1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
8 | it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
10 | (at your option) any later version. |
11 | * 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, but |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
15 | GNU General Public License for more details. |
16 | * 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 along |
18 | along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <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; |
… | |
… | |
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->destroy (); |
77 | wand->destroy (); |
80 | tmp = get_archetype ("fireball"); |
78 | tmp = get_archetype ("fireball"); |
81 | 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 | |
82 | if (!tmp->stats.dam) |
81 | if (!tmp->stats.dam) |
83 | tmp->stats.dam = 1; |
82 | tmp->stats.dam = 1; |
|
|
83 | |
84 | tmp->stats.hp = tmp->stats.dam / 2; |
84 | tmp->stats.hp = tmp->stats.dam / 2; |
|
|
85 | |
85 | if (tmp->stats.hp < 2) |
86 | if (tmp->stats.hp < 2) |
86 | tmp->stats.hp = 2; |
87 | tmp->stats.hp = 2; |
87 | tmp->x = op->x; |
88 | |
88 | tmp->y = op->y; |
89 | tmp->insert_at (op); |
89 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
90 | return 1; |
90 | return 1; |
91 | } |
91 | } |
92 | |
92 | |
93 | 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 | |
94 | if (wand->inv && wand->inv->level) |
95 | if (wand->inv && wand->inv->level) |
95 | ncharges /= wand->inv->level; |
96 | ncharges /= wand->inv->level; |
96 | else |
97 | else |
97 | { |
98 | { |
98 | 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)); |
99 | return 0; |
100 | return 0; |
100 | } |
101 | } |
|
|
102 | |
101 | if (!ncharges) |
103 | if (!ncharges) |
102 | ncharges = 1; |
104 | ncharges = 1; |
103 | |
105 | |
104 | wand->stats.food += ncharges; |
106 | wand->stats.food += ncharges; |
105 | 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 | |
106 | if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) |
109 | if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) |
107 | { |
110 | { |
108 | SET_FLAG (wand, FLAG_ANIMATE); |
111 | SET_FLAG (wand, FLAG_ANIMATE); |
109 | wand->speed = wand->arch->clone.speed; |
112 | wand->set_speed (wand->arch->clone.speed); |
110 | update_ob_speed (wand); |
|
|
111 | } |
113 | } |
|
|
114 | |
112 | return 1; |
115 | return 1; |
113 | } |
116 | } |
114 | |
117 | |
115 | /* 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 |
116 | * 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 |
… | |
… | |
151 | /* If it starts with a letter, presume it is a description */ |
154 | /* If it starts with a letter, presume it is a description */ |
152 | if (isalpha (*stringarg)) |
155 | if (isalpha (*stringarg)) |
153 | { |
156 | { |
154 | artifact *al = find_artifactlist (missile->type)->items; |
157 | artifact *al = find_artifactlist (missile->type)->items; |
155 | |
158 | |
156 | for (; al != NULL; al = al->next) |
159 | for (; al; al = al->next) |
157 | if (!strcasecmp (al->item->name, stringarg)) |
160 | if (!strcasecmp (al->item->name, stringarg)) |
158 | break; |
161 | break; |
159 | |
162 | |
160 | if (!al) |
163 | if (!al) |
161 | { |
164 | { |
… | |
… | |
302 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); |
305 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); |
303 | return 0; |
306 | return 0; |
304 | } |
307 | } |
305 | if (mflags & P_IS_ALIVE) |
308 | if (mflags & P_IS_ALIVE) |
306 | { |
309 | { |
307 | 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) |
308 | 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))) |
309 | { |
312 | { |
310 | new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); |
313 | new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); |
311 | if (tmp->head != NULL) |
314 | if (tmp->head != NULL) |
312 | tmp = tmp->head; |
315 | tmp = tmp->head; |
… | |
… | |
370 | * normal applies. |
373 | * normal applies. |
371 | */ |
374 | */ |
372 | int |
375 | int |
373 | cast_invisible (object *op, object *caster, object *spell_ob) |
376 | cast_invisible (object *op, object *caster, object *spell_ob) |
374 | { |
377 | { |
375 | object *tmp; |
|
|
376 | |
|
|
377 | if (op->invisible > 1000) |
378 | if (op->invisible > 1000) |
378 | { |
379 | { |
379 | 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"); |
380 | return 0; |
381 | return 0; |
381 | } |
382 | } |
… | |
… | |
397 | else |
398 | else |
398 | op->contr->tmp_invis = 1; |
399 | op->contr->tmp_invis = 1; |
399 | |
400 | |
400 | op->contr->hidden = 0; |
401 | op->contr->hidden = 0; |
401 | } |
402 | } |
|
|
403 | |
402 | if (makes_invisible_to (op, op)) |
404 | if (makes_invisible_to (op, op)) |
403 | 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!"); |
404 | else |
406 | else |
405 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
407 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
406 | |
408 | |
407 | update_object (op, UP_OBJ_FACE); |
409 | update_object (op, UP_OBJ_CHANGE); |
408 | |
410 | |
409 | /* Only search the active objects - only these should actually do |
411 | /* Only search the active objects - only these should actually do |
410 | * harm to the player. |
412 | * harm to the player. |
411 | */ |
413 | */ |
412 | for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) |
414 | for_all_actives (tmp) |
413 | if (tmp->enemy == op) |
415 | if (tmp->enemy == op) |
414 | tmp->enemy = NULL; |
416 | tmp->enemy = 0; |
|
|
417 | |
415 | return 1; |
418 | return 1; |
416 | } |
419 | } |
417 | |
420 | |
418 | /* earth to dust spell. Basically destroys earthwalls in the area. |
421 | /* earth to dust spell. Basically destroys earthwalls in the area. |
419 | */ |
422 | */ |
… | |
… | |
440 | |
443 | |
441 | if (mflags & P_OUT_OF_MAP) |
444 | if (mflags & P_OUT_OF_MAP) |
442 | continue; |
445 | continue; |
443 | |
446 | |
444 | // earth to dust tears down everything that can be teared down |
447 | // earth to dust tears down everything that can be teared down |
445 | 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) |
446 | { |
449 | { |
447 | next = tmp->above; |
450 | next = tmp->above; |
448 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
451 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
449 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
452 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
450 | } |
453 | } |
451 | } |
454 | } |
|
|
455 | |
452 | return 1; |
456 | return 1; |
453 | } |
457 | } |
454 | |
|
|
455 | |
458 | |
456 | void |
459 | void |
457 | execute_word_of_recall (object *op) |
460 | execute_word_of_recall (object *op) |
458 | { |
461 | { |
459 | object *wor = op; |
462 | if (object *pl = op->in_player ()) |
460 | |
463 | { |
461 | while (op != NULL && op->type != PLAYER) |
464 | if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) |
462 | op = op->env; |
|
|
463 | |
|
|
464 | if (op != NULL && op->map) |
|
|
465 | if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) |
|
|
466 | 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."); |
467 | else |
466 | else |
|
|
467 | { |
|
|
468 | // remove first so we do not call update_stats |
|
|
469 | op->remove (); |
468 | enter_exit (op, wor); |
470 | pl->enter_exit (op); |
|
|
471 | } |
|
|
472 | } |
469 | |
473 | |
470 | wor->destroy (); |
474 | op->destroy (); |
471 | } |
475 | } |
472 | |
476 | |
473 | /* Word of recall causes the player to return 'home'. |
477 | /* Word of recall causes the player to return 'home'. |
474 | * 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 |
475 | * time delay effect. |
479 | * time delay effect. |
… | |
… | |
494 | { |
498 | { |
495 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
499 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
496 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
500 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
497 | return 0; |
501 | return 0; |
498 | } |
502 | } |
|
|
503 | |
499 | time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
504 | time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
500 | if (time < 1) |
505 | if (time < 1) |
501 | time = 1; |
506 | time = 1; |
502 | |
507 | |
503 | /* 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 |
504 | * 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 |
505 | * do anything really odd if it say a -1000 or something. |
510 | * do anything really odd if it say a -1000 or something. |
506 | */ |
511 | */ |
507 | dummy->speed = 0.002; |
512 | dummy->set_speed (0.002); |
508 | update_ob_speed (dummy); |
|
|
509 | dummy->speed_left = -dummy->speed * time; |
513 | dummy->speed_left = -dummy->speed * time; |
510 | dummy->type = SPELL_EFFECT; |
514 | dummy->type = SPELL_EFFECT; |
511 | dummy->subtype = SP_WORD_OF_RECALL; |
515 | dummy->subtype = SP_WORD_OF_RECALL; |
512 | |
516 | |
513 | /* 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 |
514 | * nice, but until the map load fails, we can't. |
518 | * nice, but until the map load fails, we can't. |
515 | */ |
519 | */ |
516 | EXIT_PATH (dummy) = op->contr->savebed_map; |
520 | EXIT_PATH (dummy) = op->contr->savebed_map; |
517 | EXIT_X (dummy) = op->contr->bed_x; |
521 | EXIT_X (dummy) = op->contr->bed_x; |
518 | EXIT_Y (dummy) = op->contr->bed_y; |
522 | EXIT_Y (dummy) = op->contr->bed_y; |
519 | |
523 | |
520 | (void) insert_ob_in_ob (dummy, op); |
524 | op->insert (dummy); |
|
|
525 | |
521 | 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 | |
522 | return 1; |
528 | return 1; |
523 | } |
529 | } |
524 | |
530 | |
525 | /* cast_wonder |
531 | /* cast_wonder |
526 | * wonder is really just a spell that will likely cast another |
532 | * wonder is really just a spell that will likely cast another |
… | |
… | |
556 | return cast_spell (op, caster, dir, newspell, NULL); |
562 | return cast_spell (op, caster, dir, newspell, NULL); |
557 | } |
563 | } |
558 | return 1; |
564 | return 1; |
559 | } |
565 | } |
560 | |
566 | |
561 | |
|
|
562 | int |
567 | int |
563 | perceive_self (object *op) |
568 | perceive_self (object *op) |
564 | { |
569 | { |
|
|
570 | char buf[MAX_BUF]; |
565 | char *cp = describe_item (op, op), buf[MAX_BUF]; |
571 | const char *cp = describe_item (op, op); |
566 | archetype *at = archetype::find (ARCH_DEPLETION); |
572 | archetype *at = archetype::find (ARCH_DEPLETION); |
567 | object *tmp; |
573 | object *tmp; |
568 | int i; |
574 | int i; |
569 | |
575 | |
570 | tmp = find_god (determine_god (op)); |
576 | tmp = find_god (determine_god (op)); |
… | |
… | |
579 | new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); |
585 | new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); |
580 | else |
586 | else |
581 | { |
587 | { |
582 | new_draw_info (NDI_UNIQUE, 0, op, "You have:"); |
588 | new_draw_info (NDI_UNIQUE, 0, op, "You have:"); |
583 | new_draw_info (NDI_UNIQUE, 0, op, cp); |
589 | new_draw_info (NDI_UNIQUE, 0, op, cp); |
|
|
590 | |
584 | if (tmp != NULL) |
591 | if (tmp) |
585 | { |
|
|
586 | for (i = 0; i < NUM_STATS; i++) |
592 | for (i = 0; i < NUM_STATS; i++) |
587 | { |
593 | if (tmp->stats.stat (i) < 0) |
588 | if (get_attr_value (&tmp->stats, i) < 0) |
|
|
589 | { |
|
|
590 | 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)); |
591 | } |
|
|
592 | } |
|
|
593 | } |
|
|
594 | } |
595 | } |
595 | |
596 | |
596 | if (is_dragon_pl (op)) |
597 | if (is_dragon_pl (op)) |
597 | { |
598 | { |
598 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
599 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
599 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
600 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
600 | { |
601 | { |
601 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
602 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
602 | { |
603 | { |
603 | if (tmp->stats.exp == 0) |
604 | if (tmp->stats.exp == 0) |
604 | { |
|
|
605 | sprintf (buf, "Your metabolism isn't focused on anything."); |
605 | sprintf (buf, "Your metabolism isn't focused on anything."); |
606 | } |
|
|
607 | else |
606 | else |
608 | { |
|
|
609 | 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]); |
610 | } |
608 | |
611 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
609 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
612 | break; |
610 | break; |
613 | } |
611 | } |
614 | } |
612 | } |
615 | } |
613 | } |
|
|
614 | |
616 | return 1; |
615 | return 1; |
617 | } |
616 | } |
618 | |
|
|
619 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
|
|
620 | * |
|
|
621 | * This function cast the spell of town portal for op |
|
|
622 | * |
|
|
623 | * The spell operates in two passes. During the first one a place |
|
|
624 | * is marked as a destination for the portal. During the second one, |
|
|
625 | * 2 portals are created, one in the position the player cast it and |
|
|
626 | * one in the destination place. The portal are synchronized and 2 forces |
|
|
627 | * are inserted in the player to destruct the portal next time player |
|
|
628 | * creates a new portal pair. |
|
|
629 | * This spell has a side effect that it allows people to meet each other |
|
|
630 | * in a permanent, private, appartements by making a town portal from it |
|
|
631 | * to the town or another public place. So, check if the map is unique and if |
|
|
632 | * so return an error |
|
|
633 | * |
|
|
634 | * Code by Tchize (david.delbecq@usa.net) |
|
|
635 | */ |
|
|
636 | int |
|
|
637 | cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
|
|
638 | { |
|
|
639 | object *dummy, *force, *old_force, *tmp; |
|
|
640 | archetype *perm_portal; |
|
|
641 | char portal_name[1024], portal_message[1024]; |
|
|
642 | sint16 exitx, exity; |
|
|
643 | maptile *exitmap; |
|
|
644 | int op_level; |
|
|
645 | |
|
|
646 | |
|
|
647 | /* Check to see if the map the player is currently on is a per player unique |
|
|
648 | * map. This can be determined in that per player unique maps have the |
|
|
649 | * full pathname listed. |
|
|
650 | */ |
|
|
651 | if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE) |
|
|
652 | { |
|
|
653 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n"); |
|
|
654 | return 0; |
|
|
655 | } |
|
|
656 | |
|
|
657 | /* The first thing to do is to check if we have a marked destination |
|
|
658 | * dummy is used to make a check inventory for the force |
|
|
659 | */ |
|
|
660 | dummy = arch_to_object (spell->other_arch); |
|
|
661 | if (dummy == NULL) |
|
|
662 | { |
|
|
663 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
664 | LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name); |
|
|
665 | return 0; |
|
|
666 | } |
|
|
667 | |
|
|
668 | force = check_inv_recursive (op, dummy); |
|
|
669 | |
|
|
670 | if (force == NULL) |
|
|
671 | { |
|
|
672 | /* Here we know there is no destination marked up. |
|
|
673 | * We have 2 things to do: |
|
|
674 | * 1. Mark the destination in the player inventory. |
|
|
675 | * 2. Let the player know it worked. |
|
|
676 | */ |
|
|
677 | dummy->name = op->map->path; |
|
|
678 | EXIT_X (dummy) = op->x; |
|
|
679 | EXIT_Y (dummy) = op->y; |
|
|
680 | insert_ob_in_ob (dummy, op); |
|
|
681 | 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."); |
|
|
682 | return 1; |
|
|
683 | } |
|
|
684 | |
|
|
685 | dummy->destroy (); |
|
|
686 | |
|
|
687 | /* Here we know where the town portal should go to |
|
|
688 | * We should kill any existing portal associated with the player. |
|
|
689 | * Than we should create the 2 portals. |
|
|
690 | * For each of them, we need: |
|
|
691 | * - To create the portal with the name of the player+destination map |
|
|
692 | * - set the owner of the town portal |
|
|
693 | * - To mark the position of the portal in the player's inventory |
|
|
694 | * for easier destruction. |
|
|
695 | * |
|
|
696 | * The mark works has follow: |
|
|
697 | * slaying: Existing town portal |
|
|
698 | * hp, sp : x & y of the associated portal |
|
|
699 | * name : name of the portal |
|
|
700 | * race : map the portal is in |
|
|
701 | */ |
|
|
702 | |
|
|
703 | /* First step: killing existing town portals */ |
|
|
704 | dummy = get_archetype (spell->race); |
|
|
705 | if (dummy == NULL) |
|
|
706 | { |
|
|
707 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
708 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
709 | return 0; |
|
|
710 | } |
|
|
711 | |
|
|
712 | perm_portal = archetype::find (spell->slaying); |
|
|
713 | |
|
|
714 | /* To kill a town portal, we go trough the player's inventory, |
|
|
715 | * for each marked portal in player's inventory, |
|
|
716 | * -We try load the associated map (if impossible, consider the portal destructed) |
|
|
717 | * -We find any portal in the specified location. |
|
|
718 | * If it has the good name, we destruct it. |
|
|
719 | * -We destruct the force indicating that portal. |
|
|
720 | */ |
|
|
721 | while ((old_force = check_inv_recursive (op, dummy))) |
|
|
722 | { |
|
|
723 | exitx = EXIT_X (old_force); |
|
|
724 | exity = EXIT_Y (old_force); |
|
|
725 | LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity); |
|
|
726 | |
|
|
727 | if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir))) |
|
|
728 | exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE); |
|
|
729 | else |
|
|
730 | exitmap = ready_map_name (old_force->race, 0); |
|
|
731 | |
|
|
732 | if (exitmap) |
|
|
733 | { |
|
|
734 | tmp = present_arch (perm_portal, exitmap, exitx, exity); |
|
|
735 | while (tmp) |
|
|
736 | { |
|
|
737 | if (tmp->name == old_force->name) |
|
|
738 | { |
|
|
739 | tmp->destroy (); |
|
|
740 | break; |
|
|
741 | } |
|
|
742 | |
|
|
743 | tmp = tmp->above; |
|
|
744 | } |
|
|
745 | } |
|
|
746 | |
|
|
747 | old_force->destroy (); |
|
|
748 | LOG (llevDebug, "\n"); |
|
|
749 | } |
|
|
750 | |
|
|
751 | dummy->destroy (); |
|
|
752 | |
|
|
753 | /* Creating the portals. |
|
|
754 | * The very first thing to do is to ensure |
|
|
755 | * access to the destination map. |
|
|
756 | * If we can't, don't fizzle. Simply warn player. |
|
|
757 | * This ensure player pays his mana for the spell |
|
|
758 | * because HE is responsible of forgotting. |
|
|
759 | * 'force' is the destination of the town portal, which we got |
|
|
760 | * from the players inventory above. |
|
|
761 | */ |
|
|
762 | |
|
|
763 | /* Ensure exit map is loaded */ |
|
|
764 | if (!strncmp (force->name, settings.localdir, strlen (settings.localdir))) |
|
|
765 | exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE); |
|
|
766 | else |
|
|
767 | exitmap = ready_map_name (force->name, 0); |
|
|
768 | |
|
|
769 | /* If we were unable to load (ex. random map deleted), warn player */ |
|
|
770 | if (exitmap == NULL) |
|
|
771 | { |
|
|
772 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); |
|
|
773 | force->destroy (); |
|
|
774 | return 1; |
|
|
775 | } |
|
|
776 | |
|
|
777 | op_level = caster_level (caster, spell); |
|
|
778 | if (op_level < 15) |
|
|
779 | snprintf (portal_message, 1024, |
|
|
780 | "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", |
|
|
781 | &op->name); |
|
|
782 | else if (op_level < 30) |
|
|
783 | snprintf (portal_message, 1024, |
|
|
784 | "\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); |
|
|
785 | else if (op_level < 60) |
|
|
786 | snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); |
|
|
787 | else |
|
|
788 | snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n", |
|
|
789 | &op->name); |
|
|
790 | |
|
|
791 | /* Create a portal in front of player |
|
|
792 | * dummy contain the portal and |
|
|
793 | * force contain the track to kill it later |
|
|
794 | */ |
|
|
795 | |
|
|
796 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); |
|
|
797 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
798 | if (dummy == NULL) |
|
|
799 | { |
|
|
800 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
801 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
802 | return 0; |
|
|
803 | } |
|
|
804 | |
|
|
805 | EXIT_PATH (dummy) = force->name; |
|
|
806 | EXIT_X (dummy) = EXIT_X (force); |
|
|
807 | EXIT_Y (dummy) = EXIT_Y (force); |
|
|
808 | dummy->name = dummy->name_pl = portal_name; |
|
|
809 | dummy->msg = portal_message; |
|
|
810 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
811 | cast_create_obj (op, caster, dummy, 0); |
|
|
812 | |
|
|
813 | /* Now we need to to create a town portal marker inside the player |
|
|
814 | * object, so on future castings, we can know that he has an active |
|
|
815 | * town portal. |
|
|
816 | */ |
|
|
817 | tmp = get_archetype (spell->race); |
|
|
818 | if (tmp == NULL) |
|
|
819 | { |
|
|
820 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
821 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
822 | return 0; |
|
|
823 | } |
|
|
824 | |
|
|
825 | tmp->race = op->map->path; |
|
|
826 | tmp->name = portal_name; |
|
|
827 | EXIT_X (tmp) = dummy->x; |
|
|
828 | EXIT_Y (tmp) = dummy->y; |
|
|
829 | insert_ob_in_ob (tmp, op); |
|
|
830 | |
|
|
831 | /* Create a portal in the destination map |
|
|
832 | * dummy contain the portal and |
|
|
833 | * force the track to kill it later |
|
|
834 | * the 'force' variable still contains the 'reminder' of |
|
|
835 | * where this portal goes to. |
|
|
836 | */ |
|
|
837 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path); |
|
|
838 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
839 | if (dummy == NULL) |
|
|
840 | { |
|
|
841 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
842 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
843 | return 0; |
|
|
844 | } |
|
|
845 | |
|
|
846 | EXIT_PATH (dummy) = op->map->path; |
|
|
847 | EXIT_X (dummy) = op->x; |
|
|
848 | EXIT_Y (dummy) = op->y; |
|
|
849 | dummy->name = dummy->name_pl = portal_name; |
|
|
850 | dummy->msg = portal_message; |
|
|
851 | dummy->x = EXIT_X (force); |
|
|
852 | dummy->y = EXIT_Y (force); |
|
|
853 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
854 | insert_ob_in_map (dummy, exitmap, op, 0); |
|
|
855 | |
|
|
856 | /* Now we create another town portal marker that |
|
|
857 | * points back to the one we just made |
|
|
858 | */ |
|
|
859 | tmp = get_archetype (spell->race); |
|
|
860 | if (tmp == NULL) |
|
|
861 | { |
|
|
862 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
863 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
864 | return 0; |
|
|
865 | } |
|
|
866 | |
|
|
867 | tmp->race = force->name; |
|
|
868 | tmp->name = portal_name; |
|
|
869 | EXIT_X (tmp) = dummy->x; |
|
|
870 | EXIT_Y (tmp) = dummy->y; |
|
|
871 | insert_ob_in_ob (tmp, op); |
|
|
872 | |
|
|
873 | /* Describe the player what happened |
|
|
874 | */ |
|
|
875 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); |
|
|
876 | force->destroy (); |
|
|
877 | |
|
|
878 | return 1; |
|
|
879 | } |
|
|
880 | |
|
|
881 | |
617 | |
882 | /* This creates magic walls. Really, it can create most any object, |
618 | /* This creates magic walls. Really, it can create most any object, |
883 | * within some reason. |
619 | * within some reason. |
884 | */ |
620 | */ |
885 | |
|
|
886 | int |
621 | int |
887 | magic_wall (object *op, object *caster, int dir, object *spell_ob) |
622 | magic_wall (object *op, object *caster, int dir, object *spell_ob) |
888 | { |
623 | { |
889 | object *tmp, *tmp2; |
624 | object *tmp; |
890 | int i, posblocked, negblocked, maxrange; |
625 | int i, posblocked, negblocked, maxrange; |
891 | sint16 x, y; |
626 | sint16 x, y; |
892 | maptile *m; |
627 | maptile *m; |
893 | const char *name; |
628 | const char *name; |
894 | archetype *at; |
629 | archetype *at; |
… | |
… | |
902 | else |
637 | else |
903 | { |
638 | { |
904 | x = op->x + freearr_x[dir]; |
639 | x = op->x + freearr_x[dir]; |
905 | y = op->y + freearr_y[dir]; |
640 | y = op->y + freearr_y[dir]; |
906 | } |
641 | } |
|
|
642 | |
907 | m = op->map; |
643 | m = op->map; |
908 | |
644 | |
909 | if ((spell_ob->move_block || x != op->x || y != op->y) && |
645 | if ((spell_ob->move_block || x != op->x || y != op->y) && |
910 | (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || |
646 | (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || |
911 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) |
647 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) |
912 | { |
648 | { |
913 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
649 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
914 | return 0; |
650 | return 0; |
915 | } |
651 | } |
|
|
652 | |
916 | if (spell_ob->other_arch) |
653 | if (spell_ob->other_arch) |
917 | { |
|
|
918 | tmp = arch_to_object (spell_ob->other_arch); |
654 | tmp = arch_to_object (spell_ob->other_arch); |
919 | } |
|
|
920 | else if (spell_ob->race) |
655 | else if (spell_ob->race) |
921 | { |
656 | { |
922 | char buf1[MAX_BUF]; |
657 | char buf1[MAX_BUF]; |
923 | |
658 | |
924 | sprintf (buf1, spell_ob->race, dir); |
659 | sprintf (buf1, spell_ob->race, dir); |
… | |
… | |
927 | { |
662 | { |
928 | LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); |
663 | LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); |
929 | new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); |
664 | new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); |
930 | return 0; |
665 | return 0; |
931 | } |
666 | } |
|
|
667 | |
932 | tmp = arch_to_object (at); |
668 | tmp = arch_to_object (at); |
933 | } |
669 | } |
934 | else |
670 | else |
935 | { |
671 | { |
936 | LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); |
672 | LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); |
… | |
… | |
946 | } |
682 | } |
947 | else if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
683 | else if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
948 | { |
684 | { |
949 | tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
685 | tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
950 | tmp->stats.maxhp = tmp->stats.hp; |
686 | tmp->stats.maxhp = tmp->stats.hp; |
951 | tmp->set_owner (op); |
|
|
952 | set_spell_skill (op, caster, spell_ob, tmp); |
|
|
953 | } |
687 | } |
|
|
688 | |
954 | if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) |
689 | if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) |
955 | { |
690 | { |
956 | tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
691 | tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
957 | SET_FLAG (tmp, FLAG_IS_USED_UP); |
692 | SET_FLAG (tmp, FLAG_IS_USED_UP); |
958 | } |
693 | } |
|
|
694 | |
959 | if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) |
695 | if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) |
960 | { |
696 | { |
961 | tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
697 | tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
962 | tmp->stats.maxhp = tmp->stats.hp; |
698 | tmp->stats.maxhp = tmp->stats.hp; |
963 | SET_FLAG (tmp, FLAG_TEAR_DOWN); |
699 | SET_FLAG (tmp, FLAG_TEAR_DOWN); |
964 | SET_FLAG (tmp, FLAG_ALIVE); |
700 | SET_FLAG (tmp, FLAG_ALIVE); |
965 | } |
701 | } |
966 | |
702 | |
967 | /* This can't really hurt - if the object doesn't kill anything, |
703 | /* This can't really hurt - if the object doesn't kill anything, |
968 | * these fields just won't be used. |
704 | * these fields just won't be used. Do not set the owner for |
|
|
705 | * earthwalls, though, so they survive restarts. |
969 | */ |
706 | */ |
|
|
707 | if (tmp->type != EARTHWALL) //TODO |
970 | tmp->set_owner (op); |
708 | tmp->set_owner (op); |
|
|
709 | |
971 | set_spell_skill (op, caster, spell_ob, tmp); |
710 | set_spell_skill (op, caster, spell_ob, tmp); |
972 | tmp->x = x; |
|
|
973 | tmp->y = y; |
|
|
974 | tmp->level = caster_level (caster, spell_ob) / 2; |
711 | tmp->level = caster_level (caster, spell_ob) / 2; |
975 | |
712 | |
976 | name = tmp->name; |
713 | name = tmp->name; |
977 | if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) |
714 | if (!(tmp = m->insert (tmp, x, y, op))) |
978 | { |
715 | { |
979 | new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); |
716 | new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); |
980 | return 0; |
717 | return 0; |
981 | } |
718 | } |
|
|
719 | |
982 | /* If this is a spellcasting wall, need to insert the spell object */ |
720 | /* If this is a spellcasting wall, need to insert the spell object */ |
983 | if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
721 | if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
984 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
722 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
985 | |
723 | |
986 | /* This code causes the wall to extend some distance in |
724 | /* This code causes the wall to extend some distance in |
… | |
… | |
1004 | m = tmp->map; |
742 | m = tmp->map; |
1005 | |
743 | |
1006 | if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
744 | if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
1007 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) |
745 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) |
1008 | { |
746 | { |
1009 | tmp2 = tmp->clone (); |
747 | object *tmp2 = tmp->clone (); |
1010 | tmp2->x = x; |
748 | m->insert (tmp2, x, y, op); |
1011 | tmp2->y = y; |
749 | |
1012 | insert_ob_in_map (tmp2, m, op, 0); |
|
|
1013 | /* If this is a spellcasting wall, need to insert the spell object */ |
750 | /* If this is a spellcasting wall, need to insert the spell object */ |
1014 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
751 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
1015 | insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); |
752 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1016 | |
753 | |
1017 | } |
754 | } |
1018 | else |
755 | else |
1019 | posblocked = 1; |
756 | posblocked = 1; |
1020 | |
757 | |
… | |
… | |
1023 | m = tmp->map; |
760 | m = tmp->map; |
1024 | |
761 | |
1025 | if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
762 | if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
1026 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
763 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
1027 | { |
764 | { |
1028 | tmp2 = tmp->clone (); |
765 | object *tmp2 = tmp->clone (); |
1029 | tmp2->x = x; |
766 | m->insert (tmp2, x, y, op); |
1030 | tmp2->y = y; |
767 | |
1031 | insert_ob_in_map (tmp2, m, op, 0); |
|
|
1032 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
768 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
1033 | insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); |
769 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1034 | } |
770 | } |
1035 | else |
771 | else |
1036 | negblocked = 1; |
772 | negblocked = 1; |
1037 | } |
773 | } |
1038 | |
774 | |
… | |
… | |
1087 | { |
823 | { |
1088 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); |
824 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); |
1089 | op->contr->count = 0; |
825 | op->contr->count = 0; |
1090 | return 0; |
826 | return 0; |
1091 | } |
827 | } |
|
|
828 | |
1092 | op->contr->count = 0; |
829 | op->contr->count = 0; |
1093 | |
830 | |
1094 | /* Remove code that puts player on random space on maps. IMO, |
831 | /* 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, |
832 | * 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 |
833 | * but may not be marked as NO_MAGIC (as they may be bounded |
… | |
… | |
1145 | return 0; |
882 | return 0; |
1146 | } |
883 | } |
1147 | } |
884 | } |
1148 | |
885 | |
1149 | /* Actually move the player now */ |
886 | /* Actually move the player now */ |
1150 | op->remove (); |
887 | 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; |
888 | return 1; |
1155 | |
889 | |
1156 | op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
890 | op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
1157 | return 1; |
891 | return 1; |
1158 | } |
892 | } |
… | |
… | |
1171 | object *poison; |
905 | object *poison; |
1172 | int heal = 0, success = 0; |
906 | int heal = 0, success = 0; |
1173 | |
907 | |
1174 | tmp = find_target_for_friendly_spell (op, dir); |
908 | tmp = find_target_for_friendly_spell (op, dir); |
1175 | |
909 | |
1176 | if (tmp == NULL) |
910 | if (!tmp) |
1177 | return 0; |
911 | return 0; |
1178 | |
912 | |
1179 | /* Figure out how many hp this spell might cure. |
913 | /* Figure out how many hp this spell might cure. |
1180 | * could be zero if this spell heals effects, not damage. |
914 | * could be zero if this spell heals effects, not damage. |
1181 | */ |
915 | */ |
… | |
… | |
1184 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
918 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
1185 | |
919 | |
1186 | if (heal) |
920 | if (heal) |
1187 | { |
921 | { |
1188 | if (tmp->stats.hp >= tmp->stats.maxhp) |
922 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1189 | { |
|
|
1190 | new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
923 | new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
1191 | } |
|
|
1192 | else |
924 | else |
1193 | { |
925 | { |
1194 | /* See how many points we actually heal. Instead of messages |
926 | /* See how many points we actually heal. Instead of messages |
1195 | * based on type of spell, we instead do messages based |
927 | * based on type of spell, we instead do messages based |
1196 | * on amount of damage healed. |
928 | * on amount of damage healed. |
… | |
… | |
1198 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
930 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
1199 | heal = tmp->stats.maxhp - tmp->stats.hp; |
931 | heal = tmp->stats.maxhp - tmp->stats.hp; |
1200 | tmp->stats.hp += heal; |
932 | tmp->stats.hp += heal; |
1201 | |
933 | |
1202 | if (tmp->stats.hp >= tmp->stats.maxhp) |
934 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1203 | { |
|
|
1204 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
935 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1205 | } |
|
|
1206 | else if (heal > 50) |
936 | else if (heal > 50) |
1207 | { |
|
|
1208 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
937 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1209 | } |
|
|
1210 | else if (heal > 25) |
938 | else if (heal > 25) |
1211 | { |
|
|
1212 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
939 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1213 | } |
|
|
1214 | else if (heal > 10) |
940 | else if (heal > 10) |
1215 | { |
|
|
1216 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
941 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
1217 | } |
|
|
1218 | else |
942 | else |
1219 | { |
|
|
1220 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
943 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
1221 | } |
944 | |
1222 | success = 1; |
945 | success = 1; |
1223 | } |
946 | } |
1224 | } |
947 | } |
|
|
948 | |
1225 | if (spell->attacktype & AT_DISEASE) |
949 | if (spell->attacktype & AT_DISEASE) |
1226 | if (cure_disease (tmp, op)) |
950 | if (cure_disease (tmp, op)) |
1227 | success = 1; |
951 | success = 1; |
1228 | |
952 | |
1229 | if (spell->attacktype & AT_POISON) |
953 | if (spell->attacktype & AT_POISON) |
… | |
… | |
1235 | success = 1; |
959 | success = 1; |
1236 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
960 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1237 | poison->stats.food = 1; |
961 | poison->stats.food = 1; |
1238 | } |
962 | } |
1239 | } |
963 | } |
|
|
964 | |
1240 | if (spell->attacktype & AT_CONFUSION) |
965 | if (spell->attacktype & AT_CONFUSION) |
1241 | { |
966 | { |
1242 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
967 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1243 | if (poison) |
968 | if (poison) |
1244 | { |
969 | { |
1245 | success = 1; |
970 | success = 1; |
1246 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
971 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1247 | poison->duration = 1; |
972 | poison->duration = 1; |
1248 | } |
973 | } |
1249 | } |
974 | } |
|
|
975 | |
1250 | if (spell->attacktype & AT_BLIND) |
976 | if (spell->attacktype & AT_BLIND) |
1251 | { |
977 | { |
1252 | at = archetype::find ("blindness"); |
978 | at = archetype::find ("blindness"); |
1253 | poison = present_arch_in_ob (at, tmp); |
979 | poison = present_arch_in_ob (at, tmp); |
1254 | if (poison) |
980 | if (poison) |
… | |
… | |
1256 | success = 1; |
982 | success = 1; |
1257 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
983 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
1258 | poison->stats.food = 1; |
984 | poison->stats.food = 1; |
1259 | } |
985 | } |
1260 | } |
986 | } |
|
|
987 | |
1261 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
988 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
1262 | { |
989 | { |
1263 | tmp->stats.sp += spell->last_sp; |
990 | tmp->stats.sp += spell->last_sp; |
1264 | if (tmp->stats.sp > tmp->stats.maxsp) |
991 | if (tmp->stats.sp > tmp->stats.maxsp) |
1265 | tmp->stats.sp = tmp->stats.maxsp; |
992 | tmp->stats.sp = tmp->stats.maxsp; |
1266 | success = 1; |
993 | success = 1; |
1267 | new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
994 | new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
1268 | } |
995 | } |
|
|
996 | |
1269 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
997 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1270 | { |
998 | { |
1271 | tmp->stats.grace += spell->last_grace; |
999 | tmp->stats.grace += spell->last_grace; |
1272 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1000 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1273 | tmp->stats.grace = tmp->stats.maxgrace; |
1001 | tmp->stats.grace = tmp->stats.maxgrace; |
1274 | success = 1; |
1002 | success = 1; |
1275 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
1003 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
1276 | } |
1004 | } |
|
|
1005 | |
1277 | if (spell->stats.food && tmp->stats.food < 999) |
1006 | if (spell->stats.food && tmp->stats.food < 999) |
1278 | { |
1007 | { |
1279 | tmp->stats.food += spell->stats.food; |
1008 | tmp->stats.food += spell->stats.food; |
1280 | if (tmp->stats.food > 999) |
1009 | if (tmp->stats.food > 999) |
1281 | tmp->stats.food = 999; |
1010 | tmp->stats.food = 999; |
1282 | success = 1; |
1011 | success = 1; |
1283 | /* We could do something a bit better like the messages for healing above */ |
1012 | /* 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"); |
1013 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1285 | } |
1014 | } |
|
|
1015 | |
1286 | return success; |
1016 | return success; |
1287 | } |
1017 | } |
1288 | |
1018 | |
1289 | |
1019 | |
1290 | /* This is used for the spells that gain stats. There are no spells |
1020 | /* This is used for the spells that gain stats. There are no spells |
… | |
… | |
1302 | }; |
1032 | }; |
1303 | |
1033 | |
1304 | int |
1034 | int |
1305 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1035 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1306 | { |
1036 | { |
1307 | object *tmp, *tmp2 = NULL; |
|
|
1308 | object *force = NULL; |
1037 | object *force = NULL; |
1309 | int i; |
1038 | int i; |
1310 | |
1039 | |
1311 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1040 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1312 | if (dir != 0) |
1041 | object *tmp = dir |
1313 | { |
|
|
1314 | tmp = find_target_for_friendly_spell (op, dir); |
1042 | ? find_target_for_friendly_spell (op, dir) |
1315 | } |
1043 | : op; |
1316 | else |
|
|
1317 | { |
|
|
1318 | tmp = op; |
|
|
1319 | } |
|
|
1320 | |
1044 | |
1321 | if (tmp == NULL) |
1045 | if (!tmp) |
1322 | return 0; |
1046 | return 0; |
1323 | |
1047 | |
1324 | /* If we've already got a force of this type, don't add a new one. */ |
1048 | /* 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) |
1049 | for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1326 | { |
1050 | { |
1327 | if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) |
1051 | if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) |
1328 | { |
1052 | { |
1329 | if (tmp2->name == spell_ob->name) |
1053 | if (tmp2->name == spell_ob->name) |
1330 | { |
1054 | { |
… | |
… | |
1388 | if (tmp->type == PLAYER) |
1112 | if (tmp->type == PLAYER) |
1389 | { |
1113 | { |
1390 | /* Stat adjustment spells */ |
1114 | /* Stat adjustment spells */ |
1391 | for (i = 0; i < NUM_STATS; i++) |
1115 | for (i = 0; i < NUM_STATS; i++) |
1392 | { |
1116 | { |
1393 | sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; |
1117 | if (sint8 stat = spell_ob->stats.stat (i)) |
1394 | |
|
|
1395 | if (stat) |
|
|
1396 | { |
1118 | { |
1397 | sm = 0; |
1119 | sint8 sm = 0; |
1398 | for (k = 0; k < stat; k++) |
1120 | for (sint8 k = 0; k < stat; k++) |
1399 | sm += rndm (1, 3); |
1121 | sm += rndm (1, 3); |
1400 | |
1122 | |
1401 | if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) |
1123 | if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1402 | { |
1124 | sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1403 | sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); |
1125 | |
1404 | if (sm < 0) |
1126 | force->stats.stat (i) = sm; |
1405 | sm = 0; |
1127 | |
1406 | } |
|
|
1407 | set_attr_value (&force->stats, i, sm); |
|
|
1408 | if (!sm) |
1128 | if (!sm) |
1409 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1129 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1410 | } |
1130 | } |
1411 | } |
1131 | } |
1412 | } |
1132 | } |
… | |
… | |
1432 | force->stats.ac = spell_ob->stats.ac; |
1152 | force->stats.ac = spell_ob->stats.ac; |
1433 | force->attacktype = spell_ob->attacktype; |
1153 | force->attacktype = spell_ob->attacktype; |
1434 | |
1154 | |
1435 | insert_ob_in_ob (force, tmp); |
1155 | insert_ob_in_ob (force, tmp); |
1436 | change_abil (tmp, force); /* Mostly to display any messages */ |
1156 | change_abil (tmp, force); /* Mostly to display any messages */ |
1437 | fix_player (tmp); |
1157 | tmp->update_stats (); |
1438 | return 1; |
1158 | return 1; |
1439 | } |
1159 | } |
1440 | |
1160 | |
1441 | /* This used to be part of cast_change_ability, but it really didn't make |
1161 | /* 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 |
1162 | * a lot of sense, since most of the values it derives are from the god |
… | |
… | |
1541 | force->stats.wc = spell_ob->stats.wc; |
1261 | force->stats.wc = spell_ob->stats.wc; |
1542 | force->stats.ac = spell_ob->stats.ac; |
1262 | force->stats.ac = spell_ob->stats.ac; |
1543 | |
1263 | |
1544 | change_abil (tmp, force); /* Mostly to display any messages */ |
1264 | change_abil (tmp, force); /* Mostly to display any messages */ |
1545 | insert_ob_in_ob (force, tmp); |
1265 | insert_ob_in_ob (force, tmp); |
1546 | fix_player (tmp); |
1266 | tmp->update_stats (); |
1547 | return 1; |
1267 | return 1; |
1548 | } |
1268 | } |
1549 | |
|
|
1550 | |
|
|
1551 | |
1269 | |
1552 | /* Alchemy code by Mark Wedel |
1270 | /* Alchemy code by Mark Wedel |
1553 | * |
1271 | * |
1554 | * This code adds a new spell, called alchemy. Alchemy will turn |
1272 | * This code adds a new spell, called alchemy. Alchemy will turn |
1555 | * objects to gold nuggets, the value of the gold nuggets being |
1273 | * objects to gold nuggets, the value of the gold nuggets being |
… | |
… | |
1565 | * For example, if an item is worth 110 gold, you will get |
1283 | * For example, if an item is worth 110 gold, you will get |
1566 | * 4 large nuggets, and from 0-10 small nuggets. |
1284 | * 4 large nuggets, and from 0-10 small nuggets. |
1567 | * |
1285 | * |
1568 | * There is also a chance (1:30) that you will get nothing at all |
1286 | * 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 |
1287 | * for the object. There is also a maximum weight that will be |
1570 | * alchemied. |
1288 | * alchemised. |
1571 | */ |
1289 | */ |
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 |
1290 | static void |
1581 | alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) |
1291 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1582 | { |
1292 | { |
1583 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1293 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1584 | |
1294 | |
1585 | /* Give third price when we alchemy money (This should hopefully |
1295 | /* Give third price when we alchemy money (This should hopefully |
1586 | * make it so that it isn't worth it to alchemy money, sell |
1296 | * make it so that it isn't worth it to alchemy money, sell |
1587 | * the nuggets, alchemy the gold from that, etc. |
1297 | * the nuggets, alchemy the gold from that, etc. |
1588 | * Otherwise, give 9 silver on the gold for other objects, |
1298 | * Otherwise, give 9 silver on the gold for other objects, |
1589 | * so that it would still be more affordable to haul |
1299 | * so that it would still be more affordable to haul |
1590 | * the stuff back to town. |
1300 | * the stuff back to town. |
1591 | */ |
1301 | */ |
1592 | |
|
|
1593 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1302 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1594 | value = 0; |
1303 | value = 0; |
1595 | else if (obj->type == MONEY || obj->type == GEM) |
1304 | else if (obj->type == MONEY || obj->type == GEM) |
1596 | value /= 3; |
1305 | value /= 3; |
1597 | else |
1306 | else |
1598 | value = (value * 9) / 10; |
1307 | value = value * 9 / 10; |
1599 | |
1308 | |
1600 | value /= 4; // fix by GHJ, don't understand, pcg |
|
|
1601 | |
|
|
1602 | if ((obj->value > 0) && rndm (0, 29)) |
1309 | if (obj->value > 0 && rndm (0, 29)) |
1603 | { |
1310 | total_value += value; |
1604 | int count; |
|
|
1605 | |
1311 | |
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; |
1312 | total_weight += obj->total_weight (); |
|
|
1313 | |
1626 | obj->destroy (); |
1314 | obj->destroy (); |
1627 | } |
1315 | } |
1628 | |
1316 | |
1629 | static void |
1317 | static void |
1630 | update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) |
1318 | update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y) |
1631 | { |
1319 | { |
1632 | object *tmp; |
|
|
1633 | int flag = 0; |
1320 | int flag = 0; |
1634 | |
1321 | |
1635 | /* Put any nuggets below the player, but we can only pass this |
1322 | /* Put any nuggets below the player, but we can only pass this |
1636 | * flag if we are on the same space as the player |
1323 | * flag if we are on the same space as the player |
1637 | */ |
1324 | */ |
1638 | if (x == op->x && y == op->y && op->map == m) |
1325 | if (x == op->x && y == op->y && op->map == m) |
1639 | flag = INS_BELOW_ORIGINATOR; |
1326 | flag = INS_BELOW_ORIGINATOR; |
1640 | |
1327 | |
1641 | if (small_nuggets) |
1328 | if (small_nuggets) |
1642 | { |
1329 | { |
1643 | tmp = small->clone (); |
1330 | object *tmp = small->clone (); |
1644 | tmp->nrof = small_nuggets; |
1331 | tmp->nrof = small_nuggets; |
1645 | tmp->x = x; |
|
|
1646 | tmp->y = y; |
|
|
1647 | insert_ob_in_map (tmp, m, op, flag); |
1332 | m->insert (tmp, x, y, op, flag); |
1648 | } |
1333 | } |
1649 | |
1334 | |
1650 | if (large_nuggets) |
1335 | if (large_nuggets) |
1651 | { |
1336 | { |
1652 | tmp = large->clone (); |
1337 | object *tmp = large->clone (); |
1653 | tmp->nrof = large_nuggets; |
1338 | tmp->nrof = large_nuggets; |
1654 | tmp->x = x; |
|
|
1655 | tmp->y = y; |
|
|
1656 | insert_ob_in_map (tmp, m, op, flag); |
1339 | m->insert (tmp, x, y, op, flag); |
1657 | } |
1340 | } |
|
|
1341 | |
|
|
1342 | if (object *pl = m->at (x, y).player ()) |
|
|
1343 | if (pl->contr->ns) |
|
|
1344 | pl->contr->ns->look_position = 0; |
1658 | } |
1345 | } |
1659 | |
1346 | |
1660 | int |
1347 | int |
1661 | alchemy (object *op, object *caster, object *spell_ob) |
1348 | alchemy (object *op, object *caster, object *spell_ob) |
1662 | { |
1349 | { |
1663 | int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags; |
|
|
1664 | sint16 nx, ny; |
|
|
1665 | object *next, *tmp; |
|
|
1666 | maptile *mp; |
|
|
1667 | |
|
|
1668 | if (op->type != PLAYER) |
1350 | if (op->type != PLAYER) |
1669 | return 0; |
1351 | return 0; |
1670 | |
1352 | |
|
|
1353 | object *large = get_archetype ("largenugget"); |
|
|
1354 | object *small = get_archetype ("smallnugget"); |
|
|
1355 | |
1671 | /* Put a maximum weight of items that can be alchemied. Limits the power |
1356 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1672 | * some, and also prevents people from alcheming every table/chair/clock |
1357 | * some, and also prevents people from alchemising every table/chair/clock |
1673 | * in sight |
1358 | * in sight |
1674 | */ |
1359 | */ |
1675 | weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); |
1360 | int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1676 | weight_max *= 1000; |
1361 | int weight_max = duration * 1000; |
1677 | small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); |
1362 | uint64 value_max = duration * 1000; |
1678 | |
1363 | |
|
|
1364 | int weight = 0; |
|
|
1365 | |
1679 | for (y = op->y - 1; y <= op->y + 1; y++) |
1366 | for (int y = op->y - 1; y <= op->y + 1; y++) |
1680 | { |
1367 | { |
1681 | for (x = op->x - 1; x <= op->x + 1; x++) |
1368 | for (int x = op->x - 1; x <= op->x + 1; x++) |
1682 | { |
1369 | { |
|
|
1370 | uint64 value = 0; |
|
|
1371 | |
1683 | nx = x; |
1372 | sint16 nx = x; |
1684 | ny = y; |
1373 | sint16 ny = y; |
1685 | |
1374 | |
1686 | mp = op->map; |
1375 | maptile *mp = op->map; |
1687 | |
1376 | |
1688 | mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1377 | int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1689 | |
1378 | |
1690 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1379 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1691 | continue; |
1380 | continue; |
1692 | |
1381 | |
1693 | /* Treat alchemy a little differently - most spell effects |
1382 | /* Treat alchemy a little differently - most spell effects |
… | |
… | |
1695 | * ground level effect. |
1384 | * ground level effect. |
1696 | */ |
1385 | */ |
1697 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1386 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1698 | continue; |
1387 | continue; |
1699 | |
1388 | |
1700 | small_nuggets = 0; |
1389 | for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) |
1701 | large_nuggets = 0; |
|
|
1702 | |
|
|
1703 | for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next) |
|
|
1704 | { |
1390 | { |
1705 | next = tmp->above; |
1391 | next = tmp->above; |
|
|
1392 | |
1706 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1393 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1707 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1394 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1708 | { |
1395 | { |
1709 | |
|
|
1710 | if (tmp->inv) |
1396 | if (tmp->inv) |
1711 | { |
1397 | { |
1712 | object *next1, *tmp1; |
1398 | object *next1, *tmp1; |
1713 | |
1399 | |
1714 | for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) |
1400 | for (tmp1 = tmp->inv; tmp1; tmp1 = next1) |
1715 | { |
1401 | { |
1716 | next1 = tmp1->below; |
1402 | next1 = tmp1->below; |
1717 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1403 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1718 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1404 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1719 | alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); |
1405 | alchemy_object (tmp1, value, weight); |
1720 | } |
1406 | } |
1721 | } |
1407 | } |
|
|
1408 | |
1722 | alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); |
1409 | alchemy_object (tmp, value, weight); |
1723 | |
1410 | |
1724 | if (weight > weight_max) |
1411 | if (weight > weight_max) |
1725 | { |
1412 | break; |
1726 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
|
|
1727 | large->destroy (); |
|
|
1728 | small->destroy (); |
|
|
1729 | return 1; |
|
|
1730 | } |
1413 | } |
1731 | } /* is alchemable object */ |
1414 | } |
1732 | } /* process all objects on this space */ |
1415 | |
|
|
1416 | value = min (value, value_max); |
|
|
1417 | |
|
|
1418 | uint64 count = value / large->value; |
|
|
1419 | int large_nuggets = count; |
|
|
1420 | value -= count * large->value; |
|
|
1421 | |
|
|
1422 | count = value / small->value; |
|
|
1423 | int small_nuggets = count; |
1733 | |
1424 | |
1734 | /* Insert all the nuggets at one time. This probably saves time, but |
1425 | /* Insert all the nuggets at one time. This probably saves time, but |
1735 | * it also prevents us from alcheming nuggets that were just created |
1426 | * it also prevents us from alcheming nuggets that were just created |
1736 | * with this spell. |
1427 | * with this spell. |
1737 | */ |
1428 | */ |
1738 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
1429 | update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); |
1739 | } |
|
|
1740 | } |
|
|
1741 | |
1430 | |
|
|
1431 | if (weight > weight_max) |
|
|
1432 | goto bailout; |
|
|
1433 | } |
|
|
1434 | } |
|
|
1435 | |
|
|
1436 | bailout: |
1742 | large->destroy (); |
1437 | large->destroy (); |
1743 | small->destroy (); |
1438 | small->destroy (); |
1744 | /* reset this so that if player standing on a big pile of stuff, |
|
|
1745 | * it is redrawn properly. |
|
|
1746 | */ |
|
|
1747 | op->contr->socket->look_position = 0; |
|
|
1748 | return 1; |
1439 | return 1; |
1749 | } |
1440 | } |
1750 | |
1441 | |
1751 | |
1442 | |
1752 | /* This function removes the cursed/damned status on equipped |
1443 | /* This function removes the cursed/damned status on equipped |
… | |
… | |
1779 | } |
1470 | } |
1780 | |
1471 | |
1781 | if (op->type == PLAYER) |
1472 | if (op->type == PLAYER) |
1782 | { |
1473 | { |
1783 | if (success) |
1474 | if (success) |
1784 | { |
|
|
1785 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1475 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1786 | } |
|
|
1787 | else |
1476 | else |
1788 | { |
1477 | { |
1789 | if (was_one) |
1478 | if (was_one) |
1790 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1479 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1791 | else |
1480 | else |
… | |
… | |
1815 | { |
1504 | { |
1816 | identify (tmp); |
1505 | identify (tmp); |
1817 | |
1506 | |
1818 | if (op->type == PLAYER) |
1507 | if (op->type == PLAYER) |
1819 | { |
1508 | { |
1820 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); |
1509 | new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); |
1821 | |
1510 | |
1822 | if (tmp->msg) |
1511 | if (tmp->msg) |
1823 | { |
1512 | { |
1824 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1513 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1825 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1514 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
1837 | * stuff on the floor. Only identify stuff on the floor if the spell |
1526 | * stuff on the floor. Only identify stuff on the floor if the spell |
1838 | * was not fully used. |
1527 | * was not fully used. |
1839 | */ |
1528 | */ |
1840 | if (num_ident) |
1529 | if (num_ident) |
1841 | { |
1530 | { |
1842 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
1531 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
1843 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1532 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1844 | { |
1533 | { |
1845 | identify (tmp); |
1534 | identify (tmp); |
1846 | |
1535 | |
1847 | if (op->type == PLAYER) |
1536 | if (op->type == PLAYER) |
1848 | { |
1537 | { |
1849 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); |
1538 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); |
1850 | |
1539 | |
1851 | if (tmp->msg) |
1540 | if (tmp->msg) |
1852 | { |
1541 | { |
1853 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1542 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1854 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1543 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
1902 | * floor. But this is not true for show invisible. |
1591 | * floor. But this is not true for show invisible. |
1903 | * Basically, we just go and find the top object and work |
1592 | * Basically, we just go and find the top object and work |
1904 | * down - that is easier than working up. |
1593 | * down - that is easier than working up. |
1905 | */ |
1594 | */ |
1906 | |
1595 | |
1907 | for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) |
1596 | for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) |
1908 | last = tmp; |
1597 | last = tmp; |
1909 | |
1598 | |
1910 | /* Shouldn't happen, but if there are no objects on a space, this |
1599 | /* Shouldn't happen, but if there are no objects on a space, this |
1911 | * would happen. |
1600 | * would happen. |
1912 | */ |
1601 | */ |
… | |
… | |
1998 | */ |
1687 | */ |
1999 | if (done_one) |
1688 | if (done_one) |
2000 | { |
1689 | { |
2001 | object *detect_ob = arch_to_object (spell->other_arch); |
1690 | object *detect_ob = arch_to_object (spell->other_arch); |
2002 | |
1691 | |
2003 | detect_ob->x = nx; |
|
|
2004 | detect_ob->y = ny; |
|
|
2005 | /* if this is set, we want to copy the face */ |
1692 | /* if this is set, we want to copy the face */ |
2006 | if (done_one == 2 && detect) |
1693 | if (done_one == 2 && detect) |
2007 | { |
1694 | { |
2008 | detect_ob->face = detect->face; |
1695 | detect_ob->face = detect->face; |
2009 | detect_ob->animation_id = detect->animation_id; |
1696 | detect_ob->animation_id = detect->animation_id; |
… | |
… | |
2011 | detect_ob->last_anim = 0; |
1698 | detect_ob->last_anim = 0; |
2012 | /* by default, the detect_ob is already animated */ |
1699 | /* by default, the detect_ob is already animated */ |
2013 | if (!QUERY_FLAG (detect, FLAG_ANIMATE)) |
1700 | if (!QUERY_FLAG (detect, FLAG_ANIMATE)) |
2014 | CLEAR_FLAG (detect_ob, FLAG_ANIMATE); |
1701 | CLEAR_FLAG (detect_ob, FLAG_ANIMATE); |
2015 | } |
1702 | } |
|
|
1703 | |
2016 | insert_ob_in_map (detect_ob, m, op, 0); |
1704 | m->insert (detect_ob, nx, ny, op); |
2017 | } |
1705 | } |
2018 | } /* for processing the surrounding spaces */ |
1706 | } /* for processing the surrounding spaces */ |
2019 | |
1707 | |
2020 | |
1708 | |
2021 | /* Now process objects in the players inventory if detect curse or magic */ |
1709 | /* Now process objects in the players inventory if detect curse or magic */ |
… | |
… | |
2070 | |
1758 | |
2071 | /* Explodes a fireball centered at player */ |
1759 | /* Explodes a fireball centered at player */ |
2072 | tmp = get_archetype (EXPLODING_FIREBALL); |
1760 | tmp = get_archetype (EXPLODING_FIREBALL); |
2073 | tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; |
1761 | tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; |
2074 | tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; |
1762 | tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; |
2075 | tmp->x = victim->x; |
1763 | |
2076 | tmp->y = victim->y; |
1764 | tmp->insert_at (victim); |
2077 | insert_ob_in_map (tmp, victim->map, NULL, 0); |
|
|
2078 | victim->stats.sp = 2 * victim->stats.maxsp; |
1765 | victim->stats.sp = 2 * victim->stats.maxsp; |
2079 | } |
1766 | } |
2080 | else if (victim->stats.sp >= victim->stats.maxsp * 1.88) |
1767 | else if (victim->stats.sp >= victim->stats.maxsp * 1.88) |
2081 | { |
|
|
2082 | new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); |
1768 | new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); |
2083 | } |
|
|
2084 | else if (victim->stats.sp >= victim->stats.maxsp * 1.66) |
1769 | else if (victim->stats.sp >= victim->stats.maxsp * 1.66) |
2085 | { |
|
|
2086 | new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); |
1770 | new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); |
2087 | } |
|
|
2088 | else if (victim->stats.sp >= victim->stats.maxsp * 1.5) |
1771 | else if (victim->stats.sp >= victim->stats.maxsp * 1.5) |
2089 | { |
1772 | { |
2090 | new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); |
1773 | new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); |
2091 | confuse_player (victim, victim, 99); |
1774 | confuse_player (victim, victim, 99); |
2092 | } |
1775 | } |
2093 | else if (victim->stats.sp >= victim->stats.maxsp * 1.25) |
1776 | else if (victim->stats.sp >= victim->stats.maxsp * 1.25) |
2094 | { |
|
|
2095 | new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); |
1777 | new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); |
2096 | } |
|
|
2097 | } |
1778 | } |
2098 | |
1779 | |
2099 | /* cast_transfer |
1780 | /* cast_transfer |
2100 | * This spell transfers sp from the player to another person. |
1781 | * This spell transfers sp from the player to another person. |
2101 | * We let the target go above their normal maximum SP. |
1782 | * We let the target go above their normal maximum SP. |
… | |
… | |
2115 | |
1796 | |
2116 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1797 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
2117 | |
1798 | |
2118 | if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) |
1799 | if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) |
2119 | { |
1800 | { |
2120 | for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) |
1801 | for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) |
2121 | if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) |
1802 | if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) |
2122 | break; |
1803 | break; |
2123 | } |
1804 | } |
2124 | |
1805 | |
2125 | |
1806 | |
2126 | /* If we did not find a player in the specified direction, transfer |
1807 | /* If we did not find a player in the specified direction, transfer |
2127 | * to anyone on top of us. This is used for the rune of transference mostly. |
1808 | * to anyone on top of us. This is used for the rune of transference mostly. |
2128 | */ |
1809 | */ |
2129 | if (plyr == NULL) |
1810 | if (plyr == NULL) |
2130 | for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) |
1811 | for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) |
2131 | if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) |
1812 | if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) |
2132 | break; |
1813 | break; |
2133 | |
1814 | |
2134 | if (!plyr) |
1815 | if (!plyr) |
2135 | { |
1816 | { |
… | |
… | |
2190 | m = op->map; |
1871 | m = op->map; |
2191 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
1872 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
2192 | if (mflags & P_OUT_OF_MAP) |
1873 | if (mflags & P_OUT_OF_MAP) |
2193 | return; |
1874 | return; |
2194 | |
1875 | |
2195 | for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) |
1876 | for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) |
2196 | { |
1877 | { |
2197 | next = tmp->above; |
1878 | next = tmp->above; |
2198 | |
1879 | |
2199 | /* Need to look at the head object - otherwise, if tmp |
1880 | /* Need to look at the head object - otherwise, if tmp |
2200 | * points to a monster, we don't have all the necessary |
1881 | * points to a monster, we don't have all the necessary |
… | |
… | |
2212 | /* Basically, if the object is magical and not counterspell, |
1893 | /* Basically, if the object is magical and not counterspell, |
2213 | * we will more or less remove the object. Don't counterspell |
1894 | * we will more or less remove the object. Don't counterspell |
2214 | * monsters either. |
1895 | * monsters either. |
2215 | */ |
1896 | */ |
2216 | |
1897 | |
2217 | if (head->attacktype & AT_MAGIC && |
1898 | if (head->attacktype & AT_MAGIC |
2218 | !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) |
1899 | && !(head->attacktype & AT_COUNTERSPELL) |
|
|
1900 | && !QUERY_FLAG (head, FLAG_MONSTER) |
|
|
1901 | && (op->level > head->level)) |
2219 | head->destroy (); |
1902 | head->destroy (); |
2220 | else |
1903 | else |
2221 | switch (head->type) |
1904 | switch (head->type) |
2222 | { |
1905 | { |
2223 | case SPELL_EFFECT: |
1906 | case SPELL_EFFECT: |
|
|
1907 | // XXX: Don't affect floor spelleffects. See also XXX comment |
|
|
1908 | // about sanctuary in spell_util.C |
|
|
1909 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
1910 | continue; |
|
|
1911 | |
2224 | if (op->level > head->level) |
1912 | if (op->level > head->level) |
2225 | head->destroy (); |
1913 | head->destroy (); |
2226 | |
1914 | |
2227 | break; |
1915 | break; |
2228 | |
1916 | |
… | |
… | |
2295 | * This code was very odd - code early on would only let players use the spell, |
1983 | * This code was very odd - code early on would only let players use the spell, |
2296 | * yet the code wass full of player checks. I've presumed that the code |
1984 | * yet the code wass full of player checks. I've presumed that the code |
2297 | * that only let players use it was correct, and removed all the other |
1985 | * that only let players use it was correct, and removed all the other |
2298 | * player checks. MSW 2003-01-06 |
1986 | * player checks. MSW 2003-01-06 |
2299 | */ |
1987 | */ |
2300 | |
|
|
2301 | int |
1988 | int |
2302 | animate_weapon (object *op, object *caster, object *spell, int dir) |
1989 | animate_weapon (object *op, object *caster, object *spell, int dir) |
2303 | { |
1990 | { |
2304 | object *weapon, *tmp; |
1991 | object *weapon, *tmp; |
2305 | char buf[MAX_BUF]; |
1992 | char buf[MAX_BUF]; |
… | |
… | |
2317 | /* exit if it's not a player using this spell. */ |
2004 | /* exit if it's not a player using this spell. */ |
2318 | if (op->type != PLAYER) |
2005 | if (op->type != PLAYER) |
2319 | return 0; |
2006 | return 0; |
2320 | |
2007 | |
2321 | /* if player already has a golem, abort */ |
2008 | /* if player already has a golem, abort */ |
2322 | if (op->contr->ranges[range_golem]) |
2009 | if (object *golem = op->contr->golem) |
2323 | { |
2010 | { |
2324 | control_golem (op->contr->ranges[range_golem], dir); |
2011 | control_golem (golem, dir); |
2325 | return 0; |
2012 | return 0; |
2326 | } |
2013 | } |
2327 | |
2014 | |
2328 | /* if no direction specified, pick one */ |
2015 | /* if no direction specified, pick one */ |
2329 | if (!dir) |
2016 | if (!dir) |
… | |
… | |
2375 | /* create the golem object */ |
2062 | /* create the golem object */ |
2376 | tmp = arch_to_object (spell->other_arch); |
2063 | tmp = arch_to_object (spell->other_arch); |
2377 | |
2064 | |
2378 | /* if animated by a player, give the player control of the golem */ |
2065 | /* if animated by a player, give the player control of the golem */ |
2379 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2066 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2380 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
2381 | tmp->stats.exp = 0; |
2067 | tmp->stats.exp = 0; |
2382 | add_friendly_object (tmp); |
2068 | add_friendly_object (tmp); |
2383 | tmp->type = GOLEM; |
2069 | tmp->type = GOLEM; |
2384 | tmp->set_owner (op); |
2070 | tmp->set_owner (op); |
|
|
2071 | op->contr->golem = tmp; |
2385 | set_spell_skill (op, caster, spell, tmp); |
2072 | set_spell_skill (op, caster, spell, tmp); |
2386 | op->contr->ranges[range_golem] = tmp; |
|
|
2387 | op->contr->shoottype = range_golem; |
|
|
2388 | |
2073 | |
2389 | /* Give the weapon to the golem now. A bit of a hack to check the |
2074 | /* Give the weapon to the golem now. A bit of a hack to check the |
2390 | * removed flag - it should only be set if get_split_object was |
2075 | * removed flag - it should only be set if get_split_object was |
2391 | * used above. |
2076 | * used above. |
2392 | */ |
2077 | */ |
2393 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2078 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2394 | weapon->remove (); |
2079 | weapon->remove (); |
|
|
2080 | |
2395 | insert_ob_in_ob (weapon, tmp); |
2081 | insert_ob_in_ob (weapon, tmp); |
2396 | esrv_send_item (op, weapon); |
2082 | esrv_send_item (op, weapon); |
2397 | /* To do everything necessary to let a golem use the weapon is a pain, |
2083 | /* To do everything necessary to let a golem use the weapon is a pain, |
2398 | * so instead, just set it as equipped (otherwise, we need to update |
2084 | * so instead, just set it as equipped (otherwise, we need to update |
2399 | * body_info, skills, etc) |
2085 | * body_info, skills, etc) |
2400 | */ |
2086 | */ |
2401 | SET_FLAG (tmp, FLAG_USE_WEAPON); |
2087 | SET_FLAG (tmp, FLAG_USE_WEAPON); |
2402 | SET_FLAG (weapon, FLAG_APPLIED); |
2088 | SET_FLAG (weapon, FLAG_APPLIED); |
2403 | fix_player (tmp); |
2089 | tmp->update_stats (); |
2404 | |
2090 | |
2405 | /* There used to be 'odd' code that basically seemed to take the absolute |
2091 | /* There used to be 'odd' code that basically seemed to take the absolute |
2406 | * value of the weapon->magic an use that. IMO, that doesn't make sense - |
2092 | * value of the weapon->magic an use that. IMO, that doesn't make sense - |
2407 | * if you're using a crappy weapon, it shouldn't be as good. |
2093 | * if you're using a crappy weapon, it shouldn't be as good. |
2408 | */ |
2094 | */ |
… | |
… | |
2460 | if (a > 14) |
2146 | if (a > 14) |
2461 | a = 14; |
2147 | a = 14; |
2462 | tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2148 | tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2463 | |
2149 | |
2464 | /* Determine golem's speed */ |
2150 | /* Determine golem's speed */ |
2465 | tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); |
2151 | tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); |
2466 | |
|
|
2467 | if (tmp->speed > 3.33) |
|
|
2468 | tmp->speed = 3.33; |
|
|
2469 | |
2152 | |
2470 | if (!spell->race) |
2153 | if (!spell->race) |
2471 | { |
2154 | { |
2472 | sprintf (buf, "animated %s", &weapon->name); |
2155 | sprintf (buf, "animated %s", &weapon->name); |
2473 | tmp->name = buf; |
2156 | tmp->name = buf; |
… | |
… | |
2475 | tmp->face = weapon->face; |
2158 | tmp->face = weapon->face; |
2476 | tmp->animation_id = weapon->animation_id; |
2159 | tmp->animation_id = weapon->animation_id; |
2477 | tmp->anim_speed = weapon->anim_speed; |
2160 | tmp->anim_speed = weapon->anim_speed; |
2478 | tmp->last_anim = weapon->last_anim; |
2161 | tmp->last_anim = weapon->last_anim; |
2479 | tmp->state = weapon->state; |
2162 | tmp->state = weapon->state; |
2480 | if (QUERY_FLAG (weapon, FLAG_ANIMATE)) |
2163 | tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; |
2481 | { |
|
|
2482 | SET_FLAG (tmp, FLAG_ANIMATE); |
|
|
2483 | } |
|
|
2484 | else |
|
|
2485 | { |
|
|
2486 | CLEAR_FLAG (tmp, FLAG_ANIMATE); |
|
|
2487 | } |
|
|
2488 | update_ob_speed (tmp); |
|
|
2489 | } |
2164 | } |
2490 | |
2165 | |
2491 | /* make experience increase in proportion to the strength of the summoned creature. */ |
2166 | /* make experience increase in proportion to the strength of the summoned creature. */ |
2492 | tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); |
2167 | tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); |
2493 | |
2168 | |
2494 | tmp->speed_left = -1; |
2169 | tmp->speed_left = -1; |
2495 | tmp->x = x; |
|
|
2496 | tmp->y = y; |
|
|
2497 | tmp->direction = dir; |
2170 | tmp->direction = dir; |
2498 | insert_ob_in_map (tmp, m, op, 0); |
2171 | |
|
|
2172 | m->insert (tmp, x, y, op); |
2499 | return 1; |
2173 | return 1; |
2500 | } |
2174 | } |
2501 | |
2175 | |
2502 | /* cast_daylight() - changes the map darkness level *lower* */ |
2176 | /* cast_daylight() - changes the map darkness level *lower* */ |
2503 | |
2177 | |
… | |
… | |
2511 | int success; |
2185 | int success; |
2512 | |
2186 | |
2513 | if (!op->map) |
2187 | if (!op->map) |
2514 | return 0; /* shouldnt happen */ |
2188 | return 0; /* shouldnt happen */ |
2515 | |
2189 | |
2516 | success = change_map_light (op->map, spell->stats.dam); |
2190 | success = op->map->change_map_light (spell->stats.dam); |
|
|
2191 | |
2517 | if (!success) |
2192 | if (!success) |
2518 | { |
2193 | { |
2519 | if (spell->stats.dam < 0) |
2194 | if (spell->stats.dam < 0) |
2520 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); |
2195 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); |
2521 | else |
2196 | else |
… | |
… | |
2598 | { |
2273 | { |
2599 | aura->destroy (); |
2274 | aura->destroy (); |
2600 | return; |
2275 | return; |
2601 | } |
2276 | } |
2602 | |
2277 | |
2603 | aura->x = env->x; |
|
|
2604 | aura->y = env->y; |
|
|
2605 | |
|
|
2606 | /* we need to jump out of the inventory for a bit |
2278 | /* we need to jump out of the inventory for a bit |
2607 | * in order to hit the map conveniently. |
2279 | * in order to hit the map conveniently. |
2608 | */ |
2280 | */ |
2609 | insert_ob_in_map (aura, env->map, aura, 0); |
2281 | aura->insert_at (env, aura); |
2610 | |
2282 | |
2611 | for (i = 1; i < 9; i++) |
2283 | for (i = 1; i < 9; i++) |
2612 | { |
2284 | { |
2613 | sint16 nx, ny; |
2285 | sint16 nx, ny; |
2614 | |
2286 | |
… | |
… | |
2623 | if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) |
2295 | if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) |
2624 | { |
2296 | { |
2625 | hit_map (aura, i, aura->attacktype, 0); |
2297 | hit_map (aura, i, aura->attacktype, 0); |
2626 | |
2298 | |
2627 | if (aura->other_arch) |
2299 | if (aura->other_arch) |
2628 | { |
2300 | m->insert (arch_to_object (aura->other_arch), nx, ny, aura); |
2629 | object *new_ob; |
|
|
2630 | |
|
|
2631 | new_ob = arch_to_object (aura->other_arch); |
|
|
2632 | new_ob->x = nx; |
|
|
2633 | new_ob->y = ny; |
|
|
2634 | insert_ob_in_map (new_ob, m, aura, 0); |
|
|
2635 | } |
2301 | } |
2636 | } |
|
|
2637 | } |
2302 | } |
|
|
2303 | |
2638 | /* put the aura back in the player's inventory */ |
2304 | /* put the aura back in the player's inventory */ |
2639 | aura->remove (); |
2305 | aura->remove (); |
2640 | insert_ob_in_ob (aura, env); |
2306 | insert_ob_in_ob (aura, env); |
2641 | } |
2307 | } |
2642 | |
2308 | |
… | |
… | |
2647 | void |
2313 | void |
2648 | move_peacemaker (object *op) |
2314 | move_peacemaker (object *op) |
2649 | { |
2315 | { |
2650 | object *tmp; |
2316 | object *tmp; |
2651 | |
2317 | |
2652 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
2318 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
2653 | { |
2319 | { |
2654 | int atk_lev, def_lev; |
2320 | int atk_lev, def_lev; |
2655 | object *victim = tmp; |
2321 | object *victim = tmp; |
2656 | |
2322 | |
2657 | if (tmp->head) |
2323 | if (tmp->head) |
… | |
… | |
2723 | |
2389 | |
2724 | snprintf (rune, sizeof (rune), "%s\n", msg); |
2390 | snprintf (rune, sizeof (rune), "%s\n", msg); |
2725 | |
2391 | |
2726 | tmp->race = op->name; /*Save the owner of the rune */ |
2392 | tmp->race = op->name; /*Save the owner of the rune */ |
2727 | tmp->msg = rune; |
2393 | tmp->msg = rune; |
2728 | tmp->x = op->x; |
2394 | |
2729 | tmp->y = op->y; |
2395 | tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); |
2730 | insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
2731 | return 1; |
2396 | return 1; |
2732 | } |
2397 | } |