1 |
/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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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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#ifndef __CEXTRACT__ |
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# include <sproto.h> |
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#endif |
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#include <spells.h> |
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#include <sounds.h> |
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|
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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 |
38 |
cast_magic_storm (object *op, object *tmp, int lvl) |
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{ |
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if (!tmp) |
41 |
return; /* error */ |
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tmp->level = op->level; |
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tmp->x = op->x; |
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tmp->y = op->y; |
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tmp->range += lvl / 5; /* increase the area of destruction */ |
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tmp->duration += lvl / 5; |
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|
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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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tmp->stats.dam = lvl; /* nasty recoils! */ |
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tmp->stats.maxhp = tmp->count; /* tract single parent */ |
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insert_ob_in_map (tmp, op->map, op, 0); |
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|
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} |
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|
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|
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int |
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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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remove_ob (wand); |
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free_object (wand); |
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tmp = get_archetype ("fireball"); |
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tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
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if (!tmp->stats.dam) |
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tmp->stats.dam = 1; |
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tmp->stats.hp = tmp->stats.dam / 2; |
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if (tmp->stats.hp < 2) |
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tmp->stats.hp = 2; |
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tmp->x = op->x; |
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tmp->y = op->y; |
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insert_ob_in_map (tmp, op->map, NULL, 0); |
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return 1; |
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} |
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|
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ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); |
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if (wand->inv && wand->inv->level) |
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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 |
} |
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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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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->speed = wand->arch->clone.speed; |
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update_ob_speed (wand); |
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} |
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return 1; |
114 |
} |
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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; |
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|
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missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
141 |
|
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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; |
146 |
} |
147 |
|
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missile = get_archetype (missile_name); |
149 |
|
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if (stringarg) |
151 |
{ |
152 |
/* If it starts with a letter, presume it is a description */ |
153 |
if (isalpha (*stringarg)) |
154 |
{ |
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artifact *al = find_artifactlist (missile->type)->items; |
156 |
|
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for (; al != NULL; al = al->next) |
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if (!strcasecmp (al->item->name, stringarg)) |
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break; |
160 |
|
161 |
if (!al) |
162 |
{ |
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free_object (missile); |
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new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); |
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return 0; |
166 |
} |
167 |
|
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if (al->item->slaying) |
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{ |
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free_object (missile); |
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new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); |
172 |
return 0; |
173 |
} |
174 |
|
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give_artifact_abilities (missile, al->item); |
176 |
/* 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); |
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missile_plus = 0; |
182 |
} |
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else if (atoi (stringarg) < missile_plus) |
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missile_plus = atoi (stringarg); |
185 |
} |
186 |
|
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if (missile_plus > 4) |
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missile_plus = 4; |
189 |
else if (missile_plus < -4) |
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missile_plus = -4; |
191 |
|
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missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); |
193 |
missile->nrof -= 3 * (missile_plus + bonus_plus); |
194 |
|
195 |
if (missile->nrof < 1) |
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missile->nrof = 1; |
197 |
|
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missile->magic = missile_plus; |
199 |
/* Can't get any money for these objects */ |
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missile->value = 0; |
201 |
|
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SET_FLAG (missile, FLAG_IDENTIFIED); |
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|
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if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) |
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pick_up (op, missile); |
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|
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return 1; |
208 |
} |
209 |
|
210 |
|
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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*/ |
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int |
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cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) |
215 |
{ |
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int food_value; |
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archetype *at = NULL; |
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object *new_op; |
219 |
|
220 |
food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); |
221 |
|
222 |
if (stringarg) |
223 |
{ |
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at = find_archetype_by_object_type_name (FOOD, stringarg); |
225 |
if (at == NULL) |
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at = find_archetype_by_object_type_name (DRINK, stringarg); |
227 |
if (at == NULL || at->clone.stats.food > food_value) |
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stringarg = NULL; |
229 |
} |
230 |
|
231 |
if (!stringarg) |
232 |
{ |
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archetype *at_tmp; |
234 |
|
235 |
/* We try to find the archetype with the maximum food value. |
236 |
* This removes the dependancy of hard coded food values in this |
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* function, and addition of new food types is automatically added. |
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* We don't use flesh types because the weight values of those need |
239 |
* to be altered from the donor. |
240 |
*/ |
241 |
|
242 |
/* We assume the food items don't have multiple parts */ |
243 |
for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) |
244 |
{ |
245 |
if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) |
246 |
{ |
247 |
/* Basically, if the food value is something that is creatable |
248 |
* under the limits of the spell and it is higher than |
249 |
* the item we have now, take it instead. |
250 |
*/ |
251 |
if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) |
252 |
at = at_tmp; |
253 |
} |
254 |
} |
255 |
} |
256 |
/* Pretty unlikely (there are some very low food items), but you never |
257 |
* know |
258 |
*/ |
259 |
if (!at) |
260 |
{ |
261 |
new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); |
262 |
return 0; |
263 |
} |
264 |
|
265 |
food_value /= at->clone.stats.food; |
266 |
new_op = arch_to_object (at); |
267 |
new_op->nrof = food_value; |
268 |
|
269 |
new_op->value = 0; |
270 |
if (new_op->nrof < 1) |
271 |
new_op->nrof = 1; |
272 |
|
273 |
cast_create_obj (op, caster, new_op, dir); |
274 |
return 1; |
275 |
} |
276 |
|
277 |
int |
278 |
probe (object *op, object *caster, object *spell_ob, int dir) |
279 |
{ |
280 |
int r, mflags, maxrange; |
281 |
object *tmp; |
282 |
mapstruct *m; |
283 |
|
284 |
|
285 |
if (!dir) |
286 |
{ |
287 |
examine_monster (op, op); |
288 |
return 1; |
289 |
} |
290 |
maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
291 |
for (r = 1; r < maxrange; r++) |
292 |
{ |
293 |
sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; |
294 |
|
295 |
m = op->map; |
296 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
297 |
|
298 |
if (mflags & P_OUT_OF_MAP) |
299 |
break; |
300 |
|
301 |
if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) |
302 |
{ |
303 |
new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); |
304 |
return 0; |
305 |
} |
306 |
if (mflags & P_IS_ALIVE) |
307 |
{ |
308 |
for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
309 |
if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
310 |
{ |
311 |
new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); |
312 |
if (tmp->head != NULL) |
313 |
tmp = tmp->head; |
314 |
examine_monster (op, tmp); |
315 |
return 1; |
316 |
} |
317 |
} |
318 |
} |
319 |
new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
320 |
return 1; |
321 |
} |
322 |
|
323 |
|
324 |
/* This checks to see if 'pl' is invisible to 'mon'. |
325 |
* does race check, undead check, etc |
326 |
* Returns TRUE if mon can't see pl, false |
327 |
* otherwise. This doesn't check range, walls, etc. It |
328 |
* only checks the racial adjustments, and in fact that |
329 |
* pl is invisible. |
330 |
*/ |
331 |
int |
332 |
makes_invisible_to (object *pl, object *mon) |
333 |
{ |
334 |
|
335 |
if (!pl->invisible) |
336 |
return 0; |
337 |
if (pl->type == PLAYER) |
338 |
{ |
339 |
/* If race isn't set, then invisible unless it is undead */ |
340 |
if (!pl->contr->invis_race) |
341 |
{ |
342 |
if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
343 |
return 0; |
344 |
return 1; |
345 |
} |
346 |
/* invis_race is set if we get here */ |
347 |
if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) |
348 |
return 1; |
349 |
/* No race, can't be invisible to it */ |
350 |
if (!mon->race) |
351 |
return 0; |
352 |
if (strstr (mon->race, pl->contr->invis_race)) |
353 |
return 1; |
354 |
/* Nothing matched above, return 0 */ |
355 |
return 0; |
356 |
} |
357 |
else |
358 |
{ |
359 |
/* monsters are invisible to everything */ |
360 |
return 1; |
361 |
} |
362 |
} |
363 |
|
364 |
/* Makes the player or character invisible. |
365 |
* Note the spells to 'stack', but perhaps in odd ways. |
366 |
* the duration for all is cumulative. |
367 |
* In terms of invis undead/normal invis, it is the last one cast that |
368 |
* will determine if you are invisible to undead or normal monsters. |
369 |
* For improved invis, if you cast it with a one of the others, you |
370 |
* lose the improved part of it, and the above statement about undead/ |
371 |
* normal applies. |
372 |
*/ |
373 |
int |
374 |
cast_invisible (object *op, object *caster, object *spell_ob) |
375 |
{ |
376 |
object *tmp; |
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 |
if (makes_invisible_to (op, op)) |
404 |
new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); |
405 |
else |
406 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
407 |
|
408 |
update_object (op, UP_OBJ_FACE); |
409 |
|
410 |
/* Only search the active objects - only these should actually do |
411 |
* harm to the player. |
412 |
*/ |
413 |
for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) |
414 |
if (tmp->enemy == op) |
415 |
tmp->enemy = NULL; |
416 |
return 1; |
417 |
} |
418 |
|
419 |
/* earth to dust spell. Basically destroys earthwalls in the area. |
420 |
*/ |
421 |
int |
422 |
cast_earth_to_dust (object *op, object *caster, object *spell_ob) |
423 |
{ |
424 |
object *tmp, *next; |
425 |
int range, i, j, mflags; |
426 |
sint16 sx, sy; |
427 |
mapstruct *m; |
428 |
|
429 |
if (op->type != PLAYER) |
430 |
return 0; |
431 |
|
432 |
range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
433 |
|
434 |
for (i = -range; i <= range; i++) |
435 |
for (j = -range; j <= range; j++) |
436 |
{ |
437 |
sx = op->x + i; |
438 |
sy = op->y + j; |
439 |
m = op->map; |
440 |
mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
441 |
|
442 |
if (mflags & P_OUT_OF_MAP) |
443 |
continue; |
444 |
|
445 |
// earth to dust tears down everything that can be teared down |
446 |
for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) |
447 |
{ |
448 |
next = tmp->above; |
449 |
if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
450 |
hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
451 |
} |
452 |
} |
453 |
return 1; |
454 |
} |
455 |
|
456 |
|
457 |
void |
458 |
execute_word_of_recall (object *op) |
459 |
{ |
460 |
object *wor = op; |
461 |
|
462 |
while (op != NULL && op->type != PLAYER) |
463 |
op = op->env; |
464 |
|
465 |
if (op != NULL && op->map) |
466 |
{ |
467 |
if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) |
468 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); |
469 |
else |
470 |
enter_exit (op, wor); |
471 |
} |
472 |
remove_ob (wor); |
473 |
free_object (wor); |
474 |
} |
475 |
|
476 |
/* Word of recall causes the player to return 'home'. |
477 |
* we put a force into the player object, so that there is a |
478 |
* time delay effect. |
479 |
*/ |
480 |
int |
481 |
cast_word_of_recall (object *op, object *caster, object *spell_ob) |
482 |
{ |
483 |
object *dummy; |
484 |
int time; |
485 |
|
486 |
if (op->type != PLAYER) |
487 |
return 0; |
488 |
|
489 |
if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) |
490 |
{ |
491 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
492 |
return 1; |
493 |
} |
494 |
|
495 |
dummy = get_archetype (FORCE_NAME); |
496 |
if (dummy == NULL) |
497 |
{ |
498 |
new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
499 |
LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
500 |
return 0; |
501 |
} |
502 |
time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
503 |
if (time < 1) |
504 |
time = 1; |
505 |
|
506 |
/* value of speed really doesn't make much difference, as long as it is |
507 |
* positive. Lower value may be useful so that the problem doesn't |
508 |
* do anything really odd if it say a -1000 or something. |
509 |
*/ |
510 |
dummy->speed = 0.002; |
511 |
update_ob_speed (dummy); |
512 |
dummy->speed_left = -dummy->speed * time; |
513 |
dummy->type = SPELL_EFFECT; |
514 |
dummy->subtype = SP_WORD_OF_RECALL; |
515 |
|
516 |
/* If we could take advantage of enter_player_savebed() here, it would be |
517 |
* nice, but until the map load fails, we can't. |
518 |
*/ |
519 |
EXIT_PATH (dummy) = op->contr->savebed_map; |
520 |
EXIT_X (dummy) = op->contr->bed_x; |
521 |
EXIT_Y (dummy) = op->contr->bed_y; |
522 |
|
523 |
(void) insert_ob_in_ob (dummy, op); |
524 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
525 |
return 1; |
526 |
} |
527 |
|
528 |
/* cast_wonder |
529 |
* wonder is really just a spell that will likely cast another |
530 |
* spell. |
531 |
*/ |
532 |
int |
533 |
cast_wonder (object *op, object *caster, int dir, object *spell_ob) |
534 |
{ |
535 |
object *newspell; |
536 |
|
537 |
if (!rndm (0, 3)) |
538 |
return cast_cone (op, caster, dir, spell_ob); |
539 |
|
540 |
if (spell_ob->randomitems) |
541 |
{ |
542 |
newspell = generate_treasure (spell_ob->randomitems, caster->level); |
543 |
if (!newspell) |
544 |
{ |
545 |
LOG (llevError, "cast_wonder: Unable to get a spell!\n"); |
546 |
return 0; |
547 |
} |
548 |
if (newspell->type != SPELL) |
549 |
{ |
550 |
LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name); |
551 |
return 0; |
552 |
} |
553 |
/* Prevent inifinit recursion */ |
554 |
if (newspell->subtype == SP_WONDER) |
555 |
{ |
556 |
LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n"); |
557 |
return 0; |
558 |
} |
559 |
return cast_spell (op, caster, dir, newspell, NULL); |
560 |
} |
561 |
return 1; |
562 |
} |
563 |
|
564 |
|
565 |
int |
566 |
perceive_self (object *op) |
567 |
{ |
568 |
char *cp = describe_item (op, op), buf[MAX_BUF]; |
569 |
archetype *at = archetype::find (ARCH_DEPLETION); |
570 |
object *tmp; |
571 |
int i; |
572 |
|
573 |
tmp = find_god (determine_god (op)); |
574 |
if (tmp) |
575 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name); |
576 |
else |
577 |
new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); |
578 |
|
579 |
tmp = present_arch_in_ob (at, op); |
580 |
|
581 |
if (*cp == '\0' && tmp == NULL) |
582 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); |
583 |
else |
584 |
{ |
585 |
new_draw_info (NDI_UNIQUE, 0, op, "You have:"); |
586 |
new_draw_info (NDI_UNIQUE, 0, op, cp); |
587 |
if (tmp != NULL) |
588 |
{ |
589 |
for (i = 0; i < NUM_STATS; i++) |
590 |
{ |
591 |
if (get_attr_value (&tmp->stats, i) < 0) |
592 |
{ |
593 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); |
594 |
} |
595 |
} |
596 |
} |
597 |
} |
598 |
|
599 |
if (is_dragon_pl (op)) |
600 |
{ |
601 |
/* now grab the 'dragon_ability'-force from the player's inventory */ |
602 |
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
603 |
{ |
604 |
if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
605 |
{ |
606 |
if (tmp->stats.exp == 0) |
607 |
{ |
608 |
sprintf (buf, "Your metabolism isn't focused on anything."); |
609 |
} |
610 |
else |
611 |
{ |
612 |
sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); |
613 |
} |
614 |
new_draw_info (NDI_UNIQUE, 0, op, buf); |
615 |
break; |
616 |
} |
617 |
} |
618 |
} |
619 |
return 1; |
620 |
} |
621 |
|
622 |
/* int cast_create_town_portal (object *op, object *caster, int dir) |
623 |
* |
624 |
* This function cast the spell of town portal for op |
625 |
* |
626 |
* The spell operates in two passes. During the first one a place |
627 |
* is marked as a destination for the portal. During the second one, |
628 |
* 2 portals are created, one in the position the player cast it and |
629 |
* one in the destination place. The portal are synchronized and 2 forces |
630 |
* are inserted in the player to destruct the portal next time player |
631 |
* creates a new portal pair. |
632 |
* This spell has a side effect that it allows people to meet each other |
633 |
* in a permanent, private, appartements by making a town portal from it |
634 |
* to the town or another public place. So, check if the map is unique and if |
635 |
* so return an error |
636 |
* |
637 |
* Code by Tchize (david.delbecq@usa.net) |
638 |
*/ |
639 |
int |
640 |
cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
641 |
{ |
642 |
object *dummy, *force, *old_force, *tmp; |
643 |
archetype *perm_portal; |
644 |
char portal_name[1024], portal_message[1024]; |
645 |
sint16 exitx, exity; |
646 |
mapstruct *exitmap; |
647 |
int op_level; |
648 |
|
649 |
|
650 |
/* Check to see if the map the player is currently on is a per player unique |
651 |
* map. This can be determined in that per player unique maps have the |
652 |
* full pathname listed. |
653 |
*/ |
654 |
if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE) |
655 |
{ |
656 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n"); |
657 |
return 0; |
658 |
} |
659 |
|
660 |
/* The first thing to do is to check if we have a marked destination |
661 |
* dummy is used to make a check inventory for the force |
662 |
*/ |
663 |
dummy = arch_to_object (spell->other_arch); |
664 |
if (dummy == NULL) |
665 |
{ |
666 |
new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
667 |
LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name); |
668 |
return 0; |
669 |
} |
670 |
force = check_inv_recursive (op, dummy); |
671 |
|
672 |
if (force == NULL) |
673 |
{ |
674 |
/* Here we know there is no destination marked up. |
675 |
* We have 2 things to do: |
676 |
* 1. Mark the destination in the player inventory. |
677 |
* 2. Let the player know it worked. |
678 |
*/ |
679 |
dummy->name = op->map->path; |
680 |
EXIT_X (dummy) = op->x; |
681 |
EXIT_Y (dummy) = op->y; |
682 |
insert_ob_in_ob (dummy, op); |
683 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere."); |
684 |
return 1; |
685 |
} |
686 |
free_object (dummy); |
687 |
|
688 |
/* Here we know where the town portal should go to |
689 |
* We should kill any existing portal associated with the player. |
690 |
* Than we should create the 2 portals. |
691 |
* For each of them, we need: |
692 |
* - To create the portal with the name of the player+destination map |
693 |
* - set the owner of the town portal |
694 |
* - To mark the position of the portal in the player's inventory |
695 |
* for easier destruction. |
696 |
* |
697 |
* The mark works has follow: |
698 |
* slaying: Existing town portal |
699 |
* hp, sp : x & y of the associated portal |
700 |
* name : name of the portal |
701 |
* race : map the portal is in |
702 |
*/ |
703 |
|
704 |
/* First step: killing existing town portals */ |
705 |
dummy = get_archetype (spell->race); |
706 |
if (dummy == NULL) |
707 |
{ |
708 |
new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
709 |
LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name); |
710 |
return 0; |
711 |
} |
712 |
perm_portal = archetype::find (spell->slaying); |
713 |
|
714 |
/* To kill a town portal, we go trough the player's inventory, |
715 |
* for each marked portal in player's inventory, |
716 |
* -We try load the associated map (if impossible, consider the portal destructed) |
717 |
* -We find any portal in the specified location. |
718 |
* If it has the good name, we destruct it. |
719 |
* -We destruct the force indicating that portal. |
720 |
*/ |
721 |
while ((old_force = check_inv_recursive (op, dummy))) |
722 |
{ |
723 |
exitx = EXIT_X (old_force); |
724 |
exity = EXIT_Y (old_force); |
725 |
LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity); |
726 |
|
727 |
if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir))) |
728 |
exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE); |
729 |
else |
730 |
exitmap = ready_map_name (old_force->race, 0); |
731 |
|
732 |
if (exitmap) |
733 |
{ |
734 |
tmp = present_arch (perm_portal, exitmap, exitx, exity); |
735 |
while (tmp) |
736 |
{ |
737 |
if (tmp->name == old_force->name) |
738 |
{ |
739 |
remove_ob (tmp); |
740 |
free_object (tmp); |
741 |
break; |
742 |
} |
743 |
else |
744 |
{ |
745 |
tmp = tmp->above; |
746 |
} |
747 |
} |
748 |
} |
749 |
remove_ob (old_force); |
750 |
free_object (old_force); |
751 |
LOG (llevDebug, "\n"); |
752 |
} |
753 |
free_object (dummy); |
754 |
|
755 |
/* Creating the portals. |
756 |
* The very first thing to do is to ensure |
757 |
* access to the destination map. |
758 |
* If we can't, don't fizzle. Simply warn player. |
759 |
* This ensure player pays his mana for the spell |
760 |
* because HE is responsible of forgotting. |
761 |
* 'force' is the destination of the town portal, which we got |
762 |
* from the players inventory above. |
763 |
*/ |
764 |
|
765 |
/* Ensure exit map is loaded */ |
766 |
if (!strncmp (force->name, settings.localdir, strlen (settings.localdir))) |
767 |
exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE); |
768 |
else |
769 |
exitmap = ready_map_name (force->name, 0); |
770 |
|
771 |
/* If we were unable to load (ex. random map deleted), warn player */ |
772 |
if (exitmap == NULL) |
773 |
{ |
774 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); |
775 |
remove_ob (force); |
776 |
free_object (force); |
777 |
return 1; |
778 |
} |
779 |
|
780 |
op_level = caster_level (caster, spell); |
781 |
if (op_level < 15) |
782 |
snprintf (portal_message, 1024, |
783 |
"\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", |
784 |
&op->name); |
785 |
else if (op_level < 30) |
786 |
snprintf (portal_message, 1024, |
787 |
"\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name); |
788 |
else if (op_level < 60) |
789 |
snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); |
790 |
else |
791 |
snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n", |
792 |
&op->name); |
793 |
|
794 |
/* Create a portal in front of player |
795 |
* dummy contain the portal and |
796 |
* force contain the track to kill it later |
797 |
*/ |
798 |
|
799 |
snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); |
800 |
dummy = get_archetype (spell->slaying); /*The portal */ |
801 |
if (dummy == NULL) |
802 |
{ |
803 |
new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
804 |
LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
805 |
return 0; |
806 |
} |
807 |
EXIT_PATH (dummy) = force->name; |
808 |
EXIT_X (dummy) = EXIT_X (force); |
809 |
EXIT_Y (dummy) = EXIT_Y (force); |
810 |
dummy->name = dummy->name_pl = portal_name; |
811 |
dummy->msg = portal_message; |
812 |
dummy->race = op->name; /*Save the owner of the portal */ |
813 |
cast_create_obj (op, caster, dummy, 0); |
814 |
|
815 |
/* Now we need to to create a town portal marker inside the player |
816 |
* object, so on future castings, we can know that he has an active |
817 |
* town portal. |
818 |
*/ |
819 |
tmp = get_archetype (spell->race); |
820 |
if (tmp == NULL) |
821 |
{ |
822 |
new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
823 |
LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name); |
824 |
return 0; |
825 |
} |
826 |
tmp->race = op->map->path; |
827 |
tmp->name = portal_name; |
828 |
EXIT_X (tmp) = dummy->x; |
829 |
EXIT_Y (tmp) = dummy->y; |
830 |
insert_ob_in_ob (tmp, op); |
831 |
|
832 |
/* Create a portal in the destination map |
833 |
* dummy contain the portal and |
834 |
* force the track to kill it later |
835 |
* the 'force' variable still contains the 'reminder' of |
836 |
* where this portal goes to. |
837 |
*/ |
838 |
snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path); |
839 |
dummy = get_archetype (spell->slaying); /*The portal */ |
840 |
if (dummy == NULL) |
841 |
{ |
842 |
new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
843 |
LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
844 |
return 0; |
845 |
} |
846 |
EXIT_PATH (dummy) = op->map->path; |
847 |
EXIT_X (dummy) = op->x; |
848 |
EXIT_Y (dummy) = op->y; |
849 |
dummy->name = dummy->name_pl = portal_name; |
850 |
dummy->msg = portal_message; |
851 |
dummy->x = EXIT_X (force); |
852 |
dummy->y = EXIT_Y (force); |
853 |
dummy->race = op->name; /*Save the owner of the portal */ |
854 |
insert_ob_in_map (dummy, exitmap, op, 0); |
855 |
|
856 |
/* Now we create another town portal marker that |
857 |
* points back to the one we just made |
858 |
*/ |
859 |
tmp = get_archetype (spell->race); |
860 |
if (tmp == NULL) |
861 |
{ |
862 |
new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
863 |
LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name); |
864 |
return 0; |
865 |
} |
866 |
tmp->race = force->name; |
867 |
tmp->name = portal_name; |
868 |
EXIT_X (tmp) = dummy->x; |
869 |
EXIT_Y (tmp) = dummy->y; |
870 |
insert_ob_in_ob (tmp, op); |
871 |
|
872 |
/* Describe the player what happened |
873 |
*/ |
874 |
new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); |
875 |
remove_ob (force); /* Delete the force inside the player */ |
876 |
free_object (force); |
877 |
return 1; |
878 |
} |
879 |
|
880 |
|
881 |
/* This creates magic walls. Really, it can create most any object, |
882 |
* within some reason. |
883 |
*/ |
884 |
|
885 |
int |
886 |
magic_wall (object *op, object *caster, int dir, object *spell_ob) |
887 |
{ |
888 |
object *tmp, *tmp2; |
889 |
int i, posblocked, negblocked, maxrange; |
890 |
sint16 x, y; |
891 |
mapstruct *m; |
892 |
const char *name; |
893 |
archetype *at; |
894 |
|
895 |
if (!dir) |
896 |
{ |
897 |
dir = op->facing; |
898 |
x = op->x; |
899 |
y = op->y; |
900 |
} |
901 |
else |
902 |
{ |
903 |
x = op->x + freearr_x[dir]; |
904 |
y = op->y + freearr_y[dir]; |
905 |
} |
906 |
m = op->map; |
907 |
|
908 |
if ((spell_ob->move_block || x != op->x || y != op->y) && |
909 |
(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || |
910 |
((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) |
911 |
{ |
912 |
new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
913 |
return 0; |
914 |
} |
915 |
if (spell_ob->other_arch) |
916 |
{ |
917 |
tmp = arch_to_object (spell_ob->other_arch); |
918 |
} |
919 |
else if (spell_ob->race) |
920 |
{ |
921 |
char buf1[MAX_BUF]; |
922 |
|
923 |
sprintf (buf1, spell_ob->race, dir); |
924 |
at = archetype::find (buf1); |
925 |
if (!at) |
926 |
{ |
927 |
LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); |
928 |
new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); |
929 |
return 0; |
930 |
} |
931 |
tmp = arch_to_object (at); |
932 |
} |
933 |
else |
934 |
{ |
935 |
LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); |
936 |
return 0; |
937 |
} |
938 |
|
939 |
if (tmp->type == SPELL_EFFECT) |
940 |
{ |
941 |
tmp->attacktype = spell_ob->attacktype; |
942 |
tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
943 |
tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
944 |
tmp->range = 0; |
945 |
} |
946 |
else if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
947 |
{ |
948 |
tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
949 |
tmp->stats.maxhp = tmp->stats.hp; |
950 |
set_owner (tmp, op); |
951 |
set_spell_skill (op, caster, spell_ob, tmp); |
952 |
} |
953 |
if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) |
954 |
{ |
955 |
tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
956 |
SET_FLAG (tmp, FLAG_IS_USED_UP); |
957 |
} |
958 |
if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) |
959 |
{ |
960 |
tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
961 |
tmp->stats.maxhp = tmp->stats.hp; |
962 |
SET_FLAG (tmp, FLAG_TEAR_DOWN); |
963 |
SET_FLAG (tmp, FLAG_ALIVE); |
964 |
} |
965 |
|
966 |
/* This can't really hurt - if the object doesn't kill anything, |
967 |
* these fields just won't be used. |
968 |
*/ |
969 |
set_owner (tmp, op); |
970 |
set_spell_skill (op, caster, spell_ob, tmp); |
971 |
tmp->x = x; |
972 |
tmp->y = y; |
973 |
tmp->level = caster_level (caster, spell_ob) / 2; |
974 |
|
975 |
name = tmp->name; |
976 |
if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) |
977 |
{ |
978 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); |
979 |
return 0; |
980 |
} |
981 |
/* If this is a spellcasting wall, need to insert the spell object */ |
982 |
if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
983 |
insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
984 |
|
985 |
/* This code causes the wall to extend some distance in |
986 |
* each direction, or until an obstruction is encountered. |
987 |
* posblocked and negblocked help determine how far the |
988 |
* created wall can extend, it won't go extend through |
989 |
* blocked spaces. |
990 |
*/ |
991 |
maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
992 |
posblocked = 0; |
993 |
negblocked = 0; |
994 |
|
995 |
for (i = 1; i <= maxrange; i++) |
996 |
{ |
997 |
int dir2; |
998 |
|
999 |
dir2 = (dir < 4) ? (dir + 2) : dir - 2; |
1000 |
|
1001 |
x = tmp->x + i * freearr_x[dir2]; |
1002 |
y = tmp->y + i * freearr_y[dir2]; |
1003 |
m = tmp->map; |
1004 |
|
1005 |
if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
1006 |
((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) |
1007 |
{ |
1008 |
tmp2 = get_object (); |
1009 |
copy_object (tmp, tmp2); |
1010 |
tmp2->x = x; |
1011 |
tmp2->y = y; |
1012 |
insert_ob_in_map (tmp2, m, op, 0); |
1013 |
/* If this is a spellcasting wall, need to insert the spell object */ |
1014 |
if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
1015 |
insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); |
1016 |
|
1017 |
} |
1018 |
else |
1019 |
posblocked = 1; |
1020 |
|
1021 |
x = tmp->x - i * freearr_x[dir2]; |
1022 |
y = tmp->y - i * freearr_y[dir2]; |
1023 |
m = tmp->map; |
1024 |
|
1025 |
if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
1026 |
((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
1027 |
{ |
1028 |
tmp2 = get_object (); |
1029 |
copy_object (tmp, tmp2); |
1030 |
tmp2->x = x; |
1031 |
tmp2->y = y; |
1032 |
insert_ob_in_map (tmp2, m, op, 0); |
1033 |
if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
1034 |
insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); |
1035 |
} |
1036 |
else |
1037 |
negblocked = 1; |
1038 |
} |
1039 |
|
1040 |
if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) |
1041 |
update_all_los (op->map, op->x, op->y); |
1042 |
|
1043 |
return 1; |
1044 |
} |
1045 |
|
1046 |
int |
1047 |
dimension_door (object *op, object *caster, object *spob, int dir) |
1048 |
{ |
1049 |
uint32 dist, maxdist; |
1050 |
int mflags; |
1051 |
mapstruct *m; |
1052 |
sint16 sx, sy; |
1053 |
|
1054 |
if (op->type != PLAYER) |
1055 |
return 0; |
1056 |
|
1057 |
if (!dir) |
1058 |
{ |
1059 |
new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); |
1060 |
return 0; |
1061 |
} |
1062 |
|
1063 |
/* Given the new outdoor maps, can't let players dimension door for |
1064 |
* ever, so put limits in. |
1065 |
*/ |
1066 |
maxdist = spob->range + SP_level_range_adjust (caster, spob); |
1067 |
|
1068 |
if (op->contr->count) |
1069 |
{ |
1070 |
if (op->contr->count > maxdist) |
1071 |
{ |
1072 |
new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); |
1073 |
return 0; |
1074 |
} |
1075 |
|
1076 |
for (dist = 0; dist < op->contr->count; dist++) |
1077 |
{ |
1078 |
mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); |
1079 |
|
1080 |
if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) |
1081 |
break; |
1082 |
|
1083 |
if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
1084 |
break; |
1085 |
} |
1086 |
|
1087 |
if (dist < op->contr->count) |
1088 |
{ |
1089 |
new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); |
1090 |
op->contr->count = 0; |
1091 |
return 0; |
1092 |
} |
1093 |
op->contr->count = 0; |
1094 |
|
1095 |
/* Remove code that puts player on random space on maps. IMO, |
1096 |
* a lot of maps probably have areas the player should not get to, |
1097 |
* but may not be marked as NO_MAGIC (as they may be bounded |
1098 |
* by such squares). Also, there are probably treasure rooms and |
1099 |
* lots of other maps that protect areas with no magic, but the |
1100 |
* areas themselves don't contain no magic spaces. |
1101 |
*/ |
1102 |
/* This call here is really just to normalize the coordinates */ |
1103 |
mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy); |
1104 |
if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
1105 |
{ |
1106 |
new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n"); |
1107 |
return 1; /* Maybe the penalty should be more severe... */ |
1108 |
} |
1109 |
} |
1110 |
else |
1111 |
{ |
1112 |
/* Player didn't specify a distance, so lets see how far |
1113 |
* we can move the player. Don't know why this stopped on |
1114 |
* spaces that blocked the players view. |
1115 |
*/ |
1116 |
|
1117 |
for (dist = 0; dist < maxdist; dist++) |
1118 |
{ |
1119 |
mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); |
1120 |
|
1121 |
if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) |
1122 |
break; |
1123 |
|
1124 |
if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
1125 |
break; |
1126 |
|
1127 |
} |
1128 |
|
1129 |
/* If the destination is blocked, keep backing up until we |
1130 |
* find a place for the player. |
1131 |
*/ |
1132 |
for (; dist > 0; dist--) |
1133 |
{ |
1134 |
if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, |
1135 |
&sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) |
1136 |
continue; |
1137 |
|
1138 |
|
1139 |
if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
1140 |
break; |
1141 |
|
1142 |
} |
1143 |
if (!dist) |
1144 |
{ |
1145 |
new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); |
1146 |
return 0; |
1147 |
} |
1148 |
} |
1149 |
|
1150 |
/* Actually move the player now */ |
1151 |
remove_ob (op); |
1152 |
op->x += freearr_x[dir] * dist; |
1153 |
op->y += freearr_y[dir] * dist; |
1154 |
if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL) |
1155 |
return 1; |
1156 |
|
1157 |
op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
1158 |
return 1; |
1159 |
} |
1160 |
|
1161 |
|
1162 |
/* cast_heal: Heals something. |
1163 |
* op is the caster. |
1164 |
* dir is the direction he is casting it in. |
1165 |
* spell is the spell object. |
1166 |
*/ |
1167 |
int |
1168 |
cast_heal (object *op, object *caster, object *spell, int dir) |
1169 |
{ |
1170 |
object *tmp; |
1171 |
archetype *at; |
1172 |
object *poison; |
1173 |
int heal = 0, success = 0; |
1174 |
|
1175 |
tmp = find_target_for_friendly_spell (op, dir); |
1176 |
|
1177 |
if (tmp == NULL) |
1178 |
return 0; |
1179 |
|
1180 |
/* Figure out how many hp this spell might cure. |
1181 |
* could be zero if this spell heals effects, not damage. |
1182 |
*/ |
1183 |
heal = spell->stats.dam; |
1184 |
if (spell->stats.hp) |
1185 |
heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
1186 |
|
1187 |
if (heal) |
1188 |
{ |
1189 |
if (tmp->stats.hp >= tmp->stats.maxhp) |
1190 |
{ |
1191 |
new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
1192 |
} |
1193 |
else |
1194 |
{ |
1195 |
/* See how many points we actually heal. Instead of messages |
1196 |
* based on type of spell, we instead do messages based |
1197 |
* on amount of damage healed. |
1198 |
*/ |
1199 |
if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
1200 |
heal = tmp->stats.maxhp - tmp->stats.hp; |
1201 |
tmp->stats.hp += heal; |
1202 |
|
1203 |
if (tmp->stats.hp >= tmp->stats.maxhp) |
1204 |
{ |
1205 |
new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1206 |
} |
1207 |
else if (heal > 50) |
1208 |
{ |
1209 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1210 |
} |
1211 |
else if (heal > 25) |
1212 |
{ |
1213 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1214 |
} |
1215 |
else if (heal > 10) |
1216 |
{ |
1217 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
1218 |
} |
1219 |
else |
1220 |
{ |
1221 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
1222 |
} |
1223 |
success = 1; |
1224 |
} |
1225 |
} |
1226 |
if (spell->attacktype & AT_DISEASE) |
1227 |
if (cure_disease (tmp, op)) |
1228 |
success = 1; |
1229 |
|
1230 |
if (spell->attacktype & AT_POISON) |
1231 |
{ |
1232 |
at = archetype::find ("poisoning"); |
1233 |
poison = present_arch_in_ob (at, tmp); |
1234 |
if (poison) |
1235 |
{ |
1236 |
success = 1; |
1237 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1238 |
poison->stats.food = 1; |
1239 |
} |
1240 |
} |
1241 |
if (spell->attacktype & AT_CONFUSION) |
1242 |
{ |
1243 |
poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1244 |
if (poison) |
1245 |
{ |
1246 |
success = 1; |
1247 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1248 |
poison->duration = 1; |
1249 |
} |
1250 |
} |
1251 |
if (spell->attacktype & AT_BLIND) |
1252 |
{ |
1253 |
at = archetype::find ("blindness"); |
1254 |
poison = present_arch_in_ob (at, tmp); |
1255 |
if (poison) |
1256 |
{ |
1257 |
success = 1; |
1258 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
1259 |
poison->stats.food = 1; |
1260 |
} |
1261 |
} |
1262 |
if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
1263 |
{ |
1264 |
tmp->stats.sp += spell->last_sp; |
1265 |
if (tmp->stats.sp > tmp->stats.maxsp) |
1266 |
tmp->stats.sp = tmp->stats.maxsp; |
1267 |
success = 1; |
1268 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
1269 |
} |
1270 |
if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1271 |
{ |
1272 |
tmp->stats.grace += spell->last_grace; |
1273 |
if (tmp->stats.grace > tmp->stats.maxgrace) |
1274 |
tmp->stats.grace = tmp->stats.maxgrace; |
1275 |
success = 1; |
1276 |
new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
1277 |
} |
1278 |
if (spell->stats.food && tmp->stats.food < 999) |
1279 |
{ |
1280 |
tmp->stats.food += spell->stats.food; |
1281 |
if (tmp->stats.food > 999) |
1282 |
tmp->stats.food = 999; |
1283 |
success = 1; |
1284 |
/* We could do something a bit better like the messages for healing above */ |
1285 |
new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1286 |
} |
1287 |
return success; |
1288 |
} |
1289 |
|
1290 |
|
1291 |
/* This is used for the spells that gain stats. There are no spells |
1292 |
* right now that icnrease wis/int/pow on a temp basis, so no |
1293 |
* good comments for those. |
1294 |
*/ |
1295 |
static const char *const no_gain_msgs[NUM_STATS] = { |
1296 |
"You grow no stronger.", |
1297 |
"You grow no more agile.", |
1298 |
"You don't feel any healthier.", |
1299 |
"no wis", |
1300 |
"You are no easier to look at.", |
1301 |
"no int", |
1302 |
"no pow" |
1303 |
}; |
1304 |
|
1305 |
int |
1306 |
cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1307 |
{ |
1308 |
object *tmp, *tmp2 = NULL; |
1309 |
object *force = NULL; |
1310 |
int i; |
1311 |
|
1312 |
/* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1313 |
if (dir != 0) |
1314 |
{ |
1315 |
tmp = find_target_for_friendly_spell (op, dir); |
1316 |
} |
1317 |
else |
1318 |
{ |
1319 |
tmp = op; |
1320 |
} |
1321 |
|
1322 |
if (tmp == NULL) |
1323 |
return 0; |
1324 |
|
1325 |
/* If we've already got a force of this type, don't add a new one. */ |
1326 |
for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1327 |
{ |
1328 |
if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) |
1329 |
{ |
1330 |
if (tmp2->name == spell_ob->name) |
1331 |
{ |
1332 |
force = tmp2; /* the old effect will be "refreshed" */ |
1333 |
break; |
1334 |
} |
1335 |
else if (spell_ob->race && spell_ob->race == tmp2->name) |
1336 |
{ |
1337 |
if (!silent) |
1338 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); |
1339 |
return 0; |
1340 |
} |
1341 |
} |
1342 |
} |
1343 |
if (force == NULL) |
1344 |
{ |
1345 |
force = get_archetype (FORCE_NAME); |
1346 |
force->subtype = FORCE_CHANGE_ABILITY; |
1347 |
if (spell_ob->race) |
1348 |
force->name = spell_ob->race; |
1349 |
else |
1350 |
force->name = spell_ob->name; |
1351 |
force->name_pl = spell_ob->name; |
1352 |
new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
1353 |
|
1354 |
} |
1355 |
else |
1356 |
{ |
1357 |
int duration; |
1358 |
|
1359 |
duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1360 |
if (duration > force->duration) |
1361 |
{ |
1362 |
force->duration = duration; |
1363 |
new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1364 |
} |
1365 |
else |
1366 |
{ |
1367 |
new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1368 |
} |
1369 |
return 1; |
1370 |
} |
1371 |
force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1372 |
force->speed = 1.0; |
1373 |
force->speed_left = -1.0; |
1374 |
SET_FLAG (force, FLAG_APPLIED); |
1375 |
|
1376 |
/* Now start processing the effects. First, protections */ |
1377 |
for (i = 0; i < NROFATTACKS; i++) |
1378 |
{ |
1379 |
if (spell_ob->resist[i]) |
1380 |
{ |
1381 |
force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1382 |
if (force->resist[i] > 100) |
1383 |
force->resist[i] = 100; |
1384 |
} |
1385 |
} |
1386 |
if (spell_ob->stats.hp) |
1387 |
force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1388 |
|
1389 |
if (tmp->type == PLAYER) |
1390 |
{ |
1391 |
/* Stat adjustment spells */ |
1392 |
for (i = 0; i < NUM_STATS; i++) |
1393 |
{ |
1394 |
sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; |
1395 |
|
1396 |
if (stat) |
1397 |
{ |
1398 |
sm = 0; |
1399 |
for (k = 0; k < stat; k++) |
1400 |
sm += rndm (1, 3); |
1401 |
|
1402 |
if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) |
1403 |
{ |
1404 |
sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); |
1405 |
if (sm < 0) |
1406 |
sm = 0; |
1407 |
} |
1408 |
set_attr_value (&force->stats, i, sm); |
1409 |
if (!sm) |
1410 |
new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1411 |
} |
1412 |
} |
1413 |
} |
1414 |
|
1415 |
force->move_type = spell_ob->move_type; |
1416 |
|
1417 |
if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) |
1418 |
SET_FLAG (force, FLAG_SEE_IN_DARK); |
1419 |
|
1420 |
if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) |
1421 |
SET_FLAG (force, FLAG_XRAYS); |
1422 |
|
1423 |
/* Haste/bonus speed */ |
1424 |
if (spell_ob->stats.exp) |
1425 |
{ |
1426 |
if (op->speed > 0.5f) |
1427 |
force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); |
1428 |
else |
1429 |
force->stats.exp = spell_ob->stats.exp; |
1430 |
} |
1431 |
|
1432 |
force->stats.wc = spell_ob->stats.wc; |
1433 |
force->stats.ac = spell_ob->stats.ac; |
1434 |
force->attacktype = spell_ob->attacktype; |
1435 |
|
1436 |
insert_ob_in_ob (force, tmp); |
1437 |
change_abil (tmp, force); /* Mostly to display any messages */ |
1438 |
fix_player (tmp); |
1439 |
return 1; |
1440 |
} |
1441 |
|
1442 |
/* This used to be part of cast_change_ability, but it really didn't make |
1443 |
* a lot of sense, since most of the values it derives are from the god |
1444 |
* of the caster. |
1445 |
*/ |
1446 |
|
1447 |
int |
1448 |
cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1449 |
{ |
1450 |
int i; |
1451 |
object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
1452 |
|
1453 |
/* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1454 |
if (dir != 0) |
1455 |
{ |
1456 |
tmp = find_target_for_friendly_spell (op, dir); |
1457 |
} |
1458 |
else |
1459 |
{ |
1460 |
tmp = op; |
1461 |
} |
1462 |
|
1463 |
/* If we've already got a force of this type, don't add a new one. */ |
1464 |
for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1465 |
{ |
1466 |
if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) |
1467 |
{ |
1468 |
if (tmp2->name == spell_ob->name) |
1469 |
{ |
1470 |
force = tmp2; /* the old effect will be "refreshed" */ |
1471 |
break; |
1472 |
} |
1473 |
else if (spell_ob->race && spell_ob->race == tmp2->name) |
1474 |
{ |
1475 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); |
1476 |
return 0; |
1477 |
} |
1478 |
} |
1479 |
} |
1480 |
if (force == NULL) |
1481 |
{ |
1482 |
force = get_archetype (FORCE_NAME); |
1483 |
force->subtype = FORCE_CHANGE_ABILITY; |
1484 |
if (spell_ob->race) |
1485 |
force->name = spell_ob->race; |
1486 |
else |
1487 |
force->name = spell_ob->name; |
1488 |
force->name_pl = spell_ob->name; |
1489 |
new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
1490 |
} |
1491 |
else |
1492 |
{ |
1493 |
int duration; |
1494 |
|
1495 |
duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1496 |
if (duration > force->duration) |
1497 |
{ |
1498 |
force->duration = duration; |
1499 |
new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1500 |
} |
1501 |
else |
1502 |
{ |
1503 |
new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1504 |
} |
1505 |
return 0; |
1506 |
} |
1507 |
force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1508 |
force->speed = 1.0; |
1509 |
force->speed_left = -1.0; |
1510 |
SET_FLAG (force, FLAG_APPLIED); |
1511 |
|
1512 |
if (!god) |
1513 |
{ |
1514 |
new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); |
1515 |
} |
1516 |
else |
1517 |
{ |
1518 |
/* Only give out good benefits, and put a max on it */ |
1519 |
for (i = 0; i < NROFATTACKS; i++) |
1520 |
{ |
1521 |
if (god->resist[i] > 0) |
1522 |
{ |
1523 |
force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); |
1524 |
} |
1525 |
} |
1526 |
force->path_attuned |= god->path_attuned; |
1527 |
|
1528 |
if (spell_ob->attacktype) |
1529 |
force->slaying = god->slaying; |
1530 |
|
1531 |
if (tmp != op) |
1532 |
{ |
1533 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name); |
1534 |
new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name); |
1535 |
} |
1536 |
else |
1537 |
{ |
1538 |
new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name); |
1539 |
} |
1540 |
|
1541 |
} |
1542 |
force->stats.wc = spell_ob->stats.wc; |
1543 |
force->stats.ac = spell_ob->stats.ac; |
1544 |
|
1545 |
change_abil (tmp, force); /* Mostly to display any messages */ |
1546 |
insert_ob_in_ob (force, tmp); |
1547 |
fix_player (tmp); |
1548 |
return 1; |
1549 |
} |
1550 |
|
1551 |
|
1552 |
|
1553 |
/* Alchemy code by Mark Wedel |
1554 |
* |
1555 |
* This code adds a new spell, called alchemy. Alchemy will turn |
1556 |
* objects to gold nuggets, the value of the gold nuggets being |
1557 |
* about 90% of that of the item itself. It uses the value of the |
1558 |
* object before charisma adjustments, because the nuggets themselves |
1559 |
* will be will be adjusted by charisma when sold. |
1560 |
* |
1561 |
* Large nuggets are worth 25 gp each (base). You will always get |
1562 |
* the maximum number of large nuggets you could get. |
1563 |
* Small nuggets are worth 1 gp each (base). You will get from 0 |
1564 |
* to the max amount of small nuggets as you could get. |
1565 |
* |
1566 |
* For example, if an item is worth 110 gold, you will get |
1567 |
* 4 large nuggets, and from 0-10 small nuggets. |
1568 |
* |
1569 |
* There is also a chance (1:30) that you will get nothing at all |
1570 |
* for the object. There is also a maximum weight that will be |
1571 |
* alchemied. |
1572 |
*/ |
1573 |
|
1574 |
/* I didn't feel like passing these as arguements to the |
1575 |
* two functions that need them. Real values are put in them |
1576 |
* when the spell is cast, and these are freed when the spell |
1577 |
* is finished. |
1578 |
*/ |
1579 |
static object *small, *large; |
1580 |
|
1581 |
static void |
1582 |
alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) |
1583 |
{ |
1584 |
uint64 value = query_cost (obj, NULL, F_TRUE); |
1585 |
|
1586 |
/* Give third price when we alchemy money (This should hopefully |
1587 |
* make it so that it isn't worth it to alchemy money, sell |
1588 |
* the nuggets, alchemy the gold from that, etc. |
1589 |
* Otherwise, give 9 silver on the gold for other objects, |
1590 |
* so that it would still be more affordable to haul |
1591 |
* the stuff back to town. |
1592 |
*/ |
1593 |
|
1594 |
if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1595 |
value = 0; |
1596 |
else if (obj->type == MONEY || obj->type == GEM) |
1597 |
value /= 3; |
1598 |
else |
1599 |
value = (value * 9) / 10; |
1600 |
|
1601 |
value /= 4; // fix by GHJ, don't understand, pcg |
1602 |
|
1603 |
if ((obj->value > 0) && rndm (0, 29)) |
1604 |
{ |
1605 |
int count; |
1606 |
|
1607 |
count = value / large->value; |
1608 |
*large_nuggets += count; |
1609 |
value -= (uint64) count *(uint64) large->value; |
1610 |
|
1611 |
count = value / small->value; |
1612 |
*small_nuggets += count; |
1613 |
} |
1614 |
|
1615 |
/* Turn 25 small nuggets into 1 large nugget. If the value |
1616 |
* of large nuggets is not evenly divisable by the small nugget |
1617 |
* value, take off an extra small_nugget (Assuming small_nuggets!=0) |
1618 |
*/ |
1619 |
if (*small_nuggets * small->value >= large->value) |
1620 |
{ |
1621 |
(*large_nuggets)++; |
1622 |
*small_nuggets -= large->value / small->value; |
1623 |
if (*small_nuggets && large->value % small->value) |
1624 |
(*small_nuggets)--; |
1625 |
} |
1626 |
weight += obj->weight; |
1627 |
remove_ob (obj); |
1628 |
free_object (obj); |
1629 |
} |
1630 |
|
1631 |
static void |
1632 |
update_map (object *op, mapstruct *m, int small_nuggets, int large_nuggets, int x, int y) |
1633 |
{ |
1634 |
object *tmp; |
1635 |
int flag = 0; |
1636 |
|
1637 |
/* Put any nuggets below the player, but we can only pass this |
1638 |
* flag if we are on the same space as the player |
1639 |
*/ |
1640 |
if (x == op->x && y == op->y && op->map == m) |
1641 |
flag = INS_BELOW_ORIGINATOR; |
1642 |
|
1643 |
if (small_nuggets) |
1644 |
{ |
1645 |
tmp = get_object (); |
1646 |
copy_object (small, tmp); |
1647 |
tmp->nrof = small_nuggets; |
1648 |
tmp->x = x; |
1649 |
tmp->y = y; |
1650 |
insert_ob_in_map (tmp, m, op, flag); |
1651 |
} |
1652 |
if (large_nuggets) |
1653 |
{ |
1654 |
tmp = get_object (); |
1655 |
copy_object (large, tmp); |
1656 |
tmp->nrof = large_nuggets; |
1657 |
tmp->x = x; |
1658 |
tmp->y = y; |
1659 |
insert_ob_in_map (tmp, m, op, flag); |
1660 |
} |
1661 |
} |
1662 |
|
1663 |
int |
1664 |
alchemy (object *op, object *caster, object *spell_ob) |
1665 |
{ |
1666 |
int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags; |
1667 |
sint16 nx, ny; |
1668 |
object *next, *tmp; |
1669 |
mapstruct *mp; |
1670 |
|
1671 |
if (op->type != PLAYER) |
1672 |
return 0; |
1673 |
|
1674 |
/* Put a maximum weight of items that can be alchemied. Limits the power |
1675 |
* some, and also prevents people from alcheming every table/chair/clock |
1676 |
* in sight |
1677 |
*/ |
1678 |
weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); |
1679 |
weight_max *= 1000; |
1680 |
small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); |
1681 |
|
1682 |
for (y = op->y - 1; y <= op->y + 1; y++) |
1683 |
{ |
1684 |
for (x = op->x - 1; x <= op->x + 1; x++) |
1685 |
{ |
1686 |
nx = x; |
1687 |
ny = y; |
1688 |
|
1689 |
mp = op->map; |
1690 |
|
1691 |
mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1692 |
|
1693 |
if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1694 |
continue; |
1695 |
|
1696 |
/* Treat alchemy a little differently - most spell effects |
1697 |
* use fly as the movement type - for alchemy, consider it |
1698 |
* ground level effect. |
1699 |
*/ |
1700 |
if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1701 |
continue; |
1702 |
|
1703 |
small_nuggets = 0; |
1704 |
large_nuggets = 0; |
1705 |
|
1706 |
for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next) |
1707 |
{ |
1708 |
next = tmp->above; |
1709 |
if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1710 |
!QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1711 |
{ |
1712 |
|
1713 |
if (tmp->inv) |
1714 |
{ |
1715 |
object *next1, *tmp1; |
1716 |
|
1717 |
for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) |
1718 |
{ |
1719 |
next1 = tmp1->below; |
1720 |
if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1721 |
!QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1722 |
alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); |
1723 |
} |
1724 |
} |
1725 |
alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); |
1726 |
|
1727 |
if (weight > weight_max) |
1728 |
{ |
1729 |
update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
1730 |
free_object (large); |
1731 |
free_object (small); |
1732 |
return 1; |
1733 |
} |
1734 |
} /* is alchemable object */ |
1735 |
} /* process all objects on this space */ |
1736 |
|
1737 |
/* Insert all the nuggets at one time. This probably saves time, but |
1738 |
* it also prevents us from alcheming nuggets that were just created |
1739 |
* with this spell. |
1740 |
*/ |
1741 |
update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
1742 |
} |
1743 |
} |
1744 |
free_object (large); |
1745 |
free_object (small); |
1746 |
/* reset this so that if player standing on a big pile of stuff, |
1747 |
* it is redrawn properly. |
1748 |
*/ |
1749 |
op->contr->socket.look_position = 0; |
1750 |
return 1; |
1751 |
} |
1752 |
|
1753 |
|
1754 |
/* This function removes the cursed/damned status on equipped |
1755 |
* items. |
1756 |
*/ |
1757 |
int |
1758 |
remove_curse (object *op, object *caster, object *spell) |
1759 |
{ |
1760 |
object *tmp; |
1761 |
int success = 0, was_one = 0; |
1762 |
|
1763 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
1764 |
if (QUERY_FLAG (tmp, FLAG_APPLIED) && |
1765 |
((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || |
1766 |
(QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) |
1767 |
{ |
1768 |
|
1769 |
was_one++; |
1770 |
if (tmp->level <= caster_level (caster, spell)) |
1771 |
{ |
1772 |
success++; |
1773 |
if (QUERY_FLAG (spell, FLAG_DAMNED)) |
1774 |
CLEAR_FLAG (tmp, FLAG_DAMNED); |
1775 |
|
1776 |
CLEAR_FLAG (tmp, FLAG_CURSED); |
1777 |
CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); |
1778 |
tmp->value = 0; /* Still can't sell it */ |
1779 |
if (op->type == PLAYER) |
1780 |
esrv_send_item (op, tmp); |
1781 |
} |
1782 |
} |
1783 |
|
1784 |
if (op->type == PLAYER) |
1785 |
{ |
1786 |
if (success) |
1787 |
{ |
1788 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1789 |
} |
1790 |
else |
1791 |
{ |
1792 |
if (was_one) |
1793 |
new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1794 |
else |
1795 |
new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); |
1796 |
} |
1797 |
} |
1798 |
return success; |
1799 |
} |
1800 |
|
1801 |
/* Identifies objects in the players inventory/on the ground */ |
1802 |
|
1803 |
int |
1804 |
cast_identify (object *op, object *caster, object *spell) |
1805 |
{ |
1806 |
object *tmp; |
1807 |
int success = 0, num_ident; |
1808 |
|
1809 |
num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1810 |
|
1811 |
if (num_ident < 1) |
1812 |
num_ident = 1; |
1813 |
|
1814 |
|
1815 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
1816 |
{ |
1817 |
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1818 |
{ |
1819 |
identify (tmp); |
1820 |
if (op->type == PLAYER) |
1821 |
{ |
1822 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); |
1823 |
if (tmp->msg) |
1824 |
{ |
1825 |
new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1826 |
new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1827 |
} |
1828 |
} |
1829 |
num_ident--; |
1830 |
success = 1; |
1831 |
if (!num_ident) |
1832 |
break; |
1833 |
} |
1834 |
} |
1835 |
/* If all the power of the spell has been used up, don't go and identify |
1836 |
* stuff on the floor. Only identify stuff on the floor if the spell |
1837 |
* was not fully used. |
1838 |
*/ |
1839 |
if (num_ident) |
1840 |
{ |
1841 |
for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
1842 |
if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1843 |
{ |
1844 |
|
1845 |
identify (tmp); |
1846 |
if (op->type == PLAYER) |
1847 |
{ |
1848 |
new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); |
1849 |
if (tmp->msg) |
1850 |
{ |
1851 |
new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1852 |
new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1853 |
} |
1854 |
esrv_send_item (op, tmp); |
1855 |
} |
1856 |
num_ident--; |
1857 |
success = 1; |
1858 |
if (!num_ident) |
1859 |
break; |
1860 |
} |
1861 |
} |
1862 |
if (!success) |
1863 |
new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); |
1864 |
else |
1865 |
{ |
1866 |
spell_effect (spell, op->x, op->y, op->map, op); |
1867 |
} |
1868 |
return success; |
1869 |
} |
1870 |
|
1871 |
|
1872 |
int |
1873 |
cast_detection (object *op, object *caster, object *spell, object *skill) |
1874 |
{ |
1875 |
object *tmp, *last, *god, *detect; |
1876 |
int done_one, range, mflags, floor, level; |
1877 |
sint16 x, y, nx, ny; |
1878 |
mapstruct *m; |
1879 |
|
1880 |
/* We precompute some values here so that we don't have to keep |
1881 |
* doing it over and over again. |
1882 |
*/ |
1883 |
god = find_god (determine_god (op)); |
1884 |
level = caster_level (caster, spell); |
1885 |
range = spell->range + SP_level_range_adjust (caster, spell); |
1886 |
|
1887 |
if (!skill) |
1888 |
skill = caster; |
1889 |
|
1890 |
for (x = op->x - range; x <= op->x + range; x++) |
1891 |
for (y = op->y - range; y <= op->y + range; y++) |
1892 |
{ |
1893 |
|
1894 |
m = op->map; |
1895 |
mflags = get_map_flags (m, &m, x, y, &nx, &ny); |
1896 |
if (mflags & P_OUT_OF_MAP) |
1897 |
continue; |
1898 |
|
1899 |
/* For most of the detections, we only detect objects above the |
1900 |
* floor. But this is not true for show invisible. |
1901 |
* Basically, we just go and find the top object and work |
1902 |
* down - that is easier than working up. |
1903 |
*/ |
1904 |
|
1905 |
for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) |
1906 |
last = tmp; |
1907 |
/* Shouldn't happen, but if there are no objects on a space, this |
1908 |
* would happen. |
1909 |
*/ |
1910 |
if (!last) |
1911 |
continue; |
1912 |
|
1913 |
done_one = 0; |
1914 |
floor = 0; |
1915 |
detect = NULL; |
1916 |
for (tmp = last; tmp; tmp = tmp->below) |
1917 |
{ |
1918 |
|
1919 |
/* show invisible */ |
1920 |
if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && |
1921 |
/* Might there be other objects that we can make visibile? */ |
1922 |
(tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || |
1923 |
(tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || |
1924 |
tmp->type == CF_HANDLE || |
1925 |
tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || |
1926 |
tmp->type == BUTTON || tmp->type == TELEPORTER || |
1927 |
tmp->type == GATE || tmp->type == LOCKED_DOOR || |
1928 |
tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || |
1929 |
tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || |
1930 |
tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) |
1931 |
{ |
1932 |
if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) |
1933 |
{ |
1934 |
tmp->invisible = 0; |
1935 |
done_one = 1; |
1936 |
} |
1937 |
} |
1938 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1939 |
floor = 1; |
1940 |
|
1941 |
/* All detections below this point don't descend beneath the floor, |
1942 |
* so just continue on. We could be clever and look at the type of |
1943 |
* detection to completely break out if we don't care about objects beneath |
1944 |
* the floor, but once we get to the floor, not likely a very big issue anyways. |
1945 |
*/ |
1946 |
if (floor) |
1947 |
continue; |
1948 |
|
1949 |
/* I had thought about making detect magic and detect curse |
1950 |
* show the flash the magic item like it does for detect monster. |
1951 |
* however, if the object is within sight, this would then make it |
1952 |
* difficult to see what object is magical/cursed, so the |
1953 |
* effect wouldn't be as apparant. |
1954 |
*/ |
1955 |
|
1956 |
/* detect magic */ |
1957 |
if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && |
1958 |
!QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) |
1959 |
{ |
1960 |
SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
1961 |
/* make runes more visibile */ |
1962 |
if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) |
1963 |
tmp->stats.Cha /= 4; |
1964 |
done_one = 1; |
1965 |
} |
1966 |
/* detect monster */ |
1967 |
if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) |
1968 |
{ |
1969 |
done_one = 2; |
1970 |
if (!detect) |
1971 |
detect = tmp; |
1972 |
} |
1973 |
/* Basically, if race is set in the spell, then the creatures race must |
1974 |
* match that. if the spell race is set to GOD, then the gods opposing |
1975 |
* race must match. |
1976 |
*/ |
1977 |
if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && |
1978 |
((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || |
1979 |
(strstr (spell->race, tmp->race)))) |
1980 |
{ |
1981 |
done_one = 2; |
1982 |
if (!detect) |
1983 |
detect = tmp; |
1984 |
} |
1985 |
if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && |
1986 |
(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
1987 |
{ |
1988 |
SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
1989 |
done_one = 1; |
1990 |
} |
1991 |
} /* for stack of objects on this space */ |
1992 |
|
1993 |
/* Code here puts an effect of the spell on the space, so you can see |
1994 |
* where the magic is. |
1995 |
*/ |
1996 |
if (done_one) |
1997 |
{ |
1998 |
object *detect_ob = arch_to_object (spell->other_arch); |
1999 |
|
2000 |
detect_ob->x = nx; |
2001 |
detect_ob->y = ny; |
2002 |
/* if this is set, we want to copy the face */ |
2003 |
if (done_one == 2 && detect) |
2004 |
{ |
2005 |
detect_ob->face = detect->face; |
2006 |
detect_ob->animation_id = detect->animation_id; |
2007 |
detect_ob->anim_speed = detect->anim_speed; |
2008 |
detect_ob->last_anim = 0; |
2009 |
/* by default, the detect_ob is already animated */ |
2010 |
if (!QUERY_FLAG (detect, FLAG_ANIMATE)) |
2011 |
CLEAR_FLAG (detect_ob, FLAG_ANIMATE); |
2012 |
} |
2013 |
insert_ob_in_map (detect_ob, m, op, 0); |
2014 |
} |
2015 |
} /* for processing the surrounding spaces */ |
2016 |
|
2017 |
|
2018 |
/* Now process objects in the players inventory if detect curse or magic */ |
2019 |
if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) |
2020 |
{ |
2021 |
done_one = 0; |
2022 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
2023 |
{ |
2024 |
if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
2025 |
{ |
2026 |
if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) |
2027 |
{ |
2028 |
SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
2029 |
if (op->type == PLAYER) |
2030 |
esrv_send_item (op, tmp); |
2031 |
} |
2032 |
if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && |
2033 |
(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
2034 |
{ |
2035 |
SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
2036 |
if (op->type == PLAYER) |
2037 |
esrv_send_item (op, tmp); |
2038 |
} |
2039 |
} /* if item is not identified */ |
2040 |
} /* for the players inventory */ |
2041 |
} /* if detect magic/curse and object is a player */ |
2042 |
return 1; |
2043 |
} |
2044 |
|
2045 |
|
2046 |
/** |
2047 |
* Checks if victim has overcharged mana. caster_level is the caster's (skill) |
2048 |
* level whos spell did cause the overcharge. |
2049 |
*/ |
2050 |
static void |
2051 |
charge_mana_effect (object *victim, int caster_level) |
2052 |
{ |
2053 |
|
2054 |
/* Prevent explosions for objects without mana. Without this check, doors |
2055 |
* will explode, too. |
2056 |
*/ |
2057 |
if (victim->stats.maxsp <= 0) |
2058 |
return; |
2059 |
|
2060 |
new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); |
2061 |
|
2062 |
if (victim->stats.sp >= victim->stats.maxsp * 2) |
2063 |
{ |
2064 |
object *tmp; |
2065 |
|
2066 |
new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); |
2067 |
|
2068 |
/* Explodes a fireball centered at player */ |
2069 |
tmp = get_archetype (EXPLODING_FIREBALL); |
2070 |
tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; |
2071 |
tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; |
2072 |
tmp->x = victim->x; |
2073 |
tmp->y = victim->y; |
2074 |
insert_ob_in_map (tmp, victim->map, NULL, 0); |
2075 |
victim->stats.sp = 2 * victim->stats.maxsp; |
2076 |
} |
2077 |
else if (victim->stats.sp >= victim->stats.maxsp * 1.88) |
2078 |
{ |
2079 |
new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); |
2080 |
} |
2081 |
else if (victim->stats.sp >= victim->stats.maxsp * 1.66) |
2082 |
{ |
2083 |
new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); |
2084 |
} |
2085 |
else if (victim->stats.sp >= victim->stats.maxsp * 1.5) |
2086 |
{ |
2087 |
new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); |
2088 |
confuse_player (victim, victim, 99); |
2089 |
} |
2090 |
else if (victim->stats.sp >= victim->stats.maxsp * 1.25) |
2091 |
{ |
2092 |
new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); |
2093 |
} |
2094 |
} |
2095 |
|
2096 |
/* cast_transfer |
2097 |
* This spell transfers sp from the player to another person. |
2098 |
* We let the target go above their normal maximum SP. |
2099 |
*/ |
2100 |
|
2101 |
int |
2102 |
cast_transfer (object *op, object *caster, object *spell, int dir) |
2103 |
{ |
2104 |
object *plyr = NULL; |
2105 |
sint16 x, y; |
2106 |
mapstruct *m; |
2107 |
int mflags; |
2108 |
|
2109 |
m = op->map; |
2110 |
x = op->x + freearr_x[dir]; |
2111 |
y = op->y + freearr_y[dir]; |
2112 |
|
2113 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
2114 |
|
2115 |
if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) |
2116 |
{ |
2117 |
for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) |
2118 |
if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) |
2119 |
break; |
2120 |
} |
2121 |
|
2122 |
|
2123 |
/* If we did not find a player in the specified direction, transfer |
2124 |
* to anyone on top of us. This is used for the rune of transference mostly. |
2125 |
*/ |
2126 |
if (plyr == NULL) |
2127 |
for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) |
2128 |
if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) |
2129 |
break; |
2130 |
|
2131 |
if (!plyr) |
2132 |
{ |
2133 |
new_draw_info (NDI_BLACK, 0, op, "There is no one there."); |
2134 |
return 0; |
2135 |
} |
2136 |
/* give sp */ |
2137 |
if (spell->stats.dam > 0) |
2138 |
{ |
2139 |
plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2140 |
charge_mana_effect (plyr, caster_level (caster, spell)); |
2141 |
return 1; |
2142 |
} |
2143 |
/* suck sp away. Can't suck sp from yourself */ |
2144 |
else if (op != plyr) |
2145 |
{ |
2146 |
/* old dragin magic used floats. easier to just use ints and divide by 100 */ |
2147 |
|
2148 |
int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked; |
2149 |
|
2150 |
if (rate > 95) |
2151 |
rate = 95; |
2152 |
|
2153 |
sucked = (plyr->stats.sp * rate) / 100; |
2154 |
plyr->stats.sp -= sucked; |
2155 |
if (QUERY_FLAG (op, FLAG_ALIVE)) |
2156 |
{ |
2157 |
/* Player doesn't get full credit */ |
2158 |
sucked = (sucked * rate) / 100; |
2159 |
op->stats.sp += sucked; |
2160 |
if (sucked > 0) |
2161 |
{ |
2162 |
charge_mana_effect (op, caster_level (caster, spell)); |
2163 |
} |
2164 |
} |
2165 |
return 1; |
2166 |
} |
2167 |
return 0; |
2168 |
} |
2169 |
|
2170 |
|
2171 |
/* counterspell: nullifies spell effects. |
2172 |
* op is the counterspell object, dir is the direction |
2173 |
* it was cast in. |
2174 |
* Basically, if the object has a magic attacktype, |
2175 |
* this may nullify it. |
2176 |
*/ |
2177 |
void |
2178 |
counterspell (object *op, int dir) |
2179 |
{ |
2180 |
object *tmp, *head, *next; |
2181 |
int mflags; |
2182 |
mapstruct *m; |
2183 |
sint16 sx, sy; |
2184 |
|
2185 |
sx = op->x + freearr_x[dir]; |
2186 |
sy = op->y + freearr_y[dir]; |
2187 |
m = op->map; |
2188 |
mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
2189 |
if (mflags & P_OUT_OF_MAP) |
2190 |
return; |
2191 |
|
2192 |
for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) |
2193 |
{ |
2194 |
next = tmp->above; |
2195 |
|
2196 |
/* Need to look at the head object - otherwise, if tmp |
2197 |
* points to a monster, we don't have all the necessary |
2198 |
* info for it. |
2199 |
*/ |
2200 |
if (tmp->head) |
2201 |
head = tmp->head; |
2202 |
else |
2203 |
head = tmp; |
2204 |
|
2205 |
/* don't attack our own spells */ |
2206 |
if (tmp->owner && tmp->owner == op->owner) |
2207 |
continue; |
2208 |
|
2209 |
/* Basically, if the object is magical and not counterspell, |
2210 |
* we will more or less remove the object. Don't counterspell |
2211 |
* monsters either. |
2212 |
*/ |
2213 |
|
2214 |
if (head->attacktype & AT_MAGIC && |
2215 |
!(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) |
2216 |
{ |
2217 |
remove_ob (head); |
2218 |
free_object (head); |
2219 |
} |
2220 |
else |
2221 |
switch (head->type) |
2222 |
{ |
2223 |
case SPELL_EFFECT: |
2224 |
if (op->level > head->level) |
2225 |
{ |
2226 |
remove_ob (head); |
2227 |
free_object (head); |
2228 |
} |
2229 |
break; |
2230 |
|
2231 |
/* I really don't get this rune code that much - that |
2232 |
* random chance seems really low. |
2233 |
*/ |
2234 |
case RUNE: |
2235 |
if (rndm (0, 149) == 0) |
2236 |
{ |
2237 |
head->stats.hp--; /* weaken the rune */ |
2238 |
if (!head->stats.hp) |
2239 |
{ |
2240 |
remove_ob (head); |
2241 |
free_object (head); |
2242 |
} |
2243 |
} |
2244 |
break; |
2245 |
} |
2246 |
} |
2247 |
} |
2248 |
|
2249 |
|
2250 |
|
2251 |
/* cast_consecrate() - a spell to make an altar your god's */ |
2252 |
int |
2253 |
cast_consecrate (object *op, object *caster, object *spell) |
2254 |
{ |
2255 |
char buf[MAX_BUF]; |
2256 |
|
2257 |
object *tmp, *god = find_god (determine_god (op)); |
2258 |
|
2259 |
if (!god) |
2260 |
{ |
2261 |
new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); |
2262 |
return 0; |
2263 |
} |
2264 |
|
2265 |
for (tmp = op->below; tmp; tmp = tmp->below) |
2266 |
{ |
2267 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
2268 |
break; |
2269 |
if (tmp->type == HOLY_ALTAR) |
2270 |
{ |
2271 |
|
2272 |
if (tmp->level > caster_level (caster, spell)) |
2273 |
{ |
2274 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); |
2275 |
return 0; |
2276 |
} |
2277 |
else |
2278 |
{ |
2279 |
/* If we got here, we are consecrating an altar */ |
2280 |
sprintf (buf, "Altar of %s", &god->name); |
2281 |
tmp->name = buf; |
2282 |
tmp->level = caster_level (caster, spell); |
2283 |
tmp->other_arch = god->arch; |
2284 |
if (op->type == PLAYER) |
2285 |
esrv_update_item (UPD_NAME, op, tmp); |
2286 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); |
2287 |
return 1; |
2288 |
} |
2289 |
} |
2290 |
} |
2291 |
new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); |
2292 |
return 0; |
2293 |
} |
2294 |
|
2295 |
/* animate_weapon - |
2296 |
* Generalization of staff_to_snake. Makes a golem out of the caster's weapon. |
2297 |
* The golem is based on the archetype specified, modified by the caster's level |
2298 |
* and the attributes of the weapon. The weapon is inserted in the golem's |
2299 |
* inventory so that it falls to the ground when the golem dies. |
2300 |
* This code was very odd - code early on would only let players use the spell, |
2301 |
* yet the code wass full of player checks. I've presumed that the code |
2302 |
* that only let players use it was correct, and removed all the other |
2303 |
* player checks. MSW 2003-01-06 |
2304 |
*/ |
2305 |
|
2306 |
int |
2307 |
animate_weapon (object *op, object *caster, object *spell, int dir) |
2308 |
{ |
2309 |
object *weapon, *tmp; |
2310 |
char buf[MAX_BUF]; |
2311 |
int a, i; |
2312 |
sint16 x, y; |
2313 |
mapstruct *m; |
2314 |
materialtype_t *mt; |
2315 |
|
2316 |
if (!spell->other_arch) |
2317 |
{ |
2318 |
new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
2319 |
LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); |
2320 |
return 0; |
2321 |
} |
2322 |
/* exit if it's not a player using this spell. */ |
2323 |
if (op->type != PLAYER) |
2324 |
return 0; |
2325 |
|
2326 |
/* if player already has a golem, abort */ |
2327 |
if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) |
2328 |
{ |
2329 |
control_golem (op->contr->ranges[range_golem], dir); |
2330 |
return 0; |
2331 |
} |
2332 |
|
2333 |
/* if no direction specified, pick one */ |
2334 |
if (!dir) |
2335 |
dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); |
2336 |
|
2337 |
m = op->map; |
2338 |
x = op->x + freearr_x[dir]; |
2339 |
y = op->y + freearr_y[dir]; |
2340 |
|
2341 |
/* if there's no place to put the golem, abort */ |
2342 |
if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || |
2343 |
((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) |
2344 |
{ |
2345 |
new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
2346 |
return 0; |
2347 |
} |
2348 |
|
2349 |
/* Use the weapon marked by the player. */ |
2350 |
weapon = find_marked_object (op); |
2351 |
|
2352 |
if (!weapon) |
2353 |
{ |
2354 |
new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2355 |
return 0; |
2356 |
} |
2357 |
if (spell->race && strcmp (weapon->arch->name, spell->race)) |
2358 |
{ |
2359 |
new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); |
2360 |
return 0; |
2361 |
} |
2362 |
if (weapon->type != WEAPON) |
2363 |
{ |
2364 |
new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); |
2365 |
return 0; |
2366 |
} |
2367 |
if (QUERY_FLAG (weapon, FLAG_APPLIED)) |
2368 |
{ |
2369 |
new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); |
2370 |
return 0; |
2371 |
} |
2372 |
|
2373 |
if (weapon->nrof > 1) |
2374 |
{ |
2375 |
tmp = get_split_ob (weapon, 1); |
2376 |
esrv_send_item (op, weapon); |
2377 |
weapon = tmp; |
2378 |
} |
2379 |
|
2380 |
/* create the golem object */ |
2381 |
tmp = arch_to_object (spell->other_arch); |
2382 |
|
2383 |
/* if animated by a player, give the player control of the golem */ |
2384 |
CLEAR_FLAG (tmp, FLAG_MONSTER); |
2385 |
SET_FLAG (tmp, FLAG_FRIENDLY); |
2386 |
tmp->stats.exp = 0; |
2387 |
add_friendly_object (tmp); |
2388 |
tmp->type = GOLEM; |
2389 |
set_owner (tmp, op); |
2390 |
set_spell_skill (op, caster, spell, tmp); |
2391 |
op->contr->ranges[range_golem] = tmp; |
2392 |
op->contr->shoottype = range_golem; |
2393 |
op->contr->golem_count = tmp->count; |
2394 |
|
2395 |
/* Give the weapon to the golem now. A bit of a hack to check the |
2396 |
* removed flag - it should only be set if get_split_object was |
2397 |
* used above. |
2398 |
*/ |
2399 |
if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2400 |
remove_ob (weapon); |
2401 |
insert_ob_in_ob (weapon, tmp); |
2402 |
esrv_send_item (op, weapon); |
2403 |
/* To do everything necessary to let a golem use the weapon is a pain, |
2404 |
* so instead, just set it as equipped (otherwise, we need to update |
2405 |
* body_info, skills, etc) |
2406 |
*/ |
2407 |
SET_FLAG (tmp, FLAG_USE_WEAPON); |
2408 |
SET_FLAG (weapon, FLAG_APPLIED); |
2409 |
fix_player (tmp); |
2410 |
|
2411 |
/* There used to be 'odd' code that basically seemed to take the absolute |
2412 |
* value of the weapon->magic an use that. IMO, that doesn't make sense - |
2413 |
* if you're using a crappy weapon, it shouldn't be as good. |
2414 |
*/ |
2415 |
|
2416 |
/* modify weapon's animated wc */ |
2417 |
tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; |
2418 |
if (tmp->stats.wc < -127) |
2419 |
tmp->stats.wc = -127; |
2420 |
|
2421 |
/* Modify hit points for weapon */ |
2422 |
tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + |
2423 |
SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con; |
2424 |
if (tmp->stats.maxhp < 0) |
2425 |
tmp->stats.maxhp = 10; |
2426 |
tmp->stats.hp = tmp->stats.maxhp; |
2427 |
|
2428 |
/* Modify weapon's damage */ |
2429 |
tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str; |
2430 |
if (tmp->stats.dam < 0) |
2431 |
tmp->stats.dam = 127; |
2432 |
|
2433 |
|
2434 |
/* attacktype */ |
2435 |
if (!tmp->attacktype) |
2436 |
tmp->attacktype = AT_PHYSICAL; |
2437 |
|
2438 |
mt = NULL; |
2439 |
if (op->materialname != NULL) |
2440 |
mt = name_to_material (op->materialname); |
2441 |
if (mt != NULL) |
2442 |
{ |
2443 |
for (i = 0; i < NROFATTACKS; i++) |
2444 |
tmp->resist[i] = 50 - (mt->save[i] * 5); |
2445 |
a = mt->save[0]; |
2446 |
} |
2447 |
else |
2448 |
{ |
2449 |
for (i = 0; i < NROFATTACKS; i++) |
2450 |
tmp->resist[i] = 5; |
2451 |
a = 10; |
2452 |
} |
2453 |
/* Set weapon's immunity */ |
2454 |
tmp->resist[ATNR_CONFUSION] = 100; |
2455 |
tmp->resist[ATNR_POISON] = 100; |
2456 |
tmp->resist[ATNR_SLOW] = 100; |
2457 |
tmp->resist[ATNR_PARALYZE] = 100; |
2458 |
tmp->resist[ATNR_TURN_UNDEAD] = 100; |
2459 |
tmp->resist[ATNR_FEAR] = 100; |
2460 |
tmp->resist[ATNR_DEPLETE] = 100; |
2461 |
tmp->resist[ATNR_DEATH] = 100; |
2462 |
tmp->resist[ATNR_BLIND] = 100; |
2463 |
|
2464 |
/* Improve weapon's armour value according to best save vs. physical of its material */ |
2465 |
|
2466 |
if (a > 14) |
2467 |
a = 14; |
2468 |
tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2469 |
|
2470 |
/* Determine golem's speed */ |
2471 |
tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); |
2472 |
|
2473 |
if (tmp->speed > 3.33) |
2474 |
tmp->speed = 3.33; |
2475 |
|
2476 |
if (!spell->race) |
2477 |
{ |
2478 |
sprintf (buf, "animated %s", &weapon->name); |
2479 |
tmp->name = buf; |
2480 |
|
2481 |
tmp->face = weapon->face; |
2482 |
tmp->animation_id = weapon->animation_id; |
2483 |
tmp->anim_speed = weapon->anim_speed; |
2484 |
tmp->last_anim = weapon->last_anim; |
2485 |
tmp->state = weapon->state; |
2486 |
if (QUERY_FLAG (weapon, FLAG_ANIMATE)) |
2487 |
{ |
2488 |
SET_FLAG (tmp, FLAG_ANIMATE); |
2489 |
} |
2490 |
else |
2491 |
{ |
2492 |
CLEAR_FLAG (tmp, FLAG_ANIMATE); |
2493 |
} |
2494 |
update_ob_speed (tmp); |
2495 |
} |
2496 |
|
2497 |
/* make experience increase in proportion to the strength of the summoned creature. */ |
2498 |
tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); |
2499 |
|
2500 |
tmp->speed_left = -1; |
2501 |
tmp->x = x; |
2502 |
tmp->y = y; |
2503 |
tmp->direction = dir; |
2504 |
insert_ob_in_map (tmp, m, op, 0); |
2505 |
return 1; |
2506 |
} |
2507 |
|
2508 |
/* cast_daylight() - changes the map darkness level *lower* */ |
2509 |
|
2510 |
/* cast_change_map_lightlevel: Was cast_daylight/nightfall. |
2511 |
* This changes the light level for the entire map. |
2512 |
*/ |
2513 |
|
2514 |
int |
2515 |
cast_change_map_lightlevel (object *op, object *caster, object *spell) |
2516 |
{ |
2517 |
int success; |
2518 |
|
2519 |
if (!op->map) |
2520 |
return 0; /* shouldnt happen */ |
2521 |
|
2522 |
success = change_map_light (op->map, spell->stats.dam); |
2523 |
if (!success) |
2524 |
{ |
2525 |
if (spell->stats.dam < 0) |
2526 |
new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); |
2527 |
else |
2528 |
new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); |
2529 |
} |
2530 |
return success; |
2531 |
} |
2532 |
|
2533 |
|
2534 |
|
2535 |
|
2536 |
|
2537 |
/* create an aura spell object and put it in the player's inventory. |
2538 |
* as usual, op is player, caster is the object casting the spell, |
2539 |
* spell is the spell object itself. |
2540 |
*/ |
2541 |
int |
2542 |
create_aura (object *op, object *caster, object *spell) |
2543 |
{ |
2544 |
int refresh = 0; |
2545 |
object *new_aura; |
2546 |
|
2547 |
new_aura = present_arch_in_ob (spell->other_arch, op); |
2548 |
if (new_aura) |
2549 |
refresh = 1; |
2550 |
else |
2551 |
new_aura = arch_to_object (spell->other_arch); |
2552 |
|
2553 |
new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); |
2554 |
|
2555 |
new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2556 |
|
2557 |
set_owner (new_aura, op); |
2558 |
set_spell_skill (op, caster, spell, new_aura); |
2559 |
new_aura->attacktype = spell->attacktype; |
2560 |
|
2561 |
new_aura->level = caster_level (caster, spell); |
2562 |
if (refresh) |
2563 |
new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2564 |
else |
2565 |
new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
2566 |
insert_ob_in_ob (new_aura, op); |
2567 |
return 1; |
2568 |
} |
2569 |
|
2570 |
|
2571 |
/* move aura function. An aura is a part of someone's inventory, |
2572 |
* which he carries with him, but which acts on the map immediately |
2573 |
* around him. |
2574 |
* Aura parameters: |
2575 |
* duration: duration counter. |
2576 |
* attacktype: aura's attacktype |
2577 |
* other_arch: archetype to drop where we attack |
2578 |
*/ |
2579 |
|
2580 |
void |
2581 |
move_aura (object *aura) |
2582 |
{ |
2583 |
int i, mflags; |
2584 |
object *env; |
2585 |
mapstruct *m; |
2586 |
|
2587 |
/* auras belong in inventories */ |
2588 |
env = aura->env; |
2589 |
|
2590 |
/* no matter what we've gotta remove the aura... |
2591 |
* we'll put it back if its time isn't up. |
2592 |
*/ |
2593 |
remove_ob (aura); |
2594 |
|
2595 |
/* exit if we're out of gas */ |
2596 |
if (aura->duration-- < 0) |
2597 |
{ |
2598 |
free_object (aura); |
2599 |
return; |
2600 |
} |
2601 |
|
2602 |
/* auras only exist in inventories */ |
2603 |
if (env == NULL || env->map == NULL) |
2604 |
{ |
2605 |
free_object (aura); |
2606 |
return; |
2607 |
} |
2608 |
aura->x = env->x; |
2609 |
aura->y = env->y; |
2610 |
|
2611 |
/* we need to jump out of the inventory for a bit |
2612 |
* in order to hit the map conveniently. |
2613 |
*/ |
2614 |
insert_ob_in_map (aura, env->map, aura, 0); |
2615 |
|
2616 |
for (i = 1; i < 9; i++) |
2617 |
{ |
2618 |
sint16 nx, ny; |
2619 |
|
2620 |
nx = aura->x + freearr_x[i]; |
2621 |
ny = aura->y + freearr_y[i]; |
2622 |
mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny); |
2623 |
|
2624 |
/* Consider the movement tyep of the person with the aura as |
2625 |
* movement type of the aura. Eg, if the player is flying, the aura |
2626 |
* is flying also, if player is walking, it is on the ground, etc. |
2627 |
*/ |
2628 |
if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) |
2629 |
{ |
2630 |
hit_map (aura, i, aura->attacktype, 0); |
2631 |
|
2632 |
if (aura->other_arch) |
2633 |
{ |
2634 |
object *new_ob; |
2635 |
|
2636 |
new_ob = arch_to_object (aura->other_arch); |
2637 |
new_ob->x = nx; |
2638 |
new_ob->y = ny; |
2639 |
insert_ob_in_map (new_ob, m, aura, 0); |
2640 |
} |
2641 |
} |
2642 |
} |
2643 |
/* put the aura back in the player's inventory */ |
2644 |
remove_ob (aura); |
2645 |
insert_ob_in_ob (aura, env); |
2646 |
} |
2647 |
|
2648 |
/* moves the peacemaker spell. |
2649 |
* op is the piece object. |
2650 |
*/ |
2651 |
|
2652 |
void |
2653 |
move_peacemaker (object *op) |
2654 |
{ |
2655 |
object *tmp; |
2656 |
|
2657 |
for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
2658 |
{ |
2659 |
int atk_lev, def_lev; |
2660 |
object *victim = tmp; |
2661 |
|
2662 |
if (tmp->head) |
2663 |
victim = tmp->head; |
2664 |
if (!QUERY_FLAG (victim, FLAG_MONSTER)) |
2665 |
continue; |
2666 |
if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
2667 |
continue; |
2668 |
if (victim->stats.exp == 0) |
2669 |
continue; |
2670 |
|
2671 |
def_lev = MAX (1, victim->level); |
2672 |
atk_lev = MAX (1, op->level); |
2673 |
|
2674 |
if (rndm (0, atk_lev - 1) > def_lev) |
2675 |
{ |
2676 |
/* make this sucker peaceful. */ |
2677 |
|
2678 |
change_exp (get_owner (op), victim->stats.exp, op->skill, 0); |
2679 |
victim->stats.exp = 0; |
2680 |
#if 0 |
2681 |
/* No idea why these were all set to zero - if something |
2682 |
* makes this creature agressive, he should still do damage. |
2683 |
*/ |
2684 |
victim->stats.dam = 0; |
2685 |
victim->stats.sp = 0; |
2686 |
victim->stats.grace = 0; |
2687 |
victim->stats.Pow = 0; |
2688 |
#endif |
2689 |
victim->attack_movement = RANDO2; |
2690 |
SET_FLAG (victim, FLAG_UNAGGRESSIVE); |
2691 |
SET_FLAG (victim, FLAG_RUN_AWAY); |
2692 |
SET_FLAG (victim, FLAG_RANDOM_MOVE); |
2693 |
CLEAR_FLAG (victim, FLAG_MONSTER); |
2694 |
if (victim->name) |
2695 |
{ |
2696 |
new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); |
2697 |
} |
2698 |
} |
2699 |
} |
2700 |
} |
2701 |
|
2702 |
|
2703 |
/* This writes a rune that contains the appropriate message. |
2704 |
* There really isn't any adjustments we make. |
2705 |
*/ |
2706 |
|
2707 |
int |
2708 |
write_mark (object *op, object *spell, const char *msg) |
2709 |
{ |
2710 |
char rune[HUGE_BUF]; |
2711 |
object *tmp; |
2712 |
|
2713 |
if (!msg || msg[0] == 0) |
2714 |
{ |
2715 |
new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); |
2716 |
return 0; |
2717 |
} |
2718 |
|
2719 |
if (strcasestr_local (msg, "endmsg")) |
2720 |
{ |
2721 |
new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); |
2722 |
LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); |
2723 |
return 0; |
2724 |
} |
2725 |
if (!spell->other_arch) |
2726 |
return 0; |
2727 |
tmp = arch_to_object (spell->other_arch); |
2728 |
|
2729 |
snprintf (rune, sizeof (rune), "%s\n", msg); |
2730 |
|
2731 |
tmp->race = op->name; /*Save the owner of the rune */ |
2732 |
tmp->msg = rune; |
2733 |
tmp->x = op->x; |
2734 |
tmp->y = op->y; |
2735 |
insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); |
2736 |
return 1; |
2737 |
} |