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. |
… | |
… | |
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 | } |
618 | return 1; |
|
|
619 | } |
|
|
620 | |
|
|
621 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
|
|
622 | * |
|
|
623 | * This function cast the spell of town portal for op |
|
|
624 | * |
|
|
625 | * The spell operates in two passes. During the first one a place |
|
|
626 | * is marked as a destination for the portal. During the second one, |
|
|
627 | * 2 portals are created, one in the position the player cast it and |
|
|
628 | * one in the destination place. The portal are synchronized and 2 forces |
|
|
629 | * are inserted in the player to destruct the portal next time player |
|
|
630 | * creates a new portal pair. |
|
|
631 | * This spell has a side effect that it allows people to meet each other |
|
|
632 | * in a permanent, private, appartements by making a town portal from it |
|
|
633 | * to the town or another public place. So, check if the map is unique and if |
|
|
634 | * so return an error |
|
|
635 | * |
|
|
636 | * Code by Tchize (david.delbecq@usa.net) |
|
|
637 | */ |
|
|
638 | int |
|
|
639 | cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
|
|
640 | { |
|
|
641 | object *dummy, *force, *old_force, *tmp; |
|
|
642 | archetype *perm_portal; |
|
|
643 | char portal_name[1024], portal_message[1024]; |
|
|
644 | maptile *exitmap; |
|
|
645 | int op_level; |
|
|
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 | exitmap = maptile::find_map (old_force->race, op->map); |
|
|
724 | |
|
|
725 | if (exitmap) |
|
|
726 | { |
|
|
727 | int exitx = EXIT_X (old_force); |
|
|
728 | int exity = EXIT_Y (old_force); |
|
|
729 | |
|
|
730 | tmp = present_arch (perm_portal, exitmap, exitx, exity); |
|
|
731 | while (tmp) |
|
|
732 | { |
|
|
733 | if (tmp->name == old_force->name) |
|
|
734 | { |
|
|
735 | tmp->destroy (); |
|
|
736 | break; |
|
|
737 | } |
|
|
738 | |
|
|
739 | tmp = tmp->above; |
|
|
740 | } |
|
|
741 | } |
|
|
742 | |
|
|
743 | old_force->destroy (); |
|
|
744 | } |
|
|
745 | |
|
|
746 | dummy->destroy (); |
|
|
747 | |
|
|
748 | /* Creating the portals. |
|
|
749 | * The very first thing to do is to ensure |
|
|
750 | * access to the destination map. |
|
|
751 | * If we can't, don't fizzle. Simply warn player. |
|
|
752 | * This ensure player pays his mana for the spell |
|
|
753 | * because HE is responsible of forgotting. |
|
|
754 | * 'force' is the destination of the town portal, which we got |
|
|
755 | * from the players inventory above. |
|
|
756 | */ |
|
|
757 | |
|
|
758 | /* Ensure exit map is loaded */ |
|
|
759 | exitmap = maptile::find_map (force->name, 0); |
|
|
760 | |
|
|
761 | /* If we were unable to load (ex. random map deleted), warn player */ |
|
|
762 | if (!exitmap) |
|
|
763 | { |
|
|
764 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); |
|
|
765 | force->destroy (); |
|
|
766 | return 1; |
|
|
767 | } |
|
|
768 | |
|
|
769 | op_level = caster_level (caster, spell); |
|
|
770 | if (op_level < 15) |
|
|
771 | 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", |
|
|
773 | &op->name); |
|
|
774 | else if (op_level < 30) |
|
|
775 | 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); |
|
|
777 | 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"); |
|
|
779 | 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", |
|
|
781 | &op->name); |
|
|
782 | |
|
|
783 | /* Create a portal in front of player |
|
|
784 | * dummy contain the portal and |
|
|
785 | * force contain the track to kill it later |
|
|
786 | */ |
|
|
787 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); |
|
|
788 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
789 | if (dummy == NULL) |
|
|
790 | { |
|
|
791 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
792 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
793 | return 0; |
|
|
794 | } |
|
|
795 | |
|
|
796 | EXIT_PATH (dummy) = force->name; |
|
|
797 | EXIT_X (dummy) = EXIT_X (force); |
|
|
798 | EXIT_Y (dummy) = EXIT_Y (force); |
|
|
799 | dummy->name = dummy->name_pl = portal_name; |
|
|
800 | dummy->msg = portal_message; |
|
|
801 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
802 | cast_create_obj (op, caster, dummy, 0); |
|
|
803 | |
|
|
804 | /* 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 |
|
|
806 | * town portal. |
|
|
807 | */ |
|
|
808 | tmp = get_archetype (spell->race); |
|
|
809 | if (tmp == NULL) |
|
|
810 | { |
|
|
811 | 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); |
|
|
813 | return 0; |
|
|
814 | } |
|
|
815 | |
|
|
816 | tmp->race = op->map->path; |
|
|
817 | tmp->name = portal_name; |
|
|
818 | EXIT_X (tmp) = dummy->x; |
|
|
819 | EXIT_Y (tmp) = dummy->y; |
|
|
820 | op->insert (tmp); |
|
|
821 | |
|
|
822 | /* Create a portal in the destination map |
|
|
823 | * dummy contain the portal and |
|
|
824 | * force the track to kill it later |
|
|
825 | * the 'force' variable still contains the 'reminder' of |
|
|
826 | * where this portal goes to. |
|
|
827 | */ |
|
|
828 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path); |
|
|
829 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
830 | if (dummy == NULL) |
|
|
831 | { |
|
|
832 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
833 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
834 | return 0; |
|
|
835 | } |
|
|
836 | |
|
|
837 | EXIT_PATH (dummy) = op->map->path; |
|
|
838 | EXIT_X (dummy) = op->x; |
|
|
839 | EXIT_Y (dummy) = op->y; |
|
|
840 | dummy->name = dummy->name_pl = portal_name; |
|
|
841 | dummy->msg = portal_message; |
|
|
842 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
843 | exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op); |
|
|
844 | |
|
|
845 | /* Now we create another town portal marker that |
|
|
846 | * points back to the one we just made |
|
|
847 | */ |
|
|
848 | tmp = get_archetype (spell->race); |
|
|
849 | if (tmp == NULL) |
|
|
850 | { |
|
|
851 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
852 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
853 | return 0; |
|
|
854 | } |
|
|
855 | |
|
|
856 | tmp->race = force->name; |
|
|
857 | tmp->name = portal_name; |
|
|
858 | EXIT_X (tmp) = dummy->x; |
|
|
859 | EXIT_Y (tmp) = dummy->y; |
|
|
860 | insert_ob_in_ob (tmp, op); |
|
|
861 | |
|
|
862 | /* Describe the player what happened |
|
|
863 | */ |
|
|
864 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); |
|
|
865 | force->destroy (); |
|
|
866 | |
614 | |
867 | return 1; |
615 | return 1; |
868 | } |
616 | } |
869 | |
617 | |
870 | /* This creates magic walls. Really, it can create most any object, |
618 | /* This creates magic walls. Really, it can create most any object, |
… | |
… | |
1157 | object *poison; |
905 | object *poison; |
1158 | int heal = 0, success = 0; |
906 | int heal = 0, success = 0; |
1159 | |
907 | |
1160 | tmp = find_target_for_friendly_spell (op, dir); |
908 | tmp = find_target_for_friendly_spell (op, dir); |
1161 | |
909 | |
1162 | if (tmp == NULL) |
910 | if (!tmp) |
1163 | return 0; |
911 | return 0; |
1164 | |
912 | |
1165 | /* Figure out how many hp this spell might cure. |
913 | /* Figure out how many hp this spell might cure. |
1166 | * could be zero if this spell heals effects, not damage. |
914 | * could be zero if this spell heals effects, not damage. |
1167 | */ |
915 | */ |
… | |
… | |
1170 | 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; |
1171 | |
919 | |
1172 | if (heal) |
920 | if (heal) |
1173 | { |
921 | { |
1174 | if (tmp->stats.hp >= tmp->stats.maxhp) |
922 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1175 | { |
|
|
1176 | 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."); |
1177 | } |
|
|
1178 | else |
924 | else |
1179 | { |
925 | { |
1180 | /* See how many points we actually heal. Instead of messages |
926 | /* See how many points we actually heal. Instead of messages |
1181 | * based on type of spell, we instead do messages based |
927 | * based on type of spell, we instead do messages based |
1182 | * on amount of damage healed. |
928 | * on amount of damage healed. |
… | |
… | |
1184 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
930 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
1185 | heal = tmp->stats.maxhp - tmp->stats.hp; |
931 | heal = tmp->stats.maxhp - tmp->stats.hp; |
1186 | tmp->stats.hp += heal; |
932 | tmp->stats.hp += heal; |
1187 | |
933 | |
1188 | if (tmp->stats.hp >= tmp->stats.maxhp) |
934 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1189 | { |
|
|
1190 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
935 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1191 | } |
|
|
1192 | else if (heal > 50) |
936 | else if (heal > 50) |
1193 | { |
|
|
1194 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
937 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1195 | } |
|
|
1196 | else if (heal > 25) |
938 | else if (heal > 25) |
1197 | { |
|
|
1198 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
939 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1199 | } |
|
|
1200 | else if (heal > 10) |
940 | else if (heal > 10) |
1201 | { |
|
|
1202 | 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."); |
1203 | } |
|
|
1204 | else |
942 | else |
1205 | { |
|
|
1206 | 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."); |
1207 | } |
944 | |
1208 | success = 1; |
945 | success = 1; |
1209 | } |
946 | } |
1210 | } |
947 | } |
|
|
948 | |
1211 | if (spell->attacktype & AT_DISEASE) |
949 | if (spell->attacktype & AT_DISEASE) |
1212 | if (cure_disease (tmp, op)) |
950 | if (cure_disease (tmp, op)) |
1213 | success = 1; |
951 | success = 1; |
1214 | |
952 | |
1215 | if (spell->attacktype & AT_POISON) |
953 | if (spell->attacktype & AT_POISON) |
… | |
… | |
1221 | success = 1; |
959 | success = 1; |
1222 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
960 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1223 | poison->stats.food = 1; |
961 | poison->stats.food = 1; |
1224 | } |
962 | } |
1225 | } |
963 | } |
|
|
964 | |
1226 | if (spell->attacktype & AT_CONFUSION) |
965 | if (spell->attacktype & AT_CONFUSION) |
1227 | { |
966 | { |
1228 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
967 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1229 | if (poison) |
968 | if (poison) |
1230 | { |
969 | { |
1231 | success = 1; |
970 | success = 1; |
1232 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
971 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1233 | poison->duration = 1; |
972 | poison->duration = 1; |
1234 | } |
973 | } |
1235 | } |
974 | } |
|
|
975 | |
1236 | if (spell->attacktype & AT_BLIND) |
976 | if (spell->attacktype & AT_BLIND) |
1237 | { |
977 | { |
1238 | at = archetype::find ("blindness"); |
978 | at = archetype::find ("blindness"); |
1239 | poison = present_arch_in_ob (at, tmp); |
979 | poison = present_arch_in_ob (at, tmp); |
1240 | if (poison) |
980 | if (poison) |
… | |
… | |
1242 | success = 1; |
982 | success = 1; |
1243 | 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."); |
1244 | poison->stats.food = 1; |
984 | poison->stats.food = 1; |
1245 | } |
985 | } |
1246 | } |
986 | } |
|
|
987 | |
1247 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
988 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
1248 | { |
989 | { |
1249 | tmp->stats.sp += spell->last_sp; |
990 | tmp->stats.sp += spell->last_sp; |
1250 | if (tmp->stats.sp > tmp->stats.maxsp) |
991 | if (tmp->stats.sp > tmp->stats.maxsp) |
1251 | tmp->stats.sp = tmp->stats.maxsp; |
992 | tmp->stats.sp = tmp->stats.maxsp; |
1252 | success = 1; |
993 | success = 1; |
1253 | 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!"); |
1254 | } |
995 | } |
|
|
996 | |
1255 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
997 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1256 | { |
998 | { |
1257 | tmp->stats.grace += spell->last_grace; |
999 | tmp->stats.grace += spell->last_grace; |
1258 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1000 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1259 | tmp->stats.grace = tmp->stats.maxgrace; |
1001 | tmp->stats.grace = tmp->stats.maxgrace; |
1260 | success = 1; |
1002 | success = 1; |
1261 | 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!"); |
1262 | } |
1004 | } |
|
|
1005 | |
1263 | if (spell->stats.food && tmp->stats.food < 999) |
1006 | if (spell->stats.food && tmp->stats.food < 999) |
1264 | { |
1007 | { |
1265 | tmp->stats.food += spell->stats.food; |
1008 | tmp->stats.food += spell->stats.food; |
1266 | if (tmp->stats.food > 999) |
1009 | if (tmp->stats.food > 999) |
1267 | tmp->stats.food = 999; |
1010 | tmp->stats.food = 999; |
1268 | success = 1; |
1011 | success = 1; |
1269 | /* 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 */ |
1270 | 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"); |
1271 | } |
1014 | } |
|
|
1015 | |
1272 | return success; |
1016 | return success; |
1273 | } |
1017 | } |
1274 | |
|
|
1275 | |
1018 | |
1276 | /* This is used for the spells that gain stats. There are no spells |
1019 | /* This is used for the spells that gain stats. There are no spells |
1277 | * right now that icnrease wis/int/pow on a temp basis, so no |
1020 | * right now that icnrease wis/int/pow on a temp basis, so no |
1278 | * good comments for those. |
1021 | * good comments for those. |
1279 | */ |
1022 | */ |
1280 | static const char *const no_gain_msgs[NUM_STATS] = { |
1023 | static const char *const no_gain_msgs[NUM_STATS] = { |
1281 | "You grow no stronger.", |
1024 | "You grow no stronger.", |
1282 | "You grow no more agile.", |
1025 | "You grow no more agile.", |
1283 | "You don't feel any healthier.", |
1026 | "You don't feel any healthier.", |
1284 | "no wis", |
1027 | "You didn't grow any more intelligent.", |
|
|
1028 | "You do not feel any wiser.", |
|
|
1029 | "You don't feel any more powerful." |
1285 | "You are no easier to look at.", |
1030 | "You are no easier to look at.", |
1286 | "no int", |
|
|
1287 | "no pow" |
|
|
1288 | }; |
1031 | }; |
1289 | |
1032 | |
1290 | int |
1033 | int |
1291 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1034 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1292 | { |
1035 | { |
… | |
… | |
1343 | } |
1086 | } |
1344 | else |
1087 | else |
1345 | { |
1088 | { |
1346 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1089 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1347 | } |
1090 | } |
|
|
1091 | |
1348 | return 1; |
1092 | return 1; |
1349 | } |
1093 | } |
|
|
1094 | |
1350 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1095 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1351 | force->speed = 1.0; |
1096 | force->speed = 1.0; |
1352 | force->speed_left = -1.0; |
1097 | force->speed_left = -1.0; |
1353 | SET_FLAG (force, FLAG_APPLIED); |
1098 | SET_FLAG (force, FLAG_APPLIED); |
1354 | |
1099 | |
… | |
… | |
1360 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1105 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1361 | if (force->resist[i] > 100) |
1106 | if (force->resist[i] > 100) |
1362 | force->resist[i] = 100; |
1107 | force->resist[i] = 100; |
1363 | } |
1108 | } |
1364 | } |
1109 | } |
|
|
1110 | |
1365 | if (spell_ob->stats.hp) |
1111 | if (spell_ob->stats.hp) |
1366 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1112 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1367 | |
1113 | |
1368 | if (tmp->type == PLAYER) |
1114 | if (tmp->type == PLAYER) |
1369 | { |
1115 | { |
1370 | /* Stat adjustment spells */ |
1116 | /* Stat adjustment spells */ |
1371 | for (i = 0; i < NUM_STATS; i++) |
1117 | for (i = 0; i < NUM_STATS; i++) |
1372 | { |
1118 | { |
1373 | sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; |
1119 | if (sint8 stat = spell_ob->stats.stat (i)) |
1374 | |
|
|
1375 | if (stat) |
|
|
1376 | { |
1120 | { |
1377 | sm = 0; |
1121 | sint8 sm = 0; |
1378 | for (k = 0; k < stat; k++) |
1122 | for (sint8 k = 0; k < stat; k++) |
1379 | sm += rndm (1, 3); |
1123 | sm += rndm (1, 3); |
1380 | |
1124 | |
1381 | if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) |
1125 | if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1382 | { |
1126 | sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1383 | sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); |
1127 | |
1384 | if (sm < 0) |
1128 | force->stats.stat (i) = sm; |
1385 | sm = 0; |
1129 | |
1386 | } |
|
|
1387 | set_attr_value (&force->stats, i, sm); |
|
|
1388 | if (!sm) |
1130 | if (!sm) |
1389 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1131 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1390 | } |
1132 | } |
1391 | } |
1133 | } |
1392 | } |
1134 | } |
… | |
… | |
1413 | force->attacktype = spell_ob->attacktype; |
1155 | force->attacktype = spell_ob->attacktype; |
1414 | |
1156 | |
1415 | insert_ob_in_ob (force, tmp); |
1157 | insert_ob_in_ob (force, tmp); |
1416 | change_abil (tmp, force); /* Mostly to display any messages */ |
1158 | change_abil (tmp, force); /* Mostly to display any messages */ |
1417 | tmp->update_stats (); |
1159 | tmp->update_stats (); |
|
|
1160 | |
1418 | return 1; |
1161 | return 1; |
1419 | } |
1162 | } |
1420 | |
1163 | |
1421 | /* This used to be part of cast_change_ability, but it really didn't make |
1164 | /* This used to be part of cast_change_ability, but it really didn't make |
1422 | * a lot of sense, since most of the values it derives are from the god |
1165 | * a lot of sense, since most of the values it derives are from the god |
1423 | * of the caster. |
1166 | * of the caster. |
1424 | */ |
1167 | */ |
1425 | |
|
|
1426 | int |
1168 | int |
1427 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1169 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1428 | { |
1170 | { |
1429 | int i; |
1171 | int i; |
1430 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
1172 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
… | |
… | |
1524 | change_abil (tmp, force); /* Mostly to display any messages */ |
1266 | change_abil (tmp, force); /* Mostly to display any messages */ |
1525 | insert_ob_in_ob (force, tmp); |
1267 | insert_ob_in_ob (force, tmp); |
1526 | tmp->update_stats (); |
1268 | tmp->update_stats (); |
1527 | return 1; |
1269 | return 1; |
1528 | } |
1270 | } |
1529 | |
|
|
1530 | |
|
|
1531 | |
1271 | |
1532 | /* Alchemy code by Mark Wedel |
1272 | /* Alchemy code by Mark Wedel |
1533 | * |
1273 | * |
1534 | * This code adds a new spell, called alchemy. Alchemy will turn |
1274 | * This code adds a new spell, called alchemy. Alchemy will turn |
1535 | * objects to gold nuggets, the value of the gold nuggets being |
1275 | * objects to gold nuggets, the value of the gold nuggets being |
… | |
… | |
1545 | * For example, if an item is worth 110 gold, you will get |
1285 | * For example, if an item is worth 110 gold, you will get |
1546 | * 4 large nuggets, and from 0-10 small nuggets. |
1286 | * 4 large nuggets, and from 0-10 small nuggets. |
1547 | * |
1287 | * |
1548 | * There is also a chance (1:30) that you will get nothing at all |
1288 | * 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 |
1289 | * for the object. There is also a maximum weight that will be |
1550 | * alchemied. |
1290 | * alchemised. |
1551 | */ |
1291 | */ |
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 |
1292 | static void |
1561 | alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) |
1293 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1562 | { |
1294 | { |
1563 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1295 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1564 | |
1296 | |
1565 | /* Give third price when we alchemy money (This should hopefully |
1297 | /* Give third price when we alchemy money (This should hopefully |
1566 | * make it so that it isn't worth it to alchemy money, sell |
1298 | * make it so that it isn't worth it to alchemy money, sell |
1567 | * the nuggets, alchemy the gold from that, etc. |
1299 | * the nuggets, alchemy the gold from that, etc. |
1568 | * Otherwise, give 9 silver on the gold for other objects, |
1300 | * Otherwise, give 9 silver on the gold for other objects, |
1569 | * so that it would still be more affordable to haul |
1301 | * so that it would still be more affordable to haul |
1570 | * the stuff back to town. |
1302 | * the stuff back to town. |
1571 | */ |
1303 | */ |
1572 | |
|
|
1573 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1304 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1574 | value = 0; |
1305 | value = 0; |
1575 | else if (obj->type == MONEY || obj->type == GEM) |
1306 | else if (obj->type == MONEY || obj->type == GEM) |
1576 | value /= 3; |
1307 | value /= 3; |
1577 | else |
1308 | else |
1578 | value = (value * 9) / 10; |
1309 | value = value * 9 / 10; |
1579 | |
1310 | |
1580 | value /= 4; // fix by GHJ, don't understand, pcg |
|
|
1581 | |
|
|
1582 | if ((obj->value > 0) && rndm (0, 29)) |
1311 | if (obj->value > 0 && rndm (0, 29)) |
1583 | { |
1312 | total_value += value; |
1584 | int count; |
|
|
1585 | |
1313 | |
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; |
1314 | total_weight += obj->total_weight (); |
|
|
1315 | |
1606 | obj->destroy (); |
1316 | obj->destroy (); |
1607 | } |
1317 | } |
1608 | |
1318 | |
1609 | static void |
1319 | static void |
1610 | update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) |
1320 | update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y) |
1611 | { |
1321 | { |
1612 | object *tmp; |
|
|
1613 | int flag = 0; |
1322 | int flag = 0; |
1614 | |
1323 | |
1615 | /* Put any nuggets below the player, but we can only pass this |
1324 | /* Put any nuggets below the player, but we can only pass this |
1616 | * flag if we are on the same space as the player |
1325 | * flag if we are on the same space as the player |
1617 | */ |
1326 | */ |
1618 | if (x == op->x && y == op->y && op->map == m) |
1327 | if (x == op->x && y == op->y && op->map == m) |
1619 | flag = INS_BELOW_ORIGINATOR; |
1328 | flag = INS_BELOW_ORIGINATOR; |
1620 | |
1329 | |
1621 | if (small_nuggets) |
1330 | if (small_nuggets) |
1622 | { |
1331 | { |
1623 | tmp = small->clone (); |
1332 | object *tmp = small->clone (); |
1624 | tmp->nrof = small_nuggets; |
1333 | tmp->nrof = small_nuggets; |
1625 | m->insert (tmp, x, y, op, flag); |
1334 | m->insert (tmp, x, y, op, flag); |
1626 | } |
1335 | } |
1627 | |
1336 | |
1628 | if (large_nuggets) |
1337 | if (large_nuggets) |
1629 | { |
1338 | { |
1630 | tmp = large->clone (); |
1339 | object *tmp = large->clone (); |
1631 | tmp->nrof = large_nuggets; |
1340 | tmp->nrof = large_nuggets; |
1632 | m->insert (tmp, x, y, op, flag); |
1341 | m->insert (tmp, x, y, op, flag); |
1633 | } |
1342 | } |
|
|
1343 | |
|
|
1344 | if (object *pl = m->at (x, y).player ()) |
|
|
1345 | if (pl->contr->ns) |
|
|
1346 | pl->contr->ns->look_position = 0; |
1634 | } |
1347 | } |
1635 | |
1348 | |
1636 | int |
1349 | int |
1637 | alchemy (object *op, object *caster, object *spell_ob) |
1350 | alchemy (object *op, object *caster, object *spell_ob) |
1638 | { |
1351 | { |
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) |
1352 | if (op->type != PLAYER) |
1645 | return 0; |
1353 | return 0; |
1646 | |
1354 | |
|
|
1355 | object *large = get_archetype ("largenugget"); |
|
|
1356 | object *small = get_archetype ("smallnugget"); |
|
|
1357 | |
1647 | /* Put a maximum weight of items that can be alchemied. Limits the power |
1358 | /* 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 |
1359 | * some, and also prevents people from alchemising every table/chair/clock |
1649 | * in sight |
1360 | * in sight |
1650 | */ |
1361 | */ |
1651 | weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); |
1362 | int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1652 | weight_max *= 1000; |
1363 | int weight_max = duration * 1000; |
1653 | small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); |
1364 | uint64 value_max = duration * 1000; |
1654 | |
1365 | |
|
|
1366 | int weight = 0; |
|
|
1367 | |
1655 | for (y = op->y - 1; y <= op->y + 1; y++) |
1368 | for (int y = op->y - 1; y <= op->y + 1; y++) |
1656 | { |
1369 | { |
1657 | for (x = op->x - 1; x <= op->x + 1; x++) |
1370 | for (int x = op->x - 1; x <= op->x + 1; x++) |
1658 | { |
1371 | { |
|
|
1372 | uint64 value = 0; |
|
|
1373 | |
1659 | nx = x; |
1374 | sint16 nx = x; |
1660 | ny = y; |
1375 | sint16 ny = y; |
1661 | |
1376 | |
1662 | mp = op->map; |
1377 | maptile *mp = op->map; |
1663 | |
1378 | |
1664 | mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1379 | int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1665 | |
1380 | |
1666 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1381 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1667 | continue; |
1382 | continue; |
1668 | |
1383 | |
1669 | /* Treat alchemy a little differently - most spell effects |
1384 | /* Treat alchemy a little differently - most spell effects |
… | |
… | |
1671 | * ground level effect. |
1386 | * ground level effect. |
1672 | */ |
1387 | */ |
1673 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1388 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1674 | continue; |
1389 | continue; |
1675 | |
1390 | |
1676 | small_nuggets = 0; |
1391 | 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 | { |
1392 | { |
1681 | next = tmp->above; |
1393 | next = tmp->above; |
|
|
1394 | |
1682 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1395 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1683 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1396 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1684 | { |
1397 | { |
1685 | |
|
|
1686 | if (tmp->inv) |
1398 | if (tmp->inv) |
1687 | { |
1399 | { |
1688 | object *next1, *tmp1; |
1400 | object *next1, *tmp1; |
1689 | |
1401 | |
1690 | for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) |
1402 | for (tmp1 = tmp->inv; tmp1; tmp1 = next1) |
1691 | { |
1403 | { |
1692 | next1 = tmp1->below; |
1404 | next1 = tmp1->below; |
1693 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1405 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1694 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1406 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1695 | alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); |
1407 | alchemy_object (tmp1, value, weight); |
1696 | } |
1408 | } |
1697 | } |
1409 | } |
|
|
1410 | |
1698 | alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); |
1411 | alchemy_object (tmp, value, weight); |
1699 | |
1412 | |
1700 | if (weight > weight_max) |
1413 | if (weight > weight_max) |
1701 | { |
1414 | break; |
1702 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
|
|
1703 | large->destroy (); |
|
|
1704 | small->destroy (); |
|
|
1705 | return 1; |
|
|
1706 | } |
1415 | } |
1707 | } /* is alchemable object */ |
1416 | } |
1708 | } /* process all objects on this space */ |
1417 | |
|
|
1418 | value = min (value, value_max); |
|
|
1419 | |
|
|
1420 | uint64 count = value / large->value; |
|
|
1421 | int large_nuggets = count; |
|
|
1422 | value -= count * large->value; |
|
|
1423 | |
|
|
1424 | count = value / small->value; |
|
|
1425 | int small_nuggets = count; |
1709 | |
1426 | |
1710 | /* Insert all the nuggets at one time. This probably saves time, but |
1427 | /* Insert all the nuggets at one time. This probably saves time, but |
1711 | * it also prevents us from alcheming nuggets that were just created |
1428 | * it also prevents us from alcheming nuggets that were just created |
1712 | * with this spell. |
1429 | * with this spell. |
1713 | */ |
1430 | */ |
1714 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
1431 | update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); |
1715 | } |
|
|
1716 | } |
|
|
1717 | |
1432 | |
|
|
1433 | if (weight > weight_max) |
|
|
1434 | goto bailout; |
|
|
1435 | } |
|
|
1436 | } |
|
|
1437 | |
|
|
1438 | bailout: |
1718 | large->destroy (); |
1439 | large->destroy (); |
1719 | small->destroy (); |
1440 | 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; |
1441 | return 1; |
1725 | } |
1442 | } |
1726 | |
1443 | |
1727 | |
1444 | |
1728 | /* This function removes the cursed/damned status on equipped |
1445 | /* This function removes the cursed/damned status on equipped |
… | |
… | |
1755 | } |
1472 | } |
1756 | |
1473 | |
1757 | if (op->type == PLAYER) |
1474 | if (op->type == PLAYER) |
1758 | { |
1475 | { |
1759 | if (success) |
1476 | if (success) |
1760 | { |
|
|
1761 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1477 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1762 | } |
|
|
1763 | else |
1478 | else |
1764 | { |
1479 | { |
1765 | if (was_one) |
1480 | if (was_one) |
1766 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1481 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1767 | else |
1482 | else |
… | |
… | |
1791 | { |
1506 | { |
1792 | identify (tmp); |
1507 | identify (tmp); |
1793 | |
1508 | |
1794 | if (op->type == PLAYER) |
1509 | if (op->type == PLAYER) |
1795 | { |
1510 | { |
1796 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); |
1511 | new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); |
1797 | |
1512 | |
1798 | if (tmp->msg) |
1513 | if (tmp->msg) |
1799 | { |
1514 | { |
1800 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1515 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1801 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1516 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
1813 | * stuff on the floor. Only identify stuff on the floor if the spell |
1528 | * stuff on the floor. Only identify stuff on the floor if the spell |
1814 | * was not fully used. |
1529 | * was not fully used. |
1815 | */ |
1530 | */ |
1816 | if (num_ident) |
1531 | if (num_ident) |
1817 | { |
1532 | { |
1818 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
1533 | 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)) |
1534 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1820 | { |
1535 | { |
1821 | identify (tmp); |
1536 | identify (tmp); |
1822 | |
1537 | |
1823 | if (op->type == PLAYER) |
1538 | if (op->type == PLAYER) |
1824 | { |
1539 | { |
1825 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); |
1540 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); |
1826 | |
1541 | |
1827 | if (tmp->msg) |
1542 | if (tmp->msg) |
1828 | { |
1543 | { |
1829 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1544 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1830 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1545 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
2180 | /* Basically, if the object is magical and not counterspell, |
1895 | /* Basically, if the object is magical and not counterspell, |
2181 | * we will more or less remove the object. Don't counterspell |
1896 | * we will more or less remove the object. Don't counterspell |
2182 | * monsters either. |
1897 | * monsters either. |
2183 | */ |
1898 | */ |
2184 | |
1899 | |
2185 | if (head->attacktype & AT_MAGIC && |
1900 | if (head->attacktype & AT_MAGIC |
2186 | !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) |
1901 | && !(head->attacktype & AT_COUNTERSPELL) |
|
|
1902 | && !QUERY_FLAG (head, FLAG_MONSTER) |
|
|
1903 | && (op->level > head->level)) |
2187 | head->destroy (); |
1904 | head->destroy (); |
2188 | else |
1905 | else |
2189 | switch (head->type) |
1906 | switch (head->type) |
2190 | { |
1907 | { |
2191 | case SPELL_EFFECT: |
1908 | case SPELL_EFFECT: |
|
|
1909 | // XXX: Don't affect floor spelleffects. See also XXX comment |
|
|
1910 | // about sanctuary in spell_util.C |
|
|
1911 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
1912 | continue; |
|
|
1913 | |
2192 | if (op->level > head->level) |
1914 | if (op->level > head->level) |
2193 | head->destroy (); |
1915 | head->destroy (); |
2194 | |
1916 | |
2195 | break; |
1917 | break; |
2196 | |
1918 | |
… | |
… | |
2263 | * This code was very odd - code early on would only let players use the spell, |
1985 | * 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 |
1986 | * 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 |
1987 | * that only let players use it was correct, and removed all the other |
2266 | * player checks. MSW 2003-01-06 |
1988 | * player checks. MSW 2003-01-06 |
2267 | */ |
1989 | */ |
2268 | |
|
|
2269 | int |
1990 | int |
2270 | animate_weapon (object *op, object *caster, object *spell, int dir) |
1991 | animate_weapon (object *op, object *caster, object *spell, int dir) |
2271 | { |
1992 | { |
2272 | object *weapon, *tmp; |
1993 | object *weapon, *tmp; |
2273 | char buf[MAX_BUF]; |
1994 | char buf[MAX_BUF]; |
… | |
… | |
2285 | /* exit if it's not a player using this spell. */ |
2006 | /* exit if it's not a player using this spell. */ |
2286 | if (op->type != PLAYER) |
2007 | if (op->type != PLAYER) |
2287 | return 0; |
2008 | return 0; |
2288 | |
2009 | |
2289 | /* if player already has a golem, abort */ |
2010 | /* if player already has a golem, abort */ |
2290 | if (op->contr->ranges[range_golem]) |
2011 | if (object *golem = op->contr->golem) |
2291 | { |
2012 | { |
2292 | control_golem (op->contr->ranges[range_golem], dir); |
2013 | control_golem (golem, dir); |
2293 | return 0; |
2014 | return 0; |
2294 | } |
2015 | } |
2295 | |
2016 | |
2296 | /* if no direction specified, pick one */ |
2017 | /* if no direction specified, pick one */ |
2297 | if (!dir) |
2018 | if (!dir) |
… | |
… | |
2343 | /* create the golem object */ |
2064 | /* create the golem object */ |
2344 | tmp = arch_to_object (spell->other_arch); |
2065 | tmp = arch_to_object (spell->other_arch); |
2345 | |
2066 | |
2346 | /* if animated by a player, give the player control of the golem */ |
2067 | /* if animated by a player, give the player control of the golem */ |
2347 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2068 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2348 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
2349 | tmp->stats.exp = 0; |
2069 | tmp->stats.exp = 0; |
2350 | add_friendly_object (tmp); |
2070 | add_friendly_object (tmp); |
2351 | tmp->type = GOLEM; |
2071 | tmp->type = GOLEM; |
2352 | tmp->set_owner (op); |
2072 | tmp->set_owner (op); |
|
|
2073 | op->contr->golem = tmp; |
2353 | set_spell_skill (op, caster, spell, tmp); |
2074 | set_spell_skill (op, caster, spell, tmp); |
2354 | op->contr->ranges[range_golem] = tmp; |
|
|
2355 | op->contr->shoottype = range_golem; |
|
|
2356 | |
2075 | |
2357 | /* Give the weapon to the golem now. A bit of a hack to check the |
2076 | /* 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 |
2077 | * removed flag - it should only be set if get_split_object was |
2359 | * used above. |
2078 | * used above. |
2360 | */ |
2079 | */ |
2361 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2080 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2362 | weapon->remove (); |
2081 | weapon->remove (); |
|
|
2082 | |
2363 | insert_ob_in_ob (weapon, tmp); |
2083 | insert_ob_in_ob (weapon, tmp); |
2364 | esrv_send_item (op, weapon); |
2084 | esrv_send_item (op, weapon); |
2365 | /* To do everything necessary to let a golem use the weapon is a pain, |
2085 | /* 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 |
2086 | * so instead, just set it as equipped (otherwise, we need to update |
2367 | * body_info, skills, etc) |
2087 | * body_info, skills, etc) |