1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program 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 2 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, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <object.h> |
26 | #include <object.h> |
26 | #include <living.h> |
27 | #include <living.h> |
27 | #ifndef __CEXTRACT__ |
|
|
28 | # include <sproto.h> |
28 | #include <sproto.h> |
29 | #endif |
|
|
30 | #include <spells.h> |
29 | #include <spells.h> |
31 | #include <sounds.h> |
30 | #include <sounds.h> |
32 | |
31 | |
33 | /* cast_magic_storm: This is really used mostly for spell |
32 | /* cast_magic_storm: This is really used mostly for spell |
34 | * fumbles at the like. tmp is the object to propogate. |
33 | * fumbles at the like. tmp is the object to propogate. |
… | |
… | |
37 | void |
36 | void |
38 | cast_magic_storm (object *op, object *tmp, int lvl) |
37 | cast_magic_storm (object *op, object *tmp, int lvl) |
39 | { |
38 | { |
40 | if (!tmp) |
39 | if (!tmp) |
41 | return; /* error */ |
40 | return; /* error */ |
|
|
41 | |
42 | tmp->level = op->level; |
42 | tmp->level = op->level; |
43 | tmp->x = op->x; |
|
|
44 | tmp->y = op->y; |
|
|
45 | tmp->range += lvl / 5; /* increase the area of destruction */ |
43 | tmp->range += lvl / 5; /* increase the area of destruction */ |
46 | tmp->duration += lvl / 5; |
44 | tmp->duration += lvl / 5; |
47 | |
45 | |
48 | /* Put a cap on duration for this - if the player fails in their |
46 | /* Put a cap on duration for this - if the player fails in their |
49 | * apartment, don't want it to go on so long that it kills them |
47 | * apartment, don't want it to go on so long that it kills them |
50 | * multiple times. Also, damge already increases with level, |
48 | * multiple times. Also, damge already increases with level, |
51 | * so don't really need to increase the duration as much either. |
49 | * so don't really need to increase the duration as much either. |
52 | */ |
50 | */ |
53 | if (tmp->duration >= 40) |
51 | if (tmp->duration >= 40) |
54 | tmp->duration = 40; |
52 | tmp->duration = 40; |
|
|
53 | |
55 | tmp->stats.dam = lvl; /* nasty recoils! */ |
54 | tmp->stats.dam = lvl; /* nasty recoils! */ |
56 | tmp->stats.maxhp = tmp->count; /* tract single parent */ |
55 | tmp->stats.maxhp = tmp->count; /* tract single parent */ |
57 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
58 | |
56 | |
|
|
57 | tmp->insert_at (op, op); |
59 | } |
58 | } |
60 | |
|
|
61 | |
59 | |
62 | int |
60 | int |
63 | recharge (object *op, object *caster, object *spell_ob) |
61 | recharge (object *op, object *caster, object *spell_ob) |
64 | { |
62 | { |
65 | object *wand, *tmp; |
63 | object *wand, *tmp; |
… | |
… | |
74 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
72 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
75 | { |
73 | { |
76 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); |
74 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); |
77 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); |
75 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); |
78 | esrv_del_item (op->contr, wand->count); |
76 | esrv_del_item (op->contr, wand->count); |
79 | wand->remove (); |
|
|
80 | wand->destroy (0); |
77 | wand->destroy (); |
81 | tmp = get_archetype ("fireball"); |
78 | tmp = get_archetype ("fireball"); |
82 | tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
79 | tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
|
|
80 | |
83 | if (!tmp->stats.dam) |
81 | if (!tmp->stats.dam) |
84 | tmp->stats.dam = 1; |
82 | tmp->stats.dam = 1; |
|
|
83 | |
85 | tmp->stats.hp = tmp->stats.dam / 2; |
84 | tmp->stats.hp = tmp->stats.dam / 2; |
|
|
85 | |
86 | if (tmp->stats.hp < 2) |
86 | if (tmp->stats.hp < 2) |
87 | tmp->stats.hp = 2; |
87 | tmp->stats.hp = 2; |
88 | tmp->x = op->x; |
88 | |
89 | tmp->y = op->y; |
89 | tmp->insert_at (op); |
90 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
91 | return 1; |
90 | return 1; |
92 | } |
91 | } |
93 | |
92 | |
94 | ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); |
93 | ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); |
|
|
94 | |
95 | if (wand->inv && wand->inv->level) |
95 | if (wand->inv && wand->inv->level) |
96 | ncharges /= wand->inv->level; |
96 | ncharges /= wand->inv->level; |
97 | else |
97 | else |
98 | { |
98 | { |
99 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); |
99 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); |
100 | return 0; |
100 | return 0; |
101 | } |
101 | } |
|
|
102 | |
102 | if (!ncharges) |
103 | if (!ncharges) |
103 | ncharges = 1; |
104 | ncharges = 1; |
104 | |
105 | |
105 | wand->stats.food += ncharges; |
106 | wand->stats.food += ncharges; |
106 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); |
107 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); |
|
|
108 | |
107 | if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) |
109 | if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) |
108 | { |
110 | { |
109 | SET_FLAG (wand, FLAG_ANIMATE); |
111 | SET_FLAG (wand, FLAG_ANIMATE); |
110 | wand->speed = wand->arch->clone.speed; |
112 | wand->set_speed (wand->arch->clone.speed); |
111 | update_ob_speed (wand); |
|
|
112 | } |
113 | } |
|
|
114 | |
113 | return 1; |
115 | return 1; |
114 | } |
116 | } |
115 | |
117 | |
116 | /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows |
118 | /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows |
117 | * based on whether a crossbow or bow is equiped. If neither, it defaults to |
119 | * based on whether a crossbow or bow is equiped. If neither, it defaults to |
… | |
… | |
152 | /* If it starts with a letter, presume it is a description */ |
154 | /* If it starts with a letter, presume it is a description */ |
153 | if (isalpha (*stringarg)) |
155 | if (isalpha (*stringarg)) |
154 | { |
156 | { |
155 | artifact *al = find_artifactlist (missile->type)->items; |
157 | artifact *al = find_artifactlist (missile->type)->items; |
156 | |
158 | |
157 | for (; al != NULL; al = al->next) |
159 | for (; al; al = al->next) |
158 | if (!strcasecmp (al->item->name, stringarg)) |
160 | if (!strcasecmp (al->item->name, stringarg)) |
159 | break; |
161 | break; |
160 | |
162 | |
161 | if (!al) |
163 | if (!al) |
162 | { |
164 | { |
163 | missile->destroy (0); |
165 | missile->destroy (); |
164 | new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); |
166 | new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); |
165 | return 0; |
167 | return 0; |
166 | } |
168 | } |
167 | |
169 | |
168 | if (al->item->slaying) |
170 | if (al->item->slaying) |
169 | { |
171 | { |
170 | missile->destroy (0); |
172 | missile->destroy (); |
171 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); |
173 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); |
172 | return 0; |
174 | return 0; |
173 | } |
175 | } |
174 | |
176 | |
175 | give_artifact_abilities (missile, al->item); |
177 | give_artifact_abilities (missile, al->item); |
… | |
… | |
303 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); |
305 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); |
304 | return 0; |
306 | return 0; |
305 | } |
307 | } |
306 | if (mflags & P_IS_ALIVE) |
308 | if (mflags & P_IS_ALIVE) |
307 | { |
309 | { |
308 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
310 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
309 | if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
311 | if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
310 | { |
312 | { |
311 | new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); |
313 | new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); |
312 | if (tmp->head != NULL) |
314 | if (tmp->head != NULL) |
313 | tmp = tmp->head; |
315 | tmp = tmp->head; |
… | |
… | |
371 | * normal applies. |
373 | * normal applies. |
372 | */ |
374 | */ |
373 | int |
375 | int |
374 | cast_invisible (object *op, object *caster, object *spell_ob) |
376 | cast_invisible (object *op, object *caster, object *spell_ob) |
375 | { |
377 | { |
376 | object *tmp; |
|
|
377 | |
|
|
378 | if (op->invisible > 1000) |
378 | if (op->invisible > 1000) |
379 | { |
379 | { |
380 | new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); |
380 | new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); |
381 | return 0; |
381 | return 0; |
382 | } |
382 | } |
… | |
… | |
398 | else |
398 | else |
399 | op->contr->tmp_invis = 1; |
399 | op->contr->tmp_invis = 1; |
400 | |
400 | |
401 | op->contr->hidden = 0; |
401 | op->contr->hidden = 0; |
402 | } |
402 | } |
|
|
403 | |
403 | if (makes_invisible_to (op, op)) |
404 | if (makes_invisible_to (op, op)) |
404 | new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); |
405 | new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); |
405 | else |
406 | else |
406 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
407 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
407 | |
408 | |
408 | update_object (op, UP_OBJ_FACE); |
409 | update_object (op, UP_OBJ_CHANGE); |
409 | |
410 | |
410 | /* Only search the active objects - only these should actually do |
411 | /* Only search the active objects - only these should actually do |
411 | * harm to the player. |
412 | * harm to the player. |
412 | */ |
413 | */ |
413 | for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) |
414 | for_all_actives (tmp) |
414 | if (tmp->enemy == op) |
415 | if (tmp->enemy == op) |
415 | tmp->enemy = NULL; |
416 | tmp->enemy = 0; |
|
|
417 | |
416 | return 1; |
418 | return 1; |
417 | } |
419 | } |
418 | |
420 | |
419 | /* earth to dust spell. Basically destroys earthwalls in the area. |
421 | /* earth to dust spell. Basically destroys earthwalls in the area. |
420 | */ |
422 | */ |
… | |
… | |
441 | |
443 | |
442 | if (mflags & P_OUT_OF_MAP) |
444 | if (mflags & P_OUT_OF_MAP) |
443 | continue; |
445 | continue; |
444 | |
446 | |
445 | // earth to dust tears down everything that can be teared down |
447 | // earth to dust tears down everything that can be teared down |
446 | for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) |
448 | for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) |
447 | { |
449 | { |
448 | next = tmp->above; |
450 | next = tmp->above; |
449 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
451 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
450 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
452 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
451 | } |
453 | } |
452 | } |
454 | } |
|
|
455 | |
453 | return 1; |
456 | return 1; |
454 | } |
457 | } |
455 | |
|
|
456 | |
458 | |
457 | void |
459 | void |
458 | execute_word_of_recall (object *op) |
460 | execute_word_of_recall (object *op) |
459 | { |
461 | { |
460 | object *wor = op; |
462 | if (object *pl = op->in_player ()) |
461 | |
463 | { |
462 | while (op != NULL && op->type != PLAYER) |
464 | if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) |
463 | op = op->env; |
|
|
464 | |
|
|
465 | if (op != NULL && op->map) |
|
|
466 | if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) |
|
|
467 | new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); |
465 | new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); |
468 | else |
466 | else |
|
|
467 | { |
|
|
468 | // remove first so we do not call update_stats |
|
|
469 | op->remove (); |
469 | enter_exit (op, wor); |
470 | pl->enter_exit (op); |
|
|
471 | } |
|
|
472 | } |
470 | |
473 | |
471 | wor->remove (); |
|
|
472 | wor->destroy (0); |
474 | op->destroy (); |
473 | } |
475 | } |
474 | |
476 | |
475 | /* Word of recall causes the player to return 'home'. |
477 | /* Word of recall causes the player to return 'home'. |
476 | * we put a force into the player object, so that there is a |
478 | * we put a force into the player object, so that there is a |
477 | * time delay effect. |
479 | * time delay effect. |
… | |
… | |
496 | { |
498 | { |
497 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
499 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
498 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
500 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
499 | return 0; |
501 | return 0; |
500 | } |
502 | } |
|
|
503 | |
501 | time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
504 | time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
502 | if (time < 1) |
505 | if (time < 1) |
503 | time = 1; |
506 | time = 1; |
504 | |
507 | |
505 | /* value of speed really doesn't make much difference, as long as it is |
508 | /* value of speed really doesn't make much difference, as long as it is |
506 | * positive. Lower value may be useful so that the problem doesn't |
509 | * positive. Lower value may be useful so that the problem doesn't |
507 | * do anything really odd if it say a -1000 or something. |
510 | * do anything really odd if it say a -1000 or something. |
508 | */ |
511 | */ |
509 | dummy->speed = 0.002; |
512 | dummy->set_speed (0.002); |
510 | update_ob_speed (dummy); |
|
|
511 | dummy->speed_left = -dummy->speed * time; |
513 | dummy->speed_left = -dummy->speed * time; |
512 | dummy->type = SPELL_EFFECT; |
514 | dummy->type = SPELL_EFFECT; |
513 | dummy->subtype = SP_WORD_OF_RECALL; |
515 | dummy->subtype = SP_WORD_OF_RECALL; |
514 | |
516 | |
515 | /* If we could take advantage of enter_player_savebed() here, it would be |
517 | /* If we could take advantage of enter_player_savebed() here, it would be |
516 | * nice, but until the map load fails, we can't. |
518 | * nice, but until the map load fails, we can't. |
517 | */ |
519 | */ |
518 | EXIT_PATH (dummy) = op->contr->savebed_map; |
520 | EXIT_PATH (dummy) = op->contr->savebed_map; |
519 | EXIT_X (dummy) = op->contr->bed_x; |
521 | EXIT_X (dummy) = op->contr->bed_x; |
520 | EXIT_Y (dummy) = op->contr->bed_y; |
522 | EXIT_Y (dummy) = op->contr->bed_y; |
521 | |
523 | |
522 | (void) insert_ob_in_ob (dummy, op); |
524 | op->insert (dummy); |
|
|
525 | |
523 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
526 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
|
|
527 | |
524 | return 1; |
528 | return 1; |
525 | } |
529 | } |
526 | |
530 | |
527 | /* cast_wonder |
531 | /* cast_wonder |
528 | * wonder is really just a spell that will likely cast another |
532 | * wonder is really just a spell that will likely cast another |
… | |
… | |
558 | return cast_spell (op, caster, dir, newspell, NULL); |
562 | return cast_spell (op, caster, dir, newspell, NULL); |
559 | } |
563 | } |
560 | return 1; |
564 | return 1; |
561 | } |
565 | } |
562 | |
566 | |
563 | |
|
|
564 | int |
567 | int |
565 | perceive_self (object *op) |
568 | perceive_self (object *op) |
566 | { |
569 | { |
|
|
570 | char buf[MAX_BUF]; |
567 | char *cp = describe_item (op, op), buf[MAX_BUF]; |
571 | const char *cp = describe_item (op, op); |
568 | archetype *at = archetype::find (ARCH_DEPLETION); |
572 | archetype *at = archetype::find (ARCH_DEPLETION); |
569 | object *tmp; |
573 | object *tmp; |
570 | int i; |
574 | int i; |
571 | |
575 | |
572 | tmp = find_god (determine_god (op)); |
576 | tmp = find_god (determine_god (op)); |
… | |
… | |
581 | new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); |
585 | new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); |
582 | else |
586 | else |
583 | { |
587 | { |
584 | new_draw_info (NDI_UNIQUE, 0, op, "You have:"); |
588 | new_draw_info (NDI_UNIQUE, 0, op, "You have:"); |
585 | new_draw_info (NDI_UNIQUE, 0, op, cp); |
589 | new_draw_info (NDI_UNIQUE, 0, op, cp); |
|
|
590 | |
586 | if (tmp != NULL) |
591 | if (tmp) |
587 | { |
|
|
588 | for (i = 0; i < NUM_STATS; i++) |
592 | for (i = 0; i < NUM_STATS; i++) |
589 | { |
593 | if (tmp->stats.stat (i) < 0) |
590 | if (get_attr_value (&tmp->stats, i) < 0) |
|
|
591 | { |
|
|
592 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); |
594 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i)); |
593 | } |
|
|
594 | } |
|
|
595 | } |
|
|
596 | } |
595 | } |
597 | |
596 | |
598 | if (is_dragon_pl (op)) |
597 | if (is_dragon_pl (op)) |
599 | { |
598 | { |
600 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
599 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
601 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
600 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
602 | { |
601 | { |
603 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
602 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
604 | { |
603 | { |
605 | if (tmp->stats.exp == 0) |
604 | if (tmp->stats.exp == 0) |
606 | { |
|
|
607 | sprintf (buf, "Your metabolism isn't focused on anything."); |
605 | sprintf (buf, "Your metabolism isn't focused on anything."); |
608 | } |
|
|
609 | else |
606 | else |
610 | { |
|
|
611 | sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); |
607 | sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); |
612 | } |
608 | |
613 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
609 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
614 | break; |
610 | break; |
615 | } |
611 | } |
616 | } |
612 | } |
617 | } |
613 | } |
|
|
614 | |
618 | return 1; |
615 | return 1; |
619 | } |
616 | } |
620 | |
617 | |
621 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
618 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
622 | * |
619 | * |
… | |
… | |
636 | * Code by Tchize (david.delbecq@usa.net) |
633 | * Code by Tchize (david.delbecq@usa.net) |
637 | */ |
634 | */ |
638 | int |
635 | int |
639 | cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
636 | cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
640 | { |
637 | { |
641 | object *dummy, *force, *old_force, *tmp; |
638 | object *dummy, *force, *old_force; |
642 | archetype *perm_portal; |
639 | archetype *perm_portal; |
643 | char portal_name[1024], portal_message[1024]; |
640 | char portal_name[1024], portal_message[1024]; |
644 | sint16 exitx, exity; |
|
|
645 | maptile *exitmap; |
641 | maptile *exitmap; |
646 | int op_level; |
642 | int op_level; |
647 | |
643 | |
648 | |
|
|
649 | /* Check to see if the map the player is currently on is a per player unique |
|
|
650 | * map. This can be determined in that per player unique maps have the |
|
|
651 | * full pathname listed. |
|
|
652 | */ |
|
|
653 | if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE) |
|
|
654 | { |
|
|
655 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n"); |
|
|
656 | return 0; |
|
|
657 | } |
|
|
658 | |
|
|
659 | /* The first thing to do is to check if we have a marked destination |
644 | /* The first thing to do is to check if we have a marked destination |
660 | * dummy is used to make a check inventory for the force |
645 | * dummy is used to make a check inventory for the force |
661 | */ |
646 | */ |
662 | dummy = arch_to_object (spell->other_arch); |
647 | dummy = arch_to_object (spell->other_arch); |
663 | if (dummy == NULL) |
648 | if (dummy == NULL) |
664 | { |
649 | { |
665 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
650 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
666 | LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name); |
651 | LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name); |
667 | return 0; |
652 | return 0; |
668 | } |
653 | } |
|
|
654 | |
669 | force = check_inv_recursive (op, dummy); |
655 | force = check_inv_recursive (op, dummy); |
670 | |
656 | |
671 | if (force == NULL) |
657 | if (force == NULL) |
672 | { |
658 | { |
673 | /* Here we know there is no destination marked up. |
659 | /* Here we know there is no destination marked up. |
… | |
… | |
677 | */ |
663 | */ |
678 | dummy->name = op->map->path; |
664 | dummy->name = op->map->path; |
679 | EXIT_X (dummy) = op->x; |
665 | EXIT_X (dummy) = op->x; |
680 | EXIT_Y (dummy) = op->y; |
666 | EXIT_Y (dummy) = op->y; |
681 | insert_ob_in_ob (dummy, op); |
667 | insert_ob_in_ob (dummy, op); |
682 | 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."); |
668 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind. You feel you are able to come here from anywhere."); |
683 | return 1; |
669 | return 1; |
684 | } |
670 | } |
|
|
671 | |
685 | dummy->destroy (0); |
672 | dummy->destroy (); |
686 | |
673 | |
687 | /* Here we know where the town portal should go to |
674 | /* Here we know where the town portal should go to |
688 | * We should kill any existing portal associated with the player. |
675 | * We should kill any existing portal associated with the player. |
689 | * Than we should create the 2 portals. |
676 | * Than we should create the 2 portals. |
690 | * For each of them, we need: |
677 | * For each of them, we need: |
… | |
… | |
703 | /* First step: killing existing town portals */ |
690 | /* First step: killing existing town portals */ |
704 | dummy = get_archetype (spell->race); |
691 | dummy = get_archetype (spell->race); |
705 | if (dummy == NULL) |
692 | if (dummy == NULL) |
706 | { |
693 | { |
707 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
694 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
708 | LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name); |
695 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
709 | return 0; |
696 | return 0; |
710 | } |
697 | } |
|
|
698 | |
711 | perm_portal = archetype::find (spell->slaying); |
699 | perm_portal = archetype::find (spell->slaying); |
712 | |
700 | |
713 | /* To kill a town portal, we go trough the player's inventory, |
701 | /* To kill a town portal, we go trough the player's inventory, |
714 | * for each marked portal in player's inventory, |
702 | * for each marked portal in player's inventory, |
715 | * -We try load the associated map (if impossible, consider the portal destructed) |
703 | * -We try load the associated map (if impossible, consider the portal destructed) |
… | |
… | |
717 | * If it has the good name, we destruct it. |
705 | * If it has the good name, we destruct it. |
718 | * -We destruct the force indicating that portal. |
706 | * -We destruct the force indicating that portal. |
719 | */ |
707 | */ |
720 | while ((old_force = check_inv_recursive (op, dummy))) |
708 | while ((old_force = check_inv_recursive (op, dummy))) |
721 | { |
709 | { |
722 | exitx = EXIT_X (old_force); |
710 | exitmap = maptile::find_sync (old_force->race, op->map); |
723 | exity = EXIT_Y (old_force); |
|
|
724 | LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity); |
|
|
725 | |
|
|
726 | if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir))) |
|
|
727 | exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE); |
|
|
728 | else |
|
|
729 | exitmap = ready_map_name (old_force->race, 0); |
|
|
730 | |
711 | |
731 | if (exitmap) |
712 | if (exitmap) |
732 | { |
713 | { |
|
|
714 | exitmap->load_sync (); |
|
|
715 | |
|
|
716 | int exitx = EXIT_X (old_force); |
|
|
717 | int exity = EXIT_Y (old_force); |
|
|
718 | |
733 | tmp = present_arch (perm_portal, exitmap, exitx, exity); |
719 | for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above) |
734 | while (tmp) |
|
|
735 | { |
720 | { |
736 | if (tmp->name == old_force->name) |
721 | if (tmp->name == old_force->name) |
737 | { |
722 | { |
738 | tmp->remove (); |
|
|
739 | tmp->destroy (0); |
723 | tmp->destroy (); |
740 | break; |
724 | break; |
741 | } |
725 | } |
742 | else |
|
|
743 | { |
|
|
744 | tmp = tmp->above; |
|
|
745 | } |
|
|
746 | } |
726 | } |
747 | } |
727 | } |
748 | old_force->remove (); |
728 | |
749 | old_force->destroy (0); |
729 | old_force->destroy (); |
750 | LOG (llevDebug, "\n"); |
|
|
751 | } |
730 | } |
|
|
731 | |
752 | dummy->destroy (0); |
732 | dummy->destroy (); |
753 | |
733 | |
754 | /* Creating the portals. |
734 | /* Creating the portals. |
755 | * The very first thing to do is to ensure |
735 | * The very first thing to do is to ensure |
756 | * access to the destination map. |
736 | * access to the destination map. |
757 | * If we can't, don't fizzle. Simply warn player. |
737 | * If we can't, don't fizzle. Simply warn player. |
… | |
… | |
760 | * 'force' is the destination of the town portal, which we got |
740 | * 'force' is the destination of the town portal, which we got |
761 | * from the players inventory above. |
741 | * from the players inventory above. |
762 | */ |
742 | */ |
763 | |
743 | |
764 | /* Ensure exit map is loaded */ |
744 | /* Ensure exit map is loaded */ |
765 | if (!strncmp (force->name, settings.localdir, strlen (settings.localdir))) |
745 | exitmap = maptile::find_sync (force->name); |
766 | exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE); |
|
|
767 | else |
|
|
768 | exitmap = ready_map_name (force->name, 0); |
|
|
769 | |
746 | |
770 | /* If we were unable to load (ex. random map deleted), warn player */ |
747 | /* If we were unable to load (ex. random map deleted), warn player */ |
771 | if (exitmap == NULL) |
748 | if (!exitmap) |
772 | { |
749 | { |
773 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); |
750 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens. You can't remember where to go!?"); |
774 | force->remove (); |
|
|
775 | force->destroy (0); |
751 | force->destroy (); |
776 | return 1; |
752 | return 1; |
777 | } |
753 | } |
|
|
754 | |
|
|
755 | exitmap->load_sync (); |
778 | |
756 | |
779 | op_level = caster_level (caster, spell); |
757 | op_level = caster_level (caster, spell); |
780 | if (op_level < 15) |
758 | if (op_level < 15) |
781 | snprintf (portal_message, 1024, |
759 | snprintf (portal_message, 1024, |
782 | "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", |
760 | "The air moves around you and a huge smell of ammonia surounds you as you pass through %s's tiny portal. Pouah!\n", |
783 | &op->name); |
761 | &op->name); |
784 | else if (op_level < 30) |
762 | else if (op_level < 30) |
785 | snprintf (portal_message, 1024, |
763 | snprintf (portal_message, 1024, |
786 | "\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); |
764 | "%s's portal smells of ozone. You do a lot of movements and finally pass through the small hole in the air\n", &op->name); |
787 | else if (op_level < 60) |
765 | else if (op_level < 60) |
788 | snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); |
766 | snprintf (portal_message, 1024, "A shining door opens in the air in front of you, showing you the path to another place.\n"); |
789 | else |
767 | else |
790 | snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n", |
768 | snprintf (portal_message, 1024, "As you walk through %s's portal, flowers come out from the ground around you. You feel awed.\n", |
791 | &op->name); |
769 | &op->name); |
792 | |
770 | |
793 | /* Create a portal in front of player |
771 | /* Create a portal in front of player |
794 | * dummy contain the portal and |
772 | * dummy contain the portal and |
795 | * force contain the track to kill it later |
773 | * force contain the track to kill it later |
796 | */ |
774 | */ |
797 | |
|
|
798 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); |
775 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); |
799 | dummy = get_archetype (spell->slaying); /*The portal */ |
776 | dummy = get_archetype (spell->slaying); /*The portal */ |
800 | if (dummy == NULL) |
777 | if (dummy == NULL) |
801 | { |
778 | { |
802 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
779 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
803 | LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
780 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
804 | return 0; |
781 | return 0; |
805 | } |
782 | } |
|
|
783 | |
806 | EXIT_PATH (dummy) = force->name; |
784 | EXIT_PATH (dummy) = force->name; |
807 | EXIT_X (dummy) = EXIT_X (force); |
785 | EXIT_X (dummy) = EXIT_X (force); |
808 | EXIT_Y (dummy) = EXIT_Y (force); |
786 | EXIT_Y (dummy) = EXIT_Y (force); |
809 | dummy->name = dummy->name_pl = portal_name; |
787 | dummy->name = dummy->name_pl = portal_name; |
810 | dummy->msg = portal_message; |
788 | dummy->msg = portal_message; |
… | |
… | |
813 | |
791 | |
814 | /* Now we need to to create a town portal marker inside the player |
792 | /* Now we need to to create a town portal marker inside the player |
815 | * object, so on future castings, we can know that he has an active |
793 | * object, so on future castings, we can know that he has an active |
816 | * town portal. |
794 | * town portal. |
817 | */ |
795 | */ |
818 | tmp = get_archetype (spell->race); |
796 | object *tmp = get_archetype (spell->race); |
819 | if (tmp == NULL) |
797 | |
|
|
798 | if (!tmp) |
820 | { |
799 | { |
821 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
800 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
822 | LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name); |
801 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
823 | return 0; |
802 | return 0; |
824 | } |
803 | } |
|
|
804 | |
825 | tmp->race = op->map->path; |
805 | tmp->race = op->map->path; |
826 | tmp->name = portal_name; |
806 | tmp->name = portal_name; |
827 | EXIT_X (tmp) = dummy->x; |
807 | EXIT_X (tmp) = dummy->x; |
828 | EXIT_Y (tmp) = dummy->y; |
808 | EXIT_Y (tmp) = dummy->y; |
829 | insert_ob_in_ob (tmp, op); |
809 | op->insert (tmp); |
830 | |
810 | |
831 | /* Create a portal in the destination map |
811 | /* Create a portal in the destination map |
832 | * dummy contain the portal and |
812 | * dummy contain the portal and |
833 | * force the track to kill it later |
813 | * force the track to kill it later |
834 | * the 'force' variable still contains the 'reminder' of |
814 | * the 'force' variable still contains the 'reminder' of |
835 | * where this portal goes to. |
815 | * where this portal goes to. |
836 | */ |
816 | */ |
837 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path); |
817 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path); |
838 | dummy = get_archetype (spell->slaying); /*The portal */ |
818 | dummy = get_archetype (spell->slaying); /*The portal */ |
839 | if (dummy == NULL) |
819 | if (dummy == NULL) |
840 | { |
820 | { |
841 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
821 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
842 | LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
822 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
843 | return 0; |
823 | return 0; |
844 | } |
824 | } |
|
|
825 | |
845 | EXIT_PATH (dummy) = op->map->path; |
826 | EXIT_PATH (dummy) = op->map->path; |
846 | EXIT_X (dummy) = op->x; |
827 | EXIT_X (dummy) = op->x; |
847 | EXIT_Y (dummy) = op->y; |
828 | EXIT_Y (dummy) = op->y; |
848 | dummy->name = dummy->name_pl = portal_name; |
829 | dummy->name = dummy->name_pl = portal_name; |
849 | dummy->msg = portal_message; |
830 | dummy->msg = portal_message; |
850 | dummy->x = EXIT_X (force); |
|
|
851 | dummy->y = EXIT_Y (force); |
|
|
852 | dummy->race = op->name; /*Save the owner of the portal */ |
831 | dummy->race = op->name; /*Save the owner of the portal */ |
853 | insert_ob_in_map (dummy, exitmap, op, 0); |
832 | exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op); |
854 | |
833 | |
855 | /* Now we create another town portal marker that |
834 | /* Now we create another town portal marker that |
856 | * points back to the one we just made |
835 | * points back to the one we just made |
857 | */ |
836 | */ |
858 | tmp = get_archetype (spell->race); |
837 | tmp = get_archetype (spell->race); |
859 | if (tmp == NULL) |
838 | if (tmp == NULL) |
860 | { |
839 | { |
861 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
840 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
862 | LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name); |
841 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
863 | return 0; |
842 | return 0; |
864 | } |
843 | } |
|
|
844 | |
865 | tmp->race = force->name; |
845 | tmp->race = force->name; |
866 | tmp->name = portal_name; |
846 | tmp->name = portal_name; |
867 | EXIT_X (tmp) = dummy->x; |
847 | EXIT_X (tmp) = dummy->x; |
868 | EXIT_Y (tmp) = dummy->y; |
848 | EXIT_Y (tmp) = dummy->y; |
869 | insert_ob_in_ob (tmp, op); |
849 | insert_ob_in_ob (tmp, op); |
870 | |
850 | |
871 | /* Describe the player what happened |
851 | /* Describe the player what happened |
872 | */ |
852 | */ |
873 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); |
853 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); |
874 | force->remove (); /* Delete the force inside the player */ |
|
|
875 | force->destroy (0); |
854 | force->destroy (); |
|
|
855 | |
876 | return 1; |
856 | return 1; |
877 | } |
857 | } |
878 | |
|
|
879 | |
858 | |
880 | /* This creates magic walls. Really, it can create most any object, |
859 | /* This creates magic walls. Really, it can create most any object, |
881 | * within some reason. |
860 | * within some reason. |
882 | */ |
861 | */ |
883 | |
|
|
884 | int |
862 | int |
885 | magic_wall (object *op, object *caster, int dir, object *spell_ob) |
863 | magic_wall (object *op, object *caster, int dir, object *spell_ob) |
886 | { |
864 | { |
887 | object *tmp, *tmp2; |
865 | object *tmp; |
888 | int i, posblocked, negblocked, maxrange; |
866 | int i, posblocked, negblocked, maxrange; |
889 | sint16 x, y; |
867 | sint16 x, y; |
890 | maptile *m; |
868 | maptile *m; |
891 | const char *name; |
869 | const char *name; |
892 | archetype *at; |
870 | archetype *at; |
… | |
… | |
900 | else |
878 | else |
901 | { |
879 | { |
902 | x = op->x + freearr_x[dir]; |
880 | x = op->x + freearr_x[dir]; |
903 | y = op->y + freearr_y[dir]; |
881 | y = op->y + freearr_y[dir]; |
904 | } |
882 | } |
|
|
883 | |
905 | m = op->map; |
884 | m = op->map; |
906 | |
885 | |
907 | if ((spell_ob->move_block || x != op->x || y != op->y) && |
886 | if ((spell_ob->move_block || x != op->x || y != op->y) && |
908 | (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || |
887 | (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || |
909 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) |
888 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) |
910 | { |
889 | { |
911 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
890 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
912 | return 0; |
891 | return 0; |
913 | } |
892 | } |
|
|
893 | |
914 | if (spell_ob->other_arch) |
894 | if (spell_ob->other_arch) |
915 | { |
|
|
916 | tmp = arch_to_object (spell_ob->other_arch); |
895 | tmp = arch_to_object (spell_ob->other_arch); |
917 | } |
|
|
918 | else if (spell_ob->race) |
896 | else if (spell_ob->race) |
919 | { |
897 | { |
920 | char buf1[MAX_BUF]; |
898 | char buf1[MAX_BUF]; |
921 | |
899 | |
922 | sprintf (buf1, spell_ob->race, dir); |
900 | sprintf (buf1, spell_ob->race, dir); |
… | |
… | |
925 | { |
903 | { |
926 | LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); |
904 | LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); |
927 | new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); |
905 | new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); |
928 | return 0; |
906 | return 0; |
929 | } |
907 | } |
|
|
908 | |
930 | tmp = arch_to_object (at); |
909 | tmp = arch_to_object (at); |
931 | } |
910 | } |
932 | else |
911 | else |
933 | { |
912 | { |
934 | LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); |
913 | LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); |
… | |
… | |
944 | } |
923 | } |
945 | else if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
924 | else if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
946 | { |
925 | { |
947 | tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
926 | tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
948 | tmp->stats.maxhp = tmp->stats.hp; |
927 | tmp->stats.maxhp = tmp->stats.hp; |
949 | set_owner (tmp, op); |
|
|
950 | set_spell_skill (op, caster, spell_ob, tmp); |
|
|
951 | } |
928 | } |
|
|
929 | |
952 | if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) |
930 | if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) |
953 | { |
931 | { |
954 | tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
932 | tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
955 | SET_FLAG (tmp, FLAG_IS_USED_UP); |
933 | SET_FLAG (tmp, FLAG_IS_USED_UP); |
956 | } |
934 | } |
|
|
935 | |
957 | if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) |
936 | if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) |
958 | { |
937 | { |
959 | tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
938 | tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
960 | tmp->stats.maxhp = tmp->stats.hp; |
939 | tmp->stats.maxhp = tmp->stats.hp; |
961 | SET_FLAG (tmp, FLAG_TEAR_DOWN); |
940 | SET_FLAG (tmp, FLAG_TEAR_DOWN); |
962 | SET_FLAG (tmp, FLAG_ALIVE); |
941 | SET_FLAG (tmp, FLAG_ALIVE); |
963 | } |
942 | } |
964 | |
943 | |
965 | /* This can't really hurt - if the object doesn't kill anything, |
944 | /* This can't really hurt - if the object doesn't kill anything, |
966 | * these fields just won't be used. |
945 | * these fields just won't be used. Do not set the owner for |
|
|
946 | * earthwalls, though, so they survive restarts. |
967 | */ |
947 | */ |
968 | set_owner (tmp, op); |
948 | if (tmp->type != EARTHWALL) //TODO |
|
|
949 | tmp->set_owner (op); |
|
|
950 | |
969 | set_spell_skill (op, caster, spell_ob, tmp); |
951 | set_spell_skill (op, caster, spell_ob, tmp); |
970 | tmp->x = x; |
|
|
971 | tmp->y = y; |
|
|
972 | tmp->level = caster_level (caster, spell_ob) / 2; |
952 | tmp->level = caster_level (caster, spell_ob) / 2; |
973 | |
953 | |
974 | name = tmp->name; |
954 | name = tmp->name; |
975 | if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) |
955 | if (!(tmp = m->insert (tmp, x, y, op))) |
976 | { |
956 | { |
977 | new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); |
957 | new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); |
978 | return 0; |
958 | return 0; |
979 | } |
959 | } |
|
|
960 | |
980 | /* If this is a spellcasting wall, need to insert the spell object */ |
961 | /* If this is a spellcasting wall, need to insert the spell object */ |
981 | if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
962 | if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
982 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
963 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
983 | |
964 | |
984 | /* This code causes the wall to extend some distance in |
965 | /* This code causes the wall to extend some distance in |
… | |
… | |
1002 | m = tmp->map; |
983 | m = tmp->map; |
1003 | |
984 | |
1004 | if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
985 | if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
1005 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) |
986 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) |
1006 | { |
987 | { |
1007 | tmp2 = get_object (); |
988 | object *tmp2 = tmp->clone (); |
1008 | copy_object (tmp, tmp2); |
989 | m->insert (tmp2, x, y, op); |
1009 | tmp2->x = x; |
990 | |
1010 | tmp2->y = y; |
|
|
1011 | insert_ob_in_map (tmp2, m, op, 0); |
|
|
1012 | /* If this is a spellcasting wall, need to insert the spell object */ |
991 | /* If this is a spellcasting wall, need to insert the spell object */ |
1013 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
992 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
1014 | insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); |
993 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1015 | |
994 | |
1016 | } |
995 | } |
1017 | else |
996 | else |
1018 | posblocked = 1; |
997 | posblocked = 1; |
1019 | |
998 | |
… | |
… | |
1022 | m = tmp->map; |
1001 | m = tmp->map; |
1023 | |
1002 | |
1024 | if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
1003 | if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
1025 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
1004 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
1026 | { |
1005 | { |
1027 | tmp2 = get_object (); |
1006 | object *tmp2 = tmp->clone (); |
1028 | copy_object (tmp, tmp2); |
1007 | m->insert (tmp2, x, y, op); |
1029 | tmp2->x = x; |
1008 | |
1030 | tmp2->y = y; |
|
|
1031 | insert_ob_in_map (tmp2, m, op, 0); |
|
|
1032 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
1009 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
1033 | insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); |
1010 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1034 | } |
1011 | } |
1035 | else |
1012 | else |
1036 | negblocked = 1; |
1013 | negblocked = 1; |
1037 | } |
1014 | } |
1038 | |
1015 | |
… | |
… | |
1087 | { |
1064 | { |
1088 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); |
1065 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); |
1089 | op->contr->count = 0; |
1066 | op->contr->count = 0; |
1090 | return 0; |
1067 | return 0; |
1091 | } |
1068 | } |
|
|
1069 | |
1092 | op->contr->count = 0; |
1070 | op->contr->count = 0; |
1093 | |
1071 | |
1094 | /* Remove code that puts player on random space on maps. IMO, |
1072 | /* Remove code that puts player on random space on maps. IMO, |
1095 | * a lot of maps probably have areas the player should not get to, |
1073 | * a lot of maps probably have areas the player should not get to, |
1096 | * but may not be marked as NO_MAGIC (as they may be bounded |
1074 | * but may not be marked as NO_MAGIC (as they may be bounded |
… | |
… | |
1145 | return 0; |
1123 | return 0; |
1146 | } |
1124 | } |
1147 | } |
1125 | } |
1148 | |
1126 | |
1149 | /* Actually move the player now */ |
1127 | /* Actually move the player now */ |
1150 | op->remove (); |
1128 | if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) |
1151 | op->x += freearr_x[dir] * dist; |
|
|
1152 | op->y += freearr_y[dir] * dist; |
|
|
1153 | if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL) |
|
|
1154 | return 1; |
1129 | return 1; |
1155 | |
1130 | |
1156 | op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
1131 | op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
1157 | return 1; |
1132 | return 1; |
1158 | } |
1133 | } |
… | |
… | |
1171 | object *poison; |
1146 | object *poison; |
1172 | int heal = 0, success = 0; |
1147 | int heal = 0, success = 0; |
1173 | |
1148 | |
1174 | tmp = find_target_for_friendly_spell (op, dir); |
1149 | tmp = find_target_for_friendly_spell (op, dir); |
1175 | |
1150 | |
1176 | if (tmp == NULL) |
1151 | if (!tmp) |
1177 | return 0; |
1152 | return 0; |
1178 | |
1153 | |
1179 | /* Figure out how many hp this spell might cure. |
1154 | /* Figure out how many hp this spell might cure. |
1180 | * could be zero if this spell heals effects, not damage. |
1155 | * could be zero if this spell heals effects, not damage. |
1181 | */ |
1156 | */ |
… | |
… | |
1184 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
1159 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
1185 | |
1160 | |
1186 | if (heal) |
1161 | if (heal) |
1187 | { |
1162 | { |
1188 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1163 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1189 | { |
|
|
1190 | new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
1164 | new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
1191 | } |
|
|
1192 | else |
1165 | else |
1193 | { |
1166 | { |
1194 | /* See how many points we actually heal. Instead of messages |
1167 | /* See how many points we actually heal. Instead of messages |
1195 | * based on type of spell, we instead do messages based |
1168 | * based on type of spell, we instead do messages based |
1196 | * on amount of damage healed. |
1169 | * on amount of damage healed. |
… | |
… | |
1198 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
1171 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
1199 | heal = tmp->stats.maxhp - tmp->stats.hp; |
1172 | heal = tmp->stats.maxhp - tmp->stats.hp; |
1200 | tmp->stats.hp += heal; |
1173 | tmp->stats.hp += heal; |
1201 | |
1174 | |
1202 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1175 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1203 | { |
|
|
1204 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1176 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1205 | } |
|
|
1206 | else if (heal > 50) |
1177 | else if (heal > 50) |
1207 | { |
|
|
1208 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1178 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1209 | } |
|
|
1210 | else if (heal > 25) |
1179 | else if (heal > 25) |
1211 | { |
|
|
1212 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1180 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1213 | } |
|
|
1214 | else if (heal > 10) |
1181 | else if (heal > 10) |
1215 | { |
|
|
1216 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
1182 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
1217 | } |
|
|
1218 | else |
1183 | else |
1219 | { |
|
|
1220 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
1184 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
1221 | } |
1185 | |
1222 | success = 1; |
1186 | success = 1; |
1223 | } |
1187 | } |
1224 | } |
1188 | } |
|
|
1189 | |
1225 | if (spell->attacktype & AT_DISEASE) |
1190 | if (spell->attacktype & AT_DISEASE) |
1226 | if (cure_disease (tmp, op)) |
1191 | if (cure_disease (tmp, op)) |
1227 | success = 1; |
1192 | success = 1; |
1228 | |
1193 | |
1229 | if (spell->attacktype & AT_POISON) |
1194 | if (spell->attacktype & AT_POISON) |
… | |
… | |
1235 | success = 1; |
1200 | success = 1; |
1236 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1201 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1237 | poison->stats.food = 1; |
1202 | poison->stats.food = 1; |
1238 | } |
1203 | } |
1239 | } |
1204 | } |
|
|
1205 | |
1240 | if (spell->attacktype & AT_CONFUSION) |
1206 | if (spell->attacktype & AT_CONFUSION) |
1241 | { |
1207 | { |
1242 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1208 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1243 | if (poison) |
1209 | if (poison) |
1244 | { |
1210 | { |
1245 | success = 1; |
1211 | success = 1; |
1246 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1212 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1247 | poison->duration = 1; |
1213 | poison->duration = 1; |
1248 | } |
1214 | } |
1249 | } |
1215 | } |
|
|
1216 | |
1250 | if (spell->attacktype & AT_BLIND) |
1217 | if (spell->attacktype & AT_BLIND) |
1251 | { |
1218 | { |
1252 | at = archetype::find ("blindness"); |
1219 | at = archetype::find ("blindness"); |
1253 | poison = present_arch_in_ob (at, tmp); |
1220 | poison = present_arch_in_ob (at, tmp); |
1254 | if (poison) |
1221 | if (poison) |
… | |
… | |
1256 | success = 1; |
1223 | success = 1; |
1257 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
1224 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
1258 | poison->stats.food = 1; |
1225 | poison->stats.food = 1; |
1259 | } |
1226 | } |
1260 | } |
1227 | } |
|
|
1228 | |
1261 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
1229 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
1262 | { |
1230 | { |
1263 | tmp->stats.sp += spell->last_sp; |
1231 | tmp->stats.sp += spell->last_sp; |
1264 | if (tmp->stats.sp > tmp->stats.maxsp) |
1232 | if (tmp->stats.sp > tmp->stats.maxsp) |
1265 | tmp->stats.sp = tmp->stats.maxsp; |
1233 | tmp->stats.sp = tmp->stats.maxsp; |
1266 | success = 1; |
1234 | success = 1; |
1267 | new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
1235 | new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
1268 | } |
1236 | } |
|
|
1237 | |
1269 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1238 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1270 | { |
1239 | { |
1271 | tmp->stats.grace += spell->last_grace; |
1240 | tmp->stats.grace += spell->last_grace; |
1272 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1241 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1273 | tmp->stats.grace = tmp->stats.maxgrace; |
1242 | tmp->stats.grace = tmp->stats.maxgrace; |
1274 | success = 1; |
1243 | success = 1; |
1275 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
1244 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
1276 | } |
1245 | } |
|
|
1246 | |
1277 | if (spell->stats.food && tmp->stats.food < 999) |
1247 | if (spell->stats.food && tmp->stats.food < 999) |
1278 | { |
1248 | { |
1279 | tmp->stats.food += spell->stats.food; |
1249 | tmp->stats.food += spell->stats.food; |
1280 | if (tmp->stats.food > 999) |
1250 | if (tmp->stats.food > 999) |
1281 | tmp->stats.food = 999; |
1251 | tmp->stats.food = 999; |
1282 | success = 1; |
1252 | success = 1; |
1283 | /* We could do something a bit better like the messages for healing above */ |
1253 | /* We could do something a bit better like the messages for healing above */ |
1284 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1254 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1285 | } |
1255 | } |
|
|
1256 | |
1286 | return success; |
1257 | return success; |
1287 | } |
1258 | } |
1288 | |
1259 | |
1289 | |
1260 | |
1290 | /* This is used for the spells that gain stats. There are no spells |
1261 | /* This is used for the spells that gain stats. There are no spells |
… | |
… | |
1302 | }; |
1273 | }; |
1303 | |
1274 | |
1304 | int |
1275 | int |
1305 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1276 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1306 | { |
1277 | { |
1307 | object *tmp, *tmp2 = NULL; |
|
|
1308 | object *force = NULL; |
1278 | object *force = NULL; |
1309 | int i; |
1279 | int i; |
1310 | |
1280 | |
1311 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1281 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1312 | if (dir != 0) |
1282 | object *tmp = dir |
1313 | { |
|
|
1314 | tmp = find_target_for_friendly_spell (op, dir); |
1283 | ? find_target_for_friendly_spell (op, dir) |
1315 | } |
1284 | : op; |
1316 | else |
|
|
1317 | { |
|
|
1318 | tmp = op; |
|
|
1319 | } |
|
|
1320 | |
1285 | |
1321 | if (tmp == NULL) |
1286 | if (!tmp) |
1322 | return 0; |
1287 | return 0; |
1323 | |
1288 | |
1324 | /* If we've already got a force of this type, don't add a new one. */ |
1289 | /* If we've already got a force of this type, don't add a new one. */ |
1325 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1290 | for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1326 | { |
1291 | { |
1327 | if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) |
1292 | if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) |
1328 | { |
1293 | { |
1329 | if (tmp2->name == spell_ob->name) |
1294 | if (tmp2->name == spell_ob->name) |
1330 | { |
1295 | { |
… | |
… | |
1388 | if (tmp->type == PLAYER) |
1353 | if (tmp->type == PLAYER) |
1389 | { |
1354 | { |
1390 | /* Stat adjustment spells */ |
1355 | /* Stat adjustment spells */ |
1391 | for (i = 0; i < NUM_STATS; i++) |
1356 | for (i = 0; i < NUM_STATS; i++) |
1392 | { |
1357 | { |
1393 | sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; |
1358 | if (sint8 stat = spell_ob->stats.stat (i)) |
1394 | |
|
|
1395 | if (stat) |
|
|
1396 | { |
1359 | { |
1397 | sm = 0; |
1360 | sint8 sm = 0; |
1398 | for (k = 0; k < stat; k++) |
1361 | for (sint8 k = 0; k < stat; k++) |
1399 | sm += rndm (1, 3); |
1362 | sm += rndm (1, 3); |
1400 | |
1363 | |
1401 | if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) |
1364 | if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1402 | { |
1365 | sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1403 | sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); |
1366 | |
1404 | if (sm < 0) |
1367 | force->stats.stat (i) = sm; |
1405 | sm = 0; |
1368 | |
1406 | } |
|
|
1407 | set_attr_value (&force->stats, i, sm); |
|
|
1408 | if (!sm) |
1369 | if (!sm) |
1409 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1370 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1410 | } |
1371 | } |
1411 | } |
1372 | } |
1412 | } |
1373 | } |
… | |
… | |
1432 | force->stats.ac = spell_ob->stats.ac; |
1393 | force->stats.ac = spell_ob->stats.ac; |
1433 | force->attacktype = spell_ob->attacktype; |
1394 | force->attacktype = spell_ob->attacktype; |
1434 | |
1395 | |
1435 | insert_ob_in_ob (force, tmp); |
1396 | insert_ob_in_ob (force, tmp); |
1436 | change_abil (tmp, force); /* Mostly to display any messages */ |
1397 | change_abil (tmp, force); /* Mostly to display any messages */ |
1437 | fix_player (tmp); |
1398 | tmp->update_stats (); |
1438 | return 1; |
1399 | return 1; |
1439 | } |
1400 | } |
1440 | |
1401 | |
1441 | /* This used to be part of cast_change_ability, but it really didn't make |
1402 | /* This used to be part of cast_change_ability, but it really didn't make |
1442 | * a lot of sense, since most of the values it derives are from the god |
1403 | * a lot of sense, since most of the values it derives are from the god |
… | |
… | |
1541 | force->stats.wc = spell_ob->stats.wc; |
1502 | force->stats.wc = spell_ob->stats.wc; |
1542 | force->stats.ac = spell_ob->stats.ac; |
1503 | force->stats.ac = spell_ob->stats.ac; |
1543 | |
1504 | |
1544 | change_abil (tmp, force); /* Mostly to display any messages */ |
1505 | change_abil (tmp, force); /* Mostly to display any messages */ |
1545 | insert_ob_in_ob (force, tmp); |
1506 | insert_ob_in_ob (force, tmp); |
1546 | fix_player (tmp); |
1507 | tmp->update_stats (); |
1547 | return 1; |
1508 | return 1; |
1548 | } |
1509 | } |
1549 | |
|
|
1550 | |
|
|
1551 | |
1510 | |
1552 | /* Alchemy code by Mark Wedel |
1511 | /* Alchemy code by Mark Wedel |
1553 | * |
1512 | * |
1554 | * This code adds a new spell, called alchemy. Alchemy will turn |
1513 | * This code adds a new spell, called alchemy. Alchemy will turn |
1555 | * objects to gold nuggets, the value of the gold nuggets being |
1514 | * objects to gold nuggets, the value of the gold nuggets being |
… | |
… | |
1565 | * For example, if an item is worth 110 gold, you will get |
1524 | * For example, if an item is worth 110 gold, you will get |
1566 | * 4 large nuggets, and from 0-10 small nuggets. |
1525 | * 4 large nuggets, and from 0-10 small nuggets. |
1567 | * |
1526 | * |
1568 | * There is also a chance (1:30) that you will get nothing at all |
1527 | * There is also a chance (1:30) that you will get nothing at all |
1569 | * for the object. There is also a maximum weight that will be |
1528 | * for the object. There is also a maximum weight that will be |
1570 | * alchemied. |
1529 | * alchemised. |
1571 | */ |
1530 | */ |
1572 | |
|
|
1573 | /* I didn't feel like passing these as arguements to the |
|
|
1574 | * two functions that need them. Real values are put in them |
|
|
1575 | * when the spell is cast, and these are freed when the spell |
|
|
1576 | * is finished. |
|
|
1577 | */ |
|
|
1578 | static object *small, *large; |
|
|
1579 | |
|
|
1580 | static void |
1531 | static void |
1581 | alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) |
1532 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1582 | { |
1533 | { |
1583 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1534 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1584 | |
1535 | |
1585 | /* Give third price when we alchemy money (This should hopefully |
1536 | /* Give third price when we alchemy money (This should hopefully |
1586 | * make it so that it isn't worth it to alchemy money, sell |
1537 | * make it so that it isn't worth it to alchemy money, sell |
1587 | * the nuggets, alchemy the gold from that, etc. |
1538 | * the nuggets, alchemy the gold from that, etc. |
1588 | * Otherwise, give 9 silver on the gold for other objects, |
1539 | * Otherwise, give 9 silver on the gold for other objects, |
1589 | * so that it would still be more affordable to haul |
1540 | * so that it would still be more affordable to haul |
1590 | * the stuff back to town. |
1541 | * the stuff back to town. |
1591 | */ |
1542 | */ |
1592 | |
|
|
1593 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1543 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1594 | value = 0; |
1544 | value = 0; |
1595 | else if (obj->type == MONEY || obj->type == GEM) |
1545 | else if (obj->type == MONEY || obj->type == GEM) |
1596 | value /= 3; |
1546 | value /= 3; |
1597 | else |
1547 | else |
1598 | value = (value * 9) / 10; |
1548 | value = value * 9 / 10; |
1599 | |
1549 | |
1600 | value /= 4; // fix by GHJ, don't understand, pcg |
|
|
1601 | |
|
|
1602 | if ((obj->value > 0) && rndm (0, 29)) |
1550 | if (obj->value > 0 && rndm (0, 29)) |
1603 | { |
1551 | total_value += value; |
1604 | int count; |
|
|
1605 | |
1552 | |
1606 | count = value / large->value; |
|
|
1607 | *large_nuggets += count; |
|
|
1608 | value -= (uint64) count *(uint64) large->value; |
|
|
1609 | |
|
|
1610 | count = value / small->value; |
|
|
1611 | *small_nuggets += count; |
|
|
1612 | } |
|
|
1613 | |
|
|
1614 | /* Turn 25 small nuggets into 1 large nugget. If the value |
|
|
1615 | * of large nuggets is not evenly divisable by the small nugget |
|
|
1616 | * value, take off an extra small_nugget (Assuming small_nuggets!=0) |
|
|
1617 | */ |
|
|
1618 | if (*small_nuggets * small->value >= large->value) |
|
|
1619 | { |
|
|
1620 | (*large_nuggets)++; |
|
|
1621 | *small_nuggets -= large->value / small->value; |
|
|
1622 | if (*small_nuggets && large->value % small->value) |
|
|
1623 | (*small_nuggets)--; |
|
|
1624 | } |
|
|
1625 | weight += obj->weight; |
1553 | total_weight += obj->total_weight (); |
1626 | obj->remove (); |
1554 | |
1627 | obj->destroy (0); |
1555 | obj->destroy (); |
1628 | } |
1556 | } |
1629 | |
1557 | |
1630 | static void |
1558 | static void |
1631 | update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) |
1559 | update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y) |
1632 | { |
1560 | { |
1633 | object *tmp; |
|
|
1634 | int flag = 0; |
1561 | int flag = 0; |
1635 | |
1562 | |
1636 | /* Put any nuggets below the player, but we can only pass this |
1563 | /* Put any nuggets below the player, but we can only pass this |
1637 | * flag if we are on the same space as the player |
1564 | * flag if we are on the same space as the player |
1638 | */ |
1565 | */ |
1639 | if (x == op->x && y == op->y && op->map == m) |
1566 | if (x == op->x && y == op->y && op->map == m) |
1640 | flag = INS_BELOW_ORIGINATOR; |
1567 | flag = INS_BELOW_ORIGINATOR; |
1641 | |
1568 | |
1642 | if (small_nuggets) |
1569 | if (small_nuggets) |
1643 | { |
1570 | { |
1644 | tmp = get_object (); |
1571 | object *tmp = small->clone (); |
1645 | copy_object (small, tmp); |
|
|
1646 | tmp->nrof = small_nuggets; |
1572 | tmp->nrof = small_nuggets; |
1647 | tmp->x = x; |
|
|
1648 | tmp->y = y; |
|
|
1649 | insert_ob_in_map (tmp, m, op, flag); |
1573 | m->insert (tmp, x, y, op, flag); |
1650 | } |
1574 | } |
|
|
1575 | |
1651 | if (large_nuggets) |
1576 | if (large_nuggets) |
1652 | { |
1577 | { |
1653 | tmp = get_object (); |
1578 | object *tmp = large->clone (); |
1654 | copy_object (large, tmp); |
|
|
1655 | tmp->nrof = large_nuggets; |
1579 | tmp->nrof = large_nuggets; |
1656 | tmp->x = x; |
|
|
1657 | tmp->y = y; |
|
|
1658 | insert_ob_in_map (tmp, m, op, flag); |
1580 | m->insert (tmp, x, y, op, flag); |
1659 | } |
1581 | } |
|
|
1582 | |
|
|
1583 | if (object *pl = m->at (x, y).player ()) |
|
|
1584 | if (pl->contr->ns) |
|
|
1585 | pl->contr->ns->look_position = 0; |
1660 | } |
1586 | } |
1661 | |
1587 | |
1662 | int |
1588 | int |
1663 | alchemy (object *op, object *caster, object *spell_ob) |
1589 | alchemy (object *op, object *caster, object *spell_ob) |
1664 | { |
1590 | { |
1665 | int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags; |
|
|
1666 | sint16 nx, ny; |
|
|
1667 | object *next, *tmp; |
|
|
1668 | maptile *mp; |
|
|
1669 | |
|
|
1670 | if (op->type != PLAYER) |
1591 | if (op->type != PLAYER) |
1671 | return 0; |
1592 | return 0; |
1672 | |
1593 | |
|
|
1594 | object *large = get_archetype ("largenugget"); |
|
|
1595 | object *small = get_archetype ("smallnugget"); |
|
|
1596 | |
1673 | /* Put a maximum weight of items that can be alchemied. Limits the power |
1597 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1674 | * some, and also prevents people from alcheming every table/chair/clock |
1598 | * some, and also prevents people from alchemising every table/chair/clock |
1675 | * in sight |
1599 | * in sight |
1676 | */ |
1600 | */ |
1677 | weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); |
1601 | int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1678 | weight_max *= 1000; |
1602 | int weight_max = duration * 1000; |
1679 | small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); |
1603 | uint64 value_max = duration * 1000; |
1680 | |
1604 | |
|
|
1605 | int weight = 0; |
|
|
1606 | |
1681 | for (y = op->y - 1; y <= op->y + 1; y++) |
1607 | for (int y = op->y - 1; y <= op->y + 1; y++) |
1682 | { |
1608 | { |
1683 | for (x = op->x - 1; x <= op->x + 1; x++) |
1609 | for (int x = op->x - 1; x <= op->x + 1; x++) |
1684 | { |
1610 | { |
|
|
1611 | uint64 value = 0; |
|
|
1612 | |
1685 | nx = x; |
1613 | sint16 nx = x; |
1686 | ny = y; |
1614 | sint16 ny = y; |
1687 | |
1615 | |
1688 | mp = op->map; |
1616 | maptile *mp = op->map; |
1689 | |
1617 | |
1690 | mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1618 | int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1691 | |
1619 | |
1692 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1620 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1693 | continue; |
1621 | continue; |
1694 | |
1622 | |
1695 | /* Treat alchemy a little differently - most spell effects |
1623 | /* Treat alchemy a little differently - most spell effects |
… | |
… | |
1697 | * ground level effect. |
1625 | * ground level effect. |
1698 | */ |
1626 | */ |
1699 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1627 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1700 | continue; |
1628 | continue; |
1701 | |
1629 | |
1702 | small_nuggets = 0; |
1630 | for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) |
1703 | large_nuggets = 0; |
|
|
1704 | |
|
|
1705 | for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next) |
|
|
1706 | { |
1631 | { |
1707 | next = tmp->above; |
1632 | next = tmp->above; |
|
|
1633 | |
1708 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1634 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1709 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1635 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1710 | { |
1636 | { |
1711 | |
|
|
1712 | if (tmp->inv) |
1637 | if (tmp->inv) |
1713 | { |
1638 | { |
1714 | object *next1, *tmp1; |
1639 | object *next1, *tmp1; |
1715 | |
1640 | |
1716 | for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) |
1641 | for (tmp1 = tmp->inv; tmp1; tmp1 = next1) |
1717 | { |
1642 | { |
1718 | next1 = tmp1->below; |
1643 | next1 = tmp1->below; |
1719 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1644 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1720 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1645 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1721 | alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); |
1646 | alchemy_object (tmp1, value, weight); |
1722 | } |
1647 | } |
1723 | } |
1648 | } |
|
|
1649 | |
1724 | alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); |
1650 | alchemy_object (tmp, value, weight); |
1725 | |
1651 | |
1726 | if (weight > weight_max) |
1652 | if (weight > weight_max) |
1727 | { |
1653 | break; |
1728 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
|
|
1729 | large->destroy (0); |
|
|
1730 | small->destroy (0); |
|
|
1731 | return 1; |
|
|
1732 | } |
1654 | } |
1733 | } /* is alchemable object */ |
1655 | } |
1734 | } /* process all objects on this space */ |
1656 | |
|
|
1657 | value = min (value, value_max); |
|
|
1658 | |
|
|
1659 | uint64 count = value / large->value; |
|
|
1660 | int large_nuggets = count; |
|
|
1661 | value -= count * large->value; |
|
|
1662 | |
|
|
1663 | count = value / small->value; |
|
|
1664 | int small_nuggets = count; |
1735 | |
1665 | |
1736 | /* Insert all the nuggets at one time. This probably saves time, but |
1666 | /* Insert all the nuggets at one time. This probably saves time, but |
1737 | * it also prevents us from alcheming nuggets that were just created |
1667 | * it also prevents us from alcheming nuggets that were just created |
1738 | * with this spell. |
1668 | * with this spell. |
1739 | */ |
1669 | */ |
1740 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
1670 | update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); |
|
|
1671 | |
|
|
1672 | if (weight > weight_max) |
|
|
1673 | goto bailout; |
1741 | } |
1674 | } |
1742 | } |
1675 | } |
|
|
1676 | |
|
|
1677 | bailout: |
1743 | large->destroy (0); |
1678 | large->destroy (); |
1744 | small->destroy (0); |
1679 | small->destroy (); |
1745 | /* reset this so that if player standing on a big pile of stuff, |
|
|
1746 | * it is redrawn properly. |
|
|
1747 | */ |
|
|
1748 | op->contr->socket.look_position = 0; |
|
|
1749 | return 1; |
1680 | return 1; |
1750 | } |
1681 | } |
1751 | |
1682 | |
1752 | |
1683 | |
1753 | /* This function removes the cursed/damned status on equipped |
1684 | /* This function removes the cursed/damned status on equipped |
… | |
… | |
1762 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1693 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1763 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && |
1694 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && |
1764 | ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || |
1695 | ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || |
1765 | (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) |
1696 | (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) |
1766 | { |
1697 | { |
1767 | |
|
|
1768 | was_one++; |
1698 | was_one++; |
1769 | if (tmp->level <= caster_level (caster, spell)) |
1699 | if (tmp->level <= caster_level (caster, spell)) |
1770 | { |
1700 | { |
1771 | success++; |
1701 | success++; |
1772 | if (QUERY_FLAG (spell, FLAG_DAMNED)) |
1702 | if (QUERY_FLAG (spell, FLAG_DAMNED)) |
… | |
… | |
1781 | } |
1711 | } |
1782 | |
1712 | |
1783 | if (op->type == PLAYER) |
1713 | if (op->type == PLAYER) |
1784 | { |
1714 | { |
1785 | if (success) |
1715 | if (success) |
1786 | { |
|
|
1787 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1716 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1788 | } |
|
|
1789 | else |
1717 | else |
1790 | { |
1718 | { |
1791 | if (was_one) |
1719 | if (was_one) |
1792 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1720 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1793 | else |
1721 | else |
1794 | new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); |
1722 | new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); |
1795 | } |
1723 | } |
1796 | } |
1724 | } |
|
|
1725 | |
1797 | return success; |
1726 | return success; |
1798 | } |
1727 | } |
1799 | |
1728 | |
1800 | /* Identifies objects in the players inventory/on the ground */ |
1729 | /* Identifies objects in the players inventory/on the ground */ |
1801 | |
1730 | |
… | |
… | |
1808 | num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1737 | num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1809 | |
1738 | |
1810 | if (num_ident < 1) |
1739 | if (num_ident < 1) |
1811 | num_ident = 1; |
1740 | num_ident = 1; |
1812 | |
1741 | |
1813 | |
|
|
1814 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1742 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1815 | { |
1743 | { |
1816 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1744 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1817 | { |
1745 | { |
1818 | identify (tmp); |
1746 | identify (tmp); |
|
|
1747 | |
1819 | if (op->type == PLAYER) |
1748 | if (op->type == PLAYER) |
1820 | { |
1749 | { |
1821 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); |
1750 | new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); |
|
|
1751 | |
1822 | if (tmp->msg) |
1752 | if (tmp->msg) |
1823 | { |
1753 | { |
1824 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1754 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1825 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1755 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1826 | } |
1756 | } |
1827 | } |
1757 | } |
|
|
1758 | |
1828 | num_ident--; |
1759 | num_ident--; |
1829 | success = 1; |
1760 | success = 1; |
1830 | if (!num_ident) |
1761 | if (!num_ident) |
1831 | break; |
1762 | break; |
1832 | } |
1763 | } |
1833 | } |
1764 | } |
|
|
1765 | |
1834 | /* If all the power of the spell has been used up, don't go and identify |
1766 | /* If all the power of the spell has been used up, don't go and identify |
1835 | * stuff on the floor. Only identify stuff on the floor if the spell |
1767 | * stuff on the floor. Only identify stuff on the floor if the spell |
1836 | * was not fully used. |
1768 | * was not fully used. |
1837 | */ |
1769 | */ |
1838 | if (num_ident) |
1770 | if (num_ident) |
1839 | { |
1771 | { |
1840 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
1772 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
1841 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1773 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1842 | { |
1774 | { |
1843 | |
|
|
1844 | identify (tmp); |
1775 | identify (tmp); |
|
|
1776 | |
1845 | if (op->type == PLAYER) |
1777 | if (op->type == PLAYER) |
1846 | { |
1778 | { |
1847 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); |
1779 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); |
|
|
1780 | |
1848 | if (tmp->msg) |
1781 | if (tmp->msg) |
1849 | { |
1782 | { |
1850 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1783 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1851 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1784 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1852 | } |
1785 | } |
|
|
1786 | |
1853 | esrv_send_item (op, tmp); |
1787 | esrv_send_item (op, tmp); |
1854 | } |
1788 | } |
|
|
1789 | |
1855 | num_ident--; |
1790 | num_ident--; |
1856 | success = 1; |
1791 | success = 1; |
1857 | if (!num_ident) |
1792 | if (!num_ident) |
1858 | break; |
1793 | break; |
1859 | } |
1794 | } |
1860 | } |
1795 | } |
|
|
1796 | |
1861 | if (!success) |
1797 | if (!success) |
1862 | new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); |
1798 | new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); |
1863 | else |
1799 | else |
1864 | { |
|
|
1865 | spell_effect (spell, op->x, op->y, op->map, op); |
1800 | spell_effect (spell, op->x, op->y, op->map, op); |
1866 | } |
1801 | |
1867 | return success; |
1802 | return success; |
1868 | } |
1803 | } |
1869 | |
|
|
1870 | |
1804 | |
1871 | int |
1805 | int |
1872 | cast_detection (object *op, object *caster, object *spell, object *skill) |
1806 | cast_detection (object *op, object *caster, object *spell, object *skill) |
1873 | { |
1807 | { |
1874 | object *tmp, *last, *god, *detect; |
1808 | object *tmp, *last, *god, *detect; |
… | |
… | |
1887 | skill = caster; |
1821 | skill = caster; |
1888 | |
1822 | |
1889 | for (x = op->x - range; x <= op->x + range; x++) |
1823 | for (x = op->x - range; x <= op->x + range; x++) |
1890 | for (y = op->y - range; y <= op->y + range; y++) |
1824 | for (y = op->y - range; y <= op->y + range; y++) |
1891 | { |
1825 | { |
1892 | |
|
|
1893 | m = op->map; |
1826 | m = op->map; |
1894 | mflags = get_map_flags (m, &m, x, y, &nx, &ny); |
1827 | mflags = get_map_flags (m, &m, x, y, &nx, &ny); |
1895 | if (mflags & P_OUT_OF_MAP) |
1828 | if (mflags & P_OUT_OF_MAP) |
1896 | continue; |
1829 | continue; |
1897 | |
1830 | |
… | |
… | |
1899 | * floor. But this is not true for show invisible. |
1832 | * floor. But this is not true for show invisible. |
1900 | * Basically, we just go and find the top object and work |
1833 | * Basically, we just go and find the top object and work |
1901 | * down - that is easier than working up. |
1834 | * down - that is easier than working up. |
1902 | */ |
1835 | */ |
1903 | |
1836 | |
1904 | for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) |
1837 | for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) |
1905 | last = tmp; |
1838 | last = tmp; |
|
|
1839 | |
1906 | /* Shouldn't happen, but if there are no objects on a space, this |
1840 | /* Shouldn't happen, but if there are no objects on a space, this |
1907 | * would happen. |
1841 | * would happen. |
1908 | */ |
1842 | */ |
1909 | if (!last) |
1843 | if (!last) |
1910 | continue; |
1844 | continue; |
… | |
… | |
1912 | done_one = 0; |
1846 | done_one = 0; |
1913 | floor = 0; |
1847 | floor = 0; |
1914 | detect = NULL; |
1848 | detect = NULL; |
1915 | for (tmp = last; tmp; tmp = tmp->below) |
1849 | for (tmp = last; tmp; tmp = tmp->below) |
1916 | { |
1850 | { |
1917 | |
|
|
1918 | /* show invisible */ |
1851 | /* show invisible */ |
1919 | if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && |
1852 | if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && |
1920 | /* Might there be other objects that we can make visibile? */ |
1853 | /* Might there be other objects that we can make visible? */ |
1921 | (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || |
1854 | (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || |
1922 | (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || |
1855 | (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || |
1923 | tmp->type == CF_HANDLE || |
1856 | tmp->type == CF_HANDLE || |
1924 | tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || |
1857 | tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || |
1925 | tmp->type == BUTTON || tmp->type == TELEPORTER || |
1858 | tmp->type == BUTTON || tmp->type == TELEPORTER || |
… | |
… | |
1932 | { |
1865 | { |
1933 | tmp->invisible = 0; |
1866 | tmp->invisible = 0; |
1934 | done_one = 1; |
1867 | done_one = 1; |
1935 | } |
1868 | } |
1936 | } |
1869 | } |
|
|
1870 | |
1937 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1871 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1938 | floor = 1; |
1872 | floor = 1; |
1939 | |
1873 | |
1940 | /* All detections below this point don't descend beneath the floor, |
1874 | /* All detections below this point don't descend beneath the floor, |
1941 | * so just continue on. We could be clever and look at the type of |
1875 | * so just continue on. We could be clever and look at the type of |
… | |
… | |
1994 | */ |
1928 | */ |
1995 | if (done_one) |
1929 | if (done_one) |
1996 | { |
1930 | { |
1997 | object *detect_ob = arch_to_object (spell->other_arch); |
1931 | object *detect_ob = arch_to_object (spell->other_arch); |
1998 | |
1932 | |
1999 | detect_ob->x = nx; |
|
|
2000 | detect_ob->y = ny; |
|
|
2001 | /* if this is set, we want to copy the face */ |
1933 | /* if this is set, we want to copy the face */ |
2002 | if (done_one == 2 && detect) |
1934 | if (done_one == 2 && detect) |
2003 | { |
1935 | { |
2004 | detect_ob->face = detect->face; |
1936 | detect_ob->face = detect->face; |
2005 | detect_ob->animation_id = detect->animation_id; |
1937 | detect_ob->animation_id = detect->animation_id; |
… | |
… | |
2007 | detect_ob->last_anim = 0; |
1939 | detect_ob->last_anim = 0; |
2008 | /* by default, the detect_ob is already animated */ |
1940 | /* by default, the detect_ob is already animated */ |
2009 | if (!QUERY_FLAG (detect, FLAG_ANIMATE)) |
1941 | if (!QUERY_FLAG (detect, FLAG_ANIMATE)) |
2010 | CLEAR_FLAG (detect_ob, FLAG_ANIMATE); |
1942 | CLEAR_FLAG (detect_ob, FLAG_ANIMATE); |
2011 | } |
1943 | } |
|
|
1944 | |
2012 | insert_ob_in_map (detect_ob, m, op, 0); |
1945 | m->insert (detect_ob, nx, ny, op); |
2013 | } |
1946 | } |
2014 | } /* for processing the surrounding spaces */ |
1947 | } /* for processing the surrounding spaces */ |
2015 | |
1948 | |
2016 | |
1949 | |
2017 | /* Now process objects in the players inventory if detect curse or magic */ |
1950 | /* Now process objects in the players inventory if detect curse or magic */ |
… | |
… | |
2066 | |
1999 | |
2067 | /* Explodes a fireball centered at player */ |
2000 | /* Explodes a fireball centered at player */ |
2068 | tmp = get_archetype (EXPLODING_FIREBALL); |
2001 | tmp = get_archetype (EXPLODING_FIREBALL); |
2069 | tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; |
2002 | tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; |
2070 | tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; |
2003 | tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; |
2071 | tmp->x = victim->x; |
2004 | |
2072 | tmp->y = victim->y; |
2005 | tmp->insert_at (victim); |
2073 | insert_ob_in_map (tmp, victim->map, NULL, 0); |
|
|
2074 | victim->stats.sp = 2 * victim->stats.maxsp; |
2006 | victim->stats.sp = 2 * victim->stats.maxsp; |
2075 | } |
2007 | } |
2076 | else if (victim->stats.sp >= victim->stats.maxsp * 1.88) |
2008 | else if (victim->stats.sp >= victim->stats.maxsp * 1.88) |
2077 | { |
|
|
2078 | new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); |
2009 | new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); |
2079 | } |
|
|
2080 | else if (victim->stats.sp >= victim->stats.maxsp * 1.66) |
2010 | else if (victim->stats.sp >= victim->stats.maxsp * 1.66) |
2081 | { |
|
|
2082 | new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); |
2011 | new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); |
2083 | } |
|
|
2084 | else if (victim->stats.sp >= victim->stats.maxsp * 1.5) |
2012 | else if (victim->stats.sp >= victim->stats.maxsp * 1.5) |
2085 | { |
2013 | { |
2086 | new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); |
2014 | new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); |
2087 | confuse_player (victim, victim, 99); |
2015 | confuse_player (victim, victim, 99); |
2088 | } |
2016 | } |
2089 | else if (victim->stats.sp >= victim->stats.maxsp * 1.25) |
2017 | else if (victim->stats.sp >= victim->stats.maxsp * 1.25) |
2090 | { |
|
|
2091 | new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); |
2018 | new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); |
2092 | } |
|
|
2093 | } |
2019 | } |
2094 | |
2020 | |
2095 | /* cast_transfer |
2021 | /* cast_transfer |
2096 | * This spell transfers sp from the player to another person. |
2022 | * This spell transfers sp from the player to another person. |
2097 | * We let the target go above their normal maximum SP. |
2023 | * We let the target go above their normal maximum SP. |
… | |
… | |
2111 | |
2037 | |
2112 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
2038 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
2113 | |
2039 | |
2114 | if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) |
2040 | if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) |
2115 | { |
2041 | { |
2116 | for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) |
2042 | for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) |
2117 | if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) |
2043 | if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) |
2118 | break; |
2044 | break; |
2119 | } |
2045 | } |
2120 | |
2046 | |
2121 | |
2047 | |
2122 | /* If we did not find a player in the specified direction, transfer |
2048 | /* If we did not find a player in the specified direction, transfer |
2123 | * to anyone on top of us. This is used for the rune of transference mostly. |
2049 | * to anyone on top of us. This is used for the rune of transference mostly. |
2124 | */ |
2050 | */ |
2125 | if (plyr == NULL) |
2051 | if (plyr == NULL) |
2126 | for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) |
2052 | for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) |
2127 | if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) |
2053 | if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) |
2128 | break; |
2054 | break; |
2129 | |
2055 | |
2130 | if (!plyr) |
2056 | if (!plyr) |
2131 | { |
2057 | { |
… | |
… | |
2186 | m = op->map; |
2112 | m = op->map; |
2187 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
2113 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
2188 | if (mflags & P_OUT_OF_MAP) |
2114 | if (mflags & P_OUT_OF_MAP) |
2189 | return; |
2115 | return; |
2190 | |
2116 | |
2191 | for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) |
2117 | for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) |
2192 | { |
2118 | { |
2193 | next = tmp->above; |
2119 | next = tmp->above; |
2194 | |
2120 | |
2195 | /* Need to look at the head object - otherwise, if tmp |
2121 | /* Need to look at the head object - otherwise, if tmp |
2196 | * points to a monster, we don't have all the necessary |
2122 | * points to a monster, we don't have all the necessary |
… | |
… | |
2208 | /* Basically, if the object is magical and not counterspell, |
2134 | /* Basically, if the object is magical and not counterspell, |
2209 | * we will more or less remove the object. Don't counterspell |
2135 | * we will more or less remove the object. Don't counterspell |
2210 | * monsters either. |
2136 | * monsters either. |
2211 | */ |
2137 | */ |
2212 | |
2138 | |
2213 | if (head->attacktype & AT_MAGIC && |
2139 | if (head->attacktype & AT_MAGIC |
2214 | !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) |
2140 | && !(head->attacktype & AT_COUNTERSPELL) |
2215 | { |
2141 | && !QUERY_FLAG (head, FLAG_MONSTER) |
2216 | head->remove (); |
2142 | && (op->level > head->level)) |
2217 | head->destroy (0); |
2143 | head->destroy (); |
2218 | } |
|
|
2219 | else |
2144 | else |
2220 | switch (head->type) |
2145 | switch (head->type) |
2221 | { |
2146 | { |
2222 | case SPELL_EFFECT: |
2147 | case SPELL_EFFECT: |
|
|
2148 | // XXX: Don't affect floor spelleffects. See also XXX comment |
|
|
2149 | // about sanctuary in spell_util.C |
|
|
2150 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
2151 | continue; |
|
|
2152 | |
2223 | if (op->level > head->level) |
2153 | if (op->level > head->level) |
2224 | { |
|
|
2225 | head->remove (); |
|
|
2226 | head->destroy (0); |
2154 | head->destroy (); |
2227 | } |
2155 | |
2228 | break; |
2156 | break; |
2229 | |
2157 | |
2230 | /* I really don't get this rune code that much - that |
2158 | /* I really don't get this rune code that much - that |
2231 | * random chance seems really low. |
2159 | * random chance seems really low. |
2232 | */ |
2160 | */ |
2233 | case RUNE: |
2161 | case RUNE: |
2234 | if (rndm (0, 149) == 0) |
2162 | if (rndm (0, 149) == 0) |
2235 | { |
2163 | { |
2236 | head->stats.hp--; /* weaken the rune */ |
2164 | head->stats.hp--; /* weaken the rune */ |
2237 | if (!head->stats.hp) |
2165 | if (!head->stats.hp) |
2238 | { |
|
|
2239 | head->remove (); |
|
|
2240 | head->destroy (0); |
2166 | head->destroy (); |
2241 | } |
|
|
2242 | } |
2167 | } |
2243 | break; |
2168 | break; |
2244 | } |
2169 | } |
2245 | } |
2170 | } |
2246 | } |
2171 | } |
… | |
… | |
2299 | * This code was very odd - code early on would only let players use the spell, |
2224 | * This code was very odd - code early on would only let players use the spell, |
2300 | * yet the code wass full of player checks. I've presumed that the code |
2225 | * yet the code wass full of player checks. I've presumed that the code |
2301 | * that only let players use it was correct, and removed all the other |
2226 | * that only let players use it was correct, and removed all the other |
2302 | * player checks. MSW 2003-01-06 |
2227 | * player checks. MSW 2003-01-06 |
2303 | */ |
2228 | */ |
2304 | |
|
|
2305 | int |
2229 | int |
2306 | animate_weapon (object *op, object *caster, object *spell, int dir) |
2230 | animate_weapon (object *op, object *caster, object *spell, int dir) |
2307 | { |
2231 | { |
2308 | object *weapon, *tmp; |
2232 | object *weapon, *tmp; |
2309 | char buf[MAX_BUF]; |
2233 | char buf[MAX_BUF]; |
… | |
… | |
2321 | /* exit if it's not a player using this spell. */ |
2245 | /* exit if it's not a player using this spell. */ |
2322 | if (op->type != PLAYER) |
2246 | if (op->type != PLAYER) |
2323 | return 0; |
2247 | return 0; |
2324 | |
2248 | |
2325 | /* if player already has a golem, abort */ |
2249 | /* if player already has a golem, abort */ |
2326 | if (op->contr->ranges[range_golem]) |
2250 | if (object *golem = op->contr->golem) |
2327 | { |
2251 | { |
2328 | control_golem (op->contr->ranges[range_golem], dir); |
2252 | control_golem (golem, dir); |
2329 | return 0; |
2253 | return 0; |
2330 | } |
2254 | } |
2331 | |
2255 | |
2332 | /* if no direction specified, pick one */ |
2256 | /* if no direction specified, pick one */ |
2333 | if (!dir) |
2257 | if (!dir) |
… | |
… | |
2379 | /* create the golem object */ |
2303 | /* create the golem object */ |
2380 | tmp = arch_to_object (spell->other_arch); |
2304 | tmp = arch_to_object (spell->other_arch); |
2381 | |
2305 | |
2382 | /* if animated by a player, give the player control of the golem */ |
2306 | /* if animated by a player, give the player control of the golem */ |
2383 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2307 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2384 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
2385 | tmp->stats.exp = 0; |
2308 | tmp->stats.exp = 0; |
2386 | add_friendly_object (tmp); |
2309 | add_friendly_object (tmp); |
2387 | tmp->type = GOLEM; |
2310 | tmp->type = GOLEM; |
2388 | set_owner (tmp, op); |
2311 | tmp->set_owner (op); |
|
|
2312 | op->contr->golem = tmp; |
2389 | set_spell_skill (op, caster, spell, tmp); |
2313 | set_spell_skill (op, caster, spell, tmp); |
2390 | op->contr->ranges[range_golem] = tmp; |
|
|
2391 | op->contr->shoottype = range_golem; |
|
|
2392 | |
2314 | |
2393 | /* Give the weapon to the golem now. A bit of a hack to check the |
2315 | /* Give the weapon to the golem now. A bit of a hack to check the |
2394 | * removed flag - it should only be set if get_split_object was |
2316 | * removed flag - it should only be set if get_split_object was |
2395 | * used above. |
2317 | * used above. |
2396 | */ |
2318 | */ |
2397 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2319 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2398 | weapon->remove (); |
2320 | weapon->remove (); |
|
|
2321 | |
2399 | insert_ob_in_ob (weapon, tmp); |
2322 | insert_ob_in_ob (weapon, tmp); |
2400 | esrv_send_item (op, weapon); |
2323 | esrv_send_item (op, weapon); |
2401 | /* To do everything necessary to let a golem use the weapon is a pain, |
2324 | /* To do everything necessary to let a golem use the weapon is a pain, |
2402 | * so instead, just set it as equipped (otherwise, we need to update |
2325 | * so instead, just set it as equipped (otherwise, we need to update |
2403 | * body_info, skills, etc) |
2326 | * body_info, skills, etc) |
2404 | */ |
2327 | */ |
2405 | SET_FLAG (tmp, FLAG_USE_WEAPON); |
2328 | SET_FLAG (tmp, FLAG_USE_WEAPON); |
2406 | SET_FLAG (weapon, FLAG_APPLIED); |
2329 | SET_FLAG (weapon, FLAG_APPLIED); |
2407 | fix_player (tmp); |
2330 | tmp->update_stats (); |
2408 | |
2331 | |
2409 | /* There used to be 'odd' code that basically seemed to take the absolute |
2332 | /* There used to be 'odd' code that basically seemed to take the absolute |
2410 | * value of the weapon->magic an use that. IMO, that doesn't make sense - |
2333 | * value of the weapon->magic an use that. IMO, that doesn't make sense - |
2411 | * if you're using a crappy weapon, it shouldn't be as good. |
2334 | * if you're using a crappy weapon, it shouldn't be as good. |
2412 | */ |
2335 | */ |
… | |
… | |
2464 | if (a > 14) |
2387 | if (a > 14) |
2465 | a = 14; |
2388 | a = 14; |
2466 | tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2389 | tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2467 | |
2390 | |
2468 | /* Determine golem's speed */ |
2391 | /* Determine golem's speed */ |
2469 | tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); |
2392 | tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); |
2470 | |
|
|
2471 | if (tmp->speed > 3.33) |
|
|
2472 | tmp->speed = 3.33; |
|
|
2473 | |
2393 | |
2474 | if (!spell->race) |
2394 | if (!spell->race) |
2475 | { |
2395 | { |
2476 | sprintf (buf, "animated %s", &weapon->name); |
2396 | sprintf (buf, "animated %s", &weapon->name); |
2477 | tmp->name = buf; |
2397 | tmp->name = buf; |
… | |
… | |
2479 | tmp->face = weapon->face; |
2399 | tmp->face = weapon->face; |
2480 | tmp->animation_id = weapon->animation_id; |
2400 | tmp->animation_id = weapon->animation_id; |
2481 | tmp->anim_speed = weapon->anim_speed; |
2401 | tmp->anim_speed = weapon->anim_speed; |
2482 | tmp->last_anim = weapon->last_anim; |
2402 | tmp->last_anim = weapon->last_anim; |
2483 | tmp->state = weapon->state; |
2403 | tmp->state = weapon->state; |
2484 | if (QUERY_FLAG (weapon, FLAG_ANIMATE)) |
2404 | tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; |
2485 | { |
|
|
2486 | SET_FLAG (tmp, FLAG_ANIMATE); |
|
|
2487 | } |
|
|
2488 | else |
|
|
2489 | { |
|
|
2490 | CLEAR_FLAG (tmp, FLAG_ANIMATE); |
|
|
2491 | } |
|
|
2492 | update_ob_speed (tmp); |
|
|
2493 | } |
2405 | } |
2494 | |
2406 | |
2495 | /* make experience increase in proportion to the strength of the summoned creature. */ |
2407 | /* make experience increase in proportion to the strength of the summoned creature. */ |
2496 | tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); |
2408 | tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); |
2497 | |
2409 | |
2498 | tmp->speed_left = -1; |
2410 | tmp->speed_left = -1; |
2499 | tmp->x = x; |
|
|
2500 | tmp->y = y; |
|
|
2501 | tmp->direction = dir; |
2411 | tmp->direction = dir; |
2502 | insert_ob_in_map (tmp, m, op, 0); |
2412 | |
|
|
2413 | m->insert (tmp, x, y, op); |
2503 | return 1; |
2414 | return 1; |
2504 | } |
2415 | } |
2505 | |
2416 | |
2506 | /* cast_daylight() - changes the map darkness level *lower* */ |
2417 | /* cast_daylight() - changes the map darkness level *lower* */ |
2507 | |
2418 | |
… | |
… | |
2515 | int success; |
2426 | int success; |
2516 | |
2427 | |
2517 | if (!op->map) |
2428 | if (!op->map) |
2518 | return 0; /* shouldnt happen */ |
2429 | return 0; /* shouldnt happen */ |
2519 | |
2430 | |
2520 | success = change_map_light (op->map, spell->stats.dam); |
2431 | success = op->map->change_map_light (spell->stats.dam); |
|
|
2432 | |
2521 | if (!success) |
2433 | if (!success) |
2522 | { |
2434 | { |
2523 | if (spell->stats.dam < 0) |
2435 | if (spell->stats.dam < 0) |
2524 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); |
2436 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); |
2525 | else |
2437 | else |
… | |
… | |
2550 | |
2462 | |
2551 | new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); |
2463 | new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); |
2552 | |
2464 | |
2553 | new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2465 | new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2554 | |
2466 | |
2555 | set_owner (new_aura, op); |
2467 | new_aura->set_owner (op); |
2556 | set_spell_skill (op, caster, spell, new_aura); |
2468 | set_spell_skill (op, caster, spell, new_aura); |
2557 | new_aura->attacktype = spell->attacktype; |
2469 | new_aura->attacktype = spell->attacktype; |
2558 | |
2470 | |
2559 | new_aura->level = caster_level (caster, spell); |
2471 | new_aura->level = caster_level (caster, spell); |
2560 | if (refresh) |
2472 | if (refresh) |
… | |
… | |
2591 | aura->remove (); |
2503 | aura->remove (); |
2592 | |
2504 | |
2593 | /* exit if we're out of gas */ |
2505 | /* exit if we're out of gas */ |
2594 | if (aura->duration-- < 0) |
2506 | if (aura->duration-- < 0) |
2595 | { |
2507 | { |
2596 | aura->destroy (0); |
2508 | aura->destroy (); |
2597 | return; |
2509 | return; |
2598 | } |
2510 | } |
2599 | |
2511 | |
2600 | /* auras only exist in inventories */ |
2512 | /* auras only exist in inventories */ |
2601 | if (env == NULL || env->map == NULL) |
2513 | if (env == NULL || env->map == NULL) |
2602 | { |
2514 | { |
2603 | aura->destroy (0); |
2515 | aura->destroy (); |
2604 | return; |
2516 | return; |
2605 | } |
2517 | } |
2606 | aura->x = env->x; |
|
|
2607 | aura->y = env->y; |
|
|
2608 | |
2518 | |
2609 | /* we need to jump out of the inventory for a bit |
2519 | /* we need to jump out of the inventory for a bit |
2610 | * in order to hit the map conveniently. |
2520 | * in order to hit the map conveniently. |
2611 | */ |
2521 | */ |
2612 | insert_ob_in_map (aura, env->map, aura, 0); |
2522 | aura->insert_at (env, aura); |
2613 | |
2523 | |
2614 | for (i = 1; i < 9; i++) |
2524 | for (i = 1; i < 9; i++) |
2615 | { |
2525 | { |
2616 | sint16 nx, ny; |
2526 | sint16 nx, ny; |
2617 | |
2527 | |
… | |
… | |
2626 | if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) |
2536 | if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) |
2627 | { |
2537 | { |
2628 | hit_map (aura, i, aura->attacktype, 0); |
2538 | hit_map (aura, i, aura->attacktype, 0); |
2629 | |
2539 | |
2630 | if (aura->other_arch) |
2540 | if (aura->other_arch) |
2631 | { |
2541 | m->insert (arch_to_object (aura->other_arch), nx, ny, aura); |
2632 | object *new_ob; |
|
|
2633 | |
|
|
2634 | new_ob = arch_to_object (aura->other_arch); |
|
|
2635 | new_ob->x = nx; |
|
|
2636 | new_ob->y = ny; |
|
|
2637 | insert_ob_in_map (new_ob, m, aura, 0); |
|
|
2638 | } |
2542 | } |
2639 | } |
|
|
2640 | } |
2543 | } |
|
|
2544 | |
2641 | /* put the aura back in the player's inventory */ |
2545 | /* put the aura back in the player's inventory */ |
2642 | aura->remove (); |
2546 | aura->remove (); |
2643 | insert_ob_in_ob (aura, env); |
2547 | insert_ob_in_ob (aura, env); |
2644 | } |
2548 | } |
2645 | |
2549 | |
… | |
… | |
2650 | void |
2554 | void |
2651 | move_peacemaker (object *op) |
2555 | move_peacemaker (object *op) |
2652 | { |
2556 | { |
2653 | object *tmp; |
2557 | object *tmp; |
2654 | |
2558 | |
2655 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
2559 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
2656 | { |
2560 | { |
2657 | int atk_lev, def_lev; |
2561 | int atk_lev, def_lev; |
2658 | object *victim = tmp; |
2562 | object *victim = tmp; |
2659 | |
2563 | |
2660 | if (tmp->head) |
2564 | if (tmp->head) |
… | |
… | |
2671 | |
2575 | |
2672 | if (rndm (0, atk_lev - 1) > def_lev) |
2576 | if (rndm (0, atk_lev - 1) > def_lev) |
2673 | { |
2577 | { |
2674 | /* make this sucker peaceful. */ |
2578 | /* make this sucker peaceful. */ |
2675 | |
2579 | |
2676 | change_exp (get_owner (op), victim->stats.exp, op->skill, 0); |
2580 | change_exp (op->owner, victim->stats.exp, op->skill, 0); |
2677 | victim->stats.exp = 0; |
2581 | victim->stats.exp = 0; |
2678 | #if 0 |
2582 | #if 0 |
2679 | /* No idea why these were all set to zero - if something |
2583 | /* No idea why these were all set to zero - if something |
2680 | * makes this creature agressive, he should still do damage. |
2584 | * makes this creature agressive, he should still do damage. |
2681 | */ |
2585 | */ |
… | |
… | |
2726 | |
2630 | |
2727 | snprintf (rune, sizeof (rune), "%s\n", msg); |
2631 | snprintf (rune, sizeof (rune), "%s\n", msg); |
2728 | |
2632 | |
2729 | tmp->race = op->name; /*Save the owner of the rune */ |
2633 | tmp->race = op->name; /*Save the owner of the rune */ |
2730 | tmp->msg = rune; |
2634 | tmp->msg = rune; |
2731 | tmp->x = op->x; |
2635 | |
2732 | tmp->y = op->y; |
2636 | tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); |
2733 | insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
2734 | return 1; |
2637 | return 1; |
2735 | } |
2638 | } |