y = y; |
884 |
|
|
tmp->level = caster_level(caster, spell_ob) / 2; |
885 |
|
|
|
886 |
|
|
name = tmp->name; |
887 |
|
|
if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { |
888 |
root |
1.5 |
new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); |
889 |
|
|
return 0; |
890 |
elmex |
1.1 |
} |
891 |
|
|
/* If this is a spellcasting wall, need to insert the spell object */ |
892 |
|
|
if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
893 |
root |
1.5 |
insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); |
894 |
elmex |
1.1 |
|
895 |
|
|
/* This code causes the wall to extend some distance in |
896 |
|
|
* each direction, or until an obstruction is encountered. |
897 |
|
|
* posblocked and negblocked help determine how far the |
898 |
|
|
* created wall can extend, it won't go extend through |
899 |
|
|
* blocked spaces. |
900 |
|
|
*/ |
901 |
|
|
maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); |
902 |
|
|
posblocked=0; |
903 |
|
|
negblocked=0; |
904 |
|
|
|
905 |
|
|
for(i=1; i<=maxrange; i++) { |
906 |
root |
1.5 |
int dir2; |
907 |
|
|
|
908 |
|
|
dir2 = (dir<4)?(dir+2):dir-2; |
909 |
|
|
|
910 |
|
|
x = tmp->x+i*freearr_x[dir2]; |
911 |
|
|
y = tmp->y+i*freearr_y[dir2]; |
912 |
|
|
m = tmp->map; |
913 |
|
|
|
914 |
|
|
if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && |
915 |
|
|
((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && |
916 |
|
|
!posblocked) { |
917 |
|
|
tmp2 = get_object(); |
918 |
|
|
copy_object(tmp,tmp2); |
919 |
|
|
tmp2->x = x; |
920 |
|
|
tmp2->y = y; |
921 |
|
|
insert_ob_in_map(tmp2,m,op,0); |
922 |
|
|
/* If this is a spellcasting wall, need to insert the spell object */ |
923 |
|
|
if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
924 |
|
|
insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); |
925 |
|
|
|
926 |
|
|
} else posblocked=1; |
927 |
|
|
|
928 |
|
|
x = tmp->x-i*freearr_x[dir2]; |
929 |
|
|
y = tmp->y-i*freearr_y[dir2]; |
930 |
|
|
m = tmp->map; |
931 |
|
|
|
932 |
|
|
if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && |
933 |
|
|
((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && |
934 |
|
|
!negblocked) { |
935 |
|
|
tmp2 = get_object(); |
936 |
|
|
copy_object(tmp,tmp2); |
937 |
|
|
tmp2->x = x; |
938 |
|
|
tmp2->y = y; |
939 |
|
|
insert_ob_in_map(tmp2,m,op,0); |
940 |
|
|
if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
941 |
|
|
insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); |
942 |
|
|
} else negblocked=1; |
943 |
elmex |
1.1 |
} |
944 |
|
|
|
945 |
|
|
if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) |
946 |
root |
1.5 |
update_all_los(op->map, op->x, op->y); |
947 |
elmex |
1.1 |
|
948 |
|
|
return 1; |
949 |
|
|
} |
950 |
|
|
|
951 |
|
|
int dimension_door(object *op,object *caster, object *spob, int dir) { |
952 |
|
|
uint32 dist, maxdist; |
953 |
|
|
int mflags; |
954 |
|
|
mapstruct *m; |
955 |
|
|
sint16 sx, sy; |
956 |
|
|
|
957 |
|
|
if(op->type!=PLAYER) |
958 |
root |
1.5 |
return 0; |
959 |
elmex |
1.1 |
|
960 |
|
|
if(!dir) { |
961 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); |
962 |
|
|
return 0; |
963 |
elmex |
1.1 |
} |
964 |
|
|
|
965 |
|
|
/* Given the new outdoor maps, can't let players dimension door for |
966 |
|
|
* ever, so put limits in. |
967 |
|
|
*/ |
968 |
|
|
maxdist = spob->range + |
969 |
root |
1.5 |
SP_level_range_adjust(caster, spob); |
970 |
elmex |
1.1 |
|
971 |
|
|
if(op->contr->count) { |
972 |
root |
1.5 |
if (op->contr->count > maxdist) { |
973 |
|
|
new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!"); |
974 |
|
|
return 0; |
975 |
|
|
} |
976 |
|
|
|
977 |
|
|
for(dist=0;dist<op->contr->count; dist++) { |
978 |
|
|
mflags = get_map_flags(op->map, &m, |
979 |
|
|
op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1), |
980 |
|
|
&sx, &sy); |
981 |
|
|
|
982 |
|
|
if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break; |
983 |
|
|
|
984 |
|
|
if ((mflags & P_BLOCKSVIEW) && |
985 |
|
|
OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break; |
986 |
|
|
} |
987 |
|
|
|
988 |
|
|
if(dist<op->contr->count) { |
989 |
|
|
new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n"); |
990 |
|
|
op->contr->count=0; |
991 |
|
|
return 0; |
992 |
|
|
} |
993 |
|
|
op->contr->count=0; |
994 |
|
|
|
995 |
|
|
/* Remove code that puts player on random space on maps. IMO, |
996 |
|
|
* a lot of maps probably have areas the player should not get to, |
997 |
|
|
* but may not be marked as NO_MAGIC (as they may be bounded |
998 |
|
|
* by such squares). Also, there are probably treasure rooms and |
999 |
|
|
* lots of other maps that protect areas with no magic, but the |
1000 |
|
|
* areas themselves don't contain no magic spaces. |
1001 |
|
|
*/ |
1002 |
|
|
/* This call here is really just to normalize the coordinates */ |
1003 |
|
|
mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist, |
1004 |
|
|
&sx, &sy); |
1005 |
|
|
if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) { |
1006 |
|
|
new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n"); |
1007 |
|
|
return 1; /* Maybe the penalty should be more severe... */ |
1008 |
|
|
} |
1009 |
elmex |
1.1 |
} else { |
1010 |
root |
1.5 |
/* Player didn't specify a distance, so lets see how far |
1011 |
|
|
* we can move the player. Don't know why this stopped on |
1012 |
|
|
* spaces that blocked the players view. |
1013 |
|
|
*/ |
1014 |
|
|
|
1015 |
|
|
for(dist=0; dist < maxdist; dist++) { |
1016 |
|
|
mflags = get_map_flags(op->map, &m, |
1017 |
|
|
op->x+freearr_x[dir] * (dist+1), |
1018 |
|
|
op->y+freearr_y[dir] * (dist+1), |
1019 |
|
|
&sx, &sy); |
1020 |
|
|
|
1021 |
|
|
if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break; |
1022 |
|
|
|
1023 |
|
|
if ((mflags & P_BLOCKSVIEW) && |
1024 |
|
|
OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break; |
1025 |
|
|
|
1026 |
|
|
} |
1027 |
|
|
|
1028 |
|
|
/* If the destination is blocked, keep backing up until we |
1029 |
|
|
* find a place for the player. |
1030 |
|
|
*/ |
1031 |
|
|
for(;dist>0; dist--) { |
1032 |
|
|
if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist, |
1033 |
|
|
&sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue; |
1034 |
|
|
|
1035 |
|
|
|
1036 |
|
|
if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break; |
1037 |
|
|
|
1038 |
|
|
} |
1039 |
|
|
if(!dist) { |
1040 |
|
|
new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n"); |
1041 |
|
|
return 0; |
1042 |
|
|
} |
1043 |
elmex |
1.1 |
} |
1044 |
|
|
|
1045 |
|
|
/* Actually move the player now */ |
1046 |
|
|
remove_ob(op); |
1047 |
|
|
op->x+=freearr_x[dir]*dist; |
1048 |
|
|
op->y+=freearr_y[dir]*dist; |
1049 |
|
|
if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL) |
1050 |
|
|
return 1; |
1051 |
|
|
|
1052 |
|
|
op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ |
1053 |
|
|
return 1; |
1054 |
|
|
} |
1055 |
|
|
|
1056 |
|
|
|
1057 |
|
|
/* cast_heal: Heals something. |
1058 |
|
|
* op is the caster. |
1059 |
|
|
* dir is the direction he is casting it in. |
1060 |
|
|
* spell is the spell object. |
1061 |
|
|
*/ |
1062 |
|
|
int cast_heal(object *op,object *caster, object *spell, int dir) { |
1063 |
|
|
object *tmp; |
1064 |
|
|
archetype *at; |
1065 |
|
|
object *poison; |
1066 |
|
|
int heal = 0, success = 0; |
1067 |
|
|
|
1068 |
|
|
tmp = find_target_for_friendly_spell(op,dir); |
1069 |
|
|
|
1070 |
|
|
if (tmp==NULL) return 0; |
1071 |
|
|
|
1072 |
|
|
/* Figure out how many hp this spell might cure. |
1073 |
|
|
* could be zero if this spell heals effects, not damage. |
1074 |
|
|
*/ |
1075 |
|
|
heal = spell->stats.dam; |
1076 |
|
|
if (spell->stats.hp) |
1077 |
root |
1.5 |
heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + |
1078 |
|
|
spell->stats.hp; |
1079 |
elmex |
1.1 |
|
1080 |
|
|
if (heal) { |
1081 |
root |
1.5 |
if (tmp->stats.hp >= tmp->stats.maxhp) { |
1082 |
|
|
new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); |
1083 |
|
|
} |
1084 |
|
|
else { |
1085 |
|
|
/* See how many points we actually heal. Instead of messages |
1086 |
|
|
* based on type of spell, we instead do messages based |
1087 |
|
|
* on amount of damage healed. |
1088 |
|
|
*/ |
1089 |
|
|
if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
1090 |
|
|
heal = tmp->stats.maxhp - tmp->stats.hp; |
1091 |
|
|
tmp->stats.hp += heal; |
1092 |
|
|
|
1093 |
|
|
if (tmp->stats.hp >= tmp->stats.maxhp) { |
1094 |
|
|
new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); |
1095 |
|
|
} else if (heal > 50) { |
1096 |
|
|
new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); |
1097 |
|
|
} else if (heal > 25) { |
1098 |
|
|
new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); |
1099 |
|
|
} else if (heal > 10) { |
1100 |
|
|
new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); |
1101 |
|
|
} else { |
1102 |
|
|
new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); |
1103 |
|
|
} |
1104 |
|
|
success=1; |
1105 |
|
|
} |
1106 |
elmex |
1.1 |
} |
1107 |
|
|
if (spell->attacktype & AT_DISEASE) |
1108 |
root |
1.5 |
if (cure_disease (tmp, op)) |
1109 |
elmex |
1.1 |
success = 1; |
1110 |
|
|
|
1111 |
|
|
if (spell->attacktype & AT_POISON) { |
1112 |
root |
1.5 |
at = find_archetype("poisoning"); |
1113 |
|
|
poison=present_arch_in_ob(at,tmp); |
1114 |
|
|
if (poison) { |
1115 |
|
|
success = 1; |
1116 |
|
|
new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); |
1117 |
|
|
poison->stats.food = 1; |
1118 |
|
|
} |
1119 |
elmex |
1.1 |
} |
1120 |
|
|
if (spell->attacktype & AT_CONFUSION) { |
1121 |
root |
1.5 |
poison=present_in_ob_by_name(FORCE,"confusion", tmp); |
1122 |
|
|
if (poison) { |
1123 |
|
|
success = 1; |
1124 |
|
|
new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
1125 |
|
|
poison->duration = 1; |
1126 |
|
|
} |
1127 |
elmex |
1.1 |
} |
1128 |
|
|
if (spell->attacktype & AT_BLIND) { |
1129 |
root |
1.5 |
at=find_archetype("blindness"); |
1130 |
|
|
poison=present_arch_in_ob(at,tmp); |
1131 |
|
|
if (poison) { |
1132 |
|
|
success = 1; |
1133 |
|
|
new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); |
1134 |
|
|
poison->stats.food = 1; |
1135 |
|
|
} |
1136 |
elmex |
1.1 |
} |
1137 |
|
|
if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { |
1138 |
root |
1.5 |
tmp->stats.sp += spell->last_sp; |
1139 |
|
|
if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; |
1140 |
|
|
success = 1; |
1141 |
|
|
new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); |
1142 |
elmex |
1.1 |
} |
1143 |
|
|
if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { |
1144 |
root |
1.5 |
tmp->stats.grace += spell->last_grace; |
1145 |
|
|
if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; |
1146 |
|
|
success = 1; |
1147 |
|
|
new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); |
1148 |
elmex |
1.1 |
} |
1149 |
|
|
if (spell->stats.food && tmp->stats.food < 999) { |
1150 |
root |
1.5 |
tmp->stats.food += spell->stats.food; |
1151 |
|
|
if (tmp->stats.food > 999) tmp->stats.food=999; |
1152 |
|
|
success = 1; |
1153 |
|
|
/* We could do something a bit better like the messages for healing above */ |
1154 |
|
|
new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food"); |
1155 |
elmex |
1.1 |
} |
1156 |
|
|
return success; |
1157 |
|
|
} |
1158 |
|
|
|
1159 |
|
|
|
1160 |
|
|
/* This is used for the spells that gain stats. There are no spells |
1161 |
|
|
* right now that icnrease wis/int/pow on a temp basis, so no |
1162 |
|
|
* good comments for those. |
1163 |
|
|
*/ |
1164 |
|
|
static const char* const no_gain_msgs[NUM_STATS] = { |
1165 |
|
|
"You grow no stronger.", |
1166 |
|
|
"You grow no more agile.", |
1167 |
|
|
"You don't feel any healthier.", |
1168 |
|
|
"no wis", |
1169 |
|
|
"You are no easier to look at.", |
1170 |
|
|
"no int", |
1171 |
|
|
"no pow" |
1172 |
|
|
}; |
1173 |
|
|
|
1174 |
|
|
int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { |
1175 |
|
|
object *tmp, *tmp2=NULL; |
1176 |
|
|
object *force=NULL; |
1177 |
|
|
int i; |
1178 |
|
|
|
1179 |
|
|
/* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1180 |
|
|
if(dir!=0) { |
1181 |
root |
1.5 |
tmp=find_target_for_friendly_spell(op,dir); |
1182 |
elmex |
1.1 |
} else { |
1183 |
root |
1.5 |
tmp = op; |
1184 |
elmex |
1.1 |
} |
1185 |
|
|
|
1186 |
|
|
if(tmp==NULL) return 0; |
1187 |
|
|
|
1188 |
|
|
/* If we've already got a force of this type, don't add a new one. */ |
1189 |
|
|
for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { |
1190 |
root |
1.5 |
if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { |
1191 |
|
|
if (tmp2->name == spell_ob->name) { |
1192 |
|
|
force=tmp2; /* the old effect will be "refreshed" */ |
1193 |
|
|
break; |
1194 |
|
|
} |
1195 |
|
|
else if (spell_ob->race && spell_ob->race == tmp2->name) { |
1196 |
elmex |
1.1 |
if ( !silent ) |
1197 |
root |
1.5 |
new_draw_info_format(NDI_UNIQUE, 0, op, |
1198 |
|
|
"You can not cast %s while %s is in effect", |
1199 |
|
|
spell_ob->name, tmp2->name_pl); |
1200 |
|
|
return 0; |
1201 |
|
|
} |
1202 |
|
|
} |
1203 |
elmex |
1.1 |
} |
1204 |
|
|
if(force==NULL) { |
1205 |
root |
1.5 |
force=get_archetype(FORCE_NAME); |
1206 |
|
|
force->subtype = FORCE_CHANGE_ABILITY; |
1207 |
|
|
free_string(force->name); |
1208 |
|
|
if (spell_ob->race) |
1209 |
|
|
force->name = add_refcount(spell_ob->race); |
1210 |
|
|
else |
1211 |
|
|
force->name = add_refcount(spell_ob->name); |
1212 |
|
|
free_string(force->name_pl); |
1213 |
|
|
force->name_pl = add_refcount(spell_ob->name); |
1214 |
|
|
new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
1215 |
elmex |
1.1 |
|
1216 |
|
|
} else { |
1217 |
root |
1.5 |
int duration; |
1218 |
elmex |
1.1 |
|
1219 |
root |
1.5 |
duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; |
1220 |
|
|
if (duration > force->duration) { |
1221 |
|
|
force->duration = duration; |
1222 |
|
|
new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1223 |
|
|
} else { |
1224 |
|
|
new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1225 |
|
|
} |
1226 |
|
|
return 1; |
1227 |
elmex |
1.1 |
} |
1228 |
|
|
force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; |
1229 |
|
|
force->speed = 1.0; |
1230 |
|
|
force->speed_left = -1.0; |
1231 |
|
|
SET_FLAG(force, FLAG_APPLIED); |
1232 |
|
|
|
1233 |
|
|
/* Now start processing the effects. First, protections */ |
1234 |
|
|
for (i=0; i < NROFATTACKS; i++) { |
1235 |
root |
1.5 |
if (spell_ob->resist[i]) { |
1236 |
|
|
force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); |
1237 |
|
|
if (force->resist[i] > 100) force->resist[i] = 100; |
1238 |
|
|
} |
1239 |
elmex |
1.1 |
} |
1240 |
|
|
if (spell_ob->stats.hp) |
1241 |
root |
1.5 |
force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); |
1242 |
elmex |
1.1 |
|
1243 |
|
|
if (tmp->type == PLAYER) { |
1244 |
root |
1.5 |
/* Stat adjustment spells */ |
1245 |
|
|
for (i=0; i < NUM_STATS; i++) { |
1246 |
|
|
sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; |
1247 |
|
|
if (stat) { |
1248 |
|
|
sm=0; |
1249 |
|
|
for (k=0; k<stat; k++) |
1250 |
|
|
sm += rndm(1, 3); |
1251 |
|
|
|
1252 |
|
|
if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { |
1253 |
|
|
sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); |
1254 |
|
|
if (sm<0) sm = 0; |
1255 |
|
|
} |
1256 |
|
|
set_attr_value(&force->stats, i, sm); |
1257 |
|
|
if (!sm) |
1258 |
|
|
new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); |
1259 |
|
|
} |
1260 |
|
|
} |
1261 |
elmex |
1.1 |
} |
1262 |
|
|
|
1263 |
|
|
force->move_type = spell_ob->move_type; |
1264 |
|
|
|
1265 |
|
|
if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) |
1266 |
root |
1.5 |
SET_FLAG(force, FLAG_SEE_IN_DARK); |
1267 |
elmex |
1.1 |
|
1268 |
|
|
if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) |
1269 |
root |
1.5 |
SET_FLAG(force, FLAG_XRAYS); |
1270 |
elmex |
1.1 |
|
1271 |
|
|
/* Haste/bonus speed */ |
1272 |
|
|
if (spell_ob->stats.exp) { |
1273 |
root |
1.5 |
if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); |
1274 |
|
|
else |
1275 |
|
|
force->stats.exp = spell_ob->stats.exp; |
1276 |
elmex |
1.1 |
} |
1277 |
|
|
|
1278 |
|
|
force->stats.wc = spell_ob->stats.wc; |
1279 |
|
|
force->stats.ac = spell_ob->stats.ac; |
1280 |
|
|
force->attacktype = spell_ob->attacktype; |
1281 |
|
|
|
1282 |
|
|
insert_ob_in_ob(force,tmp); |
1283 |
|
|
change_abil(tmp,force); /* Mostly to display any messages */ |
1284 |
|
|
fix_player(tmp); |
1285 |
|
|
return 1; |
1286 |
|
|
} |
1287 |
|
|
|
1288 |
|
|
/* This used to be part of cast_change_ability, but it really didn't make |
1289 |
|
|
* a lot of sense, since most of the values it derives are from the god |
1290 |
|
|
* of the caster. |
1291 |
|
|
*/ |
1292 |
|
|
|
1293 |
|
|
int cast_bless(object *op,object *caster,object *spell_ob, int dir) { |
1294 |
|
|
int i; |
1295 |
|
|
object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; |
1296 |
|
|
|
1297 |
|
|
/* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1298 |
|
|
if(dir!=0) { |
1299 |
root |
1.5 |
tmp=find_target_for_friendly_spell(op,dir); |
1300 |
elmex |
1.1 |
} else { |
1301 |
root |
1.5 |
tmp = op; |
1302 |
elmex |
1.1 |
} |
1303 |
|
|
|
1304 |
|
|
/* If we've already got a force of this type, don't add a new one. */ |
1305 |
|
|
for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { |
1306 |
root |
1.5 |
if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { |
1307 |
|
|
if (tmp2->name == spell_ob->name) { |
1308 |
|
|
force=tmp2; /* the old effect will be "refreshed" */ |
1309 |
|
|
break; |
1310 |
|
|
} |
1311 |
|
|
else if (spell_ob->race && spell_ob->race == tmp2->name) { |
1312 |
|
|
new_draw_info_format(NDI_UNIQUE, 0, op, |
1313 |
|
|
"You can not cast %s while %s is in effect", |
1314 |
|
|
spell_ob->name, tmp2->name_pl); |
1315 |
|
|
return 0; |
1316 |
|
|
} |
1317 |
|
|
} |
1318 |
elmex |
1.1 |
} |
1319 |
|
|
if(force==NULL) { |
1320 |
root |
1.5 |
force=get_archetype(FORCE_NAME); |
1321 |
|
|
force->subtype = FORCE_CHANGE_ABILITY; |
1322 |
|
|
free_string(force->name); |
1323 |
|
|
if (spell_ob->race) |
1324 |
|
|
force->name = add_refcount(spell_ob->race); |
1325 |
|
|
else |
1326 |
|
|
force->name = add_refcount(spell_ob->name); |
1327 |
|
|
free_string(force->name_pl); |
1328 |
|
|
force->name_pl = add_refcount(spell_ob->name); |
1329 |
|
|
new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
1330 |
elmex |
1.1 |
} else { |
1331 |
root |
1.5 |
int duration; |
1332 |
elmex |
1.1 |
|
1333 |
root |
1.5 |
duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; |
1334 |
|
|
if (duration > force->duration) { |
1335 |
|
|
force->duration = duration; |
1336 |
|
|
new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1337 |
|
|
} else { |
1338 |
|
|
new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1339 |
|
|
} |
1340 |
|
|
return 0; |
1341 |
elmex |
1.1 |
} |
1342 |
|
|
force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; |
1343 |
|
|
force->speed = 1.0; |
1344 |
|
|
force->speed_left = -1.0; |
1345 |
|
|
SET_FLAG(force, FLAG_APPLIED); |
1346 |
|
|
|
1347 |
|
|
if(!god) { |
1348 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); |
1349 |
elmex |
1.1 |
} else { |
1350 |
root |
1.5 |
/* Only give out good benefits, and put a max on it */ |
1351 |
|
|
for (i=0; i<NROFATTACKS; i++) { |
1352 |
|
|
if (god->resist[i]>0) { |
1353 |
|
|
force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); |
1354 |
|
|
} |
1355 |
|
|
} |
1356 |
|
|
force->path_attuned|=god->path_attuned; |
1357 |
|
|
if (spell_ob->attacktype) { |
1358 |
|
|
force->attacktype|=god->attacktype | AT_PHYSICAL; |
1359 |
|
|
if(god->slaying) force->slaying = add_string(god->slaying); |
1360 |
|
|
} |
1361 |
|
|
if (tmp != op) { |
1362 |
|
|
new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); |
1363 |
|
|
new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name); |
1364 |
|
|
} else { |
1365 |
|
|
new_draw_info_format(NDI_UNIQUE, 0,tmp, |
1366 |
|
|
"You are blessed by %s!",god->name); |
1367 |
|
|
} |
1368 |
elmex |
1.1 |
|
1369 |
|
|
} |
1370 |
|
|
force->stats.wc = spell_ob->stats.wc; |
1371 |
|
|
force->stats.ac = spell_ob->stats.ac; |
1372 |
|
|
|
1373 |
|
|
change_abil(tmp,force); /* Mostly to display any messages */ |
1374 |
|
|
insert_ob_in_ob(force,tmp); |
1375 |
|
|
fix_player(tmp); |
1376 |
|
|
return 1; |
1377 |
|
|
} |
1378 |
|
|
|
1379 |
|
|
|
1380 |
|
|
|
1381 |
|
|
/* Alchemy code by Mark Wedel |
1382 |
|
|
* |
1383 |
|
|
* This code adds a new spell, called alchemy. Alchemy will turn |
1384 |
|
|
* objects to gold nuggets, the value of the gold nuggets being |
1385 |
|
|
* about 90% of that of the item itself. It uses the value of the |
1386 |
|
|
* object before charisma adjustments, because the nuggets themselves |
1387 |
|
|
* will be will be adjusted by charisma when sold. |
1388 |
|
|
* |
1389 |
|
|
* Large nuggets are worth 25 gp each (base). You will always get |
1390 |
|
|
* the maximum number of large nuggets you could get. |
1391 |
|
|
* Small nuggets are worth 1 gp each (base). You will get from 0 |
1392 |
|
|
* to the max amount of small nuggets as you could get. |
1393 |
|
|
* |
1394 |
|
|
* For example, if an item is worth 110 gold, you will get |
1395 |
|
|
* 4 large nuggets, and from 0-10 small nuggets. |
1396 |
|
|
* |
1397 |
|
|
* There is also a chance (1:30) that you will get nothing at all |
1398 |
|
|
* for the object. There is also a maximum weight that will be |
1399 |
|
|
* alchemied. |
1400 |
|
|
*/ |
1401 |
|
|
|
1402 |
|
|
/* I didn't feel like passing these as arguements to the |
1403 |
|
|
* two functions that need them. Real values are put in them |
1404 |
|
|
* when the spell is cast, and these are freed when the spell |
1405 |
|
|
* is finished. |
1406 |
|
|
*/ |
1407 |
|
|
static object *small, *large; |
1408 |
|
|
|
1409 |
|
|
static void alchemy_object(object *obj, int *small_nuggets, |
1410 |
root |
1.5 |
int *large_nuggets, int *weight) |
1411 |
elmex |
1.1 |
{ |
1412 |
|
|
uint64 value=query_cost(obj, NULL, F_TRUE); |
1413 |
|
|
|
1414 |
|
|
/* Give third price when we alchemy money (This should hopefully |
1415 |
|
|
* make it so that it isn't worth it to alchemy money, sell |
1416 |
|
|
* the nuggets, alchemy the gold from that, etc. |
1417 |
|
|
* Otherwise, give 9 silver on the gold for other objects, |
1418 |
|
|
* so that it would still be more affordable to haul |
1419 |
|
|
* the stuff back to town. |
1420 |
|
|
*/ |
1421 |
|
|
|
1422 |
|
|
if (QUERY_FLAG(obj, FLAG_UNPAID)) |
1423 |
root |
1.5 |
value=0; |
1424 |
elmex |
1.1 |
else if (obj->type==MONEY || obj->type==GEM) |
1425 |
root |
1.5 |
value /=3; |
1426 |
elmex |
1.1 |
else |
1427 |
root |
1.5 |
value = (value*9)/10; |
1428 |
elmex |
1.1 |
|
1429 |
|
|
value /= 4; // fix by GHJ, don't understand, pcg |
1430 |
|
|
|
1431 |
|
|
if ((obj->value>0) && rndm(0, 29)) { |
1432 |
root |
1.5 |
int count; |
1433 |
elmex |
1.1 |
|
1434 |
root |
1.5 |
count = value / large->value; |
1435 |
|
|
*large_nuggets += count; |
1436 |
|
|
value -= (uint64)count * (uint64)large->value; |
1437 |
|
|
count = value / small->value; |
1438 |
|
|
*small_nuggets += count; |
1439 |
elmex |
1.1 |
} |
1440 |
|
|
|
1441 |
|
|
/* Turn 25 small nuggets into 1 large nugget. If the value |
1442 |
|
|
* of large nuggets is not evenly divisable by the small nugget |
1443 |
|
|
* value, take off an extra small_nugget (Assuming small_nuggets!=0) |
1444 |
|
|
*/ |
1445 |
|
|
if (*small_nuggets * small->value >= large->value) { |
1446 |
root |
1.5 |
(*large_nuggets)++; |
1447 |
|
|
*small_nuggets -= large->value / small->value; |
1448 |
|
|
if (*small_nuggets && large->value % small->value) |
1449 |
|
|
(*small_nuggets)--; |
1450 |
elmex |
1.1 |
} |
1451 |
|
|
weight += obj->weight; |
1452 |
|
|
remove_ob(obj); |
1453 |
|
|
free_object(obj); |
1454 |
|
|
} |
1455 |
|
|
|
1456 |
|
|
static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, |
1457 |
root |
1.5 |
int x, int y) |
1458 |
elmex |
1.1 |
{ |
1459 |
|
|
object *tmp; |
1460 |
|
|
int flag=0; |
1461 |
|
|
|
1462 |
|
|
/* Put any nuggets below the player, but we can only pass this |
1463 |
|
|
* flag if we are on the same space as the player |
1464 |
|
|
*/ |
1465 |
|
|
if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR; |
1466 |
|
|
|
1467 |
|
|
if (small_nuggets) { |
1468 |
root |
1.5 |
tmp = get_object(); |
1469 |
|
|
copy_object(small, tmp); |
1470 |
|
|
tmp-> nrof = small_nuggets; |
1471 |
|
|
tmp->x = x; |
1472 |
|
|
tmp->y = y; |
1473 |
|
|
insert_ob_in_map(tmp, m, op, flag); |
1474 |
elmex |
1.1 |
} |
1475 |
|
|
if (large_nuggets) { |
1476 |
root |
1.5 |
tmp = get_object(); |
1477 |
|
|
copy_object(large, tmp); |
1478 |
|
|
tmp-> nrof = large_nuggets; |
1479 |
|
|
tmp->x = x; |
1480 |
|
|
tmp->y = y; |
1481 |
|
|
insert_ob_in_map(tmp, m, op, flag); |
1482 |
elmex |
1.1 |
} |
1483 |
|
|
} |
1484 |
|
|
|
1485 |
|
|
int alchemy(object *op, object *caster, object *spell_ob) |
1486 |
|
|
{ |
1487 |
|
|
int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags; |
1488 |
|
|
sint16 nx, ny; |
1489 |
|
|
object *next,*tmp; |
1490 |
|
|
mapstruct *mp; |
1491 |
|
|
|
1492 |
|
|
if(op->type!=PLAYER) |
1493 |
root |
1.5 |
return 0; |
1494 |
elmex |
1.1 |
|
1495 |
|
|
/* Put a maximum weight of items that can be alchemied. Limits the power |
1496 |
|
|
* some, and also prevents people from alcheming every table/chair/clock |
1497 |
|
|
* in sight |
1498 |
|
|
*/ |
1499 |
|
|
weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); |
1500 |
|
|
weight_max *= 1000; |
1501 |
|
|
small=get_archetype("smallnugget"), |
1502 |
|
|
large=get_archetype("largenugget"); |
1503 |
|
|
|
1504 |
|
|
for(y= op->y-1;y<=op->y+1;y++) { |
1505 |
root |
1.5 |
for(x= op->x-1;x<=op->x+1;x++) { |
1506 |
|
|
nx = x; |
1507 |
|
|
ny = y; |
1508 |
|
|
|
1509 |
|
|
mp = op->map; |
1510 |
|
|
|
1511 |
|
|
mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); |
1512 |
|
|
|
1513 |
|
|
if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1514 |
|
|
continue; |
1515 |
|
|
|
1516 |
|
|
/* Treat alchemy a little differently - most spell effects |
1517 |
|
|
* use fly as the movement type - for alchemy, consider it |
1518 |
|
|
* ground level effect. |
1519 |
|
|
*/ |
1520 |
|
|
if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) |
1521 |
|
|
continue; |
1522 |
|
|
|
1523 |
|
|
small_nuggets=0; |
1524 |
|
|
large_nuggets=0; |
1525 |
|
|
|
1526 |
|
|
for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) { |
1527 |
|
|
next=tmp->above; |
1528 |
|
|
if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && |
1529 |
|
|
!QUERY_FLAG(tmp, FLAG_ALIVE) && |
1530 |
|
|
!QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { |
1531 |
|
|
|
1532 |
|
|
if (tmp->inv) { |
1533 |
|
|
object *next1, *tmp1; |
1534 |
|
|
for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { |
1535 |
|
|
next1 = tmp1->below; |
1536 |
|
|
if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && |
1537 |
|
|
!QUERY_FLAG(tmp1, FLAG_ALIVE) && |
1538 |
|
|
!QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) |
1539 |
|
|
alchemy_object(tmp1, &small_nuggets, &large_nuggets, |
1540 |
|
|
&weight); |
1541 |
|
|
} |
1542 |
|
|
} |
1543 |
|
|
alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); |
1544 |
|
|
|
1545 |
|
|
if (weight>weight_max) { |
1546 |
|
|
update_map(op, mp, small_nuggets, large_nuggets, nx, ny); |
1547 |
|
|
free_object(large); |
1548 |
|
|
free_object(small); |
1549 |
|
|
return 1; |
1550 |
|
|
} |
1551 |
|
|
} /* is alchemable object */ |
1552 |
|
|
} /* process all objects on this space */ |
1553 |
|
|
|
1554 |
|
|
/* Insert all the nuggets at one time. This probably saves time, but |
1555 |
|
|
* it also prevents us from alcheming nuggets that were just created |
1556 |
|
|
* with this spell. |
1557 |
|
|
*/ |
1558 |
|
|
update_map(op, mp, small_nuggets, large_nuggets, nx, ny); |
1559 |
|
|
} |
1560 |
elmex |
1.1 |
} |
1561 |
|
|
free_object(large); |
1562 |
|
|
free_object(small); |
1563 |
|
|
/* reset this so that if player standing on a big pile of stuff, |
1564 |
|
|
* it is redrawn properly. |
1565 |
|
|
*/ |
1566 |
|
|
op->contr->socket.look_position = 0; |
1567 |
|
|
return 1; |
1568 |
|
|
} |
1569 |
|
|
|
1570 |
|
|
|
1571 |
|
|
/* This function removes the cursed/damned status on equipped |
1572 |
|
|
* items. |
1573 |
|
|
*/ |
1574 |
|
|
int remove_curse(object *op, object *caster, object *spell) { |
1575 |
|
|
object *tmp; |
1576 |
|
|
int success = 0, was_one = 0; |
1577 |
|
|
|
1578 |
|
|
for (tmp = op->inv; tmp; tmp = tmp->below) |
1579 |
root |
1.5 |
if (QUERY_FLAG(tmp, FLAG_APPLIED) && |
1580 |
|
|
((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || |
1581 |
|
|
(QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { |
1582 |
|
|
|
1583 |
|
|
was_one++; |
1584 |
|
|
if (tmp->level <= caster_level(caster, spell)) { |
1585 |
|
|
success++; |
1586 |
|
|
if (QUERY_FLAG(spell, FLAG_DAMNED)) |
1587 |
|
|
CLEAR_FLAG(tmp, FLAG_DAMNED); |
1588 |
|
|
|
1589 |
|
|
CLEAR_FLAG(tmp, FLAG_CURSED); |
1590 |
|
|
CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); |
1591 |
|
|
tmp->value = 0; /* Still can't sell it */ |
1592 |
|
|
if (op->type == PLAYER) |
1593 |
|
|
esrv_send_item(op, tmp); |
1594 |
|
|
} |
1595 |
|
|
} |
1596 |
elmex |
1.1 |
|
1597 |
|
|
if (op->type==PLAYER) { |
1598 |
root |
1.5 |
if (success) { |
1599 |
|
|
new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); |
1600 |
|
|
} else { |
1601 |
|
|
if (was_one) |
1602 |
|
|
new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); |
1603 |
|
|
else |
1604 |
|
|
new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); |
1605 |
|
|
} |
1606 |
elmex |
1.1 |
} |
1607 |
|
|
return success; |
1608 |
|
|
} |
1609 |
|
|
|
1610 |
|
|
/* Identifies objects in the players inventory/on the ground */ |
1611 |
|
|
|
1612 |
|
|
int cast_identify(object *op, object *caster, object *spell) { |
1613 |
|
|
object *tmp; |
1614 |
|
|
int success = 0, num_ident; |
1615 |
|
|
|
1616 |
|
|
num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); |
1617 |
|
|
|
1618 |
|
|
if (num_ident < 1) num_ident=1; |
1619 |
|
|
|
1620 |
|
|
|
1621 |
|
|
for (tmp = op->inv; tmp ; tmp = tmp->below) { |
1622 |
root |
1.5 |
if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { |
1623 |
|
|
identify(tmp); |
1624 |
|
|
if (op->type==PLAYER) { |
1625 |
|
|
new_draw_info_format(NDI_UNIQUE, 0, op, |
1626 |
|
|
"You have %s.", long_desc(tmp, op)); |
1627 |
|
|
if (tmp->msg) { |
1628 |
|
|
new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); |
1629 |
|
|
new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); |
1630 |
|
|
} |
1631 |
|
|
} |
1632 |
|
|
num_ident--; |
1633 |
|
|
success=1; |
1634 |
|
|
if (!num_ident) break; |
1635 |
|
|
} |
1636 |
elmex |
1.1 |
} |
1637 |
|
|
/* If all the power of the spell has been used up, don't go and identify |
1638 |
|
|
* stuff on the floor. Only identify stuff on the floor if the spell |
1639 |
|
|
* was not fully used. |
1640 |
|
|
*/ |
1641 |
|
|
if (num_ident) { |
1642 |
root |
1.5 |
for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) |
1643 |
|
|
if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && |
1644 |
|
|
need_identify(tmp)) { |
1645 |
|
|
|
1646 |
|
|
identify(tmp); |
1647 |
|
|
if (op->type==PLAYER) { |
1648 |
|
|
new_draw_info_format(NDI_UNIQUE, 0,op, |
1649 |
|
|
"On the ground is %s.", long_desc(tmp, op)); |
1650 |
|
|
if (tmp->msg) { |
1651 |
|
|
new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); |
1652 |
|
|
new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); |
1653 |
|
|
} |
1654 |
|
|
esrv_send_item(op, tmp); |
1655 |
|
|
} |
1656 |
|
|
num_ident--; |
1657 |
|
|
success=1; |
1658 |
|
|
if (!num_ident) break; |
1659 |
|
|
} |
1660 |
elmex |
1.1 |
} |
1661 |
|
|
if (!success) |
1662 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified."); |
1663 |
elmex |
1.1 |
else { |
1664 |
root |
1.5 |
spell_effect(spell, op->x, op->y, op->map, op); |
1665 |
elmex |
1.1 |
} |
1666 |
|
|
return success; |
1667 |
|
|
} |
1668 |
|
|
|
1669 |
|
|
|
1670 |
|
|
int cast_detection(object *op, object *caster, object *spell, object *skill) { |
1671 |
|
|
object *tmp, *last, *god, *detect; |
1672 |
|
|
int done_one, range, mflags, floor, level; |
1673 |
|
|
sint16 x, y, nx, ny; |
1674 |
|
|
mapstruct *m; |
1675 |
|
|
|
1676 |
|
|
/* We precompute some values here so that we don't have to keep |
1677 |
|
|
* doing it over and over again. |
1678 |
|
|
*/ |
1679 |
|
|
god=find_god(determine_god(op)); |
1680 |
|
|
level=caster_level(caster, spell); |
1681 |
|
|
range = spell->range + SP_level_range_adjust(caster, spell); |
1682 |
|
|
|
1683 |
|
|
if (!skill) skill=caster; |
1684 |
|
|
|
1685 |
|
|
for (x = op->x - range; x <= op->x + range; x++) |
1686 |
root |
1.5 |
for (y = op->y - range; y <= op->y + range; y++) { |
1687 |
elmex |
1.1 |
|
1688 |
root |
1.5 |
m = op->map; |
1689 |
|
|
mflags = get_map_flags(m, &m, x, y, &nx, &ny); |
1690 |
|
|
if (mflags & P_OUT_OF_MAP) continue; |
1691 |
|
|
|
1692 |
|
|
/* For most of the detections, we only detect objects above the |
1693 |
|
|
* floor. But this is not true for show invisible. |
1694 |
|
|
* Basically, we just go and find the top object and work |
1695 |
|
|
* down - that is easier than working up. |
1696 |
|
|
*/ |
1697 |
|
|
|
1698 |
|
|
for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; |
1699 |
|
|
/* Shouldn't happen, but if there are no objects on a space, this |
1700 |
|
|
* would happen. |
1701 |
|
|
*/ |
1702 |
|
|
if (!last) continue; |
1703 |
|
|
|
1704 |
|
|
done_one=0; |
1705 |
|
|
floor=0; |
1706 |
|
|
detect = NULL; |
1707 |
|
|
for (tmp=last; tmp; tmp=tmp->below) { |
1708 |
|
|
|
1709 |
|
|
/* show invisible */ |
1710 |
|
|
if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && |
1711 |
|
|
/* Might there be other objects that we can make visibile? */ |
1712 |
|
|
(tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) || |
1713 |
|
|
(tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) || |
1714 |
|
|
tmp->type==CF_HANDLE || |
1715 |
|
|
tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE || |
1716 |
|
|
tmp->type==BUTTON || tmp->type==TELEPORTER || |
1717 |
|
|
tmp->type==GATE || tmp->type==LOCKED_DOOR || |
1718 |
|
|
tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN || |
1719 |
|
|
tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY || |
1720 |
|
|
tmp->type==TREASURE || tmp->type==BOOK || |
1721 |
|
|
tmp->type==HOLY_ALTAR))) { |
1722 |
|
|
if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) { |
1723 |
|
|
tmp->invisible=0; |
1724 |
|
|
done_one = 1; |
1725 |
|
|
} |
1726 |
|
|
} |
1727 |
|
|
if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1; |
1728 |
|
|
|
1729 |
|
|
/* All detections below this point don't descend beneath the floor, |
1730 |
|
|
* so just continue on. We could be clever and look at the type of |
1731 |
|
|
* detection to completely break out if we don't care about objects beneath |
1732 |
|
|
* the floor, but once we get to the floor, not likely a very big issue anyways. |
1733 |
|
|
*/ |
1734 |
|
|
if (floor) continue; |
1735 |
|
|
|
1736 |
|
|
/* I had thought about making detect magic and detect curse |
1737 |
|
|
* show the flash the magic item like it does for detect monster. |
1738 |
|
|
* however, if the object is within sight, this would then make it |
1739 |
|
|
* difficult to see what object is magical/cursed, so the |
1740 |
|
|
* effect wouldn't be as apparant. |
1741 |
|
|
*/ |
1742 |
|
|
|
1743 |
|
|
/* detect magic */ |
1744 |
|
|
if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && |
1745 |
|
|
!QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) && |
1746 |
|
|
!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && |
1747 |
|
|
is_magical(tmp)) { |
1748 |
|
|
SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); |
1749 |
|
|
/* make runes more visibile */ |
1750 |
|
|
if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC) |
1751 |
|
|
tmp->stats.Cha/=4; |
1752 |
|
|
done_one = 1; |
1753 |
|
|
} |
1754 |
|
|
/* detect monster */ |
1755 |
|
|
if (QUERY_FLAG(spell, FLAG_MONSTER) && |
1756 |
|
|
(QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) { |
1757 |
|
|
done_one = 2; |
1758 |
|
|
if (!detect) detect=tmp; |
1759 |
|
|
} |
1760 |
|
|
/* Basically, if race is set in the spell, then the creatures race must |
1761 |
|
|
* match that. if the spell race is set to GOD, then the gods opposing |
1762 |
|
|
* race must match. |
1763 |
|
|
*/ |
1764 |
|
|
if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race && |
1765 |
|
|
((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) || |
1766 |
|
|
(strstr(spell->race, tmp->race)))) { |
1767 |
|
|
done_one = 2; |
1768 |
|
|
if (!detect) detect=tmp; |
1769 |
|
|
} |
1770 |
|
|
if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && |
1771 |
|
|
(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { |
1772 |
|
|
SET_FLAG(tmp, FLAG_KNOWN_CURSED); |
1773 |
|
|
done_one = 1; |
1774 |
|
|
} |
1775 |
|
|
} /* for stack of objects on this space */ |
1776 |
|
|
|
1777 |
|
|
/* Code here puts an effect of the spell on the space, so you can see |
1778 |
|
|
* where the magic is. |
1779 |
|
|
*/ |
1780 |
|
|
if (done_one) { |
1781 |
|
|
object *detect_ob = arch_to_object(spell->other_arch); |
1782 |
|
|
detect_ob->x = nx; |
1783 |
|
|
detect_ob->y = ny; |
1784 |
|
|
/* if this is set, we want to copy the face */ |
1785 |
|
|
if (done_one == 2 && detect) { |
1786 |
|
|
detect_ob->face = detect->face; |
1787 |
|
|
detect_ob->animation_id = detect->animation_id; |
1788 |
|
|
detect_ob->anim_speed = detect->anim_speed; |
1789 |
|
|
detect_ob->last_anim=0; |
1790 |
|
|
/* by default, the detect_ob is already animated */ |
1791 |
|
|
if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE); |
1792 |
|
|
} |
1793 |
|
|
insert_ob_in_map(detect_ob, m, op,0); |
1794 |
|
|
} |
1795 |
|
|
} /* for processing the surrounding spaces */ |
1796 |
elmex |
1.1 |
|
1797 |
|
|
|
1798 |
|
|
/* Now process objects in the players inventory if detect curse or magic */ |
1799 |
|
|
if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) { |
1800 |
root |
1.5 |
done_one = 0; |
1801 |
|
|
for (tmp = op->inv; tmp; tmp = tmp->below) { |
1802 |
|
|
if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { |
1803 |
|
|
if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && |
1804 |
|
|
is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) { |
1805 |
|
|
SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); |
1806 |
|
|
if (op->type==PLAYER) |
1807 |
|
|
esrv_send_item (op, tmp); |
1808 |
|
|
} |
1809 |
|
|
if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && |
1810 |
|
|
(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { |
1811 |
|
|
SET_FLAG(tmp, FLAG_KNOWN_CURSED); |
1812 |
|
|
if (op->type==PLAYER) |
1813 |
|
|
esrv_send_item (op, tmp); |
1814 |
|
|
} |
1815 |
|
|
} /* if item is not identified */ |
1816 |
|
|
} /* for the players inventory */ |
1817 |
elmex |
1.1 |
} /* if detect magic/curse and object is a player */ |
1818 |
|
|
return 1; |
1819 |
|
|
} |
1820 |
|
|
|
1821 |
|
|
|
1822 |
|
|
/** |
1823 |
|
|
* Checks if victim has overcharged mana. caster_level is the caster's (skill) |
1824 |
|
|
* level whos spell did cause the overcharge. |
1825 |
|
|
*/ |
1826 |
|
|
static void charge_mana_effect(object *victim, int caster_level) |
1827 |
|
|
{ |
1828 |
|
|
|
1829 |
|
|
/* Prevent explosions for objects without mana. Without this check, doors |
1830 |
|
|
* will explode, too. |
1831 |
|
|
*/ |
1832 |
|
|
if (victim->stats.maxsp <= 0) |
1833 |
|
|
return; |
1834 |
|
|
|
1835 |
|
|
new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); |
1836 |
|
|
|
1837 |
|
|
if (victim->stats.sp >= victim->stats.maxsp*2) { |
1838 |
|
|
object *tmp; |
1839 |
|
|
|
1840 |
|
|
new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); |
1841 |
|
|
|
1842 |
|
|
/* Explodes a fireball centered at player */ |
1843 |
|
|
tmp = get_archetype(EXPLODING_FIREBALL); |
1844 |
|
|
tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; |
1845 |
|
|
tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2; |
1846 |
|
|
tmp->x = victim->x; |
1847 |
|
|
tmp->y = victim->y; |
1848 |
|
|
insert_ob_in_map(tmp, victim->map, NULL, 0); |
1849 |
|
|
victim->stats.sp = 2*victim->stats.maxsp; |
1850 |
|
|
} |
1851 |
|
|
else if (victim->stats.sp >= victim->stats.maxsp*1.88) { |
1852 |
|
|
new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); |
1853 |
|
|
} |
1854 |
|
|
else if (victim->stats.sp >= victim->stats.maxsp*1.66) { |
1855 |
|
|
new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); |
1856 |
|
|
} |
1857 |
|
|
else if (victim->stats.sp >= victim->stats.maxsp*1.5) { |
1858 |
|
|
new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); |
1859 |
|
|
confuse_player(victim, victim, 99); |
1860 |
|
|
} |
1861 |
|
|
else if (victim->stats.sp >= victim->stats.maxsp*1.25) { |
1862 |
|
|
new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); |
1863 |
|
|
} |
1864 |
|
|
} |
1865 |
|
|
|
1866 |
|
|
/* cast_transfer |
1867 |
|
|
* This spell transfers sp from the player to another person. |
1868 |
|
|
* We let the target go above their normal maximum SP. |
1869 |
|
|
*/ |
1870 |
|
|
|
1871 |
|
|
int cast_transfer(object *op,object *caster, object *spell, int dir) { |
1872 |
|
|
object *plyr=NULL; |
1873 |
|
|
sint16 x, y; |
1874 |
|
|
mapstruct *m; |
1875 |
|
|
int mflags; |
1876 |
|
|
|
1877 |
|
|
m = op->map; |
1878 |
|
|
x = op->x+freearr_x[dir]; |
1879 |
|
|
y = op->y+freearr_y[dir]; |
1880 |
|
|
|
1881 |
|
|
mflags = get_map_flags(m, &m, x, y, &x, &y); |
1882 |
|
|
|
1883 |
|
|
if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { |
1884 |
root |
1.5 |
for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) |
1885 |
|
|
if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) |
1886 |
|
|
break; |
1887 |
elmex |
1.1 |
} |
1888 |
|
|
|
1889 |
|
|
|
1890 |
|
|
/* If we did not find a player in the specified direction, transfer |
1891 |
|
|
* to anyone on top of us. This is used for the rune of transference mostly. |
1892 |
|
|
*/ |
1893 |
|
|
if(plyr==NULL) |
1894 |
|
|
for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) |
1895 |
root |
1.5 |
if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) |
1896 |
|
|
break; |
1897 |
elmex |
1.1 |
|
1898 |
|
|
if (!plyr) { |
1899 |
root |
1.5 |
new_draw_info(NDI_BLACK, 0, op, "There is no one there."); |
1900 |
|
|
return 0; |
1901 |
elmex |
1.1 |
} |
1902 |
|
|
/* give sp */ |
1903 |
|
|
if(spell->stats.dam > 0) { |
1904 |
root |
1.5 |
plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); |
1905 |
|
|
charge_mana_effect(plyr, caster_level(caster, spell)); |
1906 |
elmex |
1.1 |
return 1; |
1907 |
|
|
} |
1908 |
|
|
/* suck sp away. Can't suck sp from yourself */ |
1909 |
|
|
else if (op != plyr) { |
1910 |
root |
1.5 |
/* old dragin magic used floats. easier to just use ints and divide by 100 */ |
1911 |
elmex |
1.1 |
|
1912 |
root |
1.5 |
int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; |
1913 |
elmex |
1.1 |
|
1914 |
root |
1.5 |
if (rate > 95) rate=95; |
1915 |
elmex |
1.1 |
|
1916 |
root |
1.5 |
sucked = (plyr->stats.sp * rate) / 100; |
1917 |
|
|
plyr->stats.sp -= sucked; |
1918 |
|
|
if (QUERY_FLAG(op, FLAG_ALIVE)) { |
1919 |
|
|
/* Player doesn't get full credit */ |
1920 |
|
|
sucked = (sucked * rate) / 100; |
1921 |
|
|
op->stats.sp += sucked; |
1922 |
|
|
if (sucked > 0) { |
1923 |
|
|
charge_mana_effect(op, caster_level(caster, spell)); |
1924 |
|
|
} |
1925 |
|
|
} |
1926 |
|
|
return 1; |
1927 |
elmex |
1.1 |
} |
1928 |
|
|
return 0; |
1929 |
|
|
} |
1930 |
|
|
|
1931 |
|
|
|
1932 |
|
|
/* counterspell: nullifies spell effects. |
1933 |
|
|
* op is the counterspell object, dir is the direction |
1934 |
|
|
* it was cast in. |
1935 |
|
|
* Basically, if the object has a magic attacktype, |
1936 |
|
|
* this may nullify it. |
1937 |
|
|
*/ |
1938 |
|
|
void counterspell(object *op,int dir) |
1939 |
|
|
{ |
1940 |
|
|
object *tmp, *head, *next; |
1941 |
|
|
int mflags; |
1942 |
|
|
mapstruct *m; |
1943 |
|
|
sint16 sx,sy; |
1944 |
|
|
|
1945 |
|
|
sx = op->x + freearr_x[dir]; |
1946 |
|
|
sy = op->y + freearr_y[dir]; |
1947 |
|
|
m = op->map; |
1948 |
|
|
mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); |
1949 |
|
|
if (mflags & P_OUT_OF_MAP) return; |
1950 |
|
|
|
1951 |
|
|
for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) { |
1952 |
root |
1.5 |
next = tmp->above; |
1953 |
elmex |
1.1 |
|
1954 |
root |
1.5 |
/* Need to look at the head object - otherwise, if tmp |
1955 |
|
|
* points to a monster, we don't have all the necessary |
1956 |
|
|
* info for it. |
1957 |
|
|
*/ |
1958 |
|
|
if (tmp->head) head = tmp->head; |
1959 |
|
|
else head = tmp; |
1960 |
elmex |
1.1 |
|
1961 |
|
|
/* don't attack our own spells */ |
1962 |
|
|
if(tmp->owner && tmp->owner == op->owner) continue; |
1963 |
|
|
|
1964 |
root |
1.5 |
/* Basically, if the object is magical and not counterspell, |
1965 |
|
|
* we will more or less remove the object. Don't counterspell |
1966 |
|
|
* monsters either. |
1967 |
elmex |
1.1 |
*/ |
1968 |
|
|
|
1969 |
root |
1.5 |
if (head->attacktype & AT_MAGIC && |
1970 |
|
|
!(head->attacktype & AT_COUNTERSPELL) && |
1971 |
|
|
!QUERY_FLAG(head,FLAG_MONSTER) && |
1972 |
|
|
(op->level > head->level)) { |
1973 |
|
|
remove_ob(head); |
1974 |
|
|
free_object(head); |
1975 |
|
|
} else switch(head->type) { |
1976 |
|
|
case SPELL_EFFECT: |
1977 |
|
|
if(op->level > head->level) { |
1978 |
|
|
remove_ob(head); |
1979 |
|
|
free_object(head); |
1980 |
|
|
} |
1981 |
|
|
break; |
1982 |
|
|
|
1983 |
|
|
/* I really don't get this rune code that much - that |
1984 |
|
|
* random chance seems really low. |
1985 |
|
|
*/ |
1986 |
|
|
case RUNE: |
1987 |
|
|
if(rndm(0, 149) == 0) { |
1988 |
|
|
head->stats.hp--; /* weaken the rune */ |
1989 |
|
|
if(!head->stats.hp) { |
1990 |
|
|
remove_ob(head); |
1991 |
|
|
free_object(head); |
1992 |
|
|
} |
1993 |
|
|
} |
1994 |
|
|
break; |
1995 |
|
|
} |
1996 |
elmex |
1.1 |
} |
1997 |
|
|
} |
1998 |
|
|
|
1999 |
|
|
|
2000 |
|
|
|
2001 |
|
|
/* cast_consecrate() - a spell to make an altar your god's */ |
2002 |
|
|
int cast_consecrate(object *op, object *caster, object *spell) { |
2003 |
|
|
char buf[MAX_BUF]; |
2004 |
|
|
|
2005 |
|
|
object *tmp, *god=find_god(determine_god(op)); |
2006 |
|
|
|
2007 |
|
|
if(!god) { |
2008 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0,op, |
2009 |
|
|
"You can't consecrate anything if you don't worship a god!"); |
2010 |
elmex |
1.1 |
return 0; |
2011 |
|
|
} |
2012 |
|
|
|
2013 |
|
|
for(tmp=op->below;tmp;tmp=tmp->below) { |
2014 |
root |
1.5 |
if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; |
2015 |
elmex |
1.1 |
if(tmp->type==HOLY_ALTAR) { |
2016 |
|
|
|
2017 |
root |
1.5 |
if(tmp->level > caster_level(caster, spell)) { |
2018 |
|
|
new_draw_info_format(NDI_UNIQUE, 0,op, |
2019 |
|
|
"You are not powerful enough to reconsecrate the %s", tmp->name); |
2020 |
|
|
return 0; |
2021 |
|
|
} else { |
2022 |
|
|
/* If we got here, we are consecrating an altar */ |
2023 |
|
|
if(tmp->name) free_string(tmp->name); |
2024 |
|
|
sprintf(buf,"Altar of %s",god->name); |
2025 |
|
|
tmp->name = add_string(buf); |
2026 |
|
|
tmp->level = caster_level(caster, spell); |
2027 |
|
|
tmp->other_arch = god->arch; |
2028 |
|
|
if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp); |
2029 |
|
|
new_draw_info_format(NDI_UNIQUE,0, op, |
2030 |
|
|
"You consecrated the altar to %s!",god->name); |
2031 |
|
|
return 1; |
2032 |
|
|
} |
2033 |
|
|
} |
2034 |
elmex |
1.1 |
} |
2035 |
|
|
new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); |
2036 |
|
|
return 0; |
2037 |
|
|
} |
2038 |
|
|
|
2039 |
|
|
/* animate_weapon - |
2040 |
|
|
* Generalization of staff_to_snake. Makes a golem out of the caster's weapon. |
2041 |
|
|
* The golem is based on the archetype specified, modified by the caster's level |
2042 |
|
|
* and the attributes of the weapon. The weapon is inserted in the golem's |
2043 |
|
|
* inventory so that it falls to the ground when the golem dies. |
2044 |
|
|
* This code was very odd - code early on would only let players use the spell, |
2045 |
|
|
* yet the code wass full of player checks. I've presumed that the code |
2046 |
|
|
* that only let players use it was correct, and removed all the other |
2047 |
|
|
* player checks. MSW 2003-01-06 |
2048 |
|
|
*/ |
2049 |
|
|
|
2050 |
|
|
int animate_weapon(object *op,object *caster,object *spell, int dir) { |
2051 |
|
|
object *weapon, *tmp; |
2052 |
|
|
char buf[MAX_BUF]; |
2053 |
|
|
int a, i; |
2054 |
|
|
sint16 x, y; |
2055 |
|
|
mapstruct *m; |
2056 |
|
|
materialtype_t *mt; |
2057 |
|
|
|
2058 |
|
|
if(!spell->other_arch){ |
2059 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
2060 |
|
|
LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); |
2061 |
|
|
return 0; |
2062 |
elmex |
1.1 |
} |
2063 |
|
|
/* exit if it's not a player using this spell. */ |
2064 |
|
|
if(op->type!=PLAYER) return 0; |
2065 |
|
|
|
2066 |
|
|
/* if player already has a golem, abort */ |
2067 |
|
|
if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { |
2068 |
root |
1.5 |
control_golem(op->contr->ranges[range_golem],dir); |
2069 |
|
|
return 0; |
2070 |
elmex |
1.1 |
} |
2071 |
|
|
|
2072 |
|
|
/* if no direction specified, pick one */ |
2073 |
|
|
if(!dir) |
2074 |
root |
1.5 |
dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); |
2075 |
elmex |
1.1 |
|
2076 |
|
|
m = op->map; |
2077 |
|
|
x = op->x+freearr_x[dir]; |
2078 |
|
|
y = op->y+freearr_y[dir]; |
2079 |
|
|
|
2080 |
|
|
/* if there's no place to put the golem, abort */ |
2081 |
|
|
if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || |
2082 |
|
|
((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { |
2083 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); |
2084 |
|
|
return 0; |
2085 |
elmex |
1.1 |
} |
2086 |
|
|
|
2087 |
|
|
/* Use the weapon marked by the player. */ |
2088 |
|
|
weapon = find_marked_object(op); |
2089 |
|
|
|
2090 |
|
|
if (!weapon) { |
2091 |
root |
1.5 |
new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2092 |
|
|
return 0; |
2093 |
elmex |
1.1 |
} |
2094 |
|
|
if (spell->race && strcmp(weapon->arch->name, spell->race)) { |
2095 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); |
2096 |
|
|
return 0; |
2097 |
elmex |
1.1 |
} |
2098 |
|
|
if (weapon->type != WEAPON) { |
2099 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); |
2100 |
|
|
return 0; |
2101 |
elmex |
1.1 |
} |
2102 |
|
|
if (QUERY_FLAG(weapon, FLAG_APPLIED)) { |
2103 |
root |
1.5 |
new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", |
2104 |
|
|
query_name(weapon)); |
2105 |
|
|
return 0; |
2106 |
elmex |
1.1 |
} |
2107 |
|
|
|
2108 |
|
|
if (weapon->nrof > 1) { |
2109 |
root |
1.5 |
tmp = get_split_ob(weapon, 1); |
2110 |
|
|
esrv_send_item(op, weapon); |
2111 |
|
|
weapon = tmp; |
2112 |
elmex |
1.1 |
} |
2113 |
|
|
|
2114 |
|
|
/* create the golem object */ |
2115 |
|
|
tmp=arch_to_object(spell->other_arch); |
2116 |
|
|
|
2117 |
|
|
/* if animated by a player, give the player control of the golem */ |
2118 |
|
|
CLEAR_FLAG(tmp, FLAG_MONSTER); |
2119 |
|
|
SET_FLAG(tmp, FLAG_FRIENDLY); |
2120 |
|
|
tmp->stats.exp=0; |
2121 |
|
|
add_friendly_object(tmp); |
2122 |
|
|
tmp->type=GOLEM; |
2123 |
|
|
set_owner(tmp,op); |
2124 |
|
|
set_spell_skill(op, caster, spell, tmp); |
2125 |
|
|
op->contr->ranges[range_golem]=tmp; |
2126 |
|
|
op->contr->shoottype=range_golem; |
2127 |
|
|
op->contr->golem_count = tmp->count; |
2128 |
|
|
|
2129 |
|
|
/* Give the weapon to the golem now. A bit of a hack to check the |
2130 |
|
|
* removed flag - it should only be set if get_split_object was |
2131 |
|
|
* used above. |
2132 |
|
|
*/ |
2133 |
|
|
if (!QUERY_FLAG(weapon, FLAG_REMOVED)) |
2134 |
root |
1.5 |
remove_ob (weapon); |
2135 |
elmex |
1.1 |
insert_ob_in_ob (weapon, tmp); |
2136 |
|
|
esrv_send_item(op, weapon); |
2137 |
|
|
/* To do everything necessary to let a golem use the weapon is a pain, |
2138 |
|
|
* so instead, just set it as equipped (otherwise, we need to update |
2139 |
|
|
* body_info, skills, etc) |
2140 |
|
|
*/ |
2141 |
|
|
SET_FLAG (tmp, FLAG_USE_WEAPON); |
2142 |
|
|
SET_FLAG(weapon, FLAG_APPLIED); |
2143 |
|
|
fix_player(tmp); |
2144 |
|
|
|
2145 |
|
|
/* There used to be 'odd' code that basically seemed to take the absolute |
2146 |
|
|
* value of the weapon->magic an use that. IMO, that doesn't make sense - |
2147 |
|
|
* if you're using a crappy weapon, it shouldn't be as good. |
2148 |
|
|
*/ |
2149 |
|
|
|
2150 |
|
|
/* modify weapon's animated wc */ |
2151 |
|
|
tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) |
2152 |
root |
1.5 |
- 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; |
2153 |
elmex |
1.1 |
if(tmp->stats.wc<-127) tmp->stats.wc = -127; |
2154 |
|
|
|
2155 |
|
|
/* Modify hit points for weapon */ |
2156 |
|
|
tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + |
2157 |
root |
1.5 |
SP_level_duration_adjust(caster, spell) + |
2158 |
|
|
+ 8 * weapon->magic + 12 * weapon->stats.Con; |
2159 |
elmex |
1.1 |
if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; |
2160 |
|
|
tmp->stats.hp = tmp->stats.maxhp; |
2161 |
|
|
|
2162 |
|
|
/* Modify weapon's damage */ |
2163 |
|
|
tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) |
2164 |
root |
1.5 |
+ weapon->stats.dam |
2165 |
|
|
+ weapon->magic |
2166 |
|
|
+ 5 * weapon->stats.Str; |
2167 |
elmex |
1.1 |
if(tmp->stats.dam<0) tmp->stats.dam=127; |
2168 |
|
|
|
2169 |
|
|
|
2170 |
|
|
/* attacktype */ |
2171 |
|
|
if ( ! tmp->attacktype) |
2172 |
root |
1.5 |
tmp->attacktype = AT_PHYSICAL; |
2173 |
elmex |
1.1 |
|
2174 |
|
|
mt = NULL; |
2175 |
|
|
if (op->materialname != NULL) |
2176 |
root |
1.5 |
mt = name_to_material(op->materialname); |
2177 |
elmex |
1.1 |
if (mt != NULL) { |
2178 |
root |
1.5 |
for (i=0; i < NROFATTACKS; i++) |
2179 |
|
|
tmp->resist[i] = 50 - (mt->save[i] * 5); |
2180 |
|
|
a = mt->save[0]; |
2181 |
elmex |
1.1 |
} else { |
2182 |
root |
1.5 |
for (i=0; i < NROFATTACKS; i++) |
2183 |
|
|
tmp->resist[i] = 5; |
2184 |
|
|
a = 10; |
2185 |
elmex |
1.1 |
} |
2186 |
|
|
/* Set weapon's immunity */ |
2187 |
|
|
tmp->resist[ATNR_CONFUSION] = 100; |
2188 |
|
|
tmp->resist[ATNR_POISON] = 100; |
2189 |
|
|
tmp->resist[ATNR_SLOW] = 100; |
2190 |
|
|
tmp->resist[ATNR_PARALYZE] = 100; |
2191 |
|
|
tmp->resist[ATNR_TURN_UNDEAD] = 100; |
2192 |
|
|
tmp->resist[ATNR_FEAR] = 100; |
2193 |
|
|
tmp->resist[ATNR_DEPLETE] = 100; |
2194 |
|
|
tmp->resist[ATNR_DEATH] = 100; |
2195 |
|
|
tmp->resist[ATNR_BLIND] = 100; |
2196 |
|
|
|
2197 |
|
|
/* Improve weapon's armour value according to best save vs. physical of its material */ |
2198 |
|
|
|
2199 |
|
|
if (a > 14) a = 14; |
2200 |
|
|
tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); |
2201 |
|
|
|
2202 |
|
|
/* Determine golem's speed */ |
2203 |
|
|
tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); |
2204 |
|
|
|
2205 |
|
|
if(tmp->speed > 3.33) tmp->speed = 3.33; |
2206 |
|
|
|
2207 |
|
|
if (!spell->race) { |
2208 |
root |
1.5 |
sprintf(buf, "animated %s", weapon->name); |
2209 |
|
|
if(tmp->name) free_string(tmp->name); |
2210 |
|
|
tmp->name = add_string(buf); |
2211 |
|
|
|
2212 |
|
|
tmp->face = weapon->face; |
2213 |
|
|
tmp->animation_id = weapon->animation_id; |
2214 |
|
|
tmp->anim_speed = weapon->anim_speed; |
2215 |
|
|
tmp->last_anim = weapon->last_anim; |
2216 |
|
|
tmp->state = weapon->state; |
2217 |
|
|
if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { |
2218 |
|
|
SET_FLAG(tmp,FLAG_ANIMATE); |
2219 |
|
|
} else { |
2220 |
|
|
CLEAR_FLAG(tmp,FLAG_ANIMATE); |
2221 |
|
|
} |
2222 |
|
|
update_ob_speed(tmp); |
2223 |
elmex |
1.1 |
} |
2224 |
|
|
|
2225 |
|
|
/* make experience increase in proportion to the strength of the summoned creature. */ |
2226 |
|
|
tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell)); |
2227 |
|
|
|
2228 |
|
|
tmp->speed_left= -1; |
2229 |
|
|
tmp->x=x; |
2230 |
|
|
tmp->y=y; |
2231 |
|
|
tmp->direction=dir; |
2232 |
|
|
insert_ob_in_map(tmp,m,op,0); |
2233 |
|
|
return 1; |
2234 |
|
|
} |
2235 |
|
|
|
2236 |
|
|
/* cast_daylight() - changes the map darkness level *lower* */ |
2237 |
|
|
|
2238 |
|
|
/* cast_change_map_lightlevel: Was cast_daylight/nightfall. |
2239 |
|
|
* This changes the light level for the entire map. |
2240 |
|
|
*/ |
2241 |
|
|
|
2242 |
|
|
int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { |
2243 |
|
|
int success; |
2244 |
|
|
|
2245 |
|
|
if(!op->map) return 0; /* shouldnt happen */ |
2246 |
|
|
|
2247 |
|
|
success=change_map_light(op->map,spell->stats.dam); |
2248 |
|
|
if(!success) { |
2249 |
root |
1.5 |
if (spell->stats.dam < 0) |
2250 |
|
|
new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); |
2251 |
|
|
else |
2252 |
|
|
new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); |
2253 |
elmex |
1.1 |
} |
2254 |
|
|
return success; |
2255 |
|
|
} |
2256 |
|
|
|
2257 |
|
|
|
2258 |
|
|
|
2259 |
|
|
|
2260 |
|
|
|
2261 |
|
|
/* create an aura spell object and put it in the player's inventory. |
2262 |
|
|
* as usual, op is player, caster is the object casting the spell, |
2263 |
|
|
* spell is the spell object itself. |
2264 |
|
|
*/ |
2265 |
|
|
int create_aura(object *op, object *caster, object *spell) |
2266 |
|
|
{ |
2267 |
|
|
int refresh=0; |
2268 |
|
|
object *new_aura; |
2269 |
|
|
|
2270 |
|
|
new_aura = present_arch_in_ob(spell->other_arch, op); |
2271 |
|
|
if (new_aura) refresh=1; |
2272 |
|
|
else new_aura = arch_to_object(spell->other_arch); |
2273 |
|
|
|
2274 |
|
|
new_aura->duration = spell->duration + |
2275 |
|
|
10* SP_level_duration_adjust(caster,spell); |
2276 |
|
|
|
2277 |
|
|
new_aura->stats.dam = spell->stats.dam |
2278 |
|
|
+SP_level_dam_adjust(caster,spell); |
2279 |
|
|
|
2280 |
|
|
set_owner(new_aura,op); |
2281 |
|
|
set_spell_skill(op, caster, spell, new_aura); |
2282 |
|
|
new_aura->attacktype= spell->attacktype; |
2283 |
|
|
|
2284 |
|
|
new_aura->level = caster_level(caster, spell); |
2285 |
|
|
if (refresh) |
2286 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2287 |
elmex |
1.1 |
else |
2288 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
2289 |
|
|
insert_ob_in_ob(new_aura, op); |
2290 |
elmex |
1.1 |
return 1; |
2291 |
|
|
} |
2292 |
|
|
|
2293 |
|
|
|
2294 |
|
|
/* move aura function. An aura is a part of someone's inventory, |
2295 |
|
|
* which he carries with him, but which acts on the map immediately |
2296 |
|
|
* around him. |
2297 |
|
|
* Aura parameters: |
2298 |
|
|
* duration: duration counter. |
2299 |
|
|
* attacktype: aura's attacktype |
2300 |
|
|
* other_arch: archetype to drop where we attack |
2301 |
|
|
*/ |
2302 |
|
|
|
2303 |
|
|
void move_aura(object *aura) { |
2304 |
|
|
int i, mflags; |
2305 |
|
|
object *env; |
2306 |
|
|
mapstruct *m; |
2307 |
|
|
|
2308 |
|
|
/* auras belong in inventories */ |
2309 |
|
|
env = aura->env; |
2310 |
|
|
|
2311 |
|
|
/* no matter what we've gotta remove the aura... |
2312 |
|
|
* we'll put it back if its time isn't up. |
2313 |
|
|
*/ |
2314 |
|
|
remove_ob(aura); |
2315 |
|
|
|
2316 |
|
|
/* exit if we're out of gas */ |
2317 |
|
|
if(aura->duration--< 0) { |
2318 |
root |
1.5 |
free_object(aura); |
2319 |
|
|
return; |
2320 |
elmex |
1.1 |
} |
2321 |
|
|
|
2322 |
|
|
/* auras only exist in inventories */ |
2323 |
|
|
if(env == NULL || env->map==NULL) { |
2324 |
root |
1.5 |
free_object(aura); |
2325 |
|
|
return; |
2326 |
elmex |
1.1 |
} |
2327 |
|
|
aura->x = env->x; |
2328 |
|
|
aura->y = env->y; |
2329 |
|
|
|
2330 |
|
|
/* we need to jump out of the inventory for a bit |
2331 |
|
|
* in order to hit the map conveniently. |
2332 |
|
|
*/ |
2333 |
|
|
insert_ob_in_map(aura,env->map,aura,0); |
2334 |
|
|
|
2335 |
|
|
for(i=1;i<9;i++) { |
2336 |
root |
1.5 |
sint16 nx, ny; |
2337 |
|
|
nx = aura->x + freearr_x[i]; |
2338 |
|
|
ny = aura->y + freearr_y[i]; |
2339 |
|
|
mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); |
2340 |
|
|
|
2341 |
|
|
/* Consider the movement tyep of the person with the aura as |
2342 |
|
|
* movement type of the aura. Eg, if the player is flying, the aura |
2343 |
|
|
* is flying also, if player is walking, it is on the ground, etc. |
2344 |
|
|
*/ |
2345 |
elmex |
1.6 |
if (!(mflags & P_OUT_OF_MAP) |
2346 |
|
|
&& !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) |
2347 |
|
|
{ |
2348 |
root |
1.5 |
hit_map(aura,i,aura->attacktype,0); |
2349 |
|
|
|
2350 |
|
|
if(aura->other_arch) { |
2351 |
|
|
object *new_ob; |
2352 |
|
|
|
2353 |
|
|
new_ob = arch_to_object(aura->other_arch); |
2354 |
|
|
new_ob->x = nx; |
2355 |
|
|
new_ob->y = ny; |
2356 |
|
|
insert_ob_in_map(new_ob,m,aura,0); |
2357 |
|
|
} |
2358 |
|
|
} |
2359 |
elmex |
1.1 |
} |
2360 |
|
|
/* put the aura back in the player's inventory */ |
2361 |
|
|
remove_ob(aura); |
2362 |
|
|
insert_ob_in_ob(aura, env); |
2363 |
|
|
} |
2364 |
|
|
|
2365 |
|
|
/* moves the peacemaker spell. |
2366 |
|
|
* op is the piece object. |
2367 |
|
|
*/ |
2368 |
|
|
|
2369 |
|
|
void move_peacemaker(object *op) { |
2370 |
|
|
object *tmp; |
2371 |
|
|
|
2372 |
|
|
for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { |
2373 |
root |
1.5 |
int atk_lev, def_lev; |
2374 |
|
|
object *victim=tmp; |
2375 |
elmex |
1.1 |
|
2376 |
root |
1.5 |
if (tmp->head) victim=tmp->head; |
2377 |
|
|
if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; |
2378 |
|
|
if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; |
2379 |
|
|
if (victim->stats.exp == 0) continue; |
2380 |
elmex |
1.1 |
|
2381 |
root |
1.5 |
def_lev = MAX(1,victim->level); |
2382 |
|
|
atk_lev = MAX(1,op->level); |
2383 |
elmex |
1.1 |
|
2384 |
root |
1.5 |
if (rndm(0, atk_lev-1) > def_lev) { |
2385 |
|
|
/* make this sucker peaceful. */ |
2386 |
elmex |
1.1 |
|
2387 |
root |
1.5 |
change_exp(get_owner(op),victim->stats.exp, op->skill, 0); |
2388 |
|
|
victim->stats.exp=0; |
2389 |
elmex |
1.1 |
#if 0 |
2390 |
root |
1.5 |
/* No idea why these were all set to zero - if something |
2391 |
|
|
* makes this creature agressive, he should still do damage. |
2392 |
|
|
*/ |
2393 |
|
|
victim->stats.dam = 0; |
2394 |
|
|
victim->stats.sp = 0; |
2395 |
|
|
victim->stats.grace = 0; |
2396 |
|
|
victim->stats.Pow = 0; |
2397 |
elmex |
1.1 |
#endif |
2398 |
root |
1.5 |
victim->attack_movement = RANDO2; |
2399 |
|
|
SET_FLAG(victim,FLAG_UNAGGRESSIVE); |
2400 |
|
|
SET_FLAG(victim,FLAG_RUN_AWAY); |
2401 |
|
|
SET_FLAG(victim,FLAG_RANDOM_MOVE); |
2402 |
|
|
CLEAR_FLAG(victim,FLAG_MONSTER); |
2403 |
|
|
if(victim->name) { |
2404 |
|
|
new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); |
2405 |
|
|
} |
2406 |
|
|
} |
2407 |
elmex |
1.1 |
} |
2408 |
|
|
} |
2409 |
|
|
|
2410 |
|
|
|
2411 |
|
|
/* This writes a rune that contains the appropriate message. |
2412 |
|
|
* There really isn't any adjustments we make. |
2413 |
|
|
*/ |
2414 |
|
|
|
2415 |
|
|
int write_mark(object *op, object *spell, const char *msg) { |
2416 |
|
|
char rune[HUGE_BUF]; |
2417 |
|
|
object *tmp; |
2418 |
|
|
|
2419 |
|
|
if (!msg || msg[0] == 0) { |
2420 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); |
2421 |
|
|
return 0; |
2422 |
elmex |
1.1 |
} |
2423 |
|
|
|
2424 |
|
|
if (strcasestr_local(msg, "endmsg")) { |
2425 |
root |
1.5 |
new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); |
2426 |
|
|
LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", op->name, msg); |
2427 |
|
|
return 0; |
2428 |
elmex |
1.1 |
} |
2429 |
|
|
if (!spell->other_arch) return 0; |
2430 |
|
|
tmp = arch_to_object(spell->other_arch); |
2431 |
|
|
strncpy(rune, msg, HUGE_BUF-2); |
2432 |
|
|
rune[HUGE_BUF-2] = 0; |
2433 |
|
|
strcat(rune, "\n"); |
2434 |
|
|
tmp->race = add_string (op->name); /*Save the owner of the rune*/ |
2435 |
|
|
tmp->msg = add_string(rune); |
2436 |
|
|
tmp->x = op->x; |
2437 |
|
|
tmp->y = op->y; |
2438 |
|
|
insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR); |
2439 |
|
|
return 1; |
2440 |
|
|
} |