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. |
… | |
… | |
155 | /* If it starts with a letter, presume it is a description */ |
154 | /* If it starts with a letter, presume it is a description */ |
156 | if (isalpha (*stringarg)) |
155 | if (isalpha (*stringarg)) |
157 | { |
156 | { |
158 | artifact *al = find_artifactlist (missile->type)->items; |
157 | artifact *al = find_artifactlist (missile->type)->items; |
159 | |
158 | |
160 | for (; al != NULL; al = al->next) |
159 | for (; al; al = al->next) |
161 | if (!strcasecmp (al->item->name, stringarg)) |
160 | if (!strcasecmp (al->item->name, stringarg)) |
162 | break; |
161 | break; |
163 | |
162 | |
164 | if (!al) |
163 | if (!al) |
165 | { |
164 | { |
… | |
… | |
374 | * normal applies. |
373 | * normal applies. |
375 | */ |
374 | */ |
376 | int |
375 | int |
377 | cast_invisible (object *op, object *caster, object *spell_ob) |
376 | cast_invisible (object *op, object *caster, object *spell_ob) |
378 | { |
377 | { |
379 | object *tmp; |
|
|
380 | |
|
|
381 | if (op->invisible > 1000) |
378 | if (op->invisible > 1000) |
382 | { |
379 | { |
383 | 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"); |
384 | return 0; |
381 | return 0; |
385 | } |
382 | } |
… | |
… | |
401 | else |
398 | else |
402 | op->contr->tmp_invis = 1; |
399 | op->contr->tmp_invis = 1; |
403 | |
400 | |
404 | op->contr->hidden = 0; |
401 | op->contr->hidden = 0; |
405 | } |
402 | } |
|
|
403 | |
406 | if (makes_invisible_to (op, op)) |
404 | if (makes_invisible_to (op, op)) |
407 | 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!"); |
408 | else |
406 | else |
409 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
407 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
410 | |
408 | |
411 | update_object (op, UP_OBJ_FACE); |
409 | update_object (op, UP_OBJ_CHANGE); |
412 | |
410 | |
413 | /* Only search the active objects - only these should actually do |
411 | /* Only search the active objects - only these should actually do |
414 | * harm to the player. |
412 | * harm to the player. |
415 | */ |
413 | */ |
416 | for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) |
414 | for_all_actives (tmp) |
417 | if (tmp->enemy == op) |
415 | if (tmp->enemy == op) |
418 | tmp->enemy = NULL; |
416 | tmp->enemy = 0; |
|
|
417 | |
419 | return 1; |
418 | return 1; |
420 | } |
419 | } |
421 | |
420 | |
422 | /* earth to dust spell. Basically destroys earthwalls in the area. |
421 | /* earth to dust spell. Basically destroys earthwalls in the area. |
423 | */ |
422 | */ |
… | |
… | |
451 | next = tmp->above; |
450 | next = tmp->above; |
452 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
451 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
453 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
452 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
454 | } |
453 | } |
455 | } |
454 | } |
|
|
455 | |
456 | return 1; |
456 | return 1; |
457 | } |
457 | } |
458 | |
|
|
459 | |
458 | |
460 | void |
459 | void |
461 | execute_word_of_recall (object *op) |
460 | execute_word_of_recall (object *op) |
462 | { |
461 | { |
463 | object *wor = op; |
462 | if (object *pl = op->in_player ()) |
464 | |
463 | { |
465 | while (op != NULL && op->type != PLAYER) |
464 | if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) |
466 | op = op->env; |
|
|
467 | |
|
|
468 | if (op != NULL && op->map) |
|
|
469 | if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) |
|
|
470 | 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."); |
471 | else |
466 | else |
|
|
467 | { |
|
|
468 | // remove first so we do not call update_stats |
|
|
469 | op->remove (); |
472 | op->enter_exit (wor); |
470 | pl->enter_exit (op); |
|
|
471 | } |
|
|
472 | } |
473 | |
473 | |
474 | wor->destroy (); |
474 | op->destroy (); |
475 | } |
475 | } |
476 | |
476 | |
477 | /* Word of recall causes the player to return 'home'. |
477 | /* Word of recall causes the player to return 'home'. |
478 | * 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 |
479 | * time delay effect. |
479 | * time delay effect. |
… | |
… | |
498 | { |
498 | { |
499 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
499 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
500 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
500 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
501 | return 0; |
501 | return 0; |
502 | } |
502 | } |
|
|
503 | |
503 | time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
504 | time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
504 | if (time < 1) |
505 | if (time < 1) |
505 | time = 1; |
506 | time = 1; |
506 | |
507 | |
507 | /* 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 |
… | |
… | |
515 | |
516 | |
516 | /* 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 |
517 | * nice, but until the map load fails, we can't. |
518 | * nice, but until the map load fails, we can't. |
518 | */ |
519 | */ |
519 | EXIT_PATH (dummy) = op->contr->savebed_map; |
520 | EXIT_PATH (dummy) = op->contr->savebed_map; |
520 | EXIT_X (dummy) = op->contr->bed_x; |
521 | EXIT_X (dummy) = op->contr->bed_x; |
521 | EXIT_Y (dummy) = op->contr->bed_y; |
522 | EXIT_Y (dummy) = op->contr->bed_y; |
522 | |
523 | |
523 | (void) insert_ob_in_ob (dummy, op); |
524 | op->insert (dummy); |
|
|
525 | |
524 | 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 | |
525 | return 1; |
528 | return 1; |
526 | } |
529 | } |
527 | |
530 | |
528 | /* cast_wonder |
531 | /* cast_wonder |
529 | * wonder is really just a spell that will likely cast another |
532 | * wonder is really just a spell that will likely cast another |
… | |
… | |
562 | } |
565 | } |
563 | |
566 | |
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 | maptile *exitmap; |
641 | maptile *exitmap; |
645 | int op_level; |
642 | int op_level; |
646 | |
643 | |
… | |
… | |
676 | */ |
673 | */ |
677 | dummy->name = op->map->path; |
674 | dummy->name = op->map->path; |
678 | EXIT_X (dummy) = op->x; |
675 | EXIT_X (dummy) = op->x; |
679 | EXIT_Y (dummy) = op->y; |
676 | EXIT_Y (dummy) = op->y; |
680 | insert_ob_in_ob (dummy, op); |
677 | 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."); |
678 | 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."); |
682 | return 1; |
679 | return 1; |
683 | } |
680 | } |
684 | |
681 | |
685 | dummy->destroy (); |
682 | dummy->destroy (); |
686 | |
683 | |
… | |
… | |
718 | * If it has the good name, we destruct it. |
715 | * If it has the good name, we destruct it. |
719 | * -We destruct the force indicating that portal. |
716 | * -We destruct the force indicating that portal. |
720 | */ |
717 | */ |
721 | while ((old_force = check_inv_recursive (op, dummy))) |
718 | while ((old_force = check_inv_recursive (op, dummy))) |
722 | { |
719 | { |
723 | exitmap = maptile::find_map (old_force->race, op->map); |
720 | exitmap = maptile::find_sync (old_force->race, op->map); |
724 | |
721 | |
725 | if (exitmap) |
722 | if (exitmap) |
726 | { |
723 | { |
|
|
724 | exitmap->load_sync (); |
|
|
725 | |
727 | int exitx = EXIT_X (old_force); |
726 | int exitx = EXIT_X (old_force); |
728 | int exity = EXIT_Y (old_force); |
727 | int exity = EXIT_Y (old_force); |
729 | |
728 | |
730 | tmp = present_arch (perm_portal, exitmap, exitx, exity); |
729 | for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above) |
731 | while (tmp) |
|
|
732 | { |
730 | { |
733 | if (tmp->name == old_force->name) |
731 | if (tmp->name == old_force->name) |
734 | { |
732 | { |
735 | tmp->destroy (); |
733 | tmp->destroy (); |
736 | break; |
734 | break; |
737 | } |
735 | } |
738 | |
|
|
739 | tmp = tmp->above; |
|
|
740 | } |
736 | } |
741 | } |
737 | } |
742 | |
738 | |
743 | old_force->destroy (); |
739 | old_force->destroy (); |
744 | } |
740 | } |
… | |
… | |
754 | * 'force' is the destination of the town portal, which we got |
750 | * 'force' is the destination of the town portal, which we got |
755 | * from the players inventory above. |
751 | * from the players inventory above. |
756 | */ |
752 | */ |
757 | |
753 | |
758 | /* Ensure exit map is loaded */ |
754 | /* Ensure exit map is loaded */ |
759 | exitmap = maptile::find_map (force->name, 0); |
755 | exitmap = maptile::find_sync (force->name); |
760 | |
756 | |
761 | /* If we were unable to load (ex. random map deleted), warn player */ |
757 | /* If we were unable to load (ex. random map deleted), warn player */ |
762 | if (!exitmap) |
758 | if (!exitmap) |
763 | { |
759 | { |
764 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); |
760 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens. You can't remember where to go!?"); |
765 | force->destroy (); |
761 | force->destroy (); |
766 | return 1; |
762 | return 1; |
767 | } |
763 | } |
|
|
764 | |
|
|
765 | exitmap->load_sync (); |
768 | |
766 | |
769 | op_level = caster_level (caster, spell); |
767 | op_level = caster_level (caster, spell); |
770 | if (op_level < 15) |
768 | if (op_level < 15) |
771 | snprintf (portal_message, 1024, |
769 | snprintf (portal_message, 1024, |
772 | "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", |
770 | "The air moves around you and a huge smell of ammonia surounds you as you pass through %s's tiny portal. Pouah!\n", |
773 | &op->name); |
771 | &op->name); |
774 | else if (op_level < 30) |
772 | else if (op_level < 30) |
775 | snprintf (portal_message, 1024, |
773 | snprintf (portal_message, 1024, |
776 | "\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); |
774 | "%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); |
777 | else if (op_level < 60) |
775 | else if (op_level < 60) |
778 | snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); |
776 | snprintf (portal_message, 1024, "A shining door opens in the air in front of you, showing you the path to another place.\n"); |
779 | else |
777 | else |
780 | snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n", |
778 | snprintf (portal_message, 1024, "As you walk through %s's portal, flowers come out from the ground around you. You feel awed.\n", |
781 | &op->name); |
779 | &op->name); |
782 | |
780 | |
783 | /* Create a portal in front of player |
781 | /* Create a portal in front of player |
784 | * dummy contain the portal and |
782 | * dummy contain the portal and |
785 | * force contain the track to kill it later |
783 | * force contain the track to kill it later |
… | |
… | |
803 | |
801 | |
804 | /* Now we need to to create a town portal marker inside the player |
802 | /* Now we need to to create a town portal marker inside the player |
805 | * object, so on future castings, we can know that he has an active |
803 | * object, so on future castings, we can know that he has an active |
806 | * town portal. |
804 | * town portal. |
807 | */ |
805 | */ |
808 | tmp = get_archetype (spell->race); |
806 | object *tmp = get_archetype (spell->race); |
809 | if (tmp == NULL) |
807 | |
|
|
808 | if (!tmp) |
810 | { |
809 | { |
811 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
810 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
812 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
811 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
813 | return 0; |
812 | return 0; |
814 | } |
813 | } |
… | |
… | |
1157 | object *poison; |
1156 | object *poison; |
1158 | int heal = 0, success = 0; |
1157 | int heal = 0, success = 0; |
1159 | |
1158 | |
1160 | tmp = find_target_for_friendly_spell (op, dir); |
1159 | tmp = find_target_for_friendly_spell (op, dir); |
1161 | |
1160 | |
1162 | if (tmp == NULL) |
1161 | if (!tmp) |
1163 | return 0; |
1162 | return 0; |
1164 | |
1163 | |
1165 | /* Figure out how many hp this spell might cure. |
1164 | /* Figure out how many hp this spell might cure. |
1166 | * could be zero if this spell heals effects, not damage. |
1165 | * could be zero if this spell heals effects, not damage. |
1167 | */ |
1166 | */ |
… | |
… | |
1170 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
1169 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
1171 | |
1170 | |
1172 | if (heal) |
1171 | if (heal) |
1173 | { |
1172 | { |
1174 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1173 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1175 | { |
|
|
1176 | new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
1174 | new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
1177 | } |
|
|
1178 | else |
1175 | else |
1179 | { |
1176 | { |
1180 | /* See how many points we actually heal. Instead of messages |
1177 | /* See how many points we actually heal. Instead of messages |
1181 | * based on type of spell, we instead do messages based |
1178 | * based on type of spell, we instead do messages based |
1182 | * on amount of damage healed. |
1179 | * on amount of damage healed. |
… | |
… | |
1184 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
1181 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
1185 | heal = tmp->stats.maxhp - tmp->stats.hp; |
1182 | heal = tmp->stats.maxhp - tmp->stats.hp; |
1186 | tmp->stats.hp += heal; |
1183 | tmp->stats.hp += heal; |
1187 | |
1184 | |
1188 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1185 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1189 | { |
|
|
1190 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1186 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1191 | } |
|
|
1192 | else if (heal > 50) |
1187 | else if (heal > 50) |
1193 | { |
|
|
1194 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1188 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1195 | } |
|
|
1196 | else if (heal > 25) |
1189 | else if (heal > 25) |
1197 | { |
|
|
1198 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1190 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1199 | } |
|
|
1200 | else if (heal > 10) |
1191 | else if (heal > 10) |
1201 | { |
|
|
1202 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
1192 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
1203 | } |
|
|
1204 | else |
1193 | else |
1205 | { |
|
|
1206 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
1194 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
1207 | } |
1195 | |
1208 | success = 1; |
1196 | success = 1; |
1209 | } |
1197 | } |
1210 | } |
1198 | } |
|
|
1199 | |
1211 | if (spell->attacktype & AT_DISEASE) |
1200 | if (spell->attacktype & AT_DISEASE) |
1212 | if (cure_disease (tmp, op)) |
1201 | if (cure_disease (tmp, op)) |
1213 | success = 1; |
1202 | success = 1; |
1214 | |
1203 | |
1215 | if (spell->attacktype & AT_POISON) |
1204 | if (spell->attacktype & AT_POISON) |
… | |
… | |
1221 | success = 1; |
1210 | success = 1; |
1222 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1211 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1223 | poison->stats.food = 1; |
1212 | poison->stats.food = 1; |
1224 | } |
1213 | } |
1225 | } |
1214 | } |
|
|
1215 | |
1226 | if (spell->attacktype & AT_CONFUSION) |
1216 | if (spell->attacktype & AT_CONFUSION) |
1227 | { |
1217 | { |
1228 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1218 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1229 | if (poison) |
1219 | if (poison) |
1230 | { |
1220 | { |
1231 | success = 1; |
1221 | success = 1; |
1232 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1222 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1233 | poison->duration = 1; |
1223 | poison->duration = 1; |
1234 | } |
1224 | } |
1235 | } |
1225 | } |
|
|
1226 | |
1236 | if (spell->attacktype & AT_BLIND) |
1227 | if (spell->attacktype & AT_BLIND) |
1237 | { |
1228 | { |
1238 | at = archetype::find ("blindness"); |
1229 | at = archetype::find ("blindness"); |
1239 | poison = present_arch_in_ob (at, tmp); |
1230 | poison = present_arch_in_ob (at, tmp); |
1240 | if (poison) |
1231 | if (poison) |
… | |
… | |
1242 | success = 1; |
1233 | success = 1; |
1243 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
1234 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
1244 | poison->stats.food = 1; |
1235 | poison->stats.food = 1; |
1245 | } |
1236 | } |
1246 | } |
1237 | } |
|
|
1238 | |
1247 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
1239 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
1248 | { |
1240 | { |
1249 | tmp->stats.sp += spell->last_sp; |
1241 | tmp->stats.sp += spell->last_sp; |
1250 | if (tmp->stats.sp > tmp->stats.maxsp) |
1242 | if (tmp->stats.sp > tmp->stats.maxsp) |
1251 | tmp->stats.sp = tmp->stats.maxsp; |
1243 | tmp->stats.sp = tmp->stats.maxsp; |
1252 | success = 1; |
1244 | success = 1; |
1253 | new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
1245 | new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
1254 | } |
1246 | } |
|
|
1247 | |
1255 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1248 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1256 | { |
1249 | { |
1257 | tmp->stats.grace += spell->last_grace; |
1250 | tmp->stats.grace += spell->last_grace; |
1258 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1251 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1259 | tmp->stats.grace = tmp->stats.maxgrace; |
1252 | tmp->stats.grace = tmp->stats.maxgrace; |
1260 | success = 1; |
1253 | success = 1; |
1261 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
1254 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
1262 | } |
1255 | } |
|
|
1256 | |
1263 | if (spell->stats.food && tmp->stats.food < 999) |
1257 | if (spell->stats.food && tmp->stats.food < 999) |
1264 | { |
1258 | { |
1265 | tmp->stats.food += spell->stats.food; |
1259 | tmp->stats.food += spell->stats.food; |
1266 | if (tmp->stats.food > 999) |
1260 | if (tmp->stats.food > 999) |
1267 | tmp->stats.food = 999; |
1261 | tmp->stats.food = 999; |
1268 | success = 1; |
1262 | success = 1; |
1269 | /* We could do something a bit better like the messages for healing above */ |
1263 | /* We could do something a bit better like the messages for healing above */ |
1270 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1264 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1271 | } |
1265 | } |
|
|
1266 | |
1272 | return success; |
1267 | return success; |
1273 | } |
1268 | } |
1274 | |
1269 | |
1275 | |
1270 | |
1276 | /* This is used for the spells that gain stats. There are no spells |
1271 | /* This is used for the spells that gain stats. There are no spells |
… | |
… | |
1368 | if (tmp->type == PLAYER) |
1363 | if (tmp->type == PLAYER) |
1369 | { |
1364 | { |
1370 | /* Stat adjustment spells */ |
1365 | /* Stat adjustment spells */ |
1371 | for (i = 0; i < NUM_STATS; i++) |
1366 | for (i = 0; i < NUM_STATS; i++) |
1372 | { |
1367 | { |
1373 | sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; |
1368 | if (sint8 stat = spell_ob->stats.stat (i)) |
1374 | |
|
|
1375 | if (stat) |
|
|
1376 | { |
1369 | { |
1377 | sm = 0; |
1370 | sint8 sm = 0; |
1378 | for (k = 0; k < stat; k++) |
1371 | for (sint8 k = 0; k < stat; k++) |
1379 | sm += rndm (1, 3); |
1372 | sm += rndm (1, 3); |
1380 | |
1373 | |
1381 | if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) |
1374 | if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1382 | { |
1375 | sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1383 | sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); |
1376 | |
1384 | if (sm < 0) |
1377 | force->stats.stat (i) = sm; |
1385 | sm = 0; |
1378 | |
1386 | } |
|
|
1387 | set_attr_value (&force->stats, i, sm); |
|
|
1388 | if (!sm) |
1379 | if (!sm) |
1389 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1380 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1390 | } |
1381 | } |
1391 | } |
1382 | } |
1392 | } |
1383 | } |
… | |
… | |
1524 | change_abil (tmp, force); /* Mostly to display any messages */ |
1515 | change_abil (tmp, force); /* Mostly to display any messages */ |
1525 | insert_ob_in_ob (force, tmp); |
1516 | insert_ob_in_ob (force, tmp); |
1526 | tmp->update_stats (); |
1517 | tmp->update_stats (); |
1527 | return 1; |
1518 | return 1; |
1528 | } |
1519 | } |
1529 | |
|
|
1530 | |
|
|
1531 | |
1520 | |
1532 | /* Alchemy code by Mark Wedel |
1521 | /* Alchemy code by Mark Wedel |
1533 | * |
1522 | * |
1534 | * This code adds a new spell, called alchemy. Alchemy will turn |
1523 | * This code adds a new spell, called alchemy. Alchemy will turn |
1535 | * objects to gold nuggets, the value of the gold nuggets being |
1524 | * objects to gold nuggets, the value of the gold nuggets being |
… | |
… | |
1545 | * For example, if an item is worth 110 gold, you will get |
1534 | * For example, if an item is worth 110 gold, you will get |
1546 | * 4 large nuggets, and from 0-10 small nuggets. |
1535 | * 4 large nuggets, and from 0-10 small nuggets. |
1547 | * |
1536 | * |
1548 | * There is also a chance (1:30) that you will get nothing at all |
1537 | * There is also a chance (1:30) that you will get nothing at all |
1549 | * for the object. There is also a maximum weight that will be |
1538 | * for the object. There is also a maximum weight that will be |
1550 | * alchemied. |
1539 | * alchemised. |
1551 | */ |
1540 | */ |
1552 | |
|
|
1553 | /* I didn't feel like passing these as arguements to the |
|
|
1554 | * two functions that need them. Real values are put in them |
|
|
1555 | * when the spell is cast, and these are freed when the spell |
|
|
1556 | * is finished. |
|
|
1557 | */ |
|
|
1558 | static object *small, *large; |
|
|
1559 | |
|
|
1560 | static void |
1541 | static void |
1561 | alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) |
1542 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1562 | { |
1543 | { |
1563 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1544 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1564 | |
1545 | |
1565 | /* Give third price when we alchemy money (This should hopefully |
1546 | /* Give third price when we alchemy money (This should hopefully |
1566 | * make it so that it isn't worth it to alchemy money, sell |
1547 | * make it so that it isn't worth it to alchemy money, sell |
1567 | * the nuggets, alchemy the gold from that, etc. |
1548 | * the nuggets, alchemy the gold from that, etc. |
1568 | * Otherwise, give 9 silver on the gold for other objects, |
1549 | * Otherwise, give 9 silver on the gold for other objects, |
1569 | * so that it would still be more affordable to haul |
1550 | * so that it would still be more affordable to haul |
1570 | * the stuff back to town. |
1551 | * the stuff back to town. |
1571 | */ |
1552 | */ |
1572 | |
|
|
1573 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1553 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1574 | value = 0; |
1554 | value = 0; |
1575 | else if (obj->type == MONEY || obj->type == GEM) |
1555 | else if (obj->type == MONEY || obj->type == GEM) |
1576 | value /= 3; |
1556 | value /= 3; |
1577 | else |
1557 | else |
1578 | value = (value * 9) / 10; |
1558 | value = value * 9 / 10; |
1579 | |
1559 | |
1580 | value /= 4; // fix by GHJ, don't understand, pcg |
|
|
1581 | |
|
|
1582 | if ((obj->value > 0) && rndm (0, 29)) |
1560 | if (obj->value > 0 && rndm (0, 29)) |
1583 | { |
1561 | total_value += value; |
1584 | int count; |
|
|
1585 | |
1562 | |
1586 | count = value / large->value; |
|
|
1587 | *large_nuggets += count; |
|
|
1588 | value -= (uint64) count *(uint64) large->value; |
|
|
1589 | |
|
|
1590 | count = value / small->value; |
|
|
1591 | *small_nuggets += count; |
|
|
1592 | } |
|
|
1593 | |
|
|
1594 | /* Turn 25 small nuggets into 1 large nugget. If the value |
|
|
1595 | * of large nuggets is not evenly divisable by the small nugget |
|
|
1596 | * value, take off an extra small_nugget (Assuming small_nuggets!=0) |
|
|
1597 | */ |
|
|
1598 | if (*small_nuggets * small->value >= large->value) |
|
|
1599 | { |
|
|
1600 | (*large_nuggets)++; |
|
|
1601 | *small_nuggets -= large->value / small->value; |
|
|
1602 | if (*small_nuggets && large->value % small->value) |
|
|
1603 | (*small_nuggets)--; |
|
|
1604 | } |
|
|
1605 | weight += obj->weight; |
1563 | total_weight += obj->total_weight (); |
|
|
1564 | |
1606 | obj->destroy (); |
1565 | obj->destroy (); |
1607 | } |
1566 | } |
1608 | |
1567 | |
1609 | static void |
1568 | static void |
1610 | update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) |
1569 | update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y) |
1611 | { |
1570 | { |
1612 | object *tmp; |
|
|
1613 | int flag = 0; |
1571 | int flag = 0; |
1614 | |
1572 | |
1615 | /* Put any nuggets below the player, but we can only pass this |
1573 | /* Put any nuggets below the player, but we can only pass this |
1616 | * flag if we are on the same space as the player |
1574 | * flag if we are on the same space as the player |
1617 | */ |
1575 | */ |
1618 | if (x == op->x && y == op->y && op->map == m) |
1576 | if (x == op->x && y == op->y && op->map == m) |
1619 | flag = INS_BELOW_ORIGINATOR; |
1577 | flag = INS_BELOW_ORIGINATOR; |
1620 | |
1578 | |
1621 | if (small_nuggets) |
1579 | if (small_nuggets) |
1622 | { |
1580 | { |
1623 | tmp = small->clone (); |
1581 | object *tmp = small->clone (); |
1624 | tmp->nrof = small_nuggets; |
1582 | tmp->nrof = small_nuggets; |
1625 | m->insert (tmp, x, y, op, flag); |
1583 | m->insert (tmp, x, y, op, flag); |
1626 | } |
1584 | } |
1627 | |
1585 | |
1628 | if (large_nuggets) |
1586 | if (large_nuggets) |
1629 | { |
1587 | { |
1630 | tmp = large->clone (); |
1588 | object *tmp = large->clone (); |
1631 | tmp->nrof = large_nuggets; |
1589 | tmp->nrof = large_nuggets; |
1632 | m->insert (tmp, x, y, op, flag); |
1590 | m->insert (tmp, x, y, op, flag); |
1633 | } |
1591 | } |
|
|
1592 | |
|
|
1593 | if (object *pl = m->at (x, y).player ()) |
|
|
1594 | if (pl->contr->ns) |
|
|
1595 | pl->contr->ns->look_position = 0; |
1634 | } |
1596 | } |
1635 | |
1597 | |
1636 | int |
1598 | int |
1637 | alchemy (object *op, object *caster, object *spell_ob) |
1599 | alchemy (object *op, object *caster, object *spell_ob) |
1638 | { |
1600 | { |
1639 | int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags; |
|
|
1640 | sint16 nx, ny; |
|
|
1641 | object *next, *tmp; |
|
|
1642 | maptile *mp; |
|
|
1643 | |
|
|
1644 | if (op->type != PLAYER) |
1601 | if (op->type != PLAYER) |
1645 | return 0; |
1602 | return 0; |
1646 | |
1603 | |
|
|
1604 | object *large = get_archetype ("largenugget"); |
|
|
1605 | object *small = get_archetype ("smallnugget"); |
|
|
1606 | |
1647 | /* Put a maximum weight of items that can be alchemied. Limits the power |
1607 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1648 | * some, and also prevents people from alcheming every table/chair/clock |
1608 | * some, and also prevents people from alchemising every table/chair/clock |
1649 | * in sight |
1609 | * in sight |
1650 | */ |
1610 | */ |
1651 | weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); |
1611 | int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1652 | weight_max *= 1000; |
1612 | int weight_max = duration * 1000; |
1653 | small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); |
1613 | uint64 value_max = duration * 1000; |
1654 | |
1614 | |
|
|
1615 | int weight = 0; |
|
|
1616 | |
1655 | for (y = op->y - 1; y <= op->y + 1; y++) |
1617 | for (int y = op->y - 1; y <= op->y + 1; y++) |
1656 | { |
1618 | { |
1657 | for (x = op->x - 1; x <= op->x + 1; x++) |
1619 | for (int x = op->x - 1; x <= op->x + 1; x++) |
1658 | { |
1620 | { |
|
|
1621 | uint64 value = 0; |
|
|
1622 | |
1659 | nx = x; |
1623 | sint16 nx = x; |
1660 | ny = y; |
1624 | sint16 ny = y; |
1661 | |
1625 | |
1662 | mp = op->map; |
1626 | maptile *mp = op->map; |
1663 | |
1627 | |
1664 | mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1628 | int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1665 | |
1629 | |
1666 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1630 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1667 | continue; |
1631 | continue; |
1668 | |
1632 | |
1669 | /* Treat alchemy a little differently - most spell effects |
1633 | /* Treat alchemy a little differently - most spell effects |
… | |
… | |
1671 | * ground level effect. |
1635 | * ground level effect. |
1672 | */ |
1636 | */ |
1673 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1637 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1674 | continue; |
1638 | continue; |
1675 | |
1639 | |
1676 | small_nuggets = 0; |
1640 | for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) |
1677 | large_nuggets = 0; |
|
|
1678 | |
|
|
1679 | for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next) |
|
|
1680 | { |
1641 | { |
1681 | next = tmp->above; |
1642 | next = tmp->above; |
|
|
1643 | |
1682 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1644 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1683 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1645 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1684 | { |
1646 | { |
1685 | |
|
|
1686 | if (tmp->inv) |
1647 | if (tmp->inv) |
1687 | { |
1648 | { |
1688 | object *next1, *tmp1; |
1649 | object *next1, *tmp1; |
1689 | |
1650 | |
1690 | for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) |
1651 | for (tmp1 = tmp->inv; tmp1; tmp1 = next1) |
1691 | { |
1652 | { |
1692 | next1 = tmp1->below; |
1653 | next1 = tmp1->below; |
1693 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1654 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1694 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1655 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1695 | alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); |
1656 | alchemy_object (tmp1, value, weight); |
1696 | } |
1657 | } |
1697 | } |
1658 | } |
|
|
1659 | |
1698 | alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); |
1660 | alchemy_object (tmp, value, weight); |
1699 | |
1661 | |
1700 | if (weight > weight_max) |
1662 | if (weight > weight_max) |
1701 | { |
1663 | break; |
1702 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
|
|
1703 | large->destroy (); |
|
|
1704 | small->destroy (); |
|
|
1705 | return 1; |
|
|
1706 | } |
1664 | } |
1707 | } /* is alchemable object */ |
1665 | } |
1708 | } /* process all objects on this space */ |
1666 | |
|
|
1667 | value = min (value, value_max); |
|
|
1668 | |
|
|
1669 | uint64 count = value / large->value; |
|
|
1670 | int large_nuggets = count; |
|
|
1671 | value -= count * large->value; |
|
|
1672 | |
|
|
1673 | count = value / small->value; |
|
|
1674 | int small_nuggets = count; |
1709 | |
1675 | |
1710 | /* Insert all the nuggets at one time. This probably saves time, but |
1676 | /* Insert all the nuggets at one time. This probably saves time, but |
1711 | * it also prevents us from alcheming nuggets that were just created |
1677 | * it also prevents us from alcheming nuggets that were just created |
1712 | * with this spell. |
1678 | * with this spell. |
1713 | */ |
1679 | */ |
1714 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
1680 | update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); |
1715 | } |
|
|
1716 | } |
|
|
1717 | |
1681 | |
|
|
1682 | if (weight > weight_max) |
|
|
1683 | goto bailout; |
|
|
1684 | } |
|
|
1685 | } |
|
|
1686 | |
|
|
1687 | bailout: |
1718 | large->destroy (); |
1688 | large->destroy (); |
1719 | small->destroy (); |
1689 | small->destroy (); |
1720 | /* reset this so that if player standing on a big pile of stuff, |
|
|
1721 | * it is redrawn properly. |
|
|
1722 | */ |
|
|
1723 | op->contr->ns->look_position = 0; |
|
|
1724 | return 1; |
1690 | return 1; |
1725 | } |
1691 | } |
1726 | |
1692 | |
1727 | |
1693 | |
1728 | /* This function removes the cursed/damned status on equipped |
1694 | /* This function removes the cursed/damned status on equipped |
… | |
… | |
1755 | } |
1721 | } |
1756 | |
1722 | |
1757 | if (op->type == PLAYER) |
1723 | if (op->type == PLAYER) |
1758 | { |
1724 | { |
1759 | if (success) |
1725 | if (success) |
1760 | { |
|
|
1761 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1726 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1762 | } |
|
|
1763 | else |
1727 | else |
1764 | { |
1728 | { |
1765 | if (was_one) |
1729 | if (was_one) |
1766 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1730 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1767 | else |
1731 | else |
… | |
… | |
1791 | { |
1755 | { |
1792 | identify (tmp); |
1756 | identify (tmp); |
1793 | |
1757 | |
1794 | if (op->type == PLAYER) |
1758 | if (op->type == PLAYER) |
1795 | { |
1759 | { |
1796 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); |
1760 | new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); |
1797 | |
1761 | |
1798 | if (tmp->msg) |
1762 | if (tmp->msg) |
1799 | { |
1763 | { |
1800 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1764 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1801 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1765 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
1813 | * stuff on the floor. Only identify stuff on the floor if the spell |
1777 | * stuff on the floor. Only identify stuff on the floor if the spell |
1814 | * was not fully used. |
1778 | * was not fully used. |
1815 | */ |
1779 | */ |
1816 | if (num_ident) |
1780 | if (num_ident) |
1817 | { |
1781 | { |
1818 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
1782 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
1819 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1783 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1820 | { |
1784 | { |
1821 | identify (tmp); |
1785 | identify (tmp); |
1822 | |
1786 | |
1823 | if (op->type == PLAYER) |
1787 | if (op->type == PLAYER) |
1824 | { |
1788 | { |
1825 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); |
1789 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); |
1826 | |
1790 | |
1827 | if (tmp->msg) |
1791 | if (tmp->msg) |
1828 | { |
1792 | { |
1829 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1793 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1830 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1794 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
2180 | /* Basically, if the object is magical and not counterspell, |
2144 | /* Basically, if the object is magical and not counterspell, |
2181 | * we will more or less remove the object. Don't counterspell |
2145 | * we will more or less remove the object. Don't counterspell |
2182 | * monsters either. |
2146 | * monsters either. |
2183 | */ |
2147 | */ |
2184 | |
2148 | |
2185 | if (head->attacktype & AT_MAGIC && |
2149 | if (head->attacktype & AT_MAGIC |
2186 | !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) |
2150 | && !(head->attacktype & AT_COUNTERSPELL) |
|
|
2151 | && !QUERY_FLAG (head, FLAG_MONSTER) |
|
|
2152 | && (op->level > head->level)) |
2187 | head->destroy (); |
2153 | head->destroy (); |
2188 | else |
2154 | else |
2189 | switch (head->type) |
2155 | switch (head->type) |
2190 | { |
2156 | { |
2191 | case SPELL_EFFECT: |
2157 | case SPELL_EFFECT: |
|
|
2158 | // XXX: Don't affect floor spelleffects. See also XXX comment |
|
|
2159 | // about sanctuary in spell_util.C |
|
|
2160 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
2161 | continue; |
|
|
2162 | |
2192 | if (op->level > head->level) |
2163 | if (op->level > head->level) |
2193 | head->destroy (); |
2164 | head->destroy (); |
2194 | |
2165 | |
2195 | break; |
2166 | break; |
2196 | |
2167 | |
… | |
… | |
2263 | * This code was very odd - code early on would only let players use the spell, |
2234 | * This code was very odd - code early on would only let players use the spell, |
2264 | * yet the code wass full of player checks. I've presumed that the code |
2235 | * yet the code wass full of player checks. I've presumed that the code |
2265 | * that only let players use it was correct, and removed all the other |
2236 | * that only let players use it was correct, and removed all the other |
2266 | * player checks. MSW 2003-01-06 |
2237 | * player checks. MSW 2003-01-06 |
2267 | */ |
2238 | */ |
2268 | |
|
|
2269 | int |
2239 | int |
2270 | animate_weapon (object *op, object *caster, object *spell, int dir) |
2240 | animate_weapon (object *op, object *caster, object *spell, int dir) |
2271 | { |
2241 | { |
2272 | object *weapon, *tmp; |
2242 | object *weapon, *tmp; |
2273 | char buf[MAX_BUF]; |
2243 | char buf[MAX_BUF]; |
… | |
… | |
2285 | /* exit if it's not a player using this spell. */ |
2255 | /* exit if it's not a player using this spell. */ |
2286 | if (op->type != PLAYER) |
2256 | if (op->type != PLAYER) |
2287 | return 0; |
2257 | return 0; |
2288 | |
2258 | |
2289 | /* if player already has a golem, abort */ |
2259 | /* if player already has a golem, abort */ |
2290 | if (op->contr->ranges[range_golem]) |
2260 | if (object *golem = op->contr->golem) |
2291 | { |
2261 | { |
2292 | control_golem (op->contr->ranges[range_golem], dir); |
2262 | control_golem (golem, dir); |
2293 | return 0; |
2263 | return 0; |
2294 | } |
2264 | } |
2295 | |
2265 | |
2296 | /* if no direction specified, pick one */ |
2266 | /* if no direction specified, pick one */ |
2297 | if (!dir) |
2267 | if (!dir) |
… | |
… | |
2343 | /* create the golem object */ |
2313 | /* create the golem object */ |
2344 | tmp = arch_to_object (spell->other_arch); |
2314 | tmp = arch_to_object (spell->other_arch); |
2345 | |
2315 | |
2346 | /* if animated by a player, give the player control of the golem */ |
2316 | /* if animated by a player, give the player control of the golem */ |
2347 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2317 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2348 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
2349 | tmp->stats.exp = 0; |
2318 | tmp->stats.exp = 0; |
2350 | add_friendly_object (tmp); |
2319 | add_friendly_object (tmp); |
2351 | tmp->type = GOLEM; |
2320 | tmp->type = GOLEM; |
2352 | tmp->set_owner (op); |
2321 | tmp->set_owner (op); |
|
|
2322 | op->contr->golem = tmp; |
2353 | set_spell_skill (op, caster, spell, tmp); |
2323 | set_spell_skill (op, caster, spell, tmp); |
2354 | op->contr->ranges[range_golem] = tmp; |
|
|
2355 | op->contr->shoottype = range_golem; |
|
|
2356 | |
2324 | |
2357 | /* Give the weapon to the golem now. A bit of a hack to check the |
2325 | /* Give the weapon to the golem now. A bit of a hack to check the |
2358 | * removed flag - it should only be set if get_split_object was |
2326 | * removed flag - it should only be set if get_split_object was |
2359 | * used above. |
2327 | * used above. |
2360 | */ |
2328 | */ |
2361 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2329 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2362 | weapon->remove (); |
2330 | weapon->remove (); |
|
|
2331 | |
2363 | insert_ob_in_ob (weapon, tmp); |
2332 | insert_ob_in_ob (weapon, tmp); |
2364 | esrv_send_item (op, weapon); |
2333 | esrv_send_item (op, weapon); |
2365 | /* To do everything necessary to let a golem use the weapon is a pain, |
2334 | /* To do everything necessary to let a golem use the weapon is a pain, |
2366 | * so instead, just set it as equipped (otherwise, we need to update |
2335 | * so instead, just set it as equipped (otherwise, we need to update |
2367 | * body_info, skills, etc) |
2336 | * body_info, skills, etc) |