1 |
/* |
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* CrossFire, A Multiplayer game |
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* |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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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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* |
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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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* |
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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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* |
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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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* |
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* The authors can be reached via e-mail at <crossfire@schmorp.de> |
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*/ |
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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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#include <sproto.h> |
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#include <spells.h> |
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#include <sounds.h> |
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|
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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 |
37 |
cast_magic_storm (object *op, object *tmp, int lvl) |
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{ |
39 |
if (!tmp) |
40 |
return; /* error */ |
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|
42 |
tmp->level = op->level; |
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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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|
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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) |
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tmp->duration = 40; |
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|
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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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|
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tmp->insert_at (op, op); |
58 |
} |
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|
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int |
61 |
recharge (object *op, object *caster, object *spell_ob) |
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{ |
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object *wand, *tmp; |
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int ncharges; |
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|
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wand = find_marked_object (op); |
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if (wand == NULL || wand->type != WAND) |
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{ |
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new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); |
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return 0; |
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} |
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if (!(random_roll (0, 3, op, PREFER_HIGH))) |
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{ |
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new_draw_info_format (NDI_UNIQUE, 0, op, "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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wand->destroy (); |
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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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|
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if (!tmp->stats.dam) |
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tmp->stats.dam = 1; |
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|
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tmp->stats.hp = tmp->stats.dam / 2; |
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|
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if (tmp->stats.hp < 2) |
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tmp->stats.hp = 2; |
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|
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tmp->insert_at (op); |
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return 1; |
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} |
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|
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ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); |
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|
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if (wand->inv && wand->inv->level) |
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ncharges /= wand->inv->level; |
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else |
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{ |
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new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); |
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return 0; |
101 |
} |
102 |
|
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if (!ncharges) |
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ncharges = 1; |
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|
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wand->stats.food += ncharges; |
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new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); |
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|
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if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) |
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{ |
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SET_FLAG (wand, FLAG_ANIMATE); |
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wand->set_speed (wand->arch->clone.speed); |
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} |
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|
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return 1; |
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} |
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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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|
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int |
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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; |
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object *tmp, *missile; |
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|
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missile_name = "arrow"; |
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|
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for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
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if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) |
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missile_name = tmp->race; |
141 |
|
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missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
143 |
|
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if (archetype::find (missile_name) == NULL) |
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{ |
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LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); |
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return 0; |
148 |
} |
149 |
|
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missile = get_archetype (missile_name); |
151 |
|
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if (stringarg) |
153 |
{ |
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/* If it starts with a letter, presume it is a description */ |
155 |
if (isalpha (*stringarg)) |
156 |
{ |
157 |
artifact *al = find_artifactlist (missile->type)->items; |
158 |
|
159 |
for (; al; al = al->next) |
160 |
if (!strcasecmp (al->item->name, stringarg)) |
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break; |
162 |
|
163 |
if (!al) |
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{ |
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missile->destroy (); |
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new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); |
167 |
return 0; |
168 |
} |
169 |
|
170 |
if (al->item->slaying) |
171 |
{ |
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missile->destroy (); |
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new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); |
174 |
return 0; |
175 |
} |
176 |
|
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give_artifact_abilities (missile, al->item); |
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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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*/ |
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bonus_plus = 1 + (al->item->value / 5); |
183 |
missile_plus = 0; |
184 |
} |
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else if (atoi (stringarg) < missile_plus) |
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missile_plus = atoi (stringarg); |
187 |
} |
188 |
|
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if (missile_plus > 4) |
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missile_plus = 4; |
191 |
else if (missile_plus < -4) |
192 |
missile_plus = -4; |
193 |
|
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missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); |
195 |
missile->nrof -= 3 * (missile_plus + bonus_plus); |
196 |
|
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if (missile->nrof < 1) |
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missile->nrof = 1; |
199 |
|
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missile->magic = missile_plus; |
201 |
/* Can't get any money for these objects */ |
202 |
missile->value = 0; |
203 |
|
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SET_FLAG (missile, FLAG_IDENTIFIED); |
205 |
|
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if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) |
207 |
pick_up (op, missile); |
208 |
|
209 |
return 1; |
210 |
} |
211 |
|
212 |
|
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/* allows the choice of what sort of food object to make. |
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* If stringarg is NULL, it will create food dependent on level --PeterM*/ |
215 |
int |
216 |
cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) |
217 |
{ |
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int food_value; |
219 |
archetype *at = NULL; |
220 |
object *new_op; |
221 |
|
222 |
food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); |
223 |
|
224 |
if (stringarg) |
225 |
{ |
226 |
at = find_archetype_by_object_type_name (FOOD, stringarg); |
227 |
if (at == NULL) |
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at = find_archetype_by_object_type_name (DRINK, stringarg); |
229 |
if (at == NULL || at->clone.stats.food > food_value) |
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stringarg = NULL; |
231 |
} |
232 |
|
233 |
if (!stringarg) |
234 |
{ |
235 |
archetype *at_tmp; |
236 |
|
237 |
/* We try to find the archetype with the maximum food value. |
238 |
* This removes the dependancy of hard coded food values in this |
239 |
* function, and addition of new food types is automatically added. |
240 |
* We don't use flesh types because the weight values of those need |
241 |
* to be altered from the donor. |
242 |
*/ |
243 |
|
244 |
/* We assume the food items don't have multiple parts */ |
245 |
for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) |
246 |
{ |
247 |
if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) |
248 |
{ |
249 |
/* Basically, if the food value is something that is creatable |
250 |
* under the limits of the spell and it is higher than |
251 |
* the item we have now, take it instead. |
252 |
*/ |
253 |
if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) |
254 |
at = at_tmp; |
255 |
} |
256 |
} |
257 |
} |
258 |
/* Pretty unlikely (there are some very low food items), but you never |
259 |
* know |
260 |
*/ |
261 |
if (!at) |
262 |
{ |
263 |
new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); |
264 |
return 0; |
265 |
} |
266 |
|
267 |
food_value /= at->clone.stats.food; |
268 |
new_op = arch_to_object (at); |
269 |
new_op->nrof = food_value; |
270 |
|
271 |
new_op->value = 0; |
272 |
if (new_op->nrof < 1) |
273 |
new_op->nrof = 1; |
274 |
|
275 |
cast_create_obj (op, caster, new_op, dir); |
276 |
return 1; |
277 |
} |
278 |
|
279 |
int |
280 |
probe (object *op, object *caster, object *spell_ob, int dir) |
281 |
{ |
282 |
int r, mflags, maxrange; |
283 |
object *tmp; |
284 |
maptile *m; |
285 |
|
286 |
|
287 |
if (!dir) |
288 |
{ |
289 |
examine_monster (op, op); |
290 |
return 1; |
291 |
} |
292 |
maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
293 |
for (r = 1; r < maxrange; r++) |
294 |
{ |
295 |
sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; |
296 |
|
297 |
m = op->map; |
298 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
299 |
|
300 |
if (mflags & P_OUT_OF_MAP) |
301 |
break; |
302 |
|
303 |
if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) |
304 |
{ |
305 |
new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); |
306 |
return 0; |
307 |
} |
308 |
if (mflags & P_IS_ALIVE) |
309 |
{ |
310 |
for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
311 |
if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
312 |
{ |
313 |
new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); |
314 |
if (tmp->head != NULL) |
315 |
tmp = tmp->head; |
316 |
examine_monster (op, tmp); |
317 |
return 1; |
318 |
} |
319 |
} |
320 |
} |
321 |
new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
322 |
return 1; |
323 |
} |
324 |
|
325 |
|
326 |
/* This checks to see if 'pl' is invisible to 'mon'. |
327 |
* does race check, undead check, etc |
328 |
* Returns TRUE if mon can't see pl, false |
329 |
* otherwise. This doesn't check range, walls, etc. It |
330 |
* only checks the racial adjustments, and in fact that |
331 |
* pl is invisible. |
332 |
*/ |
333 |
int |
334 |
makes_invisible_to (object *pl, object *mon) |
335 |
{ |
336 |
|
337 |
if (!pl->invisible) |
338 |
return 0; |
339 |
if (pl->type == PLAYER) |
340 |
{ |
341 |
/* If race isn't set, then invisible unless it is undead */ |
342 |
if (!pl->contr->invis_race) |
343 |
{ |
344 |
if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
345 |
return 0; |
346 |
return 1; |
347 |
} |
348 |
/* invis_race is set if we get here */ |
349 |
if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) |
350 |
return 1; |
351 |
/* No race, can't be invisible to it */ |
352 |
if (!mon->race) |
353 |
return 0; |
354 |
if (strstr (mon->race, pl->contr->invis_race)) |
355 |
return 1; |
356 |
/* Nothing matched above, return 0 */ |
357 |
return 0; |
358 |
} |
359 |
else |
360 |
{ |
361 |
/* monsters are invisible to everything */ |
362 |
return 1; |
363 |
} |
364 |
} |
365 |
|
366 |
/* Makes the player or character invisible. |
367 |
* Note the spells to 'stack', but perhaps in odd ways. |
368 |
* the duration for all is cumulative. |
369 |
* In terms of invis undead/normal invis, it is the last one cast that |
370 |
* will determine if you are invisible to undead or normal monsters. |
371 |
* For improved invis, if you cast it with a one of the others, you |
372 |
* lose the improved part of it, and the above statement about undead/ |
373 |
* normal applies. |
374 |
*/ |
375 |
int |
376 |
cast_invisible (object *op, object *caster, object *spell_ob) |
377 |
{ |
378 |
if (op->invisible > 1000) |
379 |
{ |
380 |
new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); |
381 |
return 0; |
382 |
} |
383 |
|
384 |
/* Remove the switch with 90% duplicate code - just handle the differences with |
385 |
* and if statement or two. |
386 |
*/ |
387 |
op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
388 |
/* max duration */ |
389 |
if (op->invisible > 1000) |
390 |
op->invisible = 1000; |
391 |
|
392 |
if (op->type == PLAYER) |
393 |
{ |
394 |
op->contr->invis_race = spell_ob->race; |
395 |
|
396 |
if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) |
397 |
op->contr->tmp_invis = 0; |
398 |
else |
399 |
op->contr->tmp_invis = 1; |
400 |
|
401 |
op->contr->hidden = 0; |
402 |
} |
403 |
|
404 |
if (makes_invisible_to (op, op)) |
405 |
new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); |
406 |
else |
407 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
408 |
|
409 |
update_object (op, UP_OBJ_CHANGE); |
410 |
|
411 |
/* Only search the active objects - only these should actually do |
412 |
* harm to the player. |
413 |
*/ |
414 |
for_all_actives (tmp) |
415 |
if (tmp->enemy == op) |
416 |
tmp->enemy = 0; |
417 |
|
418 |
return 1; |
419 |
} |
420 |
|
421 |
/* earth to dust spell. Basically destroys earthwalls in the area. |
422 |
*/ |
423 |
int |
424 |
cast_earth_to_dust (object *op, object *caster, object *spell_ob) |
425 |
{ |
426 |
object *tmp, *next; |
427 |
int range, i, j, mflags; |
428 |
sint16 sx, sy; |
429 |
maptile *m; |
430 |
|
431 |
if (op->type != PLAYER) |
432 |
return 0; |
433 |
|
434 |
range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
435 |
|
436 |
for (i = -range; i <= range; i++) |
437 |
for (j = -range; j <= range; j++) |
438 |
{ |
439 |
sx = op->x + i; |
440 |
sy = op->y + j; |
441 |
m = op->map; |
442 |
mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
443 |
|
444 |
if (mflags & P_OUT_OF_MAP) |
445 |
continue; |
446 |
|
447 |
// earth to dust tears down everything that can be teared down |
448 |
for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) |
449 |
{ |
450 |
next = tmp->above; |
451 |
if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
452 |
hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
453 |
} |
454 |
} |
455 |
|
456 |
return 1; |
457 |
} |
458 |
|
459 |
void |
460 |
execute_word_of_recall (object *op) |
461 |
{ |
462 |
if (object *pl = op->in_player ()) |
463 |
{ |
464 |
if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) |
465 |
new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); |
466 |
else |
467 |
{ |
468 |
// remove first so we do not call update_stats |
469 |
op->remove (); |
470 |
pl->enter_exit (op); |
471 |
} |
472 |
} |
473 |
|
474 |
op->destroy (); |
475 |
} |
476 |
|
477 |
/* Word of recall causes the player to return 'home'. |
478 |
* we put a force into the player object, so that there is a |
479 |
* time delay effect. |
480 |
*/ |
481 |
int |
482 |
cast_word_of_recall (object *op, object *caster, object *spell_ob) |
483 |
{ |
484 |
object *dummy; |
485 |
int time; |
486 |
|
487 |
if (op->type != PLAYER) |
488 |
return 0; |
489 |
|
490 |
if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) |
491 |
{ |
492 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
493 |
return 1; |
494 |
} |
495 |
|
496 |
dummy = get_archetype (FORCE_NAME); |
497 |
if (dummy == NULL) |
498 |
{ |
499 |
new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
500 |
LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
501 |
return 0; |
502 |
} |
503 |
|
504 |
time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
505 |
if (time < 1) |
506 |
time = 1; |
507 |
|
508 |
/* value of speed really doesn't make much difference, as long as it is |
509 |
* positive. Lower value may be useful so that the problem doesn't |
510 |
* do anything really odd if it say a -1000 or something. |
511 |
*/ |
512 |
dummy->set_speed (0.002); |
513 |
dummy->speed_left = -dummy->speed * time; |
514 |
dummy->type = SPELL_EFFECT; |
515 |
dummy->subtype = SP_WORD_OF_RECALL; |
516 |
|
517 |
/* If we could take advantage of enter_player_savebed() here, it would be |
518 |
* nice, but until the map load fails, we can't. |
519 |
*/ |
520 |
EXIT_PATH (dummy) = op->contr->savebed_map; |
521 |
EXIT_X (dummy) = op->contr->bed_x; |
522 |
EXIT_Y (dummy) = op->contr->bed_y; |
523 |
|
524 |
op->insert (dummy); |
525 |
|
526 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
527 |
|
528 |
return 1; |
529 |
} |
530 |
|
531 |
/* cast_wonder |
532 |
* wonder is really just a spell that will likely cast another |
533 |
* spell. |
534 |
*/ |
535 |
int |
536 |
cast_wonder (object *op, object *caster, int dir, object *spell_ob) |
537 |
{ |
538 |
object *newspell; |
539 |
|
540 |
if (!rndm (0, 3)) |
541 |
return cast_cone (op, caster, dir, spell_ob); |
542 |
|
543 |
if (spell_ob->randomitems) |
544 |
{ |
545 |
newspell = generate_treasure (spell_ob->randomitems, caster->level); |
546 |
if (!newspell) |
547 |
{ |
548 |
LOG (llevError, "cast_wonder: Unable to get a spell!\n"); |
549 |
return 0; |
550 |
} |
551 |
if (newspell->type != SPELL) |
552 |
{ |
553 |
LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name); |
554 |
return 0; |
555 |
} |
556 |
/* Prevent inifinit recursion */ |
557 |
if (newspell->subtype == SP_WONDER) |
558 |
{ |
559 |
LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n"); |
560 |
return 0; |
561 |
} |
562 |
return cast_spell (op, caster, dir, newspell, NULL); |
563 |
} |
564 |
return 1; |
565 |
} |
566 |
|
567 |
int |
568 |
perceive_self (object *op) |
569 |
{ |
570 |
char buf[MAX_BUF]; |
571 |
const char *cp = describe_item (op, op); |
572 |
archetype *at = archetype::find (ARCH_DEPLETION); |
573 |
object *tmp; |
574 |
int i; |
575 |
|
576 |
tmp = find_god (determine_god (op)); |
577 |
if (tmp) |
578 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name); |
579 |
else |
580 |
new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); |
581 |
|
582 |
tmp = present_arch_in_ob (at, op); |
583 |
|
584 |
if (*cp == '\0' && tmp == NULL) |
585 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); |
586 |
else |
587 |
{ |
588 |
new_draw_info (NDI_UNIQUE, 0, op, "You have:"); |
589 |
new_draw_info (NDI_UNIQUE, 0, op, cp); |
590 |
|
591 |
if (tmp) |
592 |
for (i = 0; i < NUM_STATS; i++) |
593 |
if (tmp->stats.stat (i) < 0) |
594 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i)); |
595 |
} |
596 |
|
597 |
if (is_dragon_pl (op)) |
598 |
{ |
599 |
/* now grab the 'dragon_ability'-force from the player's inventory */ |
600 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
601 |
{ |
602 |
if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
603 |
{ |
604 |
if (tmp->stats.exp == 0) |
605 |
sprintf (buf, "Your metabolism isn't focused on anything."); |
606 |
else |
607 |
sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); |
608 |
|
609 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
610 |
break; |
611 |
} |
612 |
} |
613 |
} |
614 |
|
615 |
return 1; |
616 |
} |
617 |
|
618 |
/* int cast_create_town_portal (object *op, object *caster, int dir) |
619 |
* |
620 |
* This function cast the spell of town portal for op |
621 |
* |
622 |
* The spell operates in two passes. During the first one a place |
623 |
* is marked as a destination for the portal. During the second one, |
624 |
* 2 portals are created, one in the position the player cast it and |
625 |
* one in the destination place. The portal are synchronized and 2 forces |
626 |
* are inserted in the player to destruct the portal next time player |
627 |
* creates a new portal pair. |
628 |
* This spell has a side effect that it allows people to meet each other |
629 |
* in a permanent, private, appartements by making a town portal from it |
630 |
* to the town or another public place. So, check if the map is unique and if |
631 |
* so return an error |
632 |
* |
633 |
* Code by Tchize (david.delbecq@usa.net) |
634 |
*/ |
635 |
int |
636 |
cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
637 |
{ |
638 |
object *dummy, *force, *old_force; |
639 |
archetype *perm_portal; |
640 |
char portal_name[1024], portal_message[1024]; |
641 |
maptile *exitmap; |
642 |
int op_level; |
643 |
|
644 |
/* The first thing to do is to check if we have a marked destination |
645 |
* dummy is used to make a check inventory for the force |
646 |
*/ |
647 |
dummy = arch_to_object (spell->other_arch); |
648 |
if (dummy == NULL) |
649 |
{ |
650 |
new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
651 |
LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name); |
652 |
return 0; |
653 |
} |
654 |
|
655 |
force = check_inv_recursive (op, dummy); |
656 |
|
657 |
if (force == NULL) |
658 |
{ |
659 |
/* Here we know there is no destination marked up. |
660 |
* We have 2 things to do: |
661 |
* 1. Mark the destination in the player inventory. |
662 |
* 2. Let the player know it worked. |
663 |
*/ |
664 |
dummy->name = op->map->path; |
665 |
EXIT_X (dummy) = op->x; |
666 |
EXIT_Y (dummy) = op->y; |
667 |
insert_ob_in_ob (dummy, op); |
668 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind. You feel you are able to come here from anywhere."); |
669 |
return 1; |
670 |
} |
671 |
|
672 |
dummy->destroy (); |
673 |
|
674 |
/* Here we know where the town portal should go to |
675 |
* We should kill any existing portal associated with the player. |
676 |
* Than we should create the 2 portals. |
677 |
* For each of them, we need: |
678 |
* - To create the portal with the name of the player+destination map |
679 |
* - set the owner of the town portal |
680 |
* - To mark the position of the portal in the player's inventory |
681 |
* for easier destruction. |
682 |
* |
683 |
* The mark works has follow: |
684 |
* slaying: Existing town portal |
685 |
* hp, sp : x & y of the associated portal |
686 |
* name : name of the portal |
687 |
* race : map the portal is in |
688 |
*/ |
689 |
|
690 |
/* First step: killing existing town portals */ |
691 |
dummy = get_archetype (spell->race); |
692 |
if (dummy == NULL) |
693 |
{ |
694 |
new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
695 |
LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
696 |
return 0; |
697 |
} |
698 |
|
699 |
perm_portal = archetype::find (spell->slaying); |
700 |
|
701 |
/* To kill a town portal, we go trough the player's inventory, |
702 |
* for each marked portal in player's inventory, |
703 |
* -We try load the associated map (if impossible, consider the portal destructed) |
704 |
* -We find any portal in the specified location. |
705 |
* If it has the good name, we destruct it. |
706 |
* -We destruct the force indicating that portal. |
707 |
*/ |
708 |
while ((old_force = check_inv_recursive (op, dummy))) |
709 |
{ |
710 |
exitmap = maptile::find_sync (old_force->race, op->map); |
711 |
|
712 |
if (exitmap) |
713 |
{ |
714 |
exitmap->load_sync (); |
715 |
|
716 |
int exitx = EXIT_X (old_force); |
717 |
int exity = EXIT_Y (old_force); |
718 |
|
719 |
for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above) |
720 |
{ |
721 |
if (tmp->name == old_force->name) |
722 |
{ |
723 |
tmp->destroy (); |
724 |
break; |
725 |
} |
726 |
} |
727 |
} |
728 |
|
729 |
old_force->destroy (); |
730 |
} |
731 |
|
732 |
dummy->destroy (); |
733 |
|
734 |
/* Creating the portals. |
735 |
* The very first thing to do is to ensure |
736 |
* access to the destination map. |
737 |
* If we can't, don't fizzle. Simply warn player. |
738 |
* This ensure player pays his mana for the spell |
739 |
* because HE is responsible of forgotting. |
740 |
* 'force' is the destination of the town portal, which we got |
741 |
* from the players inventory above. |
742 |
*/ |
743 |
|
744 |
/* Ensure exit map is loaded */ |
745 |
exitmap = maptile::find_sync (force->name); |
746 |
|
747 |
/* If we were unable to load (ex. random map deleted), warn player */ |
748 |
if (!exitmap) |
749 |
{ |
750 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens. You can't remember where to go!?"); |
751 |
force->destroy (); |
752 |
return 1; |
753 |
} |
754 |
|
755 |
exitmap->load_sync (); |
756 |
|
757 |
op_level = caster_level (caster, spell); |
758 |
if (op_level < 15) |
759 |
snprintf (portal_message, 1024, |
760 |
"The air moves around you and a huge smell of ammonia surounds you as you pass through %s's tiny portal. Pouah!\n", |
761 |
&op->name); |
762 |
else if (op_level < 30) |
763 |
snprintf (portal_message, 1024, |
764 |
"%s's portal smells of ozone. You do a lot of movements and finally pass through the small hole in the air\n", &op->name); |
765 |
else if (op_level < 60) |
766 |
snprintf (portal_message, 1024, "A shining door opens in the air in front of you, showing you the path to another place.\n"); |
767 |
else |
768 |
snprintf (portal_message, 1024, "As you walk through %s's portal, flowers come out from the ground around you. You feel awed.\n", |
769 |
&op->name); |
770 |
|
771 |
/* Create a portal in front of player |
772 |
* dummy contain the portal and |
773 |
* force contain the track to kill it later |
774 |
*/ |
775 |
snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); |
776 |
dummy = get_archetype (spell->slaying); /*The portal */ |
777 |
if (dummy == NULL) |
778 |
{ |
779 |
new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
780 |
LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
781 |
return 0; |
782 |
} |
783 |
|
784 |
EXIT_PATH (dummy) = force->name; |
785 |
EXIT_X (dummy) = EXIT_X (force); |
786 |
EXIT_Y (dummy) = EXIT_Y (force); |
787 |
dummy->name = dummy->name_pl = portal_name; |
788 |
dummy->msg = portal_message; |
789 |
dummy->race = op->name; /*Save the owner of the portal */ |
790 |
cast_create_obj (op, caster, dummy, 0); |
791 |
|
792 |
/* Now we need to to create a town portal marker inside the player |
793 |
* object, so on future castings, we can know that he has an active |
794 |
* town portal. |
795 |
*/ |
796 |
object *tmp = get_archetype (spell->race); |
797 |
|
798 |
if (!tmp) |
799 |
{ |
800 |
new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
801 |
LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
802 |
return 0; |
803 |
} |
804 |
|
805 |
tmp->race = op->map->path; |
806 |
tmp->name = portal_name; |
807 |
EXIT_X (tmp) = dummy->x; |
808 |
EXIT_Y (tmp) = dummy->y; |
809 |
op->insert (tmp); |
810 |
|
811 |
/* Create a portal in the destination map |
812 |
* dummy contain the portal and |
813 |
* force the track to kill it later |
814 |
* the 'force' variable still contains the 'reminder' of |
815 |
* where this portal goes to. |
816 |
*/ |
817 |
snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path); |
818 |
dummy = get_archetype (spell->slaying); /*The portal */ |
819 |
if (dummy == NULL) |
820 |
{ |
821 |
new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
822 |
LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
823 |
return 0; |
824 |
} |
825 |
|
826 |
EXIT_PATH (dummy) = op->map->path; |
827 |
EXIT_X (dummy) = op->x; |
828 |
EXIT_Y (dummy) = op->y; |
829 |
dummy->name = dummy->name_pl = portal_name; |
830 |
dummy->msg = portal_message; |
831 |
dummy->race = op->name; /*Save the owner of the portal */ |
832 |
exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op); |
833 |
|
834 |
/* Now we create another town portal marker that |
835 |
* points back to the one we just made |
836 |
*/ |
837 |
tmp = get_archetype (spell->race); |
838 |
if (tmp == NULL) |
839 |
{ |
840 |
new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
841 |
LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
842 |
return 0; |
843 |
} |
844 |
|
845 |
tmp->race = force->name; |
846 |
tmp->name = portal_name; |
847 |
EXIT_X (tmp) = dummy->x; |
848 |
EXIT_Y (tmp) = dummy->y; |
849 |
insert_ob_in_ob (tmp, op); |
850 |
|
851 |
/* Describe the player what happened |
852 |
*/ |
853 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); |
854 |
force->destroy (); |
855 |
|
856 |
return 1; |
857 |
} |
858 |
|
859 |
/* This creates magic walls. Really, it can create most any object, |
860 |
* within some reason. |
861 |
*/ |
862 |
int |
863 |
magic_wall (object *op, object *caster, int dir, object *spell_ob) |
864 |
{ |
865 |
object *tmp; |
866 |
int i, posblocked, negblocked, maxrange; |
867 |
sint16 x, y; |
868 |
maptile *m; |
869 |
const char *name; |
870 |
archetype *at; |
871 |
|
872 |
if (!dir) |
873 |
{ |
874 |
dir = op->facing; |
875 |
x = op->x; |
876 |
y = op->y; |
877 |
} |
878 |
else |
879 |
{ |
880 |
x = op->x + freearr_x[dir]; |
881 |
y = op->y + freearr_y[dir]; |
882 |
} |
883 |
|
884 |
m = op->map; |
885 |
|
886 |
if ((spell_ob->move_block || x != op->x || y != op->y) && |
887 |
(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || |
888 |
((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) |
889 |
{ |
890 |
new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
891 |
return 0; |
892 |
} |
893 |
|
894 |
if (spell_ob->other_arch) |
895 |
tmp = arch_to_object (spell_ob->other_arch); |
896 |
else if (spell_ob->race) |
897 |
{ |
898 |
char buf1[MAX_BUF]; |
899 |
|
900 |
sprintf (buf1, spell_ob->race, dir); |
901 |
at = archetype::find (buf1); |
902 |
if (!at) |
903 |
{ |
904 |
LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); |
905 |
new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); |
906 |
return 0; |
907 |
} |
908 |
|
909 |
tmp = arch_to_object (at); |
910 |
} |
911 |
else |
912 |
{ |
913 |
LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); |
914 |
return 0; |
915 |
} |
916 |
|
917 |
if (tmp->type == SPELL_EFFECT) |
918 |
{ |
919 |
tmp->attacktype = spell_ob->attacktype; |
920 |
tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
921 |
tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
922 |
tmp->range = 0; |
923 |
} |
924 |
else if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
925 |
{ |
926 |
tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
927 |
tmp->stats.maxhp = tmp->stats.hp; |
928 |
} |
929 |
|
930 |
if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) |
931 |
{ |
932 |
tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
933 |
SET_FLAG (tmp, FLAG_IS_USED_UP); |
934 |
} |
935 |
|
936 |
if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) |
937 |
{ |
938 |
tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
939 |
tmp->stats.maxhp = tmp->stats.hp; |
940 |
SET_FLAG (tmp, FLAG_TEAR_DOWN); |
941 |
SET_FLAG (tmp, FLAG_ALIVE); |
942 |
} |
943 |
|
944 |
/* This can't really hurt - if the object doesn't kill anything, |
945 |
* these fields just won't be used. Do not set the owner for |
946 |
* earthwalls, though, so they survive restarts. |
947 |
*/ |
948 |
if (tmp->type != EARTHWALL) //TODO |
949 |
tmp->set_owner (op); |
950 |
|
951 |
set_spell_skill (op, caster, spell_ob, tmp); |
952 |
tmp->level = caster_level (caster, spell_ob) / 2; |
953 |
|
954 |
name = tmp->name; |
955 |
if (!(tmp = m->insert (tmp, x, y, op))) |
956 |
{ |
957 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); |
958 |
return 0; |
959 |
} |
960 |
|
961 |
/* If this is a spellcasting wall, need to insert the spell object */ |
962 |
if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
963 |
insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
964 |
|
965 |
/* This code causes the wall to extend some distance in |
966 |
* each direction, or until an obstruction is encountered. |
967 |
* posblocked and negblocked help determine how far the |
968 |
* created wall can extend, it won't go extend through |
969 |
* blocked spaces. |
970 |
*/ |
971 |
maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
972 |
posblocked = 0; |
973 |
negblocked = 0; |
974 |
|
975 |
for (i = 1; i <= maxrange; i++) |
976 |
{ |
977 |
int dir2; |
978 |
|
979 |
dir2 = (dir < 4) ? (dir + 2) : dir - 2; |
980 |
|
981 |
x = tmp->x + i * freearr_x[dir2]; |
982 |
y = tmp->y + i * freearr_y[dir2]; |
983 |
m = tmp->map; |
984 |
|
985 |
if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
986 |
((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) |
987 |
{ |
988 |
object *tmp2 = tmp->clone (); |
989 |
m->insert (tmp2, x, y, op); |
990 |
|
991 |
/* If this is a spellcasting wall, need to insert the spell object */ |
992 |
if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
993 |
tmp2->insert (arch_to_object (tmp2->other_arch)); |
994 |
|
995 |
} |
996 |
else |
997 |
posblocked = 1; |
998 |
|
999 |
x = tmp->x - i * freearr_x[dir2]; |
1000 |
y = tmp->y - i * freearr_y[dir2]; |
1001 |
m = tmp->map; |
1002 |
|
1003 |
if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
1004 |
((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
1005 |
{ |
1006 |
object *tmp2 = tmp->clone (); |
1007 |
m->insert (tmp2, x, y, op); |
1008 |
|
1009 |
if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
1010 |
tmp2->insert (arch_to_object (tmp2->other_arch)); |
1011 |
} |
1012 |
else |
1013 |
negblocked = 1; |
1014 |
} |
1015 |
|
1016 |
if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) |
1017 |
update_all_los (op->map, op->x, op->y); |
1018 |
|
1019 |
return 1; |
1020 |
} |
1021 |
|
1022 |
int |
1023 |
dimension_door (object *op, object *caster, object *spob, int dir) |
1024 |
{ |
1025 |
uint32 dist, maxdist; |
1026 |
int mflags; |
1027 |
maptile *m; |
1028 |
sint16 sx, sy; |
1029 |
|
1030 |
if (op->type != PLAYER) |
1031 |
return 0; |
1032 |
|
1033 |
if (!dir) |
1034 |
{ |
1035 |
new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); |
1036 |
return 0; |
1037 |
} |
1038 |
|
1039 |
/* Given the new outdoor maps, can't let players dimension door for |
1040 |
* ever, so put limits in. |
1041 |
*/ |
1042 |
maxdist = spob->range + SP_level_range_adjust (caster, spob); |
1043 |
|
1044 |
if (op->contr->count) |
1045 |
{ |
1046 |
if (op->contr->count > maxdist) |
1047 |
{ |
1048 |
new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); |
1049 |
return 0; |
1050 |
} |
1051 |
|
1052 |
for (dist = 0; dist < op->contr->count; dist++) |
1053 |
{ |
1054 |
mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); |
1055 |
|
1056 |
if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) |
1057 |
break; |
1058 |
|
1059 |
if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
1060 |
break; |
1061 |
} |
1062 |
|
1063 |
if (dist < op->contr->count) |
1064 |
{ |
1065 |
new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); |
1066 |
op->contr->count = 0; |
1067 |
return 0; |
1068 |
} |
1069 |
|
1070 |
op->contr->count = 0; |
1071 |
|
1072 |
/* Remove code that puts player on random space on maps. IMO, |
1073 |
* a lot of maps probably have areas the player should not get to, |
1074 |
* but may not be marked as NO_MAGIC (as they may be bounded |
1075 |
* by such squares). Also, there are probably treasure rooms and |
1076 |
* lots of other maps that protect areas with no magic, but the |
1077 |
* areas themselves don't contain no magic spaces. |
1078 |
*/ |
1079 |
/* This call here is really just to normalize the coordinates */ |
1080 |
mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy); |
1081 |
if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
1082 |
{ |
1083 |
new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n"); |
1084 |
return 1; /* Maybe the penalty should be more severe... */ |
1085 |
} |
1086 |
} |
1087 |
else |
1088 |
{ |
1089 |
/* Player didn't specify a distance, so lets see how far |
1090 |
* we can move the player. Don't know why this stopped on |
1091 |
* spaces that blocked the players view. |
1092 |
*/ |
1093 |
|
1094 |
for (dist = 0; dist < maxdist; dist++) |
1095 |
{ |
1096 |
mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); |
1097 |
|
1098 |
if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) |
1099 |
break; |
1100 |
|
1101 |
if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
1102 |
break; |
1103 |
|
1104 |
} |
1105 |
|
1106 |
/* If the destination is blocked, keep backing up until we |
1107 |
* find a place for the player. |
1108 |
*/ |
1109 |
for (; dist > 0; dist--) |
1110 |
{ |
1111 |
if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, |
1112 |
&sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) |
1113 |
continue; |
1114 |
|
1115 |
|
1116 |
if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
1117 |
break; |
1118 |
|
1119 |
} |
1120 |
if (!dist) |
1121 |
{ |
1122 |
new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); |
1123 |
return 0; |
1124 |
} |
1125 |
} |
1126 |
|
1127 |
/* Actually move the player now */ |
1128 |
if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) |
1129 |
return 1; |
1130 |
|
1131 |
op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
1132 |
return 1; |
1133 |
} |
1134 |
|
1135 |
|
1136 |
/* cast_heal: Heals something. |
1137 |
* op is the caster. |
1138 |
* dir is the direction he is casting it in. |
1139 |
* spell is the spell object. |
1140 |
*/ |
1141 |
int |
1142 |
cast_heal (object *op, object *caster, object *spell, int dir) |
1143 |
{ |
1144 |
object *tmp; |
1145 |
archetype *at; |
1146 |
object *poison; |
1147 |
int heal = 0, success = 0; |
1148 |
|
1149 |
tmp = find_target_for_friendly_spell (op, dir); |
1150 |
|
1151 |
if (!tmp) |
1152 |
return 0; |
1153 |
|
1154 |
/* Figure out how many hp this spell might cure. |
1155 |
* could be zero if this spell heals effects, not damage. |
1156 |
*/ |
1157 |
heal = spell->stats.dam; |
1158 |
if (spell->stats.hp) |
1159 |
heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
1160 |
|
1161 |
if (heal) |
1162 |
{ |
1163 |
if (tmp->stats.hp >= tmp->stats.maxhp) |
1164 |
new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
1165 |
else |
1166 |
{ |
1167 |
/* See how many points we actually heal. Instead of messages |
1168 |
* based on type of spell, we instead do messages based |
1169 |
* on amount of damage healed. |
1170 |
*/ |
1171 |
if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
1172 |
heal = tmp->stats.maxhp - tmp->stats.hp; |
1173 |
tmp->stats.hp += heal; |
1174 |
|
1175 |
if (tmp->stats.hp >= tmp->stats.maxhp) |
1176 |
new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1177 |
else if (heal > 50) |
1178 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1179 |
else if (heal > 25) |
1180 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1181 |
else if (heal > 10) |
1182 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
1183 |
else |
1184 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
1185 |
|
1186 |
success = 1; |
1187 |
} |
1188 |
} |
1189 |
|
1190 |
if (spell->attacktype & AT_DISEASE) |
1191 |
if (cure_disease (tmp, op)) |
1192 |
success = 1; |
1193 |
|
1194 |
if (spell->attacktype & AT_POISON) |
1195 |
{ |
1196 |
at = archetype::find ("poisoning"); |
1197 |
poison = present_arch_in_ob (at, tmp); |
1198 |
if (poison) |
1199 |
{ |
1200 |
success = 1; |
1201 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1202 |
poison->stats.food = 1; |
1203 |
} |
1204 |
} |
1205 |
|
1206 |
if (spell->attacktype & AT_CONFUSION) |
1207 |
{ |
1208 |
poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1209 |
if (poison) |
1210 |
{ |
1211 |
success = 1; |
1212 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1213 |
poison->duration = 1; |
1214 |
} |
1215 |
} |
1216 |
|
1217 |
if (spell->attacktype & AT_BLIND) |
1218 |
{ |
1219 |
at = archetype::find ("blindness"); |
1220 |
poison = present_arch_in_ob (at, tmp); |
1221 |
if (poison) |
1222 |
{ |
1223 |
success = 1; |
1224 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
1225 |
poison->stats.food = 1; |
1226 |
} |
1227 |
} |
1228 |
|
1229 |
if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
1230 |
{ |
1231 |
tmp->stats.sp += spell->last_sp; |
1232 |
if (tmp->stats.sp > tmp->stats.maxsp) |
1233 |
tmp->stats.sp = tmp->stats.maxsp; |
1234 |
success = 1; |
1235 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
1236 |
} |
1237 |
|
1238 |
if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1239 |
{ |
1240 |
tmp->stats.grace += spell->last_grace; |
1241 |
if (tmp->stats.grace > tmp->stats.maxgrace) |
1242 |
tmp->stats.grace = tmp->stats.maxgrace; |
1243 |
success = 1; |
1244 |
new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
1245 |
} |
1246 |
|
1247 |
if (spell->stats.food && tmp->stats.food < 999) |
1248 |
{ |
1249 |
tmp->stats.food += spell->stats.food; |
1250 |
if (tmp->stats.food > 999) |
1251 |
tmp->stats.food = 999; |
1252 |
success = 1; |
1253 |
/* We could do something a bit better like the messages for healing above */ |
1254 |
new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1255 |
} |
1256 |
|
1257 |
return success; |
1258 |
} |
1259 |
|
1260 |
|
1261 |
/* This is used for the spells that gain stats. There are no spells |
1262 |
* right now that icnrease wis/int/pow on a temp basis, so no |
1263 |
* good comments for those. |
1264 |
*/ |
1265 |
static const char *const no_gain_msgs[NUM_STATS] = { |
1266 |
"You grow no stronger.", |
1267 |
"You grow no more agile.", |
1268 |
"You don't feel any healthier.", |
1269 |
"no wis", |
1270 |
"You are no easier to look at.", |
1271 |
"no int", |
1272 |
"no pow" |
1273 |
}; |
1274 |
|
1275 |
int |
1276 |
cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1277 |
{ |
1278 |
object *force = NULL; |
1279 |
int i; |
1280 |
|
1281 |
/* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1282 |
object *tmp = dir |
1283 |
? find_target_for_friendly_spell (op, dir) |
1284 |
: op; |
1285 |
|
1286 |
if (!tmp) |
1287 |
return 0; |
1288 |
|
1289 |
/* If we've already got a force of this type, don't add a new one. */ |
1290 |
for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1291 |
{ |
1292 |
if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) |
1293 |
{ |
1294 |
if (tmp2->name == spell_ob->name) |
1295 |
{ |
1296 |
force = tmp2; /* the old effect will be "refreshed" */ |
1297 |
break; |
1298 |
} |
1299 |
else if (spell_ob->race && spell_ob->race == tmp2->name) |
1300 |
{ |
1301 |
if (!silent) |
1302 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); |
1303 |
return 0; |
1304 |
} |
1305 |
} |
1306 |
} |
1307 |
if (force == NULL) |
1308 |
{ |
1309 |
force = get_archetype (FORCE_NAME); |
1310 |
force->subtype = FORCE_CHANGE_ABILITY; |
1311 |
if (spell_ob->race) |
1312 |
force->name = spell_ob->race; |
1313 |
else |
1314 |
force->name = spell_ob->name; |
1315 |
force->name_pl = spell_ob->name; |
1316 |
new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
1317 |
|
1318 |
} |
1319 |
else |
1320 |
{ |
1321 |
int duration; |
1322 |
|
1323 |
duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1324 |
if (duration > force->duration) |
1325 |
{ |
1326 |
force->duration = duration; |
1327 |
new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1328 |
} |
1329 |
else |
1330 |
{ |
1331 |
new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1332 |
} |
1333 |
return 1; |
1334 |
} |
1335 |
force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1336 |
force->speed = 1.0; |
1337 |
force->speed_left = -1.0; |
1338 |
SET_FLAG (force, FLAG_APPLIED); |
1339 |
|
1340 |
/* Now start processing the effects. First, protections */ |
1341 |
for (i = 0; i < NROFATTACKS; i++) |
1342 |
{ |
1343 |
if (spell_ob->resist[i]) |
1344 |
{ |
1345 |
force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1346 |
if (force->resist[i] > 100) |
1347 |
force->resist[i] = 100; |
1348 |
} |
1349 |
} |
1350 |
if (spell_ob->stats.hp) |
1351 |
force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1352 |
|
1353 |
if (tmp->type == PLAYER) |
1354 |
{ |
1355 |
/* Stat adjustment spells */ |
1356 |
for (i = 0; i < NUM_STATS; i++) |
1357 |
{ |
1358 |
if (sint8 stat = spell_ob->stats.stat (i)) |
1359 |
{ |
1360 |
sint8 sm = 0; |
1361 |
for (sint8 k = 0; k < stat; k++) |
1362 |
sm += rndm (1, 3); |
1363 |
|
1364 |
if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1365 |
sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1366 |
|
1367 |
force->stats.stat (i) = sm; |
1368 |
|
1369 |
if (!sm) |
1370 |
new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1371 |
} |
1372 |
} |
1373 |
} |
1374 |
|
1375 |
force->move_type = spell_ob->move_type; |
1376 |
|
1377 |
if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) |
1378 |
SET_FLAG (force, FLAG_SEE_IN_DARK); |
1379 |
|
1380 |
if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) |
1381 |
SET_FLAG (force, FLAG_XRAYS); |
1382 |
|
1383 |
/* Haste/bonus speed */ |
1384 |
if (spell_ob->stats.exp) |
1385 |
{ |
1386 |
if (op->speed > 0.5f) |
1387 |
force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); |
1388 |
else |
1389 |
force->stats.exp = spell_ob->stats.exp; |
1390 |
} |
1391 |
|
1392 |
force->stats.wc = spell_ob->stats.wc; |
1393 |
force->stats.ac = spell_ob->stats.ac; |
1394 |
force->attacktype = spell_ob->attacktype; |
1395 |
|
1396 |
insert_ob_in_ob (force, tmp); |
1397 |
change_abil (tmp, force); /* Mostly to display any messages */ |
1398 |
tmp->update_stats (); |
1399 |
return 1; |
1400 |
} |
1401 |
|
1402 |
/* This used to be part of cast_change_ability, but it really didn't make |
1403 |
* a lot of sense, since most of the values it derives are from the god |
1404 |
* of the caster. |
1405 |
*/ |
1406 |
|
1407 |
int |
1408 |
cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1409 |
{ |
1410 |
int i; |
1411 |
object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
1412 |
|
1413 |
/* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1414 |
if (dir != 0) |
1415 |
{ |
1416 |
tmp = find_target_for_friendly_spell (op, dir); |
1417 |
} |
1418 |
else |
1419 |
{ |
1420 |
tmp = op; |
1421 |
} |
1422 |
|
1423 |
/* If we've already got a force of this type, don't add a new one. */ |
1424 |
for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1425 |
{ |
1426 |
if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) |
1427 |
{ |
1428 |
if (tmp2->name == spell_ob->name) |
1429 |
{ |
1430 |
force = tmp2; /* the old effect will be "refreshed" */ |
1431 |
break; |
1432 |
} |
1433 |
else if (spell_ob->race && spell_ob->race == tmp2->name) |
1434 |
{ |
1435 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); |
1436 |
return 0; |
1437 |
} |
1438 |
} |
1439 |
} |
1440 |
if (force == NULL) |
1441 |
{ |
1442 |
force = get_archetype (FORCE_NAME); |
1443 |
force->subtype = FORCE_CHANGE_ABILITY; |
1444 |
if (spell_ob->race) |
1445 |
force->name = spell_ob->race; |
1446 |
else |
1447 |
force->name = spell_ob->name; |
1448 |
force->name_pl = spell_ob->name; |
1449 |
new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
1450 |
} |
1451 |
else |
1452 |
{ |
1453 |
int duration; |
1454 |
|
1455 |
duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1456 |
if (duration > force->duration) |
1457 |
{ |
1458 |
force->duration = duration; |
1459 |
new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1460 |
} |
1461 |
else |
1462 |
{ |
1463 |
new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1464 |
} |
1465 |
return 0; |
1466 |
} |
1467 |
force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1468 |
force->speed = 1.0; |
1469 |
force->speed_left = -1.0; |
1470 |
SET_FLAG (force, FLAG_APPLIED); |
1471 |
|
1472 |
if (!god) |
1473 |
{ |
1474 |
new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); |
1475 |
} |
1476 |
else |
1477 |
{ |
1478 |
/* Only give out good benefits, and put a max on it */ |
1479 |
for (i = 0; i < NROFATTACKS; i++) |
1480 |
{ |
1481 |
if (god->resist[i] > 0) |
1482 |
{ |
1483 |
force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); |
1484 |
} |
1485 |
} |
1486 |
force->path_attuned |= god->path_attuned; |
1487 |
|
1488 |
if (spell_ob->attacktype) |
1489 |
force->slaying = god->slaying; |
1490 |
|
1491 |
if (tmp != op) |
1492 |
{ |
1493 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name); |
1494 |
new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name); |
1495 |
} |
1496 |
else |
1497 |
{ |
1498 |
new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name); |
1499 |
} |
1500 |
|
1501 |
} |
1502 |
force->stats.wc = spell_ob->stats.wc; |
1503 |
force->stats.ac = spell_ob->stats.ac; |
1504 |
|
1505 |
change_abil (tmp, force); /* Mostly to display any messages */ |
1506 |
insert_ob_in_ob (force, tmp); |
1507 |
tmp->update_stats (); |
1508 |
return 1; |
1509 |
} |
1510 |
|
1511 |
/* Alchemy code by Mark Wedel |
1512 |
* |
1513 |
* This code adds a new spell, called alchemy. Alchemy will turn |
1514 |
* objects to gold nuggets, the value of the gold nuggets being |
1515 |
* about 90% of that of the item itself. It uses the value of the |
1516 |
* object before charisma adjustments, because the nuggets themselves |
1517 |
* will be will be adjusted by charisma when sold. |
1518 |
* |
1519 |
* Large nuggets are worth 25 gp each (base). You will always get |
1520 |
* the maximum number of large nuggets you could get. |
1521 |
* Small nuggets are worth 1 gp each (base). You will get from 0 |
1522 |
* to the max amount of small nuggets as you could get. |
1523 |
* |
1524 |
* For example, if an item is worth 110 gold, you will get |
1525 |
* 4 large nuggets, and from 0-10 small nuggets. |
1526 |
* |
1527 |
* There is also a chance (1:30) that you will get nothing at all |
1528 |
* for the object. There is also a maximum weight that will be |
1529 |
* alchemised. |
1530 |
*/ |
1531 |
static void |
1532 |
alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1533 |
{ |
1534 |
uint64 value = query_cost (obj, NULL, F_TRUE); |
1535 |
|
1536 |
/* Give third price when we alchemy money (This should hopefully |
1537 |
* make it so that it isn't worth it to alchemy money, sell |
1538 |
* the nuggets, alchemy the gold from that, etc. |
1539 |
* Otherwise, give 9 silver on the gold for other objects, |
1540 |
* so that it would still be more affordable to haul |
1541 |
* the stuff back to town. |
1542 |
*/ |
1543 |
if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1544 |
value = 0; |
1545 |
else if (obj->type == MONEY || obj->type == GEM) |
1546 |
value /= 3; |
1547 |
else |
1548 |
value = value * 9 / 10; |
1549 |
|
1550 |
if (obj->value > 0 && rndm (0, 29)) |
1551 |
total_value += value; |
1552 |
|
1553 |
total_weight += obj->total_weight (); |
1554 |
|
1555 |
obj->destroy (); |
1556 |
} |
1557 |
|
1558 |
static void |
1559 |
update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y) |
1560 |
{ |
1561 |
int flag = 0; |
1562 |
|
1563 |
/* Put any nuggets below the player, but we can only pass this |
1564 |
* flag if we are on the same space as the player |
1565 |
*/ |
1566 |
if (x == op->x && y == op->y && op->map == m) |
1567 |
flag = INS_BELOW_ORIGINATOR; |
1568 |
|
1569 |
if (small_nuggets) |
1570 |
{ |
1571 |
object *tmp = small->clone (); |
1572 |
tmp->nrof = small_nuggets; |
1573 |
m->insert (tmp, x, y, op, flag); |
1574 |
} |
1575 |
|
1576 |
if (large_nuggets) |
1577 |
{ |
1578 |
object *tmp = large->clone (); |
1579 |
tmp->nrof = large_nuggets; |
1580 |
m->insert (tmp, x, y, op, flag); |
1581 |
} |
1582 |
|
1583 |
if (object *pl = m->at (x, y).player ()) |
1584 |
if (pl->contr->ns) |
1585 |
pl->contr->ns->look_position = 0; |
1586 |
} |
1587 |
|
1588 |
int |
1589 |
alchemy (object *op, object *caster, object *spell_ob) |
1590 |
{ |
1591 |
if (op->type != PLAYER) |
1592 |
return 0; |
1593 |
|
1594 |
object *large = get_archetype ("largenugget"); |
1595 |
object *small = get_archetype ("smallnugget"); |
1596 |
|
1597 |
/* Put a maximum weight of items that can be alchemised. Limits the power |
1598 |
* some, and also prevents people from alchemising every table/chair/clock |
1599 |
* in sight |
1600 |
*/ |
1601 |
int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1602 |
int weight_max = duration * 1000; |
1603 |
uint64 value_max = duration * 1000; |
1604 |
|
1605 |
int weight = 0; |
1606 |
|
1607 |
for (int y = op->y - 1; y <= op->y + 1; y++) |
1608 |
{ |
1609 |
for (int x = op->x - 1; x <= op->x + 1; x++) |
1610 |
{ |
1611 |
uint64 value = 0; |
1612 |
|
1613 |
sint16 nx = x; |
1614 |
sint16 ny = y; |
1615 |
|
1616 |
maptile *mp = op->map; |
1617 |
|
1618 |
int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1619 |
|
1620 |
if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1621 |
continue; |
1622 |
|
1623 |
/* Treat alchemy a little differently - most spell effects |
1624 |
* use fly as the movement type - for alchemy, consider it |
1625 |
* ground level effect. |
1626 |
*/ |
1627 |
if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1628 |
continue; |
1629 |
|
1630 |
for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) |
1631 |
{ |
1632 |
next = tmp->above; |
1633 |
|
1634 |
if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1635 |
!QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1636 |
{ |
1637 |
if (tmp->inv) |
1638 |
{ |
1639 |
object *next1, *tmp1; |
1640 |
|
1641 |
for (tmp1 = tmp->inv; tmp1; tmp1 = next1) |
1642 |
{ |
1643 |
next1 = tmp1->below; |
1644 |
if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1645 |
!QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1646 |
alchemy_object (tmp1, value, weight); |
1647 |
} |
1648 |
} |
1649 |
|
1650 |
alchemy_object (tmp, value, weight); |
1651 |
|
1652 |
if (weight > weight_max) |
1653 |
break; |
1654 |
} |
1655 |
} |
1656 |
|
1657 |
value = min (value, value_max); |
1658 |
|
1659 |
uint64 count = value / large->value; |
1660 |
int large_nuggets = count; |
1661 |
value -= count * large->value; |
1662 |
|
1663 |
count = value / small->value; |
1664 |
int small_nuggets = count; |
1665 |
|
1666 |
/* Insert all the nuggets at one time. This probably saves time, but |
1667 |
* it also prevents us from alcheming nuggets that were just created |
1668 |
* with this spell. |
1669 |
*/ |
1670 |
update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); |
1671 |
|
1672 |
if (weight > weight_max) |
1673 |
goto bailout; |
1674 |
} |
1675 |
} |
1676 |
|
1677 |
bailout: |
1678 |
large->destroy (); |
1679 |
small->destroy (); |
1680 |
return 1; |
1681 |
} |
1682 |
|
1683 |
|
1684 |
/* This function removes the cursed/damned status on equipped |
1685 |
* items. |
1686 |
*/ |
1687 |
int |
1688 |
remove_curse (object *op, object *caster, object *spell) |
1689 |
{ |
1690 |
object *tmp; |
1691 |
int success = 0, was_one = 0; |
1692 |
|
1693 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
1694 |
if (QUERY_FLAG (tmp, FLAG_APPLIED) && |
1695 |
((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || |
1696 |
(QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) |
1697 |
{ |
1698 |
was_one++; |
1699 |
if (tmp->level <= caster_level (caster, spell)) |
1700 |
{ |
1701 |
success++; |
1702 |
if (QUERY_FLAG (spell, FLAG_DAMNED)) |
1703 |
CLEAR_FLAG (tmp, FLAG_DAMNED); |
1704 |
|
1705 |
CLEAR_FLAG (tmp, FLAG_CURSED); |
1706 |
CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); |
1707 |
tmp->value = 0; /* Still can't sell it */ |
1708 |
if (op->type == PLAYER) |
1709 |
esrv_send_item (op, tmp); |
1710 |
} |
1711 |
} |
1712 |
|
1713 |
if (op->type == PLAYER) |
1714 |
{ |
1715 |
if (success) |
1716 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1717 |
else |
1718 |
{ |
1719 |
if (was_one) |
1720 |
new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1721 |
else |
1722 |
new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); |
1723 |
} |
1724 |
} |
1725 |
|
1726 |
return success; |
1727 |
} |
1728 |
|
1729 |
/* Identifies objects in the players inventory/on the ground */ |
1730 |
|
1731 |
int |
1732 |
cast_identify (object *op, object *caster, object *spell) |
1733 |
{ |
1734 |
object *tmp; |
1735 |
int success = 0, num_ident; |
1736 |
|
1737 |
num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1738 |
|
1739 |
if (num_ident < 1) |
1740 |
num_ident = 1; |
1741 |
|
1742 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
1743 |
{ |
1744 |
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1745 |
{ |
1746 |
identify (tmp); |
1747 |
|
1748 |
if (op->type == PLAYER) |
1749 |
{ |
1750 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); |
1751 |
|
1752 |
if (tmp->msg) |
1753 |
{ |
1754 |
new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1755 |
new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1756 |
} |
1757 |
} |
1758 |
|
1759 |
num_ident--; |
1760 |
success = 1; |
1761 |
if (!num_ident) |
1762 |
break; |
1763 |
} |
1764 |
} |
1765 |
|
1766 |
/* If all the power of the spell has been used up, don't go and identify |
1767 |
* stuff on the floor. Only identify stuff on the floor if the spell |
1768 |
* was not fully used. |
1769 |
*/ |
1770 |
if (num_ident) |
1771 |
{ |
1772 |
for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
1773 |
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1774 |
{ |
1775 |
identify (tmp); |
1776 |
|
1777 |
if (op->type == PLAYER) |
1778 |
{ |
1779 |
new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); |
1780 |
|
1781 |
if (tmp->msg) |
1782 |
{ |
1783 |
new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1784 |
new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1785 |
} |
1786 |
|
1787 |
esrv_send_item (op, tmp); |
1788 |
} |
1789 |
|
1790 |
num_ident--; |
1791 |
success = 1; |
1792 |
if (!num_ident) |
1793 |
break; |
1794 |
} |
1795 |
} |
1796 |
|
1797 |
if (!success) |
1798 |
new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); |
1799 |
else |
1800 |
spell_effect (spell, op->x, op->y, op->map, op); |
1801 |
|
1802 |
return success; |
1803 |
} |
1804 |
|
1805 |
int |
1806 |
cast_detection (object *op, object *caster, object *spell, object *skill) |
1807 |
{ |
1808 |
object *tmp, *last, *god, *detect; |
1809 |
int done_one, range, mflags, floor, level; |
1810 |
sint16 x, y, nx, ny; |
1811 |
maptile *m; |
1812 |
|
1813 |
/* We precompute some values here so that we don't have to keep |
1814 |
* doing it over and over again. |
1815 |
*/ |
1816 |
god = find_god (determine_god (op)); |
1817 |
level = caster_level (caster, spell); |
1818 |
range = spell->range + SP_level_range_adjust (caster, spell); |
1819 |
|
1820 |
if (!skill) |
1821 |
skill = caster; |
1822 |
|
1823 |
for (x = op->x - range; x <= op->x + range; x++) |
1824 |
for (y = op->y - range; y <= op->y + range; y++) |
1825 |
{ |
1826 |
m = op->map; |
1827 |
mflags = get_map_flags (m, &m, x, y, &nx, &ny); |
1828 |
if (mflags & P_OUT_OF_MAP) |
1829 |
continue; |
1830 |
|
1831 |
/* For most of the detections, we only detect objects above the |
1832 |
* floor. But this is not true for show invisible. |
1833 |
* Basically, we just go and find the top object and work |
1834 |
* down - that is easier than working up. |
1835 |
*/ |
1836 |
|
1837 |
for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) |
1838 |
last = tmp; |
1839 |
|
1840 |
/* Shouldn't happen, but if there are no objects on a space, this |
1841 |
* would happen. |
1842 |
*/ |
1843 |
if (!last) |
1844 |
continue; |
1845 |
|
1846 |
done_one = 0; |
1847 |
floor = 0; |
1848 |
detect = NULL; |
1849 |
for (tmp = last; tmp; tmp = tmp->below) |
1850 |
{ |
1851 |
/* show invisible */ |
1852 |
if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && |
1853 |
/* Might there be other objects that we can make visible? */ |
1854 |
(tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || |
1855 |
(tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || |
1856 |
tmp->type == CF_HANDLE || |
1857 |
tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || |
1858 |
tmp->type == BUTTON || tmp->type == TELEPORTER || |
1859 |
tmp->type == GATE || tmp->type == LOCKED_DOOR || |
1860 |
tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || |
1861 |
tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || |
1862 |
tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) |
1863 |
{ |
1864 |
if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) |
1865 |
{ |
1866 |
tmp->invisible = 0; |
1867 |
done_one = 1; |
1868 |
} |
1869 |
} |
1870 |
|
1871 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1872 |
floor = 1; |
1873 |
|
1874 |
/* All detections below this point don't descend beneath the floor, |
1875 |
* so just continue on. We could be clever and look at the type of |
1876 |
* detection to completely break out if we don't care about objects beneath |
1877 |
* the floor, but once we get to the floor, not likely a very big issue anyways. |
1878 |
*/ |
1879 |
if (floor) |
1880 |
continue; |
1881 |
|
1882 |
/* I had thought about making detect magic and detect curse |
1883 |
* show the flash the magic item like it does for detect monster. |
1884 |
* however, if the object is within sight, this would then make it |
1885 |
* difficult to see what object is magical/cursed, so the |
1886 |
* effect wouldn't be as apparant. |
1887 |
*/ |
1888 |
|
1889 |
/* detect magic */ |
1890 |
if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && |
1891 |
!QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) |
1892 |
{ |
1893 |
SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
1894 |
/* make runes more visibile */ |
1895 |
if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) |
1896 |
tmp->stats.Cha /= 4; |
1897 |
done_one = 1; |
1898 |
} |
1899 |
/* detect monster */ |
1900 |
if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) |
1901 |
{ |
1902 |
done_one = 2; |
1903 |
if (!detect) |
1904 |
detect = tmp; |
1905 |
} |
1906 |
/* Basically, if race is set in the spell, then the creatures race must |
1907 |
* match that. if the spell race is set to GOD, then the gods opposing |
1908 |
* race must match. |
1909 |
*/ |
1910 |
if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && |
1911 |
((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || |
1912 |
(strstr (spell->race, tmp->race)))) |
1913 |
{ |
1914 |
done_one = 2; |
1915 |
if (!detect) |
1916 |
detect = tmp; |
1917 |
} |
1918 |
if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && |
1919 |
(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
1920 |
{ |
1921 |
SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
1922 |
done_one = 1; |
1923 |
} |
1924 |
} /* for stack of objects on this space */ |
1925 |
|
1926 |
/* Code here puts an effect of the spell on the space, so you can see |
1927 |
* where the magic is. |
1928 |
*/ |
1929 |
if (done_one) |
1930 |
{ |
1931 |
object *detect_ob = arch_to_object (spell->other_arch); |
1932 |
|
1933 |
/* if this is set, we want to copy the face */ |
1934 |
if (done_one == 2 && detect) |
1935 |
{ |
1936 |
detect_ob->face = detect->face; |
1937 |
detect_ob->animation_id = detect->animation_id; |
1938 |
detect_ob->anim_speed = detect->anim_speed; |
1939 |
detect_ob->last_anim = 0; |
1940 |
/* by default, the detect_ob is already animated */ |
1941 |
if (!QUERY_FLAG (detect, FLAG_ANIMATE)) |
1942 |
CLEAR_FLAG (detect_ob, FLAG_ANIMATE); |
1943 |
} |
1944 |
|
1945 |
m->insert (detect_ob, nx, ny, op); |
1946 |
} |
1947 |
} /* for processing the surrounding spaces */ |
1948 |
|
1949 |
|
1950 |
/* Now process objects in the players inventory if detect curse or magic */ |
1951 |
if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) |
1952 |
{ |
1953 |
done_one = 0; |
1954 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
1955 |
{ |
1956 |
if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1957 |
{ |
1958 |
if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) |
1959 |
{ |
1960 |
SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
1961 |
if (op->type == PLAYER) |
1962 |
esrv_send_item (op, tmp); |
1963 |
} |
1964 |
if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && |
1965 |
(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
1966 |
{ |
1967 |
SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
1968 |
if (op->type == PLAYER) |
1969 |
esrv_send_item (op, tmp); |
1970 |
} |
1971 |
} /* if item is not identified */ |
1972 |
} /* for the players inventory */ |
1973 |
} /* if detect magic/curse and object is a player */ |
1974 |
return 1; |
1975 |
} |
1976 |
|
1977 |
|
1978 |
/** |
1979 |
* Checks if victim has overcharged mana. caster_level is the caster's (skill) |
1980 |
* level whos spell did cause the overcharge. |
1981 |
*/ |
1982 |
static void |
1983 |
charge_mana_effect (object *victim, int caster_level) |
1984 |
{ |
1985 |
|
1986 |
/* Prevent explosions for objects without mana. Without this check, doors |
1987 |
* will explode, too. |
1988 |
*/ |
1989 |
if (victim->stats.maxsp <= 0) |
1990 |
return; |
1991 |
|
1992 |
new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); |
1993 |
|
1994 |
if (victim->stats.sp >= victim->stats.maxsp * 2) |
1995 |
{ |
1996 |
object *tmp; |
1997 |
|
1998 |
new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); |
1999 |
|
2000 |
/* Explodes a fireball centered at player */ |
2001 |
tmp = get_archetype (EXPLODING_FIREBALL); |
2002 |
tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; |
2003 |
tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; |
2004 |
|
2005 |
tmp->insert_at (victim); |
2006 |
victim->stats.sp = 2 * victim->stats.maxsp; |
2007 |
} |
2008 |
else if (victim->stats.sp >= victim->stats.maxsp * 1.88) |
2009 |
new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); |
2010 |
else if (victim->stats.sp >= victim->stats.maxsp * 1.66) |
2011 |
new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); |
2012 |
else if (victim->stats.sp >= victim->stats.maxsp * 1.5) |
2013 |
{ |
2014 |
new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); |
2015 |
confuse_player (victim, victim, 99); |
2016 |
} |
2017 |
else if (victim->stats.sp >= victim->stats.maxsp * 1.25) |
2018 |
new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); |
2019 |
} |
2020 |
|
2021 |
/* cast_transfer |
2022 |
* This spell transfers sp from the player to another person. |
2023 |
* We let the target go above their normal maximum SP. |
2024 |
*/ |
2025 |
|
2026 |
int |
2027 |
cast_transfer (object *op, object *caster, object *spell, int dir) |
2028 |
{ |
2029 |
object *plyr = NULL; |
2030 |
sint16 x, y; |
2031 |
maptile *m; |
2032 |
int mflags; |
2033 |
|
2034 |
m = op->map; |
2035 |
x = op->x + freearr_x[dir]; |
2036 |
y = op->y + freearr_y[dir]; |
2037 |
|
2038 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
2039 |
|
2040 |
if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) |
2041 |
{ |
2042 |
for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) |
2043 |
if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) |
2044 |
break; |
2045 |
} |
2046 |
|
2047 |
|
2048 |
/* If we did not find a player in the specified direction, transfer |
2049 |
* to anyone on top of us. This is used for the rune of transference mostly. |
2050 |
*/ |
2051 |
if (plyr == NULL) |
2052 |
for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) |
2053 |
if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) |
2054 |
break; |
2055 |
|
2056 |
if (!plyr) |
2057 |
{ |
2058 |
new_draw_info (NDI_BLACK, 0, op, "There is no one there."); |
2059 |
return 0; |
2060 |
} |
2061 |
/* give sp */ |
2062 |
if (spell->stats.dam > 0) |
2063 |
{ |
2064 |
plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2065 |
charge_mana_effect (plyr, caster_level (caster, spell)); |
2066 |
return 1; |
2067 |
} |
2068 |
/* suck sp away. Can't suck sp from yourself */ |
2069 |
else if (op != plyr) |
2070 |
{ |
2071 |
/* old dragin magic used floats. easier to just use ints and divide by 100 */ |
2072 |
|
2073 |
int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked; |
2074 |
|
2075 |
if (rate > 95) |
2076 |
rate = 95; |
2077 |
|
2078 |
sucked = (plyr->stats.sp * rate) / 100; |
2079 |
plyr->stats.sp -= sucked; |
2080 |
if (QUERY_FLAG (op, FLAG_ALIVE)) |
2081 |
{ |
2082 |
/* Player doesn't get full credit */ |
2083 |
sucked = (sucked * rate) / 100; |
2084 |
op->stats.sp += sucked; |
2085 |
if (sucked > 0) |
2086 |
{ |
2087 |
charge_mana_effect (op, caster_level (caster, spell)); |
2088 |
} |
2089 |
} |
2090 |
return 1; |
2091 |
} |
2092 |
return 0; |
2093 |
} |
2094 |
|
2095 |
|
2096 |
/* counterspell: nullifies spell effects. |
2097 |
* op is the counterspell object, dir is the direction |
2098 |
* it was cast in. |
2099 |
* Basically, if the object has a magic attacktype, |
2100 |
* this may nullify it. |
2101 |
*/ |
2102 |
void |
2103 |
counterspell (object *op, int dir) |
2104 |
{ |
2105 |
object *tmp, *head, *next; |
2106 |
int mflags; |
2107 |
maptile *m; |
2108 |
sint16 sx, sy; |
2109 |
|
2110 |
sx = op->x + freearr_x[dir]; |
2111 |
sy = op->y + freearr_y[dir]; |
2112 |
m = op->map; |
2113 |
mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
2114 |
if (mflags & P_OUT_OF_MAP) |
2115 |
return; |
2116 |
|
2117 |
for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) |
2118 |
{ |
2119 |
next = tmp->above; |
2120 |
|
2121 |
/* Need to look at the head object - otherwise, if tmp |
2122 |
* points to a monster, we don't have all the necessary |
2123 |
* info for it. |
2124 |
*/ |
2125 |
if (tmp->head) |
2126 |
head = tmp->head; |
2127 |
else |
2128 |
head = tmp; |
2129 |
|
2130 |
/* don't attack our own spells */ |
2131 |
if (tmp->owner && tmp->owner == op->owner) |
2132 |
continue; |
2133 |
|
2134 |
/* Basically, if the object is magical and not counterspell, |
2135 |
* we will more or less remove the object. Don't counterspell |
2136 |
* monsters either. |
2137 |
*/ |
2138 |
|
2139 |
if (head->attacktype & AT_MAGIC |
2140 |
&& !(head->attacktype & AT_COUNTERSPELL) |
2141 |
&& !QUERY_FLAG (head, FLAG_MONSTER) |
2142 |
&& (op->level > head->level)) |
2143 |
head->destroy (); |
2144 |
else |
2145 |
switch (head->type) |
2146 |
{ |
2147 |
case SPELL_EFFECT: |
2148 |
// XXX: Don't affect floor spelleffects. See also XXX comment |
2149 |
// about sanctuary in spell_util.C |
2150 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
2151 |
continue; |
2152 |
|
2153 |
if (op->level > head->level) |
2154 |
head->destroy (); |
2155 |
|
2156 |
break; |
2157 |
|
2158 |
/* I really don't get this rune code that much - that |
2159 |
* random chance seems really low. |
2160 |
*/ |
2161 |
case RUNE: |
2162 |
if (rndm (0, 149) == 0) |
2163 |
{ |
2164 |
head->stats.hp--; /* weaken the rune */ |
2165 |
if (!head->stats.hp) |
2166 |
head->destroy (); |
2167 |
} |
2168 |
break; |
2169 |
} |
2170 |
} |
2171 |
} |
2172 |
|
2173 |
|
2174 |
|
2175 |
/* cast_consecrate() - a spell to make an altar your god's */ |
2176 |
int |
2177 |
cast_consecrate (object *op, object *caster, object *spell) |
2178 |
{ |
2179 |
char buf[MAX_BUF]; |
2180 |
|
2181 |
object *tmp, *god = find_god (determine_god (op)); |
2182 |
|
2183 |
if (!god) |
2184 |
{ |
2185 |
new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); |
2186 |
return 0; |
2187 |
} |
2188 |
|
2189 |
for (tmp = op->below; tmp; tmp = tmp->below) |
2190 |
{ |
2191 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
2192 |
break; |
2193 |
if (tmp->type == HOLY_ALTAR) |
2194 |
{ |
2195 |
|
2196 |
if (tmp->level > caster_level (caster, spell)) |
2197 |
{ |
2198 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); |
2199 |
return 0; |
2200 |
} |
2201 |
else |
2202 |
{ |
2203 |
/* If we got here, we are consecrating an altar */ |
2204 |
sprintf (buf, "Altar of %s", &god->name); |
2205 |
tmp->name = buf; |
2206 |
tmp->level = caster_level (caster, spell); |
2207 |
tmp->other_arch = god->arch; |
2208 |
if (op->type == PLAYER) |
2209 |
esrv_update_item (UPD_NAME, op, tmp); |
2210 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); |
2211 |
return 1; |
2212 |
} |
2213 |
} |
2214 |
} |
2215 |
new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); |
2216 |
return 0; |
2217 |
} |
2218 |
|
2219 |
/* animate_weapon - |
2220 |
* Generalization of staff_to_snake. Makes a golem out of the caster's weapon. |
2221 |
* The golem is based on the archetype specified, modified by the caster's level |
2222 |
* and the attributes of the weapon. The weapon is inserted in the golem's |
2223 |
* inventory so that it falls to the ground when the golem dies. |
2224 |
* This code was very odd - code early on would only let players use the spell, |
2225 |
* yet the code wass full of player checks. I've presumed that the code |
2226 |
* that only let players use it was correct, and removed all the other |
2227 |
* player checks. MSW 2003-01-06 |
2228 |
*/ |
2229 |
int |
2230 |
animate_weapon (object *op, object *caster, object *spell, int dir) |
2231 |
{ |
2232 |
object *weapon, *tmp; |
2233 |
char buf[MAX_BUF]; |
2234 |
int a, i; |
2235 |
sint16 x, y; |
2236 |
maptile *m; |
2237 |
materialtype_t *mt; |
2238 |
|
2239 |
if (!spell->other_arch) |
2240 |
{ |
2241 |
new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
2242 |
LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); |
2243 |
return 0; |
2244 |
} |
2245 |
/* exit if it's not a player using this spell. */ |
2246 |
if (op->type != PLAYER) |
2247 |
return 0; |
2248 |
|
2249 |
/* if player already has a golem, abort */ |
2250 |
if (object *golem = op->contr->golem) |
2251 |
{ |
2252 |
control_golem (golem, dir); |
2253 |
return 0; |
2254 |
} |
2255 |
|
2256 |
/* if no direction specified, pick one */ |
2257 |
if (!dir) |
2258 |
dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); |
2259 |
|
2260 |
m = op->map; |
2261 |
x = op->x + freearr_x[dir]; |
2262 |
y = op->y + freearr_y[dir]; |
2263 |
|
2264 |
/* if there's no place to put the golem, abort */ |
2265 |
if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || |
2266 |
((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) |
2267 |
{ |
2268 |
new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
2269 |
return 0; |
2270 |
} |
2271 |
|
2272 |
/* Use the weapon marked by the player. */ |
2273 |
weapon = find_marked_object (op); |
2274 |
|
2275 |
if (!weapon) |
2276 |
{ |
2277 |
new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2278 |
return 0; |
2279 |
} |
2280 |
if (spell->race && strcmp (weapon->arch->name, spell->race)) |
2281 |
{ |
2282 |
new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); |
2283 |
return 0; |
2284 |
} |
2285 |
if (weapon->type != WEAPON) |
2286 |
{ |
2287 |
new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); |
2288 |
return 0; |
2289 |
} |
2290 |
if (QUERY_FLAG (weapon, FLAG_APPLIED)) |
2291 |
{ |
2292 |
new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); |
2293 |
return 0; |
2294 |
} |
2295 |
|
2296 |
if (weapon->nrof > 1) |
2297 |
{ |
2298 |
tmp = get_split_ob (weapon, 1); |
2299 |
esrv_send_item (op, weapon); |
2300 |
weapon = tmp; |
2301 |
} |
2302 |
|
2303 |
/* create the golem object */ |
2304 |
tmp = arch_to_object (spell->other_arch); |
2305 |
|
2306 |
/* if animated by a player, give the player control of the golem */ |
2307 |
CLEAR_FLAG (tmp, FLAG_MONSTER); |
2308 |
tmp->stats.exp = 0; |
2309 |
add_friendly_object (tmp); |
2310 |
tmp->type = GOLEM; |
2311 |
tmp->set_owner (op); |
2312 |
op->contr->golem = tmp; |
2313 |
set_spell_skill (op, caster, spell, tmp); |
2314 |
|
2315 |
/* Give the weapon to the golem now. A bit of a hack to check the |
2316 |
* removed flag - it should only be set if get_split_object was |
2317 |
* used above. |
2318 |
*/ |
2319 |
if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2320 |
weapon->remove (); |
2321 |
|
2322 |
insert_ob_in_ob (weapon, tmp); |
2323 |
esrv_send_item (op, weapon); |
2324 |
/* To do everything necessary to let a golem use the weapon is a pain, |
2325 |
* so instead, just set it as equipped (otherwise, we need to update |
2326 |
* body_info, skills, etc) |
2327 |
*/ |
2328 |
SET_FLAG (tmp, FLAG_USE_WEAPON); |
2329 |
SET_FLAG (weapon, FLAG_APPLIED); |
2330 |
tmp->update_stats (); |
2331 |
|
2332 |
/* There used to be 'odd' code that basically seemed to take the absolute |
2333 |
* value of the weapon->magic an use that. IMO, that doesn't make sense - |
2334 |
* if you're using a crappy weapon, it shouldn't be as good. |
2335 |
*/ |
2336 |
|
2337 |
/* modify weapon's animated wc */ |
2338 |
tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; |
2339 |
if (tmp->stats.wc < -127) |
2340 |
tmp->stats.wc = -127; |
2341 |
|
2342 |
/* Modify hit points for weapon */ |
2343 |
tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + |
2344 |
SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con; |
2345 |
if (tmp->stats.maxhp < 0) |
2346 |
tmp->stats.maxhp = 10; |
2347 |
tmp->stats.hp = tmp->stats.maxhp; |
2348 |
|
2349 |
/* Modify weapon's damage */ |
2350 |
tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str; |
2351 |
if (tmp->stats.dam < 0) |
2352 |
tmp->stats.dam = 127; |
2353 |
|
2354 |
|
2355 |
/* attacktype */ |
2356 |
if (!tmp->attacktype) |
2357 |
tmp->attacktype = AT_PHYSICAL; |
2358 |
|
2359 |
mt = NULL; |
2360 |
if (op->materialname != NULL) |
2361 |
mt = name_to_material (op->materialname); |
2362 |
if (mt != NULL) |
2363 |
{ |
2364 |
for (i = 0; i < NROFATTACKS; i++) |
2365 |
tmp->resist[i] = 50 - (mt->save[i] * 5); |
2366 |
a = mt->save[0]; |
2367 |
} |
2368 |
else |
2369 |
{ |
2370 |
for (i = 0; i < NROFATTACKS; i++) |
2371 |
tmp->resist[i] = 5; |
2372 |
a = 10; |
2373 |
} |
2374 |
/* Set weapon's immunity */ |
2375 |
tmp->resist[ATNR_CONFUSION] = 100; |
2376 |
tmp->resist[ATNR_POISON] = 100; |
2377 |
tmp->resist[ATNR_SLOW] = 100; |
2378 |
tmp->resist[ATNR_PARALYZE] = 100; |
2379 |
tmp->resist[ATNR_TURN_UNDEAD] = 100; |
2380 |
tmp->resist[ATNR_FEAR] = 100; |
2381 |
tmp->resist[ATNR_DEPLETE] = 100; |
2382 |
tmp->resist[ATNR_DEATH] = 100; |
2383 |
tmp->resist[ATNR_BLIND] = 100; |
2384 |
|
2385 |
/* Improve weapon's armour value according to best save vs. physical of its material */ |
2386 |
|
2387 |
if (a > 14) |
2388 |
a = 14; |
2389 |
tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2390 |
|
2391 |
/* Determine golem's speed */ |
2392 |
tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); |
2393 |
|
2394 |
if (!spell->race) |
2395 |
{ |
2396 |
sprintf (buf, "animated %s", &weapon->name); |
2397 |
tmp->name = buf; |
2398 |
|
2399 |
tmp->face = weapon->face; |
2400 |
tmp->animation_id = weapon->animation_id; |
2401 |
tmp->anim_speed = weapon->anim_speed; |
2402 |
tmp->last_anim = weapon->last_anim; |
2403 |
tmp->state = weapon->state; |
2404 |
tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; |
2405 |
} |
2406 |
|
2407 |
/* make experience increase in proportion to the strength of the summoned creature. */ |
2408 |
tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); |
2409 |
|
2410 |
tmp->speed_left = -1; |
2411 |
tmp->direction = dir; |
2412 |
|
2413 |
m->insert (tmp, x, y, op); |
2414 |
return 1; |
2415 |
} |
2416 |
|
2417 |
/* cast_daylight() - changes the map darkness level *lower* */ |
2418 |
|
2419 |
/* cast_change_map_lightlevel: Was cast_daylight/nightfall. |
2420 |
* This changes the light level for the entire map. |
2421 |
*/ |
2422 |
|
2423 |
int |
2424 |
cast_change_map_lightlevel (object *op, object *caster, object *spell) |
2425 |
{ |
2426 |
int success; |
2427 |
|
2428 |
if (!op->map) |
2429 |
return 0; /* shouldnt happen */ |
2430 |
|
2431 |
success = op->map->change_map_light (spell->stats.dam); |
2432 |
|
2433 |
if (!success) |
2434 |
{ |
2435 |
if (spell->stats.dam < 0) |
2436 |
new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); |
2437 |
else |
2438 |
new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); |
2439 |
} |
2440 |
return success; |
2441 |
} |
2442 |
|
2443 |
|
2444 |
|
2445 |
|
2446 |
|
2447 |
/* create an aura spell object and put it in the player's inventory. |
2448 |
* as usual, op is player, caster is the object casting the spell, |
2449 |
* spell is the spell object itself. |
2450 |
*/ |
2451 |
int |
2452 |
create_aura (object *op, object *caster, object *spell) |
2453 |
{ |
2454 |
int refresh = 0; |
2455 |
object *new_aura; |
2456 |
|
2457 |
new_aura = present_arch_in_ob (spell->other_arch, op); |
2458 |
if (new_aura) |
2459 |
refresh = 1; |
2460 |
else |
2461 |
new_aura = arch_to_object (spell->other_arch); |
2462 |
|
2463 |
new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); |
2464 |
|
2465 |
new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2466 |
|
2467 |
new_aura->set_owner (op); |
2468 |
set_spell_skill (op, caster, spell, new_aura); |
2469 |
new_aura->attacktype = spell->attacktype; |
2470 |
|
2471 |
new_aura->level = caster_level (caster, spell); |
2472 |
if (refresh) |
2473 |
new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2474 |
else |
2475 |
new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
2476 |
insert_ob_in_ob (new_aura, op); |
2477 |
return 1; |
2478 |
} |
2479 |
|
2480 |
|
2481 |
/* move aura function. An aura is a part of someone's inventory, |
2482 |
* which he carries with him, but which acts on the map immediately |
2483 |
* around him. |
2484 |
* Aura parameters: |
2485 |
* duration: duration counter. |
2486 |
* attacktype: aura's attacktype |
2487 |
* other_arch: archetype to drop where we attack |
2488 |
*/ |
2489 |
|
2490 |
void |
2491 |
move_aura (object *aura) |
2492 |
{ |
2493 |
int i, mflags; |
2494 |
object *env; |
2495 |
maptile *m; |
2496 |
|
2497 |
/* auras belong in inventories */ |
2498 |
env = aura->env; |
2499 |
|
2500 |
/* no matter what we've gotta remove the aura... |
2501 |
* we'll put it back if its time isn't up. |
2502 |
*/ |
2503 |
aura->remove (); |
2504 |
|
2505 |
/* exit if we're out of gas */ |
2506 |
if (aura->duration-- < 0) |
2507 |
{ |
2508 |
aura->destroy (); |
2509 |
return; |
2510 |
} |
2511 |
|
2512 |
/* auras only exist in inventories */ |
2513 |
if (env == NULL || env->map == NULL) |
2514 |
{ |
2515 |
aura->destroy (); |
2516 |
return; |
2517 |
} |
2518 |
|
2519 |
/* we need to jump out of the inventory for a bit |
2520 |
* in order to hit the map conveniently. |
2521 |
*/ |
2522 |
aura->insert_at (env, aura); |
2523 |
|
2524 |
for (i = 1; i < 9; i++) |
2525 |
{ |
2526 |
sint16 nx, ny; |
2527 |
|
2528 |
nx = aura->x + freearr_x[i]; |
2529 |
ny = aura->y + freearr_y[i]; |
2530 |
mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny); |
2531 |
|
2532 |
/* Consider the movement tyep of the person with the aura as |
2533 |
* movement type of the aura. Eg, if the player is flying, the aura |
2534 |
* is flying also, if player is walking, it is on the ground, etc. |
2535 |
*/ |
2536 |
if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) |
2537 |
{ |
2538 |
hit_map (aura, i, aura->attacktype, 0); |
2539 |
|
2540 |
if (aura->other_arch) |
2541 |
m->insert (arch_to_object (aura->other_arch), nx, ny, aura); |
2542 |
} |
2543 |
} |
2544 |
|
2545 |
/* put the aura back in the player's inventory */ |
2546 |
aura->remove (); |
2547 |
insert_ob_in_ob (aura, env); |
2548 |
} |
2549 |
|
2550 |
/* moves the peacemaker spell. |
2551 |
* op is the piece object. |
2552 |
*/ |
2553 |
|
2554 |
void |
2555 |
move_peacemaker (object *op) |
2556 |
{ |
2557 |
object *tmp; |
2558 |
|
2559 |
for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
2560 |
{ |
2561 |
int atk_lev, def_lev; |
2562 |
object *victim = tmp; |
2563 |
|
2564 |
if (tmp->head) |
2565 |
victim = tmp->head; |
2566 |
if (!QUERY_FLAG (victim, FLAG_MONSTER)) |
2567 |
continue; |
2568 |
if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
2569 |
continue; |
2570 |
if (victim->stats.exp == 0) |
2571 |
continue; |
2572 |
|
2573 |
def_lev = MAX (1, victim->level); |
2574 |
atk_lev = MAX (1, op->level); |
2575 |
|
2576 |
if (rndm (0, atk_lev - 1) > def_lev) |
2577 |
{ |
2578 |
/* make this sucker peaceful. */ |
2579 |
|
2580 |
change_exp (op->owner, victim->stats.exp, op->skill, 0); |
2581 |
victim->stats.exp = 0; |
2582 |
#if 0 |
2583 |
/* No idea why these were all set to zero - if something |
2584 |
* makes this creature agressive, he should still do damage. |
2585 |
*/ |
2586 |
victim->stats.dam = 0; |
2587 |
victim->stats.sp = 0; |
2588 |
victim->stats.grace = 0; |
2589 |
victim->stats.Pow = 0; |
2590 |
#endif |
2591 |
victim->attack_movement = RANDO2; |
2592 |
SET_FLAG (victim, FLAG_UNAGGRESSIVE); |
2593 |
SET_FLAG (victim, FLAG_RUN_AWAY); |
2594 |
SET_FLAG (victim, FLAG_RANDOM_MOVE); |
2595 |
CLEAR_FLAG (victim, FLAG_MONSTER); |
2596 |
if (victim->name) |
2597 |
{ |
2598 |
new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); |
2599 |
} |
2600 |
} |
2601 |
} |
2602 |
} |
2603 |
|
2604 |
|
2605 |
/* This writes a rune that contains the appropriate message. |
2606 |
* There really isn't any adjustments we make. |
2607 |
*/ |
2608 |
|
2609 |
int |
2610 |
write_mark (object *op, object *spell, const char *msg) |
2611 |
{ |
2612 |
char rune[HUGE_BUF]; |
2613 |
object *tmp; |
2614 |
|
2615 |
if (!msg || msg[0] == 0) |
2616 |
{ |
2617 |
new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); |
2618 |
return 0; |
2619 |
} |
2620 |
|
2621 |
if (strcasestr_local (msg, "endmsg")) |
2622 |
{ |
2623 |
new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); |
2624 |
LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); |
2625 |
return 0; |
2626 |
} |
2627 |
if (!spell->other_arch) |
2628 |
return 0; |
2629 |
tmp = arch_to_object (spell->other_arch); |
2630 |
|
2631 |
snprintf (rune, sizeof (rune), "%s\n", msg); |
2632 |
|
2633 |
tmp->race = op->name; /*Save the owner of the rune */ |
2634 |
tmp->msg = rune; |
2635 |
|
2636 |
tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); |
2637 |
return 1; |
2638 |
} |