1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
|
|
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <object.h> |
25 | #include <object.h> |
26 | #include <living.h> |
26 | #include <living.h> |
27 | #ifndef __CEXTRACT__ |
|
|
28 | # include <sproto.h> |
27 | #include <sproto.h> |
29 | #endif |
|
|
30 | #include <spells.h> |
28 | #include <spells.h> |
31 | #include <sounds.h> |
29 | #include <sounds.h> |
32 | |
30 | |
33 | /* cast_magic_storm: This is really used mostly for spell |
31 | /* cast_magic_storm: This is really used mostly for spell |
34 | * fumbles at the like. tmp is the object to propogate. |
32 | * fumbles at the like. tmp is the object to propogate. |
… | |
… | |
63 | { |
61 | { |
64 | object *wand, *tmp; |
62 | object *wand, *tmp; |
65 | int ncharges; |
63 | int ncharges; |
66 | |
64 | |
67 | wand = find_marked_object (op); |
65 | wand = find_marked_object (op); |
68 | if (wand == NULL || wand->type != WAND) |
66 | if (!wand || wand->type != WAND) |
69 | { |
67 | { |
70 | new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); |
68 | new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); |
71 | return 0; |
69 | return 0; |
72 | } |
70 | } |
73 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
71 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
74 | { |
72 | { |
75 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); |
73 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); |
76 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); |
74 | op->play_sound (sound_find ("ob_explode")); |
77 | esrv_del_item (op->contr, wand->count); |
|
|
78 | wand->destroy (); |
75 | wand->destroy (); |
79 | tmp = get_archetype ("fireball"); |
76 | tmp = get_archetype ("fireball"); |
80 | tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
77 | tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
81 | |
78 | |
82 | if (!tmp->stats.dam) |
79 | if (!tmp->stats.dam) |
… | |
… | |
105 | ncharges = 1; |
102 | ncharges = 1; |
106 | |
103 | |
107 | wand->stats.food += ncharges; |
104 | wand->stats.food += ncharges; |
108 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); |
105 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); |
109 | |
106 | |
110 | if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) |
107 | if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) |
111 | { |
108 | { |
112 | SET_FLAG (wand, FLAG_ANIMATE); |
109 | SET_FLAG (wand, FLAG_ANIMATE); |
113 | wand->set_speed (wand->arch->clone.speed); |
110 | wand->set_speed (wand->arch->speed); |
114 | } |
111 | } |
115 | |
112 | |
116 | return 1; |
113 | return 1; |
117 | } |
114 | } |
118 | |
115 | |
… | |
… | |
124 | * great a plus, the default is used. |
121 | * great a plus, the default is used. |
125 | * The # of arrows created also goes up with level, so if a 30th level mage |
122 | * The # of arrows created also goes up with level, so if a 30th level mage |
126 | * wants LOTS of arrows, and doesn't care what the plus is he could |
123 | * wants LOTS of arrows, and doesn't care what the plus is he could |
127 | * create nonnmagic arrows, or even -1, etc... |
124 | * create nonnmagic arrows, or even -1, etc... |
128 | */ |
125 | */ |
129 | |
|
|
130 | int |
126 | int |
131 | cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) |
127 | cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam) |
132 | { |
128 | { |
133 | int missile_plus = 0, bonus_plus = 0; |
129 | int bonus_plus = 0; |
134 | const char *missile_name; |
130 | const char *missile_name = "arrow"; |
135 | object *tmp, *missile; |
|
|
136 | |
131 | |
137 | missile_name = "arrow"; |
|
|
138 | |
|
|
139 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
132 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
140 | if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) |
133 | if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) |
141 | missile_name = tmp->race; |
134 | missile_name = tmp->race; |
142 | |
135 | |
143 | missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
136 | int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
144 | |
137 | |
145 | if (archetype::find (missile_name) == NULL) |
138 | archetype *missile_arch = archetype::find (missile_name); |
|
|
139 | |
|
|
140 | if (!missile_arch) |
146 | { |
141 | { |
147 | LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); |
142 | LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); |
148 | return 0; |
143 | return 0; |
149 | } |
144 | } |
150 | |
145 | |
151 | missile = get_archetype (missile_name); |
146 | object *missile = missile_arch->instance (); |
152 | |
147 | |
153 | if (stringarg) |
148 | if (spellparam) |
154 | { |
149 | { |
155 | /* If it starts with a letter, presume it is a description */ |
150 | /* If it starts with a letter, presume it is a description */ |
156 | if (isalpha (*stringarg)) |
151 | if (isalpha (*spellparam)) |
157 | { |
152 | { |
158 | artifact *al = find_artifactlist (missile->type)->items; |
153 | artifact *al = find_artifactlist (missile->type)->items; |
159 | |
154 | |
160 | for (; al != NULL; al = al->next) |
155 | for (; al; al = al->next) |
161 | if (!strcasecmp (al->item->name, stringarg)) |
156 | if (!strcasecmp (al->item->name, spellparam)) |
162 | break; |
157 | break; |
163 | |
158 | |
164 | if (!al) |
159 | if (!al) |
165 | { |
160 | { |
166 | missile->destroy (); |
161 | missile->destroy (); |
167 | new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); |
162 | new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam); |
168 | return 0; |
163 | return 0; |
169 | } |
164 | } |
170 | |
165 | |
171 | if (al->item->slaying) |
166 | if (al->item->slaying) |
172 | { |
167 | { |
173 | missile->destroy (); |
168 | missile->destroy (); |
174 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); |
169 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam); |
175 | return 0; |
170 | return 0; |
176 | } |
171 | } |
177 | |
172 | |
178 | give_artifact_abilities (missile, al->item); |
173 | give_artifact_abilities (missile, al->item); |
179 | /* These special arrows cost something extra. Don't have them also be magical - |
174 | /* These special arrows cost something extra. Don't have them also be magical - |
180 | * otherwise, in most cases, not enough will be created. I don't want to get into |
175 | * otherwise, in most cases, not enough will be created. I don't want to get into |
181 | * the parsing of having to do both plus and type. |
176 | * the parsing of having to do both plus and type. |
182 | */ |
177 | */ |
183 | bonus_plus = 1 + (al->item->value / 5); |
178 | bonus_plus = 1 + (al->item->value / 5); |
184 | missile_plus = 0; |
179 | missile_plus = 0; |
185 | } |
180 | } |
186 | else if (atoi (stringarg) < missile_plus) |
181 | else if (atoi (spellparam) < missile_plus) |
187 | missile_plus = atoi (stringarg); |
182 | missile_plus = atoi (spellparam); |
188 | } |
183 | } |
189 | |
184 | |
190 | if (missile_plus > 4) |
185 | missile_plus = clamp (missile_plus, -4, 4); |
191 | missile_plus = 4; |
|
|
192 | else if (missile_plus < -4) |
|
|
193 | missile_plus = -4; |
|
|
194 | |
186 | |
195 | missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); |
187 | missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); |
196 | missile->nrof -= 3 * (missile_plus + bonus_plus); |
188 | missile->nrof -= 3 * (missile_plus + bonus_plus); |
197 | |
189 | |
198 | if (missile->nrof < 1) |
190 | if (missile->nrof < 1) |
… | |
… | |
210 | return 1; |
202 | return 1; |
211 | } |
203 | } |
212 | |
204 | |
213 | |
205 | |
214 | /* allows the choice of what sort of food object to make. |
206 | /* allows the choice of what sort of food object to make. |
215 | * If stringarg is NULL, it will create food dependent on level --PeterM*/ |
207 | * If spellparam is NULL, it will create food dependent on level --PeterM*/ |
216 | int |
208 | int |
217 | cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) |
209 | cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam) |
218 | { |
210 | { |
219 | int food_value; |
211 | int food_value; |
220 | archetype *at = NULL; |
212 | archetype *at = NULL; |
221 | object *new_op; |
213 | object *new_op; |
222 | |
214 | |
223 | food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); |
215 | food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob); |
224 | |
216 | |
225 | if (stringarg) |
217 | if (spellparam) |
226 | { |
218 | { |
227 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
219 | at = find_archetype_by_object_type_name (FOOD, spellparam); |
228 | if (at == NULL) |
220 | if (at == NULL) |
229 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
221 | at = find_archetype_by_object_type_name (DRINK, spellparam); |
230 | if (at == NULL || at->clone.stats.food > food_value) |
222 | if (at == NULL || at->stats.food > food_value) |
231 | stringarg = NULL; |
223 | spellparam = NULL; |
232 | } |
224 | } |
233 | |
225 | |
234 | if (!stringarg) |
226 | if (!spellparam) |
235 | { |
227 | { |
236 | archetype *at_tmp; |
228 | archetype *at_tmp; |
237 | |
229 | |
238 | /* We try to find the archetype with the maximum food value. |
230 | /* We try to find the archetype with the maximum food value. |
239 | * This removes the dependancy of hard coded food values in this |
231 | * This removes the dependancy of hard coded food values in this |
… | |
… | |
241 | * We don't use flesh types because the weight values of those need |
233 | * We don't use flesh types because the weight values of those need |
242 | * to be altered from the donor. |
234 | * to be altered from the donor. |
243 | */ |
235 | */ |
244 | |
236 | |
245 | /* We assume the food items don't have multiple parts */ |
237 | /* We assume the food items don't have multiple parts */ |
246 | for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) |
238 | for_all_archetypes (at_tmp) |
247 | { |
239 | { |
248 | if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) |
240 | if (at_tmp->type == FOOD || at_tmp->type == DRINK) |
249 | { |
241 | { |
250 | /* Basically, if the food value is something that is creatable |
242 | /* Basically, if the food value is something that is creatable |
251 | * under the limits of the spell and it is higher than |
243 | * under the limits of the spell and it is higher than |
252 | * the item we have now, take it instead. |
244 | * the item we have now, take it instead. |
253 | */ |
245 | */ |
254 | if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) |
246 | if (at_tmp->stats.food <= food_value |
|
|
247 | && (!at |
|
|
248 | || at_tmp->stats.food > at->stats.food |
|
|
249 | || (at_tmp->stats.food == at->stats.food |
|
|
250 | && at_tmp->weight < at->weight))) |
255 | at = at_tmp; |
251 | at = at_tmp; |
256 | } |
252 | } |
257 | } |
253 | } |
258 | } |
254 | } |
|
|
255 | |
259 | /* Pretty unlikely (there are some very low food items), but you never |
256 | /* Pretty unlikely (there are some very low food items), but you never |
260 | * know |
257 | * know |
261 | */ |
258 | */ |
262 | if (!at) |
259 | if (!at) |
263 | { |
260 | { |
264 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); |
261 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); |
265 | return 0; |
262 | return 0; |
266 | } |
263 | } |
267 | |
264 | |
268 | food_value /= at->clone.stats.food; |
265 | food_value /= at->stats.food; |
269 | new_op = arch_to_object (at); |
266 | new_op = arch_to_object (at); |
270 | new_op->nrof = food_value; |
267 | new_op->nrof = food_value; |
271 | |
268 | |
272 | new_op->value = 0; |
269 | new_op->value = 0; |
273 | if (new_op->nrof < 1) |
270 | if (new_op->nrof < 1) |
… | |
… | |
282 | { |
279 | { |
283 | int r, mflags, maxrange; |
280 | int r, mflags, maxrange; |
284 | object *tmp; |
281 | object *tmp; |
285 | maptile *m; |
282 | maptile *m; |
286 | |
283 | |
287 | |
|
|
288 | if (!dir) |
284 | if (!dir) |
289 | { |
285 | { |
290 | examine_monster (op, op); |
286 | examine_monster (op, op); |
291 | return 1; |
287 | return 1; |
292 | } |
288 | } |
|
|
289 | |
293 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
290 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
294 | for (r = 1; r < maxrange; r++) |
291 | for (r = 1; r < maxrange; r++) |
295 | { |
292 | { |
296 | sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; |
293 | sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; |
297 | |
294 | |
… | |
… | |
304 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) |
301 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) |
305 | { |
302 | { |
306 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); |
303 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); |
307 | return 0; |
304 | return 0; |
308 | } |
305 | } |
|
|
306 | |
309 | if (mflags & P_IS_ALIVE) |
307 | if (mflags & P_IS_ALIVE) |
310 | { |
308 | { |
311 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
309 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
312 | if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
310 | if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
313 | { |
311 | { |
314 | new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); |
312 | new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); |
315 | if (tmp->head != NULL) |
313 | if (tmp->head != NULL) |
316 | tmp = tmp->head; |
314 | tmp = tmp->head; |
317 | examine_monster (op, tmp); |
315 | examine_monster (op, tmp); |
318 | return 1; |
316 | return 1; |
319 | } |
317 | } |
320 | } |
318 | } |
321 | } |
319 | } |
|
|
320 | |
322 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
321 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
323 | return 1; |
322 | return 1; |
324 | } |
323 | } |
325 | |
|
|
326 | |
324 | |
327 | /* This checks to see if 'pl' is invisible to 'mon'. |
325 | /* This checks to see if 'pl' is invisible to 'mon'. |
328 | * does race check, undead check, etc |
326 | * does race check, undead check, etc |
329 | * Returns TRUE if mon can't see pl, false |
327 | * Returns TRUE if mon can't see pl, false |
330 | * otherwise. This doesn't check range, walls, etc. It |
328 | * otherwise. This doesn't check range, walls, etc. It |
… | |
… | |
332 | * pl is invisible. |
330 | * pl is invisible. |
333 | */ |
331 | */ |
334 | int |
332 | int |
335 | makes_invisible_to (object *pl, object *mon) |
333 | makes_invisible_to (object *pl, object *mon) |
336 | { |
334 | { |
337 | |
|
|
338 | if (!pl->invisible) |
335 | if (!pl->invisible) |
339 | return 0; |
336 | return 0; |
|
|
337 | |
340 | if (pl->type == PLAYER) |
338 | if (pl->type == PLAYER) |
341 | { |
339 | { |
342 | /* If race isn't set, then invisible unless it is undead */ |
340 | /* If race isn't set, then invisible unless it is undead */ |
343 | if (!pl->contr->invis_race) |
341 | if (!pl->contr->invis_race) |
344 | { |
342 | { |
345 | if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
343 | if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
346 | return 0; |
344 | return 0; |
|
|
345 | |
347 | return 1; |
346 | return 1; |
348 | } |
347 | } |
|
|
348 | |
349 | /* invis_race is set if we get here */ |
349 | /* invis_race is set if we get here */ |
350 | if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) |
350 | if (pl->contr->invis_race == shstr_undead && is_true_undead (mon)) |
351 | return 1; |
351 | return 1; |
|
|
352 | |
352 | /* No race, can't be invisible to it */ |
353 | /* No race, can't be invisible to it */ |
353 | if (!mon->race) |
354 | if (!mon->race) |
354 | return 0; |
355 | return 0; |
|
|
356 | |
355 | if (strstr (mon->race, pl->contr->invis_race)) |
357 | if (mon->race.contains (pl->contr->invis_race)) |
356 | return 1; |
358 | return 1; |
|
|
359 | |
357 | /* Nothing matched above, return 0 */ |
360 | /* Nothing matched above, return 0 */ |
358 | return 0; |
361 | return 0; |
359 | } |
362 | } |
360 | else |
363 | else |
361 | { |
364 | { |
… | |
… | |
374 | * normal applies. |
377 | * normal applies. |
375 | */ |
378 | */ |
376 | int |
379 | int |
377 | cast_invisible (object *op, object *caster, object *spell_ob) |
380 | cast_invisible (object *op, object *caster, object *spell_ob) |
378 | { |
381 | { |
379 | object *tmp; |
|
|
380 | |
|
|
381 | if (op->invisible > 1000) |
382 | if (op->invisible > 1000) |
382 | { |
383 | { |
383 | new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); |
384 | new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); |
384 | return 0; |
385 | return 0; |
385 | } |
386 | } |
… | |
… | |
401 | else |
402 | else |
402 | op->contr->tmp_invis = 1; |
403 | op->contr->tmp_invis = 1; |
403 | |
404 | |
404 | op->contr->hidden = 0; |
405 | op->contr->hidden = 0; |
405 | } |
406 | } |
|
|
407 | |
406 | if (makes_invisible_to (op, op)) |
408 | if (makes_invisible_to (op, op)) |
407 | new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); |
409 | new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); |
408 | else |
410 | else |
409 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
411 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
410 | |
412 | |
411 | update_object (op, UP_OBJ_FACE); |
413 | update_object (op, UP_OBJ_CHANGE); |
412 | |
414 | |
413 | /* Only search the active objects - only these should actually do |
415 | /* Only search the active objects - only these should actually do |
414 | * harm to the player. |
416 | * harm to the player. |
415 | */ |
417 | */ |
416 | for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) |
418 | for_all_actives (tmp) |
417 | if (tmp->enemy == op) |
419 | if (tmp->enemy == op) |
418 | tmp->enemy = NULL; |
420 | tmp->enemy = 0; |
|
|
421 | |
419 | return 1; |
422 | return 1; |
420 | } |
423 | } |
421 | |
424 | |
422 | /* earth to dust spell. Basically destroys earthwalls in the area. |
425 | /* earth to dust spell. Basically destroys earthwalls in the area. |
423 | */ |
426 | */ |
424 | int |
427 | int |
425 | cast_earth_to_dust (object *op, object *caster, object *spell_ob) |
428 | cast_earth_to_dust (object *op, object *caster, object *spell_ob) |
426 | { |
429 | { |
427 | object *tmp, *next; |
|
|
428 | int range, i, j, mflags; |
430 | int range, i, j, mflags; |
429 | sint16 sx, sy; |
431 | sint16 sx, sy; |
430 | maptile *m; |
432 | maptile *m; |
431 | |
|
|
432 | if (op->type != PLAYER) |
|
|
433 | return 0; |
|
|
434 | |
433 | |
435 | range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
434 | range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
436 | |
435 | |
437 | for (i = -range; i <= range; i++) |
436 | for (i = -range; i <= range; i++) |
438 | for (j = -range; j <= range; j++) |
437 | for (j = -range; j <= range; j++) |
… | |
… | |
443 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
442 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
444 | |
443 | |
445 | if (mflags & P_OUT_OF_MAP) |
444 | if (mflags & P_OUT_OF_MAP) |
446 | continue; |
445 | continue; |
447 | |
446 | |
448 | // earth to dust tears down everything that can be teared down |
447 | // earth to dust tears down everything that can be torn down |
449 | for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) |
448 | for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next) |
450 | { |
449 | { |
451 | next = tmp->above; |
450 | next = tmp->above; |
|
|
451 | |
452 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
452 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
453 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
453 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
454 | } |
454 | } |
455 | } |
455 | } |
456 | |
456 | |
… | |
… | |
463 | if (object *pl = op->in_player ()) |
463 | if (object *pl = op->in_player ()) |
464 | { |
464 | { |
465 | if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) |
465 | if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) |
466 | new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); |
466 | new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); |
467 | else |
467 | else |
468 | { |
468 | pl->player_goto (op->slaying, op->stats.hp, op->stats.sp); |
469 | // remove first so we do not call update_stats |
|
|
470 | op->remove (); |
|
|
471 | pl->enter_exit (op); |
|
|
472 | } |
|
|
473 | } |
469 | } |
474 | |
470 | |
475 | op->destroy (); |
471 | op->destroy (); |
476 | } |
472 | } |
477 | |
473 | |
… | |
… | |
493 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
489 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
494 | return 1; |
490 | return 1; |
495 | } |
491 | } |
496 | |
492 | |
497 | dummy = get_archetype (FORCE_NAME); |
493 | dummy = get_archetype (FORCE_NAME); |
498 | if (dummy == NULL) |
494 | |
|
|
495 | if (!dummy) |
499 | { |
496 | { |
500 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
497 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
501 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
498 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
502 | return 0; |
499 | return 0; |
503 | } |
500 | } |
… | |
… | |
566 | } |
563 | } |
567 | |
564 | |
568 | int |
565 | int |
569 | perceive_self (object *op) |
566 | perceive_self (object *op) |
570 | { |
567 | { |
571 | char *cp = describe_item (op, op), buf[MAX_BUF]; |
568 | const char *cp = describe_item (op, op); |
572 | archetype *at = archetype::find (ARCH_DEPLETION); |
569 | archetype *at = archetype::find (ARCH_DEPLETION); |
573 | object *tmp; |
|
|
574 | int i; |
|
|
575 | |
570 | |
|
|
571 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
|
|
572 | |
|
|
573 | if (!op->is_player ()) |
|
|
574 | return 0; |
|
|
575 | |
|
|
576 | if (object *race = archetype::find (op->race)) |
|
|
577 | buf << " - You are a G<male|female> " << &race->name << ".\n"; |
|
|
578 | |
576 | tmp = find_god (determine_god (op)); |
579 | if (object *god = find_god (determine_god (op))) |
577 | if (tmp) |
580 | buf << " - You worship " << &god->name << ".\n"; |
578 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name); |
|
|
579 | else |
581 | else |
580 | new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); |
582 | buf << " - You worship no god.\n"; |
581 | |
583 | |
582 | tmp = present_arch_in_ob (at, op); |
584 | object *tmp = present_arch_in_ob (at, op); |
583 | |
585 | |
584 | if (*cp == '\0' && tmp == NULL) |
586 | if (*cp == '\0' && !tmp) |
585 | new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); |
587 | buf << " - You feel very mundane. "; |
586 | else |
588 | else |
587 | { |
589 | { |
588 | new_draw_info (NDI_UNIQUE, 0, op, "You have:"); |
590 | buf << " - You have: " << cp << ".\n"; |
589 | new_draw_info (NDI_UNIQUE, 0, op, cp); |
591 | |
590 | if (tmp != NULL) |
592 | if (tmp) |
591 | { |
|
|
592 | for (i = 0; i < NUM_STATS; i++) |
593 | for (int i = 0; i < NUM_STATS; i++) |
593 | { |
594 | if (tmp->stats.stat (i) < 0) |
594 | if (get_attr_value (&tmp->stats, i) < 0) |
595 | buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); |
595 | { |
|
|
596 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); |
|
|
597 | } |
|
|
598 | } |
|
|
599 | } |
|
|
600 | } |
596 | } |
601 | |
597 | |
602 | if (is_dragon_pl (op)) |
598 | if (is_dragon_pl (op)) |
603 | { |
|
|
604 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
599 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
605 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
600 | for (tmp = op->inv; tmp; tmp = tmp->below) |
606 | { |
601 | { |
607 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
602 | if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) |
608 | { |
603 | { |
609 | if (tmp->stats.exp == 0) |
604 | if (tmp->stats.exp == 0) |
610 | { |
|
|
611 | sprintf (buf, "Your metabolism isn't focused on anything."); |
605 | buf << " - Your metabolism isn't focused on anything.\n"; |
612 | } |
|
|
613 | else |
606 | else |
614 | { |
|
|
615 | sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); |
607 | buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; |
616 | } |
608 | |
617 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
618 | break; |
609 | break; |
619 | } |
610 | } |
620 | } |
611 | } |
621 | } |
|
|
622 | return 1; |
|
|
623 | } |
|
|
624 | |
612 | |
625 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
613 | op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf); |
626 | * |
|
|
627 | * This function cast the spell of town portal for op |
|
|
628 | * |
|
|
629 | * The spell operates in two passes. During the first one a place |
|
|
630 | * is marked as a destination for the portal. During the second one, |
|
|
631 | * 2 portals are created, one in the position the player cast it and |
|
|
632 | * one in the destination place. The portal are synchronized and 2 forces |
|
|
633 | * are inserted in the player to destruct the portal next time player |
|
|
634 | * creates a new portal pair. |
|
|
635 | * This spell has a side effect that it allows people to meet each other |
|
|
636 | * in a permanent, private, appartements by making a town portal from it |
|
|
637 | * to the town or another public place. So, check if the map is unique and if |
|
|
638 | * so return an error |
|
|
639 | * |
|
|
640 | * Code by Tchize (david.delbecq@usa.net) |
|
|
641 | */ |
|
|
642 | int |
|
|
643 | cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
|
|
644 | { |
|
|
645 | object *dummy, *force, *old_force; |
|
|
646 | archetype *perm_portal; |
|
|
647 | char portal_name[1024], portal_message[1024]; |
|
|
648 | maptile *exitmap; |
|
|
649 | int op_level; |
|
|
650 | |
|
|
651 | /* Check to see if the map the player is currently on is a per player unique |
|
|
652 | * map. This can be determined in that per player unique maps have the |
|
|
653 | * full pathname listed. |
|
|
654 | */ |
|
|
655 | if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE) |
|
|
656 | { |
|
|
657 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n"); |
|
|
658 | return 0; |
|
|
659 | } |
|
|
660 | |
|
|
661 | /* The first thing to do is to check if we have a marked destination |
|
|
662 | * dummy is used to make a check inventory for the force |
|
|
663 | */ |
|
|
664 | dummy = arch_to_object (spell->other_arch); |
|
|
665 | if (dummy == NULL) |
|
|
666 | { |
|
|
667 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
668 | LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name); |
|
|
669 | return 0; |
|
|
670 | } |
|
|
671 | |
|
|
672 | force = check_inv_recursive (op, dummy); |
|
|
673 | |
|
|
674 | if (force == NULL) |
|
|
675 | { |
|
|
676 | /* Here we know there is no destination marked up. |
|
|
677 | * We have 2 things to do: |
|
|
678 | * 1. Mark the destination in the player inventory. |
|
|
679 | * 2. Let the player know it worked. |
|
|
680 | */ |
|
|
681 | dummy->name = op->map->path; |
|
|
682 | EXIT_X (dummy) = op->x; |
|
|
683 | EXIT_Y (dummy) = op->y; |
|
|
684 | insert_ob_in_ob (dummy, op); |
|
|
685 | 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."); |
|
|
686 | return 1; |
|
|
687 | } |
|
|
688 | |
|
|
689 | dummy->destroy (); |
|
|
690 | |
|
|
691 | /* Here we know where the town portal should go to |
|
|
692 | * We should kill any existing portal associated with the player. |
|
|
693 | * Than we should create the 2 portals. |
|
|
694 | * For each of them, we need: |
|
|
695 | * - To create the portal with the name of the player+destination map |
|
|
696 | * - set the owner of the town portal |
|
|
697 | * - To mark the position of the portal in the player's inventory |
|
|
698 | * for easier destruction. |
|
|
699 | * |
|
|
700 | * The mark works has follow: |
|
|
701 | * slaying: Existing town portal |
|
|
702 | * hp, sp : x & y of the associated portal |
|
|
703 | * name : name of the portal |
|
|
704 | * race : map the portal is in |
|
|
705 | */ |
|
|
706 | |
|
|
707 | /* First step: killing existing town portals */ |
|
|
708 | dummy = get_archetype (spell->race); |
|
|
709 | if (dummy == NULL) |
|
|
710 | { |
|
|
711 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
712 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
713 | return 0; |
|
|
714 | } |
|
|
715 | |
|
|
716 | perm_portal = archetype::find (spell->slaying); |
|
|
717 | |
|
|
718 | /* To kill a town portal, we go trough the player's inventory, |
|
|
719 | * for each marked portal in player's inventory, |
|
|
720 | * -We try load the associated map (if impossible, consider the portal destructed) |
|
|
721 | * -We find any portal in the specified location. |
|
|
722 | * If it has the good name, we destruct it. |
|
|
723 | * -We destruct the force indicating that portal. |
|
|
724 | */ |
|
|
725 | while ((old_force = check_inv_recursive (op, dummy))) |
|
|
726 | { |
|
|
727 | exitmap = maptile::find_sync (old_force->race, op->map); |
|
|
728 | |
|
|
729 | if (exitmap) |
|
|
730 | { |
|
|
731 | exitmap->load_sync (); |
|
|
732 | |
|
|
733 | int exitx = EXIT_X (old_force); |
|
|
734 | int exity = EXIT_Y (old_force); |
|
|
735 | |
|
|
736 | for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above) |
|
|
737 | { |
|
|
738 | if (tmp->name == old_force->name) |
|
|
739 | { |
|
|
740 | tmp->destroy (); |
|
|
741 | break; |
|
|
742 | } |
|
|
743 | } |
|
|
744 | } |
|
|
745 | |
|
|
746 | old_force->destroy (); |
|
|
747 | } |
|
|
748 | |
|
|
749 | dummy->destroy (); |
|
|
750 | |
|
|
751 | /* Creating the portals. |
|
|
752 | * The very first thing to do is to ensure |
|
|
753 | * access to the destination map. |
|
|
754 | * If we can't, don't fizzle. Simply warn player. |
|
|
755 | * This ensure player pays his mana for the spell |
|
|
756 | * because HE is responsible of forgotting. |
|
|
757 | * 'force' is the destination of the town portal, which we got |
|
|
758 | * from the players inventory above. |
|
|
759 | */ |
|
|
760 | |
|
|
761 | /* Ensure exit map is loaded */ |
|
|
762 | exitmap = maptile::find_sync (force->name); |
|
|
763 | |
|
|
764 | /* If we were unable to load (ex. random map deleted), warn player */ |
|
|
765 | if (!exitmap) |
|
|
766 | { |
|
|
767 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); |
|
|
768 | force->destroy (); |
|
|
769 | return 1; |
|
|
770 | } |
|
|
771 | |
|
|
772 | exitmap->load_sync (); |
|
|
773 | |
|
|
774 | op_level = caster_level (caster, spell); |
|
|
775 | if (op_level < 15) |
|
|
776 | snprintf (portal_message, 1024, |
|
|
777 | "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", |
|
|
778 | &op->name); |
|
|
779 | else if (op_level < 30) |
|
|
780 | snprintf (portal_message, 1024, |
|
|
781 | "\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); |
|
|
782 | else if (op_level < 60) |
|
|
783 | snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); |
|
|
784 | else |
|
|
785 | snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n", |
|
|
786 | &op->name); |
|
|
787 | |
|
|
788 | /* Create a portal in front of player |
|
|
789 | * dummy contain the portal and |
|
|
790 | * force contain the track to kill it later |
|
|
791 | */ |
|
|
792 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); |
|
|
793 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
794 | if (dummy == NULL) |
|
|
795 | { |
|
|
796 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
797 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
798 | return 0; |
|
|
799 | } |
|
|
800 | |
|
|
801 | EXIT_PATH (dummy) = force->name; |
|
|
802 | EXIT_X (dummy) = EXIT_X (force); |
|
|
803 | EXIT_Y (dummy) = EXIT_Y (force); |
|
|
804 | dummy->name = dummy->name_pl = portal_name; |
|
|
805 | dummy->msg = portal_message; |
|
|
806 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
807 | cast_create_obj (op, caster, dummy, 0); |
|
|
808 | |
|
|
809 | /* Now we need to to create a town portal marker inside the player |
|
|
810 | * object, so on future castings, we can know that he has an active |
|
|
811 | * town portal. |
|
|
812 | */ |
|
|
813 | object *tmp = get_archetype (spell->race); |
|
|
814 | |
|
|
815 | if (!tmp) |
|
|
816 | { |
|
|
817 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
818 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
819 | return 0; |
|
|
820 | } |
|
|
821 | |
|
|
822 | tmp->race = op->map->path; |
|
|
823 | tmp->name = portal_name; |
|
|
824 | EXIT_X (tmp) = dummy->x; |
|
|
825 | EXIT_Y (tmp) = dummy->y; |
|
|
826 | op->insert (tmp); |
|
|
827 | |
|
|
828 | /* Create a portal in the destination map |
|
|
829 | * dummy contain the portal and |
|
|
830 | * force the track to kill it later |
|
|
831 | * the 'force' variable still contains the 'reminder' of |
|
|
832 | * where this portal goes to. |
|
|
833 | */ |
|
|
834 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path); |
|
|
835 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
836 | if (dummy == NULL) |
|
|
837 | { |
|
|
838 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
839 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
840 | return 0; |
|
|
841 | } |
|
|
842 | |
|
|
843 | EXIT_PATH (dummy) = op->map->path; |
|
|
844 | EXIT_X (dummy) = op->x; |
|
|
845 | EXIT_Y (dummy) = op->y; |
|
|
846 | dummy->name = dummy->name_pl = portal_name; |
|
|
847 | dummy->msg = portal_message; |
|
|
848 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
849 | exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op); |
|
|
850 | |
|
|
851 | /* Now we create another town portal marker that |
|
|
852 | * points back to the one we just made |
|
|
853 | */ |
|
|
854 | tmp = get_archetype (spell->race); |
|
|
855 | if (tmp == NULL) |
|
|
856 | { |
|
|
857 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
858 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
859 | return 0; |
|
|
860 | } |
|
|
861 | |
|
|
862 | tmp->race = force->name; |
|
|
863 | tmp->name = portal_name; |
|
|
864 | EXIT_X (tmp) = dummy->x; |
|
|
865 | EXIT_Y (tmp) = dummy->y; |
|
|
866 | insert_ob_in_ob (tmp, op); |
|
|
867 | |
|
|
868 | /* Describe the player what happened |
|
|
869 | */ |
|
|
870 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); |
|
|
871 | force->destroy (); |
|
|
872 | |
614 | |
873 | return 1; |
615 | return 1; |
874 | } |
616 | } |
875 | |
617 | |
876 | /* This creates magic walls. Really, it can create most any object, |
618 | /* This creates magic walls. Really, it can create most any object, |
… | |
… | |
964 | */ |
706 | */ |
965 | if (tmp->type != EARTHWALL) //TODO |
707 | if (tmp->type != EARTHWALL) //TODO |
966 | tmp->set_owner (op); |
708 | tmp->set_owner (op); |
967 | |
709 | |
968 | set_spell_skill (op, caster, spell_ob, tmp); |
710 | set_spell_skill (op, caster, spell_ob, tmp); |
969 | tmp->level = caster_level (caster, spell_ob) / 2; |
711 | tmp->level = casting_level (caster, spell_ob) / 2; |
970 | |
712 | |
971 | name = tmp->name; |
713 | name = tmp->name; |
972 | if (!(tmp = m->insert (tmp, x, y, op))) |
714 | if (!(tmp = m->insert (tmp, x, y, op))) |
973 | { |
715 | { |
974 | new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); |
716 | new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); |
975 | return 0; |
717 | return 0; |
976 | } |
718 | } |
977 | |
719 | |
978 | /* If this is a spellcasting wall, need to insert the spell object */ |
720 | /* If this is a spellcasting wall, need to insert the spell object */ |
979 | if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
721 | if (tmp->other_arch && tmp->other_arch->type == SPELL) |
980 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
722 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
981 | |
723 | |
982 | /* This code causes the wall to extend some distance in |
724 | /* This code causes the wall to extend some distance in |
983 | * each direction, or until an obstruction is encountered. |
725 | * each direction, or until an obstruction is encountered. |
984 | * posblocked and negblocked help determine how far the |
726 | * posblocked and negblocked help determine how far the |
… | |
… | |
1004 | { |
746 | { |
1005 | object *tmp2 = tmp->clone (); |
747 | object *tmp2 = tmp->clone (); |
1006 | m->insert (tmp2, x, y, op); |
748 | m->insert (tmp2, x, y, op); |
1007 | |
749 | |
1008 | /* If this is a spellcasting wall, need to insert the spell object */ |
750 | /* If this is a spellcasting wall, need to insert the spell object */ |
1009 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
751 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1010 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
752 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1011 | |
753 | |
1012 | } |
754 | } |
1013 | else |
755 | else |
1014 | posblocked = 1; |
756 | posblocked = 1; |
… | |
… | |
1021 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
763 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
1022 | { |
764 | { |
1023 | object *tmp2 = tmp->clone (); |
765 | object *tmp2 = tmp->clone (); |
1024 | m->insert (tmp2, x, y, op); |
766 | m->insert (tmp2, x, y, op); |
1025 | |
767 | |
1026 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
768 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1027 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
769 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1028 | } |
770 | } |
1029 | else |
771 | else |
1030 | negblocked = 1; |
772 | negblocked = 1; |
1031 | } |
773 | } |
… | |
… | |
1035 | |
777 | |
1036 | return 1; |
778 | return 1; |
1037 | } |
779 | } |
1038 | |
780 | |
1039 | int |
781 | int |
1040 | dimension_door (object *op, object *caster, object *spob, int dir) |
782 | dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam) |
1041 | { |
783 | { |
1042 | uint32 dist, maxdist; |
784 | uint32 dist, maxdist; |
1043 | int mflags; |
785 | int mflags; |
1044 | maptile *m; |
786 | maptile *m; |
1045 | sint16 sx, sy; |
787 | sint16 sx, sy; |
… | |
… | |
1056 | /* Given the new outdoor maps, can't let players dimension door for |
798 | /* Given the new outdoor maps, can't let players dimension door for |
1057 | * ever, so put limits in. |
799 | * ever, so put limits in. |
1058 | */ |
800 | */ |
1059 | maxdist = spob->range + SP_level_range_adjust (caster, spob); |
801 | maxdist = spob->range + SP_level_range_adjust (caster, spob); |
1060 | |
802 | |
1061 | if (op->contr->count) |
803 | if (spellparam) |
1062 | { |
804 | { |
|
|
805 | int count = atoi (spellparam); |
|
|
806 | |
1063 | if (op->contr->count > maxdist) |
807 | if (count > maxdist) |
1064 | { |
808 | { |
1065 | new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); |
809 | new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); |
1066 | return 0; |
810 | return 0; |
1067 | } |
811 | } |
1068 | |
812 | |
1069 | for (dist = 0; dist < op->contr->count; dist++) |
813 | for (dist = 0; dist < count; dist++) |
1070 | { |
814 | { |
1071 | mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); |
815 | mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); |
1072 | |
816 | |
1073 | if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) |
817 | if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) |
1074 | break; |
818 | break; |
1075 | |
819 | |
1076 | if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
820 | if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
1077 | break; |
821 | break; |
1078 | } |
822 | } |
1079 | |
823 | |
1080 | if (dist < op->contr->count) |
824 | if (dist < count) |
1081 | { |
825 | { |
1082 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); |
826 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); |
1083 | op->contr->count = 0; |
|
|
1084 | return 0; |
827 | return 0; |
1085 | } |
828 | } |
1086 | |
|
|
1087 | op->contr->count = 0; |
|
|
1088 | |
829 | |
1089 | /* Remove code that puts player on random space on maps. IMO, |
830 | /* Remove code that puts player on random space on maps. IMO, |
1090 | * a lot of maps probably have areas the player should not get to, |
831 | * a lot of maps probably have areas the player should not get to, |
1091 | * but may not be marked as NO_MAGIC (as they may be bounded |
832 | * but may not be marked as NO_MAGIC (as they may be bounded |
1092 | * by such squares). Also, there are probably treasure rooms and |
833 | * by such squares). Also, there are probably treasure rooms and |
… | |
… | |
1147 | |
888 | |
1148 | op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
889 | op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
1149 | return 1; |
890 | return 1; |
1150 | } |
891 | } |
1151 | |
892 | |
1152 | |
|
|
1153 | /* cast_heal: Heals something. |
893 | /* cast_heal: Heals something. |
1154 | * op is the caster. |
894 | * op is the caster. |
1155 | * dir is the direction he is casting it in. |
895 | * dir is the direction he is casting it in. |
1156 | * spell is the spell object. |
896 | * spell is the spell object. |
1157 | */ |
897 | */ |
… | |
… | |
1163 | object *poison; |
903 | object *poison; |
1164 | int heal = 0, success = 0; |
904 | int heal = 0, success = 0; |
1165 | |
905 | |
1166 | tmp = find_target_for_friendly_spell (op, dir); |
906 | tmp = find_target_for_friendly_spell (op, dir); |
1167 | |
907 | |
1168 | if (tmp == NULL) |
908 | if (!tmp) |
1169 | return 0; |
909 | return 0; |
1170 | |
910 | |
1171 | /* Figure out how many hp this spell might cure. |
911 | /* Figure out how many hp this spell might cure. |
1172 | * could be zero if this spell heals effects, not damage. |
912 | * could be zero if this spell heals effects, not damage. |
1173 | */ |
913 | */ |
… | |
… | |
1176 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
916 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
1177 | |
917 | |
1178 | if (heal) |
918 | if (heal) |
1179 | { |
919 | { |
1180 | if (tmp->stats.hp >= tmp->stats.maxhp) |
920 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1181 | { |
|
|
1182 | new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
921 | new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
1183 | } |
|
|
1184 | else |
922 | else |
1185 | { |
923 | { |
1186 | /* See how many points we actually heal. Instead of messages |
924 | /* See how many points we actually heal. Instead of messages |
1187 | * based on type of spell, we instead do messages based |
925 | * based on type of spell, we instead do messages based |
1188 | * on amount of damage healed. |
926 | * on amount of damage healed. |
1189 | */ |
927 | */ |
1190 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
928 | if (heal > tmp->stats.maxhp - tmp->stats.hp) |
1191 | heal = tmp->stats.maxhp - tmp->stats.hp; |
929 | heal = tmp->stats.maxhp - tmp->stats.hp; |
|
|
930 | |
1192 | tmp->stats.hp += heal; |
931 | tmp->stats.hp += heal; |
1193 | |
932 | |
1194 | if (tmp->stats.hp >= tmp->stats.maxhp) |
933 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1195 | { |
|
|
1196 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
934 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1197 | } |
|
|
1198 | else if (heal > 50) |
935 | else if (heal > 50) |
1199 | { |
|
|
1200 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
936 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1201 | } |
|
|
1202 | else if (heal > 25) |
937 | else if (heal > 25) |
1203 | { |
|
|
1204 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
938 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1205 | } |
|
|
1206 | else if (heal > 10) |
939 | else if (heal > 10) |
1207 | { |
|
|
1208 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
940 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
1209 | } |
|
|
1210 | else |
941 | else |
1211 | { |
|
|
1212 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
942 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
1213 | } |
943 | |
1214 | success = 1; |
944 | success = 1; |
1215 | } |
945 | } |
1216 | } |
946 | } |
|
|
947 | |
1217 | if (spell->attacktype & AT_DISEASE) |
948 | if (spell->attacktype & AT_DISEASE) |
1218 | if (cure_disease (tmp, op)) |
949 | if (cure_disease (tmp, op, spell)) |
1219 | success = 1; |
950 | success = 1; |
1220 | |
951 | |
1221 | if (spell->attacktype & AT_POISON) |
952 | if (spell->attacktype & AT_POISON) |
1222 | { |
953 | { |
1223 | at = archetype::find ("poisoning"); |
954 | at = archetype::find ("poisoning"); |
… | |
… | |
1227 | success = 1; |
958 | success = 1; |
1228 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
959 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1229 | poison->stats.food = 1; |
960 | poison->stats.food = 1; |
1230 | } |
961 | } |
1231 | } |
962 | } |
|
|
963 | |
1232 | if (spell->attacktype & AT_CONFUSION) |
964 | if (spell->attacktype & AT_CONFUSION) |
1233 | { |
965 | { |
1234 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
966 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1235 | if (poison) |
967 | if (poison) |
1236 | { |
968 | { |
1237 | success = 1; |
969 | success = 1; |
1238 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
970 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1239 | poison->duration = 1; |
971 | poison->duration = 1; |
1240 | } |
972 | } |
1241 | } |
973 | } |
|
|
974 | |
1242 | if (spell->attacktype & AT_BLIND) |
975 | if (spell->attacktype & AT_BLIND) |
1243 | { |
976 | { |
1244 | at = archetype::find ("blindness"); |
977 | at = archetype::find ("blindness"); |
1245 | poison = present_arch_in_ob (at, tmp); |
978 | poison = present_arch_in_ob (at, tmp); |
1246 | if (poison) |
979 | if (poison) |
… | |
… | |
1248 | success = 1; |
981 | success = 1; |
1249 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
982 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
1250 | poison->stats.food = 1; |
983 | poison->stats.food = 1; |
1251 | } |
984 | } |
1252 | } |
985 | } |
|
|
986 | |
1253 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
987 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
1254 | { |
988 | { |
1255 | tmp->stats.sp += spell->last_sp; |
989 | tmp->stats.sp += spell->last_sp; |
1256 | if (tmp->stats.sp > tmp->stats.maxsp) |
990 | if (tmp->stats.sp > tmp->stats.maxsp) |
1257 | tmp->stats.sp = tmp->stats.maxsp; |
991 | tmp->stats.sp = tmp->stats.maxsp; |
1258 | success = 1; |
992 | success = 1; |
1259 | new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
993 | new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
1260 | } |
994 | } |
|
|
995 | |
1261 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
996 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1262 | { |
997 | { |
1263 | tmp->stats.grace += spell->last_grace; |
998 | tmp->stats.grace += spell->last_grace; |
1264 | if (tmp->stats.grace > tmp->stats.maxgrace) |
999 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1265 | tmp->stats.grace = tmp->stats.maxgrace; |
1000 | tmp->stats.grace = tmp->stats.maxgrace; |
1266 | success = 1; |
1001 | success = 1; |
1267 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
1002 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
1268 | } |
1003 | } |
|
|
1004 | |
1269 | if (spell->stats.food && tmp->stats.food < 999) |
1005 | if (spell->stats.food && tmp->stats.food < 999) |
1270 | { |
1006 | { |
1271 | tmp->stats.food += spell->stats.food; |
1007 | tmp->stats.food += spell->stats.food; |
|
|
1008 | |
1272 | if (tmp->stats.food > 999) |
1009 | if (tmp->stats.food > 999) |
1273 | tmp->stats.food = 999; |
1010 | tmp->stats.food = 999; |
|
|
1011 | |
1274 | success = 1; |
1012 | success = 1; |
1275 | /* We could do something a bit better like the messages for healing above */ |
1013 | /* We could do something a bit better like the messages for healing above */ |
1276 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1014 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1277 | } |
1015 | } |
|
|
1016 | |
1278 | return success; |
1017 | return success; |
1279 | } |
1018 | } |
1280 | |
|
|
1281 | |
1019 | |
1282 | /* This is used for the spells that gain stats. There are no spells |
1020 | /* This is used for the spells that gain stats. There are no spells |
1283 | * right now that icnrease wis/int/pow on a temp basis, so no |
1021 | * right now that icnrease wis/int/pow on a temp basis, so no |
1284 | * good comments for those. |
1022 | * good comments for those. |
1285 | */ |
1023 | */ |
1286 | static const char *const no_gain_msgs[NUM_STATS] = { |
1024 | static const char *const no_gain_msgs[NUM_STATS] = { |
1287 | "You grow no stronger.", |
1025 | "You grow no stronger.", |
1288 | "You grow no more agile.", |
1026 | "You grow no more agile.", |
1289 | "You don't feel any healthier.", |
1027 | "You don't feel any healthier.", |
1290 | "no wis", |
1028 | "You didn't grow any more intelligent.", |
|
|
1029 | "You do not feel any wiser.", |
|
|
1030 | "You don't feel any more powerful." |
1291 | "You are no easier to look at.", |
1031 | "You are no easier to look at.", |
1292 | "no int", |
|
|
1293 | "no pow" |
|
|
1294 | }; |
1032 | }; |
1295 | |
1033 | |
1296 | int |
1034 | int |
|
|
1035 | change_ability_duration (object *spell, object *caster) |
|
|
1036 | { |
|
|
1037 | return spell->duration + SP_level_duration_adjust (caster, spell) * 50; |
|
|
1038 | } |
|
|
1039 | |
|
|
1040 | int |
1297 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1041 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1298 | { |
1042 | { |
1299 | object *force = NULL; |
1043 | object *force = 0; |
1300 | int i; |
1044 | int i; |
1301 | |
1045 | |
1302 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1046 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1303 | object *tmp = dir |
1047 | object *tmp = dir |
1304 | ? find_target_for_friendly_spell (op, dir) |
1048 | ? find_target_for_friendly_spell (op, dir) |
1305 | : op; |
1049 | : op; |
1306 | |
1050 | |
1307 | if (!tmp) |
1051 | if (!tmp) |
1308 | return 0; |
1052 | return 0; |
1309 | |
1053 | |
1310 | /* If we've already got a force of this type, don't add a new one. */ |
1054 | /* If we've already got a force of this type, don't add a new one. */ |
… | |
… | |
1319 | } |
1063 | } |
1320 | else if (spell_ob->race && spell_ob->race == tmp2->name) |
1064 | else if (spell_ob->race && spell_ob->race == tmp2->name) |
1321 | { |
1065 | { |
1322 | if (!silent) |
1066 | if (!silent) |
1323 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); |
1067 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); |
|
|
1068 | |
1324 | return 0; |
1069 | return 0; |
1325 | } |
1070 | } |
1326 | } |
1071 | } |
1327 | } |
1072 | } |
1328 | if (force == NULL) |
1073 | |
|
|
1074 | if (!force) |
1329 | { |
1075 | { |
1330 | force = get_archetype (FORCE_NAME); |
1076 | force = get_archetype (FORCE_NAME); |
1331 | force->subtype = FORCE_CHANGE_ABILITY; |
1077 | force->subtype = FORCE_CHANGE_ABILITY; |
|
|
1078 | |
1332 | if (spell_ob->race) |
1079 | if (spell_ob->race) |
1333 | force->name = spell_ob->race; |
1080 | force->name = spell_ob->race; |
1334 | else |
1081 | else |
1335 | force->name = spell_ob->name; |
1082 | force->name = spell_ob->name; |
|
|
1083 | |
1336 | force->name_pl = spell_ob->name; |
1084 | force->name_pl = spell_ob->name; |
1337 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
1085 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
1338 | |
1086 | |
1339 | } |
1087 | } |
1340 | else |
1088 | else |
1341 | { |
1089 | { |
1342 | int duration; |
1090 | int duration = change_ability_duration (spell_ob, caster); |
1343 | |
1091 | |
1344 | duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
|
|
1345 | if (duration > force->duration) |
1092 | if (duration > force->duration) |
1346 | { |
1093 | { |
1347 | force->duration = duration; |
1094 | force->duration = duration; |
1348 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1095 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1349 | } |
1096 | } |
1350 | else |
1097 | else |
1351 | { |
|
|
1352 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1098 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1353 | } |
1099 | |
1354 | return 1; |
1100 | return 1; |
1355 | } |
1101 | } |
|
|
1102 | |
1356 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1103 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1357 | force->speed = 1.0; |
1104 | force->speed = 1.0; |
1358 | force->speed_left = -1.0; |
1105 | force->speed_left = -1.0; |
1359 | SET_FLAG (force, FLAG_APPLIED); |
1106 | SET_FLAG (force, FLAG_APPLIED); |
1360 | |
1107 | |
… | |
… | |
1366 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1113 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1367 | if (force->resist[i] > 100) |
1114 | if (force->resist[i] > 100) |
1368 | force->resist[i] = 100; |
1115 | force->resist[i] = 100; |
1369 | } |
1116 | } |
1370 | } |
1117 | } |
|
|
1118 | |
1371 | if (spell_ob->stats.hp) |
1119 | if (spell_ob->stats.hp) |
1372 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1120 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1373 | |
1121 | |
1374 | if (tmp->type == PLAYER) |
1122 | if (tmp->type == PLAYER) |
1375 | { |
1123 | { |
1376 | /* Stat adjustment spells */ |
1124 | /* Stat adjustment spells */ |
1377 | for (i = 0; i < NUM_STATS; i++) |
1125 | for (i = 0; i < NUM_STATS; i++) |
1378 | { |
1126 | { |
1379 | sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; |
1127 | if (sint8 stat = spell_ob->stats.stat (i)) |
1380 | |
|
|
1381 | if (stat) |
|
|
1382 | { |
1128 | { |
1383 | sm = 0; |
1129 | sint8 sm = 0; |
1384 | for (k = 0; k < stat; k++) |
1130 | for (sint8 k = 0; k < stat; k++) |
1385 | sm += rndm (1, 3); |
1131 | sm += rndm (1, 3); |
1386 | |
1132 | |
1387 | if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) |
1133 | if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1388 | { |
1134 | sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1389 | sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); |
1135 | |
1390 | if (sm < 0) |
1136 | force->stats.stat (i) = sm; |
1391 | sm = 0; |
1137 | |
1392 | } |
|
|
1393 | set_attr_value (&force->stats, i, sm); |
|
|
1394 | if (!sm) |
1138 | if (!sm) |
1395 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1139 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1396 | } |
1140 | } |
1397 | } |
1141 | } |
1398 | } |
1142 | } |
… | |
… | |
1419 | force->attacktype = spell_ob->attacktype; |
1163 | force->attacktype = spell_ob->attacktype; |
1420 | |
1164 | |
1421 | insert_ob_in_ob (force, tmp); |
1165 | insert_ob_in_ob (force, tmp); |
1422 | change_abil (tmp, force); /* Mostly to display any messages */ |
1166 | change_abil (tmp, force); /* Mostly to display any messages */ |
1423 | tmp->update_stats (); |
1167 | tmp->update_stats (); |
|
|
1168 | |
1424 | return 1; |
1169 | return 1; |
1425 | } |
1170 | } |
1426 | |
1171 | |
1427 | /* This used to be part of cast_change_ability, but it really didn't make |
1172 | /* This used to be part of cast_change_ability, but it really didn't make |
1428 | * a lot of sense, since most of the values it derives are from the god |
1173 | * a lot of sense, since most of the values it derives are from the god |
1429 | * of the caster. |
1174 | * of the caster. |
1430 | */ |
1175 | */ |
1431 | |
|
|
1432 | int |
1176 | int |
1433 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1177 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1434 | { |
1178 | { |
1435 | int i; |
1179 | int i; |
1436 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
1180 | object *god = find_god (determine_god (op)), *force = NULL, *tmp; |
1437 | |
1181 | |
1438 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1182 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1439 | if (dir != 0) |
1183 | if (dir != 0) |
1440 | { |
1184 | { |
1441 | tmp = find_target_for_friendly_spell (op, dir); |
1185 | tmp = find_target_for_friendly_spell (op, dir); |
|
|
1186 | |
|
|
1187 | if (!tmp) |
|
|
1188 | return 0; |
1442 | } |
1189 | } |
1443 | else |
1190 | else |
1444 | { |
|
|
1445 | tmp = op; |
1191 | tmp = op; |
1446 | } |
|
|
1447 | |
1192 | |
1448 | /* If we've already got a force of this type, don't add a new one. */ |
1193 | /* If we've already got a force of this type, don't add a new one. */ |
1449 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1194 | for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1450 | { |
1195 | { |
1451 | if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) |
1196 | if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) |
1452 | { |
1197 | { |
1453 | if (tmp2->name == spell_ob->name) |
1198 | if (tmp2->name == spell_ob->name) |
1454 | { |
1199 | { |
… | |
… | |
1460 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); |
1205 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); |
1461 | return 0; |
1206 | return 0; |
1462 | } |
1207 | } |
1463 | } |
1208 | } |
1464 | } |
1209 | } |
|
|
1210 | |
1465 | if (force == NULL) |
1211 | if (force == NULL) |
1466 | { |
1212 | { |
1467 | force = get_archetype (FORCE_NAME); |
1213 | force = get_archetype (FORCE_NAME); |
1468 | force->subtype = FORCE_CHANGE_ABILITY; |
1214 | force->subtype = FORCE_CHANGE_ABILITY; |
1469 | if (spell_ob->race) |
1215 | if (spell_ob->race) |
… | |
… | |
1531 | insert_ob_in_ob (force, tmp); |
1277 | insert_ob_in_ob (force, tmp); |
1532 | tmp->update_stats (); |
1278 | tmp->update_stats (); |
1533 | return 1; |
1279 | return 1; |
1534 | } |
1280 | } |
1535 | |
1281 | |
1536 | |
|
|
1537 | |
|
|
1538 | /* Alchemy code by Mark Wedel |
1282 | /* Alchemy code by Mark Wedel |
1539 | * |
1283 | * |
1540 | * This code adds a new spell, called alchemy. Alchemy will turn |
1284 | * This code adds a new spell, called alchemy. Alchemy will turn |
1541 | * objects to gold nuggets, the value of the gold nuggets being |
1285 | * objects to pyrite ("false gold"), henceforth called gold nuggets. |
1542 | * about 90% of that of the item itself. It uses the value of the |
|
|
1543 | * object before charisma adjustments, because the nuggets themselves |
|
|
1544 | * will be will be adjusted by charisma when sold. |
|
|
1545 | * |
1286 | * |
1546 | * Large nuggets are worth 25 gp each (base). You will always get |
1287 | * The value of the gold nuggets being about 90% of that of the item |
1547 | * the maximum number of large nuggets you could get. |
1288 | * itself. It uses the value of the object before charisma adjustments, |
1548 | * Small nuggets are worth 1 gp each (base). You will get from 0 |
1289 | * because the nuggets themselves will be will be adjusted by charisma |
1549 | * to the max amount of small nuggets as you could get. |
1290 | * when sold. |
1550 | * |
|
|
1551 | * For example, if an item is worth 110 gold, you will get |
|
|
1552 | * 4 large nuggets, and from 0-10 small nuggets. |
|
|
1553 | * |
1291 | * |
1554 | * There is also a chance (1:30) that you will get nothing at all |
1292 | * There is also a chance (1:30) that you will get nothing at all |
1555 | * for the object. There is also a maximum weight that will be |
1293 | * for the object. There is also a maximum weight that will be |
1556 | * alchemied. |
1294 | * alchemised. |
1557 | */ |
1295 | */ |
1558 | |
|
|
1559 | /* I didn't feel like passing these as arguements to the |
|
|
1560 | * two functions that need them. Real values are put in them |
|
|
1561 | * when the spell is cast, and these are freed when the spell |
|
|
1562 | * is finished. |
|
|
1563 | */ |
|
|
1564 | static object *small, *large; |
|
|
1565 | |
|
|
1566 | static void |
1296 | static void |
1567 | alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) |
1297 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1568 | { |
1298 | { |
1569 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1299 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1570 | |
1300 | |
1571 | /* Give third price when we alchemy money (This should hopefully |
1301 | /* Give third price when we alchemy money (this should hopefully |
1572 | * make it so that it isn't worth it to alchemy money, sell |
1302 | * make it so that it isn't worth it to alchemy money, sell |
1573 | * the nuggets, alchemy the gold from that, etc. |
1303 | * the nuggets, alchemy the gold from that, etc. |
1574 | * Otherwise, give 9 silver on the gold for other objects, |
1304 | * Otherwise, give 9 silver on the gold for other objects, |
1575 | * so that it would still be more affordable to haul |
1305 | * so that it would still be more affordable to haul |
1576 | * the stuff back to town. |
1306 | * the stuff back to town. |
1577 | */ |
1307 | */ |
1578 | |
|
|
1579 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1308 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1580 | value = 0; |
1309 | value = 0; |
1581 | else if (obj->type == MONEY || obj->type == GEM) |
1310 | else if (obj->type == MONEY || obj->type == GEM) |
1582 | value /= 3; |
1311 | value /= 3; |
1583 | else |
1312 | else |
1584 | value = (value * 9) / 10; |
1313 | value = value * 9 / 10; |
1585 | |
1314 | |
1586 | value /= 4; // fix by GHJ, don't understand, pcg |
|
|
1587 | |
|
|
1588 | if ((obj->value > 0) && rndm (0, 29)) |
1315 | if (obj->value > 0 && rndm (0, 29)) |
1589 | { |
1316 | total_value += value; |
1590 | int count; |
|
|
1591 | |
1317 | |
1592 | count = value / large->value; |
|
|
1593 | *large_nuggets += count; |
|
|
1594 | value -= (uint64) count *(uint64) large->value; |
|
|
1595 | |
|
|
1596 | count = value / small->value; |
|
|
1597 | *small_nuggets += count; |
|
|
1598 | } |
|
|
1599 | |
|
|
1600 | /* Turn 25 small nuggets into 1 large nugget. If the value |
|
|
1601 | * of large nuggets is not evenly divisable by the small nugget |
|
|
1602 | * value, take off an extra small_nugget (Assuming small_nuggets!=0) |
|
|
1603 | */ |
|
|
1604 | if (*small_nuggets * small->value >= large->value) |
|
|
1605 | { |
|
|
1606 | (*large_nuggets)++; |
|
|
1607 | *small_nuggets -= large->value / small->value; |
|
|
1608 | if (*small_nuggets && large->value % small->value) |
|
|
1609 | (*small_nuggets)--; |
|
|
1610 | } |
|
|
1611 | weight += obj->weight; |
1318 | total_weight += obj->total_weight (); |
|
|
1319 | |
1612 | obj->destroy (); |
1320 | obj->destroy (); |
1613 | } |
1321 | } |
1614 | |
1322 | |
1615 | static void |
|
|
1616 | update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) |
|
|
1617 | { |
|
|
1618 | object *tmp; |
|
|
1619 | int flag = 0; |
|
|
1620 | |
|
|
1621 | /* Put any nuggets below the player, but we can only pass this |
|
|
1622 | * flag if we are on the same space as the player |
|
|
1623 | */ |
|
|
1624 | if (x == op->x && y == op->y && op->map == m) |
|
|
1625 | flag = INS_BELOW_ORIGINATOR; |
|
|
1626 | |
|
|
1627 | if (small_nuggets) |
|
|
1628 | { |
|
|
1629 | tmp = small->clone (); |
|
|
1630 | tmp->nrof = small_nuggets; |
|
|
1631 | m->insert (tmp, x, y, op, flag); |
|
|
1632 | } |
|
|
1633 | |
|
|
1634 | if (large_nuggets) |
|
|
1635 | { |
|
|
1636 | tmp = large->clone (); |
|
|
1637 | tmp->nrof = large_nuggets; |
|
|
1638 | m->insert (tmp, x, y, op, flag); |
|
|
1639 | } |
|
|
1640 | } |
|
|
1641 | |
|
|
1642 | int |
1323 | int |
1643 | alchemy (object *op, object *caster, object *spell_ob) |
1324 | alchemy (object *op, object *caster, object *spell_ob) |
1644 | { |
1325 | { |
1645 | int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags; |
|
|
1646 | sint16 nx, ny; |
|
|
1647 | object *next, *tmp; |
|
|
1648 | maptile *mp; |
|
|
1649 | |
|
|
1650 | if (op->type != PLAYER) |
1326 | if (op->type != PLAYER) |
1651 | return 0; |
1327 | return 0; |
1652 | |
1328 | |
|
|
1329 | archetype *nugget[3]; |
|
|
1330 | |
|
|
1331 | nugget[0] = archetype::find ("pyrite3"); |
|
|
1332 | nugget[1] = archetype::find ("pyrite2"); |
|
|
1333 | nugget[2] = archetype::find ("pyrite"); |
|
|
1334 | |
1653 | /* Put a maximum weight of items that can be alchemied. Limits the power |
1335 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1654 | * some, and also prevents people from alcheming every table/chair/clock |
1336 | * some, and also prevents people from alchemising every table/chair/clock |
1655 | * in sight |
1337 | * in sight |
1656 | */ |
1338 | */ |
1657 | weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); |
1339 | int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1658 | weight_max *= 1000; |
1340 | int weight_max = duration * 1000; |
1659 | small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); |
1341 | uint64 value_max = duration * 1000; |
1660 | |
1342 | |
|
|
1343 | int weight = 0; |
|
|
1344 | |
1661 | for (y = op->y - 1; y <= op->y + 1; y++) |
1345 | for (int y = op->y - 1; y <= op->y + 1; y++) |
1662 | { |
1346 | { |
1663 | for (x = op->x - 1; x <= op->x + 1; x++) |
1347 | for (int x = op->x - 1; x <= op->x + 1; x++) |
1664 | { |
1348 | { |
|
|
1349 | uint64 value = 0; |
|
|
1350 | |
1665 | nx = x; |
1351 | sint16 nx = x; |
1666 | ny = y; |
1352 | sint16 ny = y; |
1667 | |
1353 | |
1668 | mp = op->map; |
1354 | maptile *mp = op->map; |
1669 | |
1355 | |
1670 | mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1356 | int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1671 | |
1357 | |
1672 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1358 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1673 | continue; |
1359 | continue; |
1674 | |
1360 | |
1675 | /* Treat alchemy a little differently - most spell effects |
1361 | /* Treat alchemy a little differently - most spell effects |
… | |
… | |
1677 | * ground level effect. |
1363 | * ground level effect. |
1678 | */ |
1364 | */ |
1679 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1365 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1680 | continue; |
1366 | continue; |
1681 | |
1367 | |
1682 | small_nuggets = 0; |
1368 | for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) |
1683 | large_nuggets = 0; |
|
|
1684 | |
|
|
1685 | for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next) |
|
|
1686 | { |
1369 | { |
1687 | next = tmp->above; |
1370 | next = tmp->above; |
|
|
1371 | |
1688 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1372 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1689 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1373 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1690 | { |
1374 | { |
1691 | |
|
|
1692 | if (tmp->inv) |
1375 | if (tmp->inv) |
1693 | { |
1376 | { |
1694 | object *next1, *tmp1; |
1377 | object *next1, *tmp1; |
1695 | |
1378 | |
1696 | for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) |
1379 | for (tmp1 = tmp->inv; tmp1; tmp1 = next1) |
1697 | { |
1380 | { |
1698 | next1 = tmp1->below; |
1381 | next1 = tmp1->below; |
1699 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1382 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1700 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1383 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1701 | alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); |
1384 | alchemy_object (tmp1, value, weight); |
1702 | } |
1385 | } |
1703 | } |
1386 | } |
|
|
1387 | |
1704 | alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); |
1388 | alchemy_object (tmp, value, weight); |
1705 | |
1389 | |
1706 | if (weight > weight_max) |
1390 | if (weight > weight_max) |
1707 | { |
1391 | break; |
1708 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
|
|
1709 | large->destroy (); |
|
|
1710 | small->destroy (); |
|
|
1711 | return 1; |
|
|
1712 | } |
1392 | } |
1713 | } /* is alchemable object */ |
|
|
1714 | } /* process all objects on this space */ |
|
|
1715 | |
|
|
1716 | /* Insert all the nuggets at one time. This probably saves time, but |
|
|
1717 | * it also prevents us from alcheming nuggets that were just created |
|
|
1718 | * with this spell. |
|
|
1719 | */ |
1393 | } |
1720 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
1394 | |
|
|
1395 | value -= rndm (value >> 4); |
|
|
1396 | value = min (value, value_max); |
|
|
1397 | |
|
|
1398 | for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) |
|
|
1399 | if (int nrof = value / nugget [i]->value) |
|
|
1400 | { |
|
|
1401 | value -= nrof * nugget[i]->value; |
|
|
1402 | |
|
|
1403 | object *tmp = arch_to_object (nugget[i]); |
|
|
1404 | tmp->nrof = nrof; |
|
|
1405 | tmp->flag [FLAG_IDENTIFIED] = true; |
|
|
1406 | op->map->insert (tmp, x, y, op, 0); |
1721 | } |
1407 | } |
1722 | } |
|
|
1723 | |
1408 | |
1724 | large->destroy (); |
1409 | if (weight > weight_max) |
1725 | small->destroy (); |
1410 | goto bailout; |
1726 | /* reset this so that if player standing on a big pile of stuff, |
1411 | } |
1727 | * it is redrawn properly. |
1412 | } |
1728 | */ |
1413 | |
1729 | op->contr->ns->look_position = 0; |
1414 | bailout: |
1730 | return 1; |
1415 | return 1; |
1731 | } |
1416 | } |
1732 | |
|
|
1733 | |
1417 | |
1734 | /* This function removes the cursed/damned status on equipped |
1418 | /* This function removes the cursed/damned status on equipped |
1735 | * items. |
1419 | * items. |
1736 | */ |
1420 | */ |
1737 | int |
1421 | int |
1738 | remove_curse (object *op, object *caster, object *spell) |
1422 | remove_curse (object *op, object *caster, object *spell) |
1739 | { |
1423 | { |
1740 | object *tmp; |
|
|
1741 | int success = 0, was_one = 0; |
1424 | int success = 0, was_one = 0; |
1742 | |
1425 | |
1743 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1426 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1744 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && |
1427 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && |
1745 | ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || |
1428 | ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || |
1746 | (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) |
1429 | (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) |
1747 | { |
1430 | { |
1748 | was_one++; |
1431 | was_one++; |
|
|
1432 | |
1749 | if (tmp->level <= caster_level (caster, spell)) |
1433 | if (tmp->level <= casting_level (caster, spell)) |
1750 | { |
1434 | { |
1751 | success++; |
1435 | success++; |
1752 | if (QUERY_FLAG (spell, FLAG_DAMNED)) |
1436 | if (QUERY_FLAG (spell, FLAG_DAMNED)) |
1753 | CLEAR_FLAG (tmp, FLAG_DAMNED); |
1437 | CLEAR_FLAG (tmp, FLAG_DAMNED); |
1754 | |
1438 | |
1755 | CLEAR_FLAG (tmp, FLAG_CURSED); |
1439 | CLEAR_FLAG (tmp, FLAG_CURSED); |
1756 | CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); |
1440 | CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); |
1757 | tmp->value = 0; /* Still can't sell it */ |
1441 | tmp->value = 0; /* Still can't sell it */ |
1758 | if (op->type == PLAYER) |
1442 | |
|
|
1443 | if (object *pl = tmp->visible_to ()) |
1759 | esrv_send_item (op, tmp); |
1444 | esrv_update_item (UPD_FLAGS, pl, tmp); |
1760 | } |
1445 | } |
1761 | } |
1446 | } |
1762 | |
1447 | |
1763 | if (op->type == PLAYER) |
1448 | if (op->type == PLAYER) |
1764 | { |
1449 | { |
1765 | if (success) |
1450 | if (success) |
1766 | { |
|
|
1767 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1451 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1768 | } |
|
|
1769 | else |
1452 | else |
1770 | { |
1453 | { |
1771 | if (was_one) |
1454 | if (was_one) |
1772 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1455 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1773 | else |
1456 | else |
… | |
… | |
1777 | |
1460 | |
1778 | return success; |
1461 | return success; |
1779 | } |
1462 | } |
1780 | |
1463 | |
1781 | /* Identifies objects in the players inventory/on the ground */ |
1464 | /* Identifies objects in the players inventory/on the ground */ |
1782 | |
|
|
1783 | int |
1465 | int |
1784 | cast_identify (object *op, object *caster, object *spell) |
1466 | cast_identify (object *op, object *caster, object *spell) |
1785 | { |
1467 | { |
1786 | object *tmp; |
1468 | object *tmp; |
1787 | int success = 0, num_ident; |
1469 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
1788 | |
1470 | |
1789 | num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1471 | int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell)); |
1790 | |
|
|
1791 | if (num_ident < 1) |
|
|
1792 | num_ident = 1; |
|
|
1793 | |
1472 | |
1794 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1473 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1795 | { |
1474 | { |
1796 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1475 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1797 | { |
1476 | { |
1798 | identify (tmp); |
1477 | identify (tmp); |
1799 | |
1478 | |
1800 | if (op->type == PLAYER) |
1479 | if (op->type == PLAYER) |
1801 | { |
1480 | { |
1802 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); |
1481 | buf.printf ("You identified: %s.\r", long_desc (tmp, op)); |
1803 | |
1482 | |
1804 | if (tmp->msg) |
1483 | if (tmp->msg) |
1805 | { |
1484 | buf << "The item has a story:\r" << tmp->msg << "\n\n"; |
1806 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
|
|
1807 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
|
|
1808 | } |
|
|
1809 | } |
1485 | } |
1810 | |
1486 | |
1811 | num_ident--; |
|
|
1812 | success = 1; |
|
|
1813 | if (!num_ident) |
1487 | if (!--num_ident) |
1814 | break; |
1488 | break; |
1815 | } |
1489 | } |
1816 | } |
1490 | } |
1817 | |
1491 | |
1818 | /* If all the power of the spell has been used up, don't go and identify |
1492 | /* If all the power of the spell has been used up, don't go and identify |
1819 | * stuff on the floor. Only identify stuff on the floor if the spell |
1493 | * stuff on the floor. Only identify stuff on the floor if the spell |
1820 | * was not fully used. |
1494 | * was not fully used. |
1821 | */ |
1495 | */ |
1822 | if (num_ident) |
1496 | if (num_ident) |
1823 | { |
1497 | { |
1824 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
1498 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
1825 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1499 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1826 | { |
1500 | { |
1827 | identify (tmp); |
1501 | identify (tmp); |
1828 | |
1502 | |
1829 | if (op->type == PLAYER) |
1503 | if (object *pl = tmp->visible_to ()) |
1830 | { |
1504 | { |
1831 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); |
1505 | buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op)); |
1832 | |
1506 | |
1833 | if (tmp->msg) |
1507 | if (tmp->msg) |
1834 | { |
1508 | buf << "The item has a story:\r" << tmp->msg << "\n\n"; |
1835 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
|
|
1836 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
|
|
1837 | } |
|
|
1838 | |
|
|
1839 | esrv_send_item (op, tmp); |
|
|
1840 | } |
1509 | } |
1841 | |
1510 | |
1842 | num_ident--; |
|
|
1843 | success = 1; |
|
|
1844 | if (!num_ident) |
1511 | if (!--num_ident) |
1845 | break; |
1512 | break; |
1846 | } |
1513 | } |
1847 | } |
1514 | } |
1848 | |
1515 | |
1849 | if (!success) |
1516 | if (buf.empty ()) |
1850 | new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); |
1517 | { |
|
|
1518 | op->failmsg ("You can't reach anything unidentified."); |
|
|
1519 | return 0; |
|
|
1520 | } |
1851 | else |
1521 | else |
|
|
1522 | { |
|
|
1523 | if (op->contr) |
|
|
1524 | op->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
|
1525 | |
1852 | spell_effect (spell, op->x, op->y, op->map, op); |
1526 | spell_effect (spell, op->x, op->y, op->map, op); |
1853 | |
1527 | return 1; |
1854 | return success; |
1528 | } |
1855 | } |
1529 | } |
1856 | |
1530 | |
1857 | int |
1531 | int |
1858 | cast_detection (object *op, object *caster, object *spell, object *skill) |
1532 | cast_detection (object *op, object *caster, object *spell, object *skill) |
1859 | { |
1533 | { |
… | |
… | |
1864 | |
1538 | |
1865 | /* We precompute some values here so that we don't have to keep |
1539 | /* We precompute some values here so that we don't have to keep |
1866 | * doing it over and over again. |
1540 | * doing it over and over again. |
1867 | */ |
1541 | */ |
1868 | god = find_god (determine_god (op)); |
1542 | god = find_god (determine_god (op)); |
1869 | level = caster_level (caster, spell); |
1543 | level = casting_level (caster, spell); |
1870 | range = spell->range + SP_level_range_adjust (caster, spell); |
1544 | range = spell->range + SP_level_range_adjust (caster, spell); |
1871 | |
1545 | |
1872 | if (!skill) |
1546 | if (!skill) |
1873 | skill = caster; |
1547 | skill = caster; |
1874 | |
1548 | |
1875 | for (x = op->x - range; x <= op->x + range; x++) |
1549 | unordered_mapwalk (op, -range, -range, range, range) |
1876 | for (y = op->y - range; y <= op->y + range; y++) |
|
|
1877 | { |
1550 | { |
1878 | m = op->map; |
|
|
1879 | mflags = get_map_flags (m, &m, x, y, &nx, &ny); |
|
|
1880 | if (mflags & P_OUT_OF_MAP) |
|
|
1881 | continue; |
|
|
1882 | |
|
|
1883 | /* For most of the detections, we only detect objects above the |
1551 | /* For most of the detections, we only detect objects above the |
1884 | * floor. But this is not true for show invisible. |
1552 | * floor. But this is not true for show invisible. |
1885 | * Basically, we just go and find the top object and work |
1553 | * Basically, we just go and find the top object and work |
1886 | * down - that is easier than working up. |
1554 | * down - that is easier than working up. |
1887 | */ |
1555 | */ |
1888 | |
1556 | |
1889 | for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) |
1557 | for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above) |
1890 | last = tmp; |
1558 | last = tmp; |
1891 | |
1559 | |
1892 | /* Shouldn't happen, but if there are no objects on a space, this |
1560 | /* Shouldn't happen, but if there are no objects on a space, this |
1893 | * would happen. |
1561 | * would happen. |
1894 | */ |
1562 | */ |
1895 | if (!last) |
1563 | if (!last) |
1896 | continue; |
1564 | continue; |
1897 | |
1565 | |
1898 | done_one = 0; |
1566 | done_one = 0; |
1899 | floor = 0; |
1567 | floor = 0; |
1900 | detect = NULL; |
1568 | detect = NULL; |
1901 | for (tmp = last; tmp; tmp = tmp->below) |
1569 | for (tmp = last; tmp; tmp = tmp->below) |
1902 | { |
1570 | { |
1903 | /* show invisible */ |
1571 | /* show invisible */ |
1904 | if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && |
1572 | if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && |
1905 | /* Might there be other objects that we can make visible? */ |
1573 | /* Might there be other objects that we can make visible? */ |
1906 | (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || |
1574 | (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) |
1907 | (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || |
1575 | || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) |
1908 | tmp->type == CF_HANDLE || |
1576 | || tmp->type == CF_HANDLE |
1909 | tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || |
1577 | || tmp->type == TRAPDOOR |
|
|
1578 | || tmp->type == EXIT |
|
|
1579 | || tmp->type == HOLE |
|
|
1580 | || tmp->type == BUTTON |
1910 | tmp->type == BUTTON || tmp->type == TELEPORTER || |
1581 | || tmp->type == TELEPORTER |
|
|
1582 | || tmp->type == GATE |
1911 | tmp->type == GATE || tmp->type == LOCKED_DOOR || |
1583 | || tmp->type == LOCKED_DOOR |
1912 | tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || |
1584 | || tmp->type == WEAPON |
|
|
1585 | || tmp->type == ALTAR |
|
|
1586 | || tmp->type == SIGN |
1913 | tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || |
1587 | || tmp->type == TRIGGER_PEDESTAL |
1914 | tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) |
1588 | || tmp->type == SPECIAL_KEY |
|
|
1589 | || tmp->type == TREASURE |
|
|
1590 | || tmp->type == BOOK |
|
|
1591 | || tmp->type == HOLY_ALTAR |
|
|
1592 | || tmp->type == CONTAINER))) |
1915 | { |
1593 | { |
1916 | if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) |
1594 | if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) |
1917 | { |
1595 | { |
1918 | tmp->invisible = 0; |
1596 | tmp->invisible = 0; |
1919 | done_one = 1; |
1597 | done_one = 1; |
1920 | } |
1598 | } |
1921 | } |
1599 | } |
1922 | |
1600 | |
1923 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1601 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1924 | floor = 1; |
1602 | floor = 1; |
1925 | |
1603 | |
1926 | /* All detections below this point don't descend beneath the floor, |
1604 | /* All detections below this point don't descend beneath the floor, |
1927 | * so just continue on. We could be clever and look at the type of |
1605 | * so just continue on. We could be clever and look at the type of |
1928 | * detection to completely break out if we don't care about objects beneath |
1606 | * detection to completely break out if we don't care about objects beneath |
1929 | * the floor, but once we get to the floor, not likely a very big issue anyways. |
1607 | * the floor, but once we get to the floor, not likely a very big issue anyways. |
1930 | */ |
1608 | */ |
1931 | if (floor) |
1609 | if (floor) |
1932 | continue; |
1610 | continue; |
1933 | |
1611 | |
1934 | /* I had thought about making detect magic and detect curse |
1612 | /* I had thought about making detect magic and detect curse |
1935 | * show the flash the magic item like it does for detect monster. |
1613 | * show the flash the magic item like it does for detect monster. |
1936 | * however, if the object is within sight, this would then make it |
1614 | * however, if the object is within sight, this would then make it |
1937 | * difficult to see what object is magical/cursed, so the |
1615 | * difficult to see what object is magical/cursed, so the |
1938 | * effect wouldn't be as apparant. |
1616 | * effect wouldn't be as apparent. |
1939 | */ |
1617 | */ |
1940 | |
1618 | |
1941 | /* detect magic */ |
1619 | /* detect magic */ |
1942 | if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && |
1620 | if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && |
1943 | !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) |
1621 | !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) |
1944 | { |
1622 | { |
1945 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
1623 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
1946 | /* make runes more visibile */ |
1624 | /* make runes more visibile */ |
1947 | if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) |
1625 | if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) |
1948 | tmp->stats.Cha /= 4; |
1626 | tmp->stats.Cha /= 4; |
|
|
1627 | |
1949 | done_one = 1; |
1628 | done_one = 1; |
1950 | } |
1629 | } |
|
|
1630 | |
1951 | /* detect monster */ |
1631 | /* detect monster */ |
1952 | if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) |
1632 | if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) |
1953 | { |
1633 | { |
1954 | done_one = 2; |
1634 | done_one = 2; |
|
|
1635 | |
1955 | if (!detect) |
1636 | if (!detect) |
1956 | detect = tmp; |
1637 | detect = tmp; |
1957 | } |
1638 | } |
|
|
1639 | |
1958 | /* Basically, if race is set in the spell, then the creatures race must |
1640 | /* Basically, if race is set in the spell, then the creatures race must |
1959 | * match that. if the spell race is set to GOD, then the gods opposing |
1641 | * match that. if the spell race is set to GOD, then the gods opposing |
1960 | * race must match. |
1642 | * race must match. |
1961 | */ |
1643 | */ |
1962 | if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && |
1644 | if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && |
1963 | ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || |
1645 | ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) || |
1964 | (strstr (spell->race, tmp->race)))) |
1646 | spell->race.contains (tmp->race))) |
1965 | { |
1647 | { |
1966 | done_one = 2; |
1648 | done_one = 2; |
|
|
1649 | |
1967 | if (!detect) |
1650 | if (!detect) |
1968 | detect = tmp; |
1651 | detect = tmp; |
1969 | } |
1652 | } |
|
|
1653 | |
1970 | if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && |
1654 | if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && |
1971 | (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
1655 | (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
1972 | { |
1656 | { |
1973 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
1657 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
1974 | done_one = 1; |
1658 | done_one = 1; |
1975 | } |
1659 | } |
1976 | } /* for stack of objects on this space */ |
1660 | } /* for stack of objects on this space */ |
1977 | |
1661 | |
1978 | /* Code here puts an effect of the spell on the space, so you can see |
1662 | /* Code here puts an effect of the spell on the space, so you can see |
1979 | * where the magic is. |
1663 | * where the magic is. |
1980 | */ |
1664 | */ |
1981 | if (done_one) |
1665 | if (done_one) |
1982 | { |
1666 | { |
1983 | object *detect_ob = arch_to_object (spell->other_arch); |
1667 | object *detect_ob = arch_to_object (spell->other_arch); |
1984 | |
1668 | |
1985 | /* if this is set, we want to copy the face */ |
1669 | /* if this is set, we want to copy the face */ |
1986 | if (done_one == 2 && detect) |
1670 | if (done_one == 2 && detect) |
1987 | { |
1671 | { |
1988 | detect_ob->face = detect->face; |
1672 | detect_ob->face = detect->face; |
1989 | detect_ob->animation_id = detect->animation_id; |
1673 | detect_ob->animation_id = detect->animation_id; |
1990 | detect_ob->anim_speed = detect->anim_speed; |
1674 | detect_ob->anim_speed = detect->anim_speed; |
1991 | detect_ob->last_anim = 0; |
1675 | detect_ob->last_anim = 0; |
1992 | /* by default, the detect_ob is already animated */ |
1676 | /* by default, the detect_ob is already animated */ |
1993 | if (!QUERY_FLAG (detect, FLAG_ANIMATE)) |
1677 | if (!QUERY_FLAG (detect, FLAG_ANIMATE)) |
1994 | CLEAR_FLAG (detect_ob, FLAG_ANIMATE); |
1678 | CLEAR_FLAG (detect_ob, FLAG_ANIMATE); |
1995 | } |
1679 | } |
1996 | |
1680 | |
1997 | m->insert (detect_ob, nx, ny, op); |
1681 | m->insert (detect_ob, nx, ny, op); |
1998 | } |
1682 | } |
1999 | } /* for processing the surrounding spaces */ |
1683 | } /* for processing the surrounding spaces */ |
2000 | |
1684 | |
2001 | |
1685 | |
2002 | /* Now process objects in the players inventory if detect curse or magic */ |
1686 | /* Now process objects in the players inventory if detect curse or magic */ |
2003 | if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) |
1687 | if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) |
2004 | { |
1688 | { |
2005 | done_one = 0; |
1689 | done_one = 0; |
|
|
1690 | |
2006 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1691 | for (tmp = op->inv; tmp; tmp = tmp->below) |
2007 | { |
1692 | { |
2008 | if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1693 | if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
2009 | { |
1694 | { |
2010 | if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) |
1695 | if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) |
2011 | { |
1696 | { |
2012 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
1697 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
2013 | if (op->type == PLAYER) |
1698 | |
|
|
1699 | if (object *pl = tmp->visible_to ()) |
2014 | esrv_send_item (op, tmp); |
1700 | esrv_update_item (UPD_FLAGS, pl, tmp); |
2015 | } |
1701 | } |
|
|
1702 | |
2016 | if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && |
1703 | if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && |
2017 | (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
1704 | (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
2018 | { |
1705 | { |
2019 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
1706 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
2020 | if (op->type == PLAYER) |
1707 | |
|
|
1708 | if (object *pl = tmp->visible_to ()) |
2021 | esrv_send_item (op, tmp); |
1709 | esrv_update_item (UPD_FLAGS, pl, tmp); |
2022 | } |
1710 | } |
2023 | } /* if item is not identified */ |
1711 | } /* if item is not identified */ |
2024 | } /* for the players inventory */ |
1712 | } /* for the players inventory */ |
2025 | } /* if detect magic/curse and object is a player */ |
1713 | } /* if detect magic/curse and object is a player */ |
|
|
1714 | |
2026 | return 1; |
1715 | return 1; |
2027 | } |
1716 | } |
2028 | |
1717 | |
2029 | |
1718 | |
2030 | /** |
1719 | /** |
… | |
… | |
2043 | |
1732 | |
2044 | new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); |
1733 | new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); |
2045 | |
1734 | |
2046 | if (victim->stats.sp >= victim->stats.maxsp * 2) |
1735 | if (victim->stats.sp >= victim->stats.maxsp * 2) |
2047 | { |
1736 | { |
2048 | object *tmp; |
|
|
2049 | |
|
|
2050 | new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); |
1737 | new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); |
2051 | |
|
|
2052 | /* Explodes a fireball centered at player */ |
|
|
2053 | tmp = get_archetype (EXPLODING_FIREBALL); |
|
|
2054 | tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; |
|
|
2055 | tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; |
|
|
2056 | |
|
|
2057 | tmp->insert_at (victim); |
|
|
2058 | victim->stats.sp = 2 * victim->stats.maxsp; |
1738 | victim->stats.sp = 2 * victim->stats.maxsp; |
|
|
1739 | create_exploding_ball_at (victim, caster_level); |
2059 | } |
1740 | } |
2060 | else if (victim->stats.sp >= victim->stats.maxsp * 1.88) |
1741 | else if (victim->stats.sp >= victim->stats.maxsp * 1.88) |
2061 | new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); |
1742 | new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode."); |
2062 | else if (victim->stats.sp >= victim->stats.maxsp * 1.66) |
1743 | else if (victim->stats.sp >= victim->stats.maxsp * 1.66) |
2063 | new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); |
1744 | new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); |
2064 | else if (victim->stats.sp >= victim->stats.maxsp * 1.5) |
1745 | else if (victim->stats.sp >= victim->stats.maxsp * 1.5) |
2065 | { |
1746 | { |
2066 | new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); |
1747 | new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); |
… | |
… | |
2112 | } |
1793 | } |
2113 | /* give sp */ |
1794 | /* give sp */ |
2114 | if (spell->stats.dam > 0) |
1795 | if (spell->stats.dam > 0) |
2115 | { |
1796 | { |
2116 | plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1797 | plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2117 | charge_mana_effect (plyr, caster_level (caster, spell)); |
1798 | charge_mana_effect (plyr, casting_level (caster, spell)); |
2118 | return 1; |
1799 | return 1; |
2119 | } |
1800 | } |
2120 | /* suck sp away. Can't suck sp from yourself */ |
1801 | /* suck sp away. Can't suck sp from yourself */ |
2121 | else if (op != plyr) |
1802 | else if (op != plyr) |
2122 | { |
1803 | { |
… | |
… | |
2134 | /* Player doesn't get full credit */ |
1815 | /* Player doesn't get full credit */ |
2135 | sucked = (sucked * rate) / 100; |
1816 | sucked = (sucked * rate) / 100; |
2136 | op->stats.sp += sucked; |
1817 | op->stats.sp += sucked; |
2137 | if (sucked > 0) |
1818 | if (sucked > 0) |
2138 | { |
1819 | { |
2139 | charge_mana_effect (op, caster_level (caster, spell)); |
1820 | charge_mana_effect (op, casting_level (caster, spell)); |
2140 | } |
1821 | } |
2141 | } |
1822 | } |
2142 | return 1; |
1823 | return 1; |
2143 | } |
1824 | } |
2144 | return 0; |
1825 | return 0; |
… | |
… | |
2186 | /* Basically, if the object is magical and not counterspell, |
1867 | /* Basically, if the object is magical and not counterspell, |
2187 | * we will more or less remove the object. Don't counterspell |
1868 | * we will more or less remove the object. Don't counterspell |
2188 | * monsters either. |
1869 | * monsters either. |
2189 | */ |
1870 | */ |
2190 | |
1871 | |
2191 | if (head->attacktype & AT_MAGIC && |
1872 | if (head->attacktype & AT_MAGIC |
2192 | !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) |
1873 | && !(head->attacktype & AT_COUNTERSPELL) |
|
|
1874 | && !QUERY_FLAG (head, FLAG_MONSTER) |
|
|
1875 | && (op->level > head->level)) |
2193 | head->destroy (); |
1876 | head->destroy (); |
2194 | else |
1877 | else |
2195 | switch (head->type) |
1878 | switch (head->type) |
2196 | { |
1879 | { |
2197 | case SPELL_EFFECT: |
1880 | case SPELL_EFFECT: |
|
|
1881 | // XXX: Don't affect floor spelleffects. See also XXX comment |
|
|
1882 | // about sanctuary in spell_util.C |
|
|
1883 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
1884 | continue; |
|
|
1885 | |
2198 | if (op->level > head->level) |
1886 | if (op->level > head->level) |
2199 | head->destroy (); |
1887 | head->destroy (); |
2200 | |
1888 | |
2201 | break; |
1889 | break; |
2202 | |
1890 | |
… | |
… | |
2213 | break; |
1901 | break; |
2214 | } |
1902 | } |
2215 | } |
1903 | } |
2216 | } |
1904 | } |
2217 | |
1905 | |
2218 | |
|
|
2219 | |
|
|
2220 | /* cast_consecrate() - a spell to make an altar your god's */ |
1906 | /* cast_consecrate() - a spell to make an altar your god's */ |
2221 | int |
1907 | int |
2222 | cast_consecrate (object *op, object *caster, object *spell) |
1908 | cast_consecrate (object *op, object *caster, object *spell) |
2223 | { |
1909 | { |
2224 | char buf[MAX_BUF]; |
1910 | char buf[MAX_BUF]; |
… | |
… | |
2236 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1922 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
2237 | break; |
1923 | break; |
2238 | if (tmp->type == HOLY_ALTAR) |
1924 | if (tmp->type == HOLY_ALTAR) |
2239 | { |
1925 | { |
2240 | |
1926 | |
2241 | if (tmp->level > caster_level (caster, spell)) |
1927 | if (tmp->level > casting_level (caster, spell)) |
2242 | { |
1928 | { |
2243 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); |
1929 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); |
2244 | return 0; |
1930 | return 0; |
2245 | } |
1931 | } |
2246 | else |
1932 | else |
2247 | { |
1933 | { |
2248 | /* If we got here, we are consecrating an altar */ |
1934 | /* If we got here, we are consecrating an altar */ |
2249 | sprintf (buf, "Altar of %s", &god->name); |
1935 | sprintf (buf, "Altar of %s", &god->name); |
2250 | tmp->name = buf; |
1936 | tmp->name = buf; |
2251 | tmp->level = caster_level (caster, spell); |
1937 | tmp->level = casting_level (caster, spell); |
2252 | tmp->other_arch = god->arch; |
1938 | tmp->other_arch = god->arch; |
|
|
1939 | |
2253 | if (op->type == PLAYER) |
1940 | if (op->type == PLAYER) |
2254 | esrv_update_item (UPD_NAME, op, tmp); |
1941 | esrv_update_item (UPD_NAME, op, tmp); |
|
|
1942 | |
2255 | new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); |
1943 | new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); |
2256 | return 1; |
1944 | return 1; |
2257 | } |
1945 | } |
2258 | } |
1946 | } |
2259 | } |
1947 | } |
… | |
… | |
2269 | * This code was very odd - code early on would only let players use the spell, |
1957 | * This code was very odd - code early on would only let players use the spell, |
2270 | * yet the code wass full of player checks. I've presumed that the code |
1958 | * yet the code wass full of player checks. I've presumed that the code |
2271 | * that only let players use it was correct, and removed all the other |
1959 | * that only let players use it was correct, and removed all the other |
2272 | * player checks. MSW 2003-01-06 |
1960 | * player checks. MSW 2003-01-06 |
2273 | */ |
1961 | */ |
2274 | |
|
|
2275 | int |
1962 | int |
2276 | animate_weapon (object *op, object *caster, object *spell, int dir) |
1963 | animate_weapon (object *op, object *caster, object *spell, int dir) |
2277 | { |
1964 | { |
2278 | object *weapon, *tmp; |
1965 | object *weapon, *tmp; |
2279 | char buf[MAX_BUF]; |
1966 | char buf[MAX_BUF]; |
2280 | int a, i; |
1967 | int a, i; |
2281 | sint16 x, y; |
1968 | sint16 x, y; |
2282 | maptile *m; |
1969 | maptile *m; |
2283 | materialtype_t *mt; |
|
|
2284 | |
1970 | |
2285 | if (!spell->other_arch) |
1971 | if (!spell->other_arch) |
2286 | { |
1972 | { |
2287 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
1973 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
2288 | LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); |
1974 | LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); |
… | |
… | |
2291 | /* exit if it's not a player using this spell. */ |
1977 | /* exit if it's not a player using this spell. */ |
2292 | if (op->type != PLAYER) |
1978 | if (op->type != PLAYER) |
2293 | return 0; |
1979 | return 0; |
2294 | |
1980 | |
2295 | /* if player already has a golem, abort */ |
1981 | /* if player already has a golem, abort */ |
2296 | if (op->contr->ranges[range_golem]) |
1982 | if (object *golem = op->contr->golem) |
2297 | { |
1983 | { |
2298 | control_golem (op->contr->ranges[range_golem], dir); |
1984 | control_golem (golem, dir); |
2299 | return 0; |
1985 | return 0; |
2300 | } |
1986 | } |
2301 | |
1987 | |
2302 | /* if no direction specified, pick one */ |
1988 | /* if no direction specified, pick one */ |
2303 | if (!dir) |
1989 | if (!dir) |
2304 | dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); |
1990 | dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9); |
2305 | |
1991 | |
2306 | m = op->map; |
1992 | m = op->map; |
2307 | x = op->x + freearr_x[dir]; |
1993 | x = op->x + freearr_x[dir]; |
2308 | y = op->y + freearr_y[dir]; |
1994 | y = op->y + freearr_y[dir]; |
2309 | |
1995 | |
2310 | /* if there's no place to put the golem, abort */ |
1996 | /* if there's no place to put the golem, abort */ |
2311 | if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || |
1997 | if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) |
2312 | ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) |
1998 | || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) |
2313 | { |
1999 | { |
2314 | new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
2000 | new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
2315 | return 0; |
2001 | return 0; |
2316 | } |
2002 | } |
2317 | |
2003 | |
… | |
… | |
2321 | if (!weapon) |
2007 | if (!weapon) |
2322 | { |
2008 | { |
2323 | new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2009 | new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2324 | return 0; |
2010 | return 0; |
2325 | } |
2011 | } |
|
|
2012 | |
2326 | if (spell->race && strcmp (weapon->arch->name, spell->race)) |
2013 | if (spell->race && weapon->arch->archname != spell->race) |
2327 | { |
2014 | { |
2328 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); |
2015 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); |
2329 | return 0; |
2016 | return 0; |
2330 | } |
2017 | } |
|
|
2018 | |
2331 | if (weapon->type != WEAPON) |
2019 | if (weapon->type != WEAPON) |
2332 | { |
2020 | { |
2333 | new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); |
2021 | new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); |
2334 | return 0; |
2022 | return 0; |
2335 | } |
2023 | } |
|
|
2024 | |
2336 | if (QUERY_FLAG (weapon, FLAG_APPLIED)) |
2025 | if (QUERY_FLAG (weapon, FLAG_APPLIED)) |
2337 | { |
2026 | { |
2338 | new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); |
2027 | new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); |
2339 | return 0; |
2028 | return 0; |
2340 | } |
2029 | } |
2341 | |
2030 | |
2342 | if (weapon->nrof > 1) |
2031 | weapon = weapon->split (); |
2343 | { |
|
|
2344 | tmp = get_split_ob (weapon, 1); |
|
|
2345 | esrv_send_item (op, weapon); |
|
|
2346 | weapon = tmp; |
|
|
2347 | } |
|
|
2348 | |
2032 | |
2349 | /* create the golem object */ |
2033 | /* create the golem object */ |
2350 | tmp = arch_to_object (spell->other_arch); |
2034 | tmp = arch_to_object (spell->other_arch); |
2351 | |
2035 | |
2352 | /* if animated by a player, give the player control of the golem */ |
2036 | /* if animated by a player, give the player control of the golem */ |
2353 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2037 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2354 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
2355 | tmp->stats.exp = 0; |
2038 | tmp->stats.exp = 0; |
2356 | add_friendly_object (tmp); |
2039 | add_friendly_object (tmp); |
2357 | tmp->type = GOLEM; |
2040 | tmp->type = GOLEM; |
2358 | tmp->set_owner (op); |
2041 | tmp->set_owner (op); |
|
|
2042 | op->contr->golem = tmp; |
2359 | set_spell_skill (op, caster, spell, tmp); |
2043 | set_spell_skill (op, caster, spell, tmp); |
2360 | op->contr->ranges[range_golem] = tmp; |
|
|
2361 | op->contr->shoottype = range_golem; |
|
|
2362 | |
2044 | |
2363 | /* Give the weapon to the golem now. A bit of a hack to check the |
2045 | /* Give the weapon to the golem now. A bit of a hack to check the |
2364 | * removed flag - it should only be set if get_split_object was |
2046 | * removed flag - it should only be set if weapon->split was |
2365 | * used above. |
2047 | * used above. |
2366 | */ |
2048 | */ |
2367 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2049 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2368 | weapon->remove (); |
2050 | weapon->remove (); |
2369 | insert_ob_in_ob (weapon, tmp); |
2051 | |
2370 | esrv_send_item (op, weapon); |
2052 | tmp->insert (weapon); |
|
|
2053 | |
2371 | /* To do everything necessary to let a golem use the weapon is a pain, |
2054 | /* To do everything necessary to let a golem use the weapon is a pain, |
2372 | * so instead, just set it as equipped (otherwise, we need to update |
2055 | * so instead, just set it as equipped (otherwise, we need to update |
2373 | * body_info, skills, etc) |
2056 | * body_info, skills, etc) |
2374 | */ |
2057 | */ |
2375 | SET_FLAG (tmp, FLAG_USE_WEAPON); |
2058 | SET_FLAG (tmp, FLAG_USE_WEAPON); |
… | |
… | |
2401 | |
2084 | |
2402 | /* attacktype */ |
2085 | /* attacktype */ |
2403 | if (!tmp->attacktype) |
2086 | if (!tmp->attacktype) |
2404 | tmp->attacktype = AT_PHYSICAL; |
2087 | tmp->attacktype = AT_PHYSICAL; |
2405 | |
2088 | |
2406 | mt = NULL; |
|
|
2407 | if (op->materialname != NULL) |
|
|
2408 | mt = name_to_material (op->materialname); |
2089 | if (materialtype_t *mt = name_to_material (op->materialname)) |
2409 | if (mt != NULL) |
|
|
2410 | { |
2090 | { |
2411 | for (i = 0; i < NROFATTACKS; i++) |
2091 | for (i = 0; i < NROFATTACKS; i++) |
2412 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2092 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2413 | a = mt->save[0]; |
2093 | a = mt->save[0]; |
2414 | } |
2094 | } |
… | |
… | |
2416 | { |
2096 | { |
2417 | for (i = 0; i < NROFATTACKS; i++) |
2097 | for (i = 0; i < NROFATTACKS; i++) |
2418 | tmp->resist[i] = 5; |
2098 | tmp->resist[i] = 5; |
2419 | a = 10; |
2099 | a = 10; |
2420 | } |
2100 | } |
|
|
2101 | |
2421 | /* Set weapon's immunity */ |
2102 | /* Set weapon's immunity */ |
2422 | tmp->resist[ATNR_CONFUSION] = 100; |
2103 | tmp->resist[ATNR_CONFUSION] = 100; |
2423 | tmp->resist[ATNR_POISON] = 100; |
2104 | tmp->resist[ATNR_POISON] = 100; |
2424 | tmp->resist[ATNR_SLOW] = 100; |
2105 | tmp->resist[ATNR_SLOW] = 100; |
2425 | tmp->resist[ATNR_PARALYZE] = 100; |
2106 | tmp->resist[ATNR_PARALYZE] = 100; |
… | |
… | |
2431 | |
2112 | |
2432 | /* Improve weapon's armour value according to best save vs. physical of its material */ |
2113 | /* Improve weapon's armour value according to best save vs. physical of its material */ |
2433 | |
2114 | |
2434 | if (a > 14) |
2115 | if (a > 14) |
2435 | a = 14; |
2116 | a = 14; |
|
|
2117 | |
2436 | tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2118 | tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2437 | |
2119 | |
2438 | /* Determine golem's speed */ |
2120 | /* Determine golem's speed */ |
2439 | tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); |
2121 | tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); |
2440 | |
2122 | |
… | |
… | |
2450 | tmp->state = weapon->state; |
2132 | tmp->state = weapon->state; |
2451 | tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; |
2133 | tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; |
2452 | } |
2134 | } |
2453 | |
2135 | |
2454 | /* make experience increase in proportion to the strength of the summoned creature. */ |
2136 | /* make experience increase in proportion to the strength of the summoned creature. */ |
2455 | tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); |
2137 | tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell)); |
2456 | |
2138 | |
2457 | tmp->speed_left = -1; |
2139 | tmp->speed_left = -1; |
2458 | tmp->direction = dir; |
2140 | tmp->direction = dir; |
2459 | |
2141 | |
2460 | m->insert (tmp, x, y, op); |
2142 | m->insert (tmp, x, y, op); |
… | |
… | |
2464 | /* cast_daylight() - changes the map darkness level *lower* */ |
2146 | /* cast_daylight() - changes the map darkness level *lower* */ |
2465 | |
2147 | |
2466 | /* cast_change_map_lightlevel: Was cast_daylight/nightfall. |
2148 | /* cast_change_map_lightlevel: Was cast_daylight/nightfall. |
2467 | * This changes the light level for the entire map. |
2149 | * This changes the light level for the entire map. |
2468 | */ |
2150 | */ |
2469 | |
|
|
2470 | int |
2151 | int |
2471 | cast_change_map_lightlevel (object *op, object *caster, object *spell) |
2152 | cast_change_map_lightlevel (object *op, object *caster, object *spell) |
2472 | { |
2153 | { |
2473 | int success; |
2154 | int success; |
2474 | |
2155 | |
… | |
… | |
2482 | if (spell->stats.dam < 0) |
2163 | if (spell->stats.dam < 0) |
2483 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); |
2164 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); |
2484 | else |
2165 | else |
2485 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); |
2166 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); |
2486 | } |
2167 | } |
|
|
2168 | |
2487 | return success; |
2169 | return success; |
2488 | } |
2170 | } |
2489 | |
|
|
2490 | |
|
|
2491 | |
|
|
2492 | |
|
|
2493 | |
2171 | |
2494 | /* create an aura spell object and put it in the player's inventory. |
2172 | /* create an aura spell object and put it in the player's inventory. |
2495 | * as usual, op is player, caster is the object casting the spell, |
2173 | * as usual, op is player, caster is the object casting the spell, |
2496 | * spell is the spell object itself. |
2174 | * spell is the spell object itself. |
2497 | */ |
2175 | */ |
… | |
… | |
2509 | |
2187 | |
2510 | new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); |
2188 | new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); |
2511 | |
2189 | |
2512 | new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2190 | new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2513 | |
2191 | |
2514 | new_aura->set_owner (op); |
|
|
2515 | set_spell_skill (op, caster, spell, new_aura); |
2192 | set_spell_skill (op, caster, spell, new_aura); |
2516 | new_aura->attacktype = spell->attacktype; |
2193 | new_aura->attacktype = spell->attacktype; |
2517 | |
2194 | |
2518 | new_aura->level = caster_level (caster, spell); |
2195 | new_aura->level = casting_level (caster, spell); |
|
|
2196 | |
2519 | if (refresh) |
2197 | if (refresh) |
2520 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2198 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2521 | else |
2199 | else |
2522 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
2200 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
|
|
2201 | |
2523 | insert_ob_in_ob (new_aura, op); |
2202 | insert_ob_in_ob (new_aura, op); |
|
|
2203 | new_aura->set_owner (op); |
|
|
2204 | |
2524 | return 1; |
2205 | return 1; |
2525 | } |
2206 | } |
2526 | |
|
|
2527 | |
2207 | |
2528 | /* move aura function. An aura is a part of someone's inventory, |
2208 | /* move aura function. An aura is a part of someone's inventory, |
2529 | * which he carries with him, but which acts on the map immediately |
2209 | * which he carries with him, but which acts on the map immediately |
2530 | * around him. |
2210 | * around him. |
2531 | * Aura parameters: |
2211 | * Aura parameters: |
2532 | * duration: duration counter. |
2212 | * duration: duration counter. |
2533 | * attacktype: aura's attacktype |
2213 | * attacktype: aura's attacktype |
2534 | * other_arch: archetype to drop where we attack |
2214 | * other_arch: archetype to drop where we attack |
2535 | */ |
2215 | */ |
2536 | |
|
|
2537 | void |
2216 | void |
2538 | move_aura (object *aura) |
2217 | move_aura (object *aura) |
2539 | { |
2218 | { |
2540 | int i, mflags; |
|
|
2541 | object *env; |
|
|
2542 | maptile *m; |
|
|
2543 | |
|
|
2544 | /* auras belong in inventories */ |
2219 | /* auras belong in inventories */ |
2545 | env = aura->env; |
2220 | object *env = aura->env; |
|
|
2221 | object *owner = aura->owner; |
2546 | |
2222 | |
2547 | /* no matter what we've gotta remove the aura... |
2223 | /* no matter what we've gotta remove the aura... |
2548 | * we'll put it back if its time isn't up. |
2224 | * we'll put it back if its time isn't up. |
2549 | */ |
2225 | */ |
2550 | aura->remove (); |
2226 | aura->remove (); |
… | |
… | |
2555 | aura->destroy (); |
2231 | aura->destroy (); |
2556 | return; |
2232 | return; |
2557 | } |
2233 | } |
2558 | |
2234 | |
2559 | /* auras only exist in inventories */ |
2235 | /* auras only exist in inventories */ |
2560 | if (env == NULL || env->map == NULL) |
2236 | if (!env || !env->map) |
2561 | { |
2237 | { |
2562 | aura->destroy (); |
2238 | aura->destroy (); |
2563 | return; |
2239 | return; |
2564 | } |
2240 | } |
2565 | |
2241 | |
2566 | /* we need to jump out of the inventory for a bit |
2242 | /* we need to jump out of the inventory for a bit |
2567 | * in order to hit the map conveniently. |
2243 | * in order to hit the map conveniently. |
2568 | */ |
2244 | */ |
2569 | aura->insert_at (env, aura); |
2245 | aura->insert_at (env, aura); |
2570 | |
2246 | |
2571 | for (i = 1; i < 9; i++) |
2247 | for (int i = 1; i < 9; i++) |
2572 | { |
2248 | { |
2573 | sint16 nx, ny; |
2249 | mapxy pos (env); |
|
|
2250 | pos.move (i); |
2574 | |
2251 | |
2575 | nx = aura->x + freearr_x[i]; |
|
|
2576 | ny = aura->y + freearr_y[i]; |
|
|
2577 | mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny); |
|
|
2578 | |
|
|
2579 | /* Consider the movement tyep of the person with the aura as |
2252 | /* Consider the movement type of the person with the aura as |
2580 | * movement type of the aura. Eg, if the player is flying, the aura |
2253 | * movement type of the aura. Eg, if the player is flying, the aura |
2581 | * is flying also, if player is walking, it is on the ground, etc. |
2254 | * is flying also, if player is walking, it is on the ground, etc. |
2582 | */ |
2255 | */ |
2583 | if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) |
2256 | if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) |
2584 | { |
2257 | { |
2585 | hit_map (aura, i, aura->attacktype, 0); |
2258 | hit_map (aura, i, aura->attacktype, 0); |
2586 | |
2259 | |
2587 | if (aura->other_arch) |
2260 | if (aura->other_arch) |
2588 | m->insert (arch_to_object (aura->other_arch), nx, ny, aura); |
2261 | pos.insert (arch_to_object (aura->other_arch), aura); |
2589 | } |
2262 | } |
2590 | } |
2263 | } |
2591 | |
2264 | |
2592 | /* put the aura back in the player's inventory */ |
2265 | /* put the aura back in the player's inventory */ |
2593 | aura->remove (); |
2266 | env->insert (aura); |
2594 | insert_ob_in_ob (aura, env); |
2267 | aura->set_owner (owner); |
2595 | } |
2268 | } |
2596 | |
2269 | |
2597 | /* moves the peacemaker spell. |
2270 | /* moves the peacemaker spell. |
2598 | * op is the piece object. |
2271 | * op is the piece object. |
2599 | */ |
2272 | */ |
2600 | |
|
|
2601 | void |
2273 | void |
2602 | move_peacemaker (object *op) |
2274 | move_peacemaker (object *op) |
2603 | { |
2275 | { |
2604 | object *tmp; |
2276 | for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) |
2605 | |
|
|
2606 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
|
|
2607 | { |
2277 | { |
2608 | int atk_lev, def_lev; |
2278 | int atk_lev, def_lev; |
2609 | object *victim = tmp; |
2279 | object *victim = tmp->head_ (); |
2610 | |
2280 | |
2611 | if (tmp->head) |
|
|
2612 | victim = tmp->head; |
|
|
2613 | if (!QUERY_FLAG (victim, FLAG_MONSTER)) |
2281 | if (!QUERY_FLAG (victim, FLAG_MONSTER)) |
2614 | continue; |
2282 | continue; |
|
|
2283 | |
2615 | if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
2284 | if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
2616 | continue; |
2285 | continue; |
|
|
2286 | |
2617 | if (victim->stats.exp == 0) |
2287 | if (victim->stats.exp == 0) |
2618 | continue; |
2288 | continue; |
2619 | |
2289 | |
2620 | def_lev = MAX (1, victim->level); |
2290 | def_lev = MAX (1, victim->level); |
2621 | atk_lev = MAX (1, op->level); |
2291 | atk_lev = MAX (1, op->level); |
2622 | |
2292 | |
2623 | if (rndm (0, atk_lev - 1) > def_lev) |
2293 | if (rndm (0, atk_lev - 1) > def_lev) |
2624 | { |
2294 | { |
2625 | /* make this sucker peaceful. */ |
2295 | /* make this sucker peaceful. */ |
2626 | |
2296 | |
|
|
2297 | INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op)); |
2627 | change_exp (op->owner, victim->stats.exp, op->skill, 0); |
2298 | change_exp (op->owner, victim->stats.exp, op->skill, 0); |
2628 | victim->stats.exp = 0; |
2299 | victim->stats.exp = 0; |
2629 | #if 0 |
2300 | #if 0 |
2630 | /* No idea why these were all set to zero - if something |
2301 | /* No idea why these were all set to zero - if something |
2631 | * makes this creature agressive, he should still do damage. |
2302 | * makes this creature agressive, he should still do damage. |
… | |
… | |
2638 | victim->attack_movement = RANDO2; |
2309 | victim->attack_movement = RANDO2; |
2639 | SET_FLAG (victim, FLAG_UNAGGRESSIVE); |
2310 | SET_FLAG (victim, FLAG_UNAGGRESSIVE); |
2640 | SET_FLAG (victim, FLAG_RUN_AWAY); |
2311 | SET_FLAG (victim, FLAG_RUN_AWAY); |
2641 | SET_FLAG (victim, FLAG_RANDOM_MOVE); |
2312 | SET_FLAG (victim, FLAG_RANDOM_MOVE); |
2642 | CLEAR_FLAG (victim, FLAG_MONSTER); |
2313 | CLEAR_FLAG (victim, FLAG_MONSTER); |
|
|
2314 | |
2643 | if (victim->name) |
2315 | if (victim->name) |
2644 | { |
|
|
2645 | new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); |
2316 | new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); |
2646 | } |
2317 | } |
2647 | } |
|
|
2648 | } |
2318 | } |
2649 | } |
2319 | } |
2650 | |
|
|
2651 | |
2320 | |
2652 | /* This writes a rune that contains the appropriate message. |
2321 | /* This writes a rune that contains the appropriate message. |
2653 | * There really isn't any adjustments we make. |
2322 | * There really isn't any adjustments we make. |
2654 | */ |
2323 | */ |
2655 | |
|
|
2656 | int |
2324 | int |
2657 | write_mark (object *op, object *spell, const char *msg) |
2325 | write_mark (object *op, object *spell, const char *msg) |
2658 | { |
2326 | { |
2659 | char rune[HUGE_BUF]; |
|
|
2660 | object *tmp; |
|
|
2661 | |
|
|
2662 | if (!msg || msg[0] == 0) |
2327 | if (!msg || msg[0] == 0) |
2663 | { |
2328 | { |
2664 | new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); |
2329 | new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); |
2665 | return 0; |
2330 | return 0; |
2666 | } |
2331 | } |
… | |
… | |
2669 | { |
2334 | { |
2670 | new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); |
2335 | new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); |
2671 | LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); |
2336 | LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); |
2672 | return 0; |
2337 | return 0; |
2673 | } |
2338 | } |
|
|
2339 | |
2674 | if (!spell->other_arch) |
2340 | if (!spell->other_arch) |
2675 | return 0; |
2341 | return 0; |
|
|
2342 | |
2676 | tmp = arch_to_object (spell->other_arch); |
2343 | object *tmp = arch_to_object (spell->other_arch); |
2677 | |
|
|
2678 | snprintf (rune, sizeof (rune), "%s\n", msg); |
|
|
2679 | |
2344 | |
2680 | tmp->race = op->name; /*Save the owner of the rune */ |
2345 | tmp->race = op->name; /*Save the owner of the rune */ |
2681 | tmp->msg = rune; |
2346 | tmp->msg = msg; |
2682 | |
2347 | |
2683 | tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); |
2348 | tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); |
|
|
2349 | |
2684 | return 1; |
2350 | return 1; |
2685 | } |
2351 | } |
|
|
2352 | |