1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
|
|
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <object.h> |
25 | #include <object.h> |
26 | #include <living.h> |
26 | #include <living.h> |
27 | #ifndef __CEXTRACT__ |
|
|
28 | # include <sproto.h> |
27 | #include <sproto.h> |
29 | #endif |
|
|
30 | #include <spells.h> |
28 | #include <spells.h> |
31 | #include <sounds.h> |
29 | #include <sounds.h> |
32 | |
30 | |
33 | /* cast_magic_storm: This is really used mostly for spell |
31 | /* cast_magic_storm: This is really used mostly for spell |
34 | * fumbles at the like. tmp is the object to propogate. |
32 | * fumbles at the like. tmp is the object to propogate. |
… | |
… | |
71 | return 0; |
69 | return 0; |
72 | } |
70 | } |
73 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
71 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
74 | { |
72 | { |
75 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); |
73 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); |
76 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); |
74 | op->play_sound (sound_find ("ob_explode")); |
77 | esrv_del_item (op->contr, wand->count); |
75 | esrv_del_item (op->contr, wand->count); |
78 | wand->destroy (); |
76 | wand->destroy (); |
79 | tmp = get_archetype ("fireball"); |
77 | tmp = get_archetype ("fireball"); |
80 | tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
78 | tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
81 | |
79 | |
… | |
… | |
105 | ncharges = 1; |
103 | ncharges = 1; |
106 | |
104 | |
107 | wand->stats.food += ncharges; |
105 | wand->stats.food += ncharges; |
108 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); |
106 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); |
109 | |
107 | |
110 | if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) |
108 | if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) |
111 | { |
109 | { |
112 | SET_FLAG (wand, FLAG_ANIMATE); |
110 | SET_FLAG (wand, FLAG_ANIMATE); |
113 | wand->set_speed (wand->arch->clone.speed); |
111 | wand->set_speed (wand->arch->speed); |
114 | } |
112 | } |
115 | |
113 | |
116 | return 1; |
114 | return 1; |
117 | } |
115 | } |
118 | |
116 | |
… | |
… | |
124 | * great a plus, the default is used. |
122 | * great a plus, the default is used. |
125 | * The # of arrows created also goes up with level, so if a 30th level mage |
123 | * The # of arrows created also goes up with level, so if a 30th level mage |
126 | * wants LOTS of arrows, and doesn't care what the plus is he could |
124 | * wants LOTS of arrows, and doesn't care what the plus is he could |
127 | * create nonnmagic arrows, or even -1, etc... |
125 | * create nonnmagic arrows, or even -1, etc... |
128 | */ |
126 | */ |
129 | |
|
|
130 | int |
127 | int |
131 | cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) |
128 | cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) |
132 | { |
129 | { |
133 | int missile_plus = 0, bonus_plus = 0; |
130 | int bonus_plus = 0; |
134 | const char *missile_name; |
131 | const char *missile_name = "arrow"; |
135 | object *tmp, *missile; |
|
|
136 | |
132 | |
137 | missile_name = "arrow"; |
|
|
138 | |
|
|
139 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
133 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
140 | if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) |
134 | if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) |
141 | missile_name = tmp->race; |
135 | missile_name = tmp->race; |
142 | |
136 | |
143 | missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
137 | int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
144 | |
138 | |
145 | if (archetype::find (missile_name) == NULL) |
139 | archetype *missile_arch = archetype::find (missile_name); |
|
|
140 | |
|
|
141 | if (!missile_arch) |
146 | { |
142 | { |
147 | LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); |
143 | LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); |
148 | return 0; |
144 | return 0; |
149 | } |
145 | } |
150 | |
146 | |
151 | missile = get_archetype (missile_name); |
147 | object *missile = missile_arch->instance (); |
152 | |
148 | |
153 | if (stringarg) |
149 | if (stringarg) |
154 | { |
150 | { |
155 | /* If it starts with a letter, presume it is a description */ |
151 | /* If it starts with a letter, presume it is a description */ |
156 | if (isalpha (*stringarg)) |
152 | if (isalpha (*stringarg)) |
157 | { |
153 | { |
158 | artifact *al = find_artifactlist (missile->type)->items; |
154 | artifact *al = find_artifactlist (missile->type)->items; |
159 | |
155 | |
160 | for (; al != NULL; al = al->next) |
156 | for (; al; al = al->next) |
161 | if (!strcasecmp (al->item->name, stringarg)) |
157 | if (!strcasecmp (al->item->name, stringarg)) |
162 | break; |
158 | break; |
163 | |
159 | |
164 | if (!al) |
160 | if (!al) |
165 | { |
161 | { |
… | |
… | |
174 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); |
170 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); |
175 | return 0; |
171 | return 0; |
176 | } |
172 | } |
177 | |
173 | |
178 | give_artifact_abilities (missile, al->item); |
174 | give_artifact_abilities (missile, al->item); |
179 | /* These special arrows cost something extra. Don't have them also be magical - |
175 | /* These special arrows cost something extra. Don't have them also be magical - |
180 | * otherwise, in most cases, not enough will be created. I don't want to get into |
176 | * otherwise, in most cases, not enough will be created. I don't want to get into |
181 | * the parsing of having to do both plus and type. |
177 | * the parsing of having to do both plus and type. |
182 | */ |
178 | */ |
183 | bonus_plus = 1 + (al->item->value / 5); |
179 | bonus_plus = 1 + (al->item->value / 5); |
184 | missile_plus = 0; |
180 | missile_plus = 0; |
185 | } |
181 | } |
186 | else if (atoi (stringarg) < missile_plus) |
182 | else if (atoi (stringarg) < missile_plus) |
187 | missile_plus = atoi (stringarg); |
183 | missile_plus = atoi (stringarg); |
188 | } |
184 | } |
189 | |
185 | |
190 | if (missile_plus > 4) |
186 | missile_plus = clamp (missile_plus, -4, 4); |
191 | missile_plus = 4; |
|
|
192 | else if (missile_plus < -4) |
|
|
193 | missile_plus = -4; |
|
|
194 | |
187 | |
195 | missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); |
188 | missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); |
196 | missile->nrof -= 3 * (missile_plus + bonus_plus); |
189 | missile->nrof -= 3 * (missile_plus + bonus_plus); |
197 | |
190 | |
198 | if (missile->nrof < 1) |
191 | if (missile->nrof < 1) |
… | |
… | |
218 | { |
211 | { |
219 | int food_value; |
212 | int food_value; |
220 | archetype *at = NULL; |
213 | archetype *at = NULL; |
221 | object *new_op; |
214 | object *new_op; |
222 | |
215 | |
223 | food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); |
216 | food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob); |
224 | |
217 | |
225 | if (stringarg) |
218 | if (stringarg) |
226 | { |
219 | { |
227 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
220 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
228 | if (at == NULL) |
221 | if (at == NULL) |
229 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
222 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
230 | if (at == NULL || at->clone.stats.food > food_value) |
223 | if (at == NULL || at->stats.food > food_value) |
231 | stringarg = NULL; |
224 | stringarg = NULL; |
232 | } |
225 | } |
233 | |
226 | |
234 | if (!stringarg) |
227 | if (!stringarg) |
235 | { |
228 | { |
… | |
… | |
241 | * We don't use flesh types because the weight values of those need |
234 | * We don't use flesh types because the weight values of those need |
242 | * to be altered from the donor. |
235 | * to be altered from the donor. |
243 | */ |
236 | */ |
244 | |
237 | |
245 | /* We assume the food items don't have multiple parts */ |
238 | /* We assume the food items don't have multiple parts */ |
246 | for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) |
239 | for_all_archetypes (at_tmp) |
247 | { |
240 | { |
248 | if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) |
241 | if (at_tmp->type == FOOD || at_tmp->type == DRINK) |
249 | { |
242 | { |
250 | /* Basically, if the food value is something that is creatable |
243 | /* Basically, if the food value is something that is creatable |
251 | * under the limits of the spell and it is higher than |
244 | * under the limits of the spell and it is higher than |
252 | * the item we have now, take it instead. |
245 | * the item we have now, take it instead. |
253 | */ |
246 | */ |
254 | if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) |
247 | if (at_tmp->stats.food <= food_value |
|
|
248 | && (!at |
|
|
249 | || at_tmp->stats.food > at->stats.food |
|
|
250 | || (at_tmp->stats.food == at->stats.food |
|
|
251 | && at_tmp->weight < at->weight))) |
255 | at = at_tmp; |
252 | at = at_tmp; |
256 | } |
253 | } |
257 | } |
254 | } |
258 | } |
255 | } |
|
|
256 | |
259 | /* Pretty unlikely (there are some very low food items), but you never |
257 | /* Pretty unlikely (there are some very low food items), but you never |
260 | * know |
258 | * know |
261 | */ |
259 | */ |
262 | if (!at) |
260 | if (!at) |
263 | { |
261 | { |
264 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); |
262 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); |
265 | return 0; |
263 | return 0; |
266 | } |
264 | } |
267 | |
265 | |
268 | food_value /= at->clone.stats.food; |
266 | food_value /= at->stats.food; |
269 | new_op = arch_to_object (at); |
267 | new_op = arch_to_object (at); |
270 | new_op->nrof = food_value; |
268 | new_op->nrof = food_value; |
271 | |
269 | |
272 | new_op->value = 0; |
270 | new_op->value = 0; |
273 | if (new_op->nrof < 1) |
271 | if (new_op->nrof < 1) |
… | |
… | |
288 | if (!dir) |
286 | if (!dir) |
289 | { |
287 | { |
290 | examine_monster (op, op); |
288 | examine_monster (op, op); |
291 | return 1; |
289 | return 1; |
292 | } |
290 | } |
|
|
291 | |
293 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
292 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
294 | for (r = 1; r < maxrange; r++) |
293 | for (r = 1; r < maxrange; r++) |
295 | { |
294 | { |
296 | sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; |
295 | sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; |
297 | |
296 | |
… | |
… | |
317 | examine_monster (op, tmp); |
316 | examine_monster (op, tmp); |
318 | return 1; |
317 | return 1; |
319 | } |
318 | } |
320 | } |
319 | } |
321 | } |
320 | } |
|
|
321 | |
322 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
322 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
323 | return 1; |
323 | return 1; |
324 | } |
324 | } |
325 | |
|
|
326 | |
325 | |
327 | /* This checks to see if 'pl' is invisible to 'mon'. |
326 | /* This checks to see if 'pl' is invisible to 'mon'. |
328 | * does race check, undead check, etc |
327 | * does race check, undead check, etc |
329 | * Returns TRUE if mon can't see pl, false |
328 | * Returns TRUE if mon can't see pl, false |
330 | * otherwise. This doesn't check range, walls, etc. It |
329 | * otherwise. This doesn't check range, walls, etc. It |
… | |
… | |
332 | * pl is invisible. |
331 | * pl is invisible. |
333 | */ |
332 | */ |
334 | int |
333 | int |
335 | makes_invisible_to (object *pl, object *mon) |
334 | makes_invisible_to (object *pl, object *mon) |
336 | { |
335 | { |
337 | |
|
|
338 | if (!pl->invisible) |
336 | if (!pl->invisible) |
339 | return 0; |
337 | return 0; |
|
|
338 | |
340 | if (pl->type == PLAYER) |
339 | if (pl->type == PLAYER) |
341 | { |
340 | { |
342 | /* If race isn't set, then invisible unless it is undead */ |
341 | /* If race isn't set, then invisible unless it is undead */ |
343 | if (!pl->contr->invis_race) |
342 | if (!pl->contr->invis_race) |
344 | { |
343 | { |
345 | if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
344 | if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
346 | return 0; |
345 | return 0; |
|
|
346 | |
347 | return 1; |
347 | return 1; |
348 | } |
348 | } |
|
|
349 | |
349 | /* invis_race is set if we get here */ |
350 | /* invis_race is set if we get here */ |
350 | if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) |
351 | if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) |
351 | return 1; |
352 | return 1; |
|
|
353 | |
352 | /* No race, can't be invisible to it */ |
354 | /* No race, can't be invisible to it */ |
353 | if (!mon->race) |
355 | if (!mon->race) |
354 | return 0; |
356 | return 0; |
|
|
357 | |
355 | if (strstr (mon->race, pl->contr->invis_race)) |
358 | if (strstr (mon->race, pl->contr->invis_race)) |
356 | return 1; |
359 | return 1; |
|
|
360 | |
357 | /* Nothing matched above, return 0 */ |
361 | /* Nothing matched above, return 0 */ |
358 | return 0; |
362 | return 0; |
359 | } |
363 | } |
360 | else |
364 | else |
361 | { |
365 | { |
… | |
… | |
374 | * normal applies. |
378 | * normal applies. |
375 | */ |
379 | */ |
376 | int |
380 | int |
377 | cast_invisible (object *op, object *caster, object *spell_ob) |
381 | cast_invisible (object *op, object *caster, object *spell_ob) |
378 | { |
382 | { |
379 | object *tmp; |
|
|
380 | |
|
|
381 | if (op->invisible > 1000) |
383 | if (op->invisible > 1000) |
382 | { |
384 | { |
383 | new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); |
385 | new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); |
384 | return 0; |
386 | return 0; |
385 | } |
387 | } |
… | |
… | |
401 | else |
403 | else |
402 | op->contr->tmp_invis = 1; |
404 | op->contr->tmp_invis = 1; |
403 | |
405 | |
404 | op->contr->hidden = 0; |
406 | op->contr->hidden = 0; |
405 | } |
407 | } |
|
|
408 | |
406 | if (makes_invisible_to (op, op)) |
409 | if (makes_invisible_to (op, op)) |
407 | new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); |
410 | new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); |
408 | else |
411 | else |
409 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
412 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
410 | |
413 | |
411 | update_object (op, UP_OBJ_FACE); |
414 | update_object (op, UP_OBJ_CHANGE); |
412 | |
415 | |
413 | /* Only search the active objects - only these should actually do |
416 | /* Only search the active objects - only these should actually do |
414 | * harm to the player. |
417 | * harm to the player. |
415 | */ |
418 | */ |
416 | for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) |
419 | for_all_actives (tmp) |
417 | if (tmp->enemy == op) |
420 | if (tmp->enemy == op) |
418 | tmp->enemy = NULL; |
421 | tmp->enemy = 0; |
|
|
422 | |
419 | return 1; |
423 | return 1; |
420 | } |
424 | } |
421 | |
425 | |
422 | /* earth to dust spell. Basically destroys earthwalls in the area. |
426 | /* earth to dust spell. Basically destroys earthwalls in the area. |
423 | */ |
427 | */ |
… | |
… | |
451 | next = tmp->above; |
455 | next = tmp->above; |
452 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
456 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
453 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
457 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
454 | } |
458 | } |
455 | } |
459 | } |
|
|
460 | |
456 | return 1; |
461 | return 1; |
457 | } |
462 | } |
458 | |
|
|
459 | |
463 | |
460 | void |
464 | void |
461 | execute_word_of_recall (object *op) |
465 | execute_word_of_recall (object *op) |
462 | { |
466 | { |
463 | object *wor = op; |
467 | if (object *pl = op->in_player ()) |
464 | |
468 | { |
465 | while (op != NULL && op->type != PLAYER) |
469 | 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."); |
470 | new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); |
471 | else |
471 | else |
|
|
472 | { |
|
|
473 | // remove first so we do not call update_stats |
|
|
474 | op->remove (); |
472 | op->enter_exit (wor); |
475 | pl->enter_exit (op); |
|
|
476 | } |
|
|
477 | } |
473 | |
478 | |
474 | wor->destroy (); |
479 | op->destroy (); |
475 | } |
480 | } |
476 | |
481 | |
477 | /* Word of recall causes the player to return 'home'. |
482 | /* Word of recall causes the player to return 'home'. |
478 | * we put a force into the player object, so that there is a |
483 | * we put a force into the player object, so that there is a |
479 | * time delay effect. |
484 | * time delay effect. |
… | |
… | |
498 | { |
503 | { |
499 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
504 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
500 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
505 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
501 | return 0; |
506 | return 0; |
502 | } |
507 | } |
|
|
508 | |
503 | time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
509 | time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
504 | if (time < 1) |
510 | if (time < 1) |
505 | time = 1; |
511 | time = 1; |
506 | |
512 | |
507 | /* value of speed really doesn't make much difference, as long as it is |
513 | /* value of speed really doesn't make much difference, as long as it is |
… | |
… | |
515 | |
521 | |
516 | /* If we could take advantage of enter_player_savebed() here, it would be |
522 | /* If we could take advantage of enter_player_savebed() here, it would be |
517 | * nice, but until the map load fails, we can't. |
523 | * nice, but until the map load fails, we can't. |
518 | */ |
524 | */ |
519 | EXIT_PATH (dummy) = op->contr->savebed_map; |
525 | EXIT_PATH (dummy) = op->contr->savebed_map; |
520 | EXIT_X (dummy) = op->contr->bed_x; |
526 | EXIT_X (dummy) = op->contr->bed_x; |
521 | EXIT_Y (dummy) = op->contr->bed_y; |
527 | EXIT_Y (dummy) = op->contr->bed_y; |
522 | |
528 | |
523 | (void) insert_ob_in_ob (dummy, op); |
529 | op->insert (dummy); |
|
|
530 | |
524 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
531 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
|
|
532 | |
525 | return 1; |
533 | return 1; |
526 | } |
534 | } |
527 | |
535 | |
528 | /* cast_wonder |
536 | /* cast_wonder |
529 | * wonder is really just a spell that will likely cast another |
537 | * wonder is really just a spell that will likely cast another |
… | |
… | |
562 | } |
570 | } |
563 | |
571 | |
564 | int |
572 | int |
565 | perceive_self (object *op) |
573 | perceive_self (object *op) |
566 | { |
574 | { |
567 | char *cp = describe_item (op, op), buf[MAX_BUF]; |
575 | const char *cp = describe_item (op, op); |
568 | archetype *at = archetype::find (ARCH_DEPLETION); |
576 | archetype *at = archetype::find (ARCH_DEPLETION); |
569 | object *tmp; |
|
|
570 | int i; |
|
|
571 | |
577 | |
|
|
578 | dynbuf_text buf; |
|
|
579 | |
|
|
580 | if (player *pl = op->contr) |
|
|
581 | if (object *race = archetype::find (op->race)) |
|
|
582 | buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; |
|
|
583 | |
572 | tmp = find_god (determine_god (op)); |
584 | if (object *god = find_god (determine_god (op))) |
573 | if (tmp) |
585 | buf << "You worship " << &god->name << ".\n"; |
574 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name); |
|
|
575 | else |
586 | else |
576 | new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); |
587 | buf << "You worship no god.\n"; |
577 | |
588 | |
578 | tmp = present_arch_in_ob (at, op); |
589 | object *tmp = present_arch_in_ob (at, op); |
579 | |
590 | |
580 | if (*cp == '\0' && tmp == NULL) |
591 | if (*cp == '\0' && tmp == NULL) |
581 | new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); |
592 | buf << "You feel very mundane. "; |
582 | else |
593 | else |
583 | { |
594 | { |
584 | new_draw_info (NDI_UNIQUE, 0, op, "You have:"); |
595 | buf << "You have: " << cp << ".\n"; |
585 | new_draw_info (NDI_UNIQUE, 0, op, cp); |
596 | |
586 | if (tmp != NULL) |
597 | if (tmp) |
587 | { |
|
|
588 | for (i = 0; i < NUM_STATS; i++) |
598 | for (int i = 0; i < NUM_STATS; i++) |
589 | { |
599 | if (tmp->stats.stat (i) < 0) |
590 | if (get_attr_value (&tmp->stats, i) < 0) |
600 | buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); |
591 | { |
|
|
592 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); |
|
|
593 | } |
|
|
594 | } |
|
|
595 | } |
|
|
596 | } |
601 | } |
597 | |
602 | |
598 | if (is_dragon_pl (op)) |
603 | if (is_dragon_pl (op)) |
599 | { |
|
|
600 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
604 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
601 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
605 | for (tmp = op->inv; tmp; tmp = tmp->below) |
602 | { |
606 | { |
603 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
607 | if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) |
604 | { |
608 | { |
605 | if (tmp->stats.exp == 0) |
609 | if (tmp->stats.exp == 0) |
606 | { |
|
|
607 | sprintf (buf, "Your metabolism isn't focused on anything."); |
610 | buf << "Your metabolism isn't focused on anything.\n"; |
608 | } |
|
|
609 | else |
611 | else |
610 | { |
|
|
611 | sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); |
612 | buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; |
612 | } |
613 | |
613 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
614 | break; |
614 | break; |
615 | } |
615 | } |
616 | } |
616 | } |
617 | } |
|
|
618 | return 1; |
|
|
619 | } |
|
|
620 | |
617 | |
621 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
618 | buf << '\0'; // zero-terminate |
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 | |
619 | |
647 | /* Check to see if the map the player is currently on is a per player unique |
620 | new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ()); |
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 | |
621 | |
867 | return 1; |
622 | return 1; |
868 | } |
623 | } |
869 | |
624 | |
870 | /* This creates magic walls. Really, it can create most any object, |
625 | /* This creates magic walls. Really, it can create most any object, |
… | |
… | |
968 | new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); |
723 | new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); |
969 | return 0; |
724 | return 0; |
970 | } |
725 | } |
971 | |
726 | |
972 | /* If this is a spellcasting wall, need to insert the spell object */ |
727 | /* If this is a spellcasting wall, need to insert the spell object */ |
973 | if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
728 | if (tmp->other_arch && tmp->other_arch->type == SPELL) |
974 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
729 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
975 | |
730 | |
976 | /* This code causes the wall to extend some distance in |
731 | /* This code causes the wall to extend some distance in |
977 | * each direction, or until an obstruction is encountered. |
732 | * each direction, or until an obstruction is encountered. |
978 | * posblocked and negblocked help determine how far the |
733 | * posblocked and negblocked help determine how far the |
… | |
… | |
998 | { |
753 | { |
999 | object *tmp2 = tmp->clone (); |
754 | object *tmp2 = tmp->clone (); |
1000 | m->insert (tmp2, x, y, op); |
755 | m->insert (tmp2, x, y, op); |
1001 | |
756 | |
1002 | /* If this is a spellcasting wall, need to insert the spell object */ |
757 | /* If this is a spellcasting wall, need to insert the spell object */ |
1003 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
758 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1004 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
759 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1005 | |
760 | |
1006 | } |
761 | } |
1007 | else |
762 | else |
1008 | posblocked = 1; |
763 | posblocked = 1; |
… | |
… | |
1015 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
770 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
1016 | { |
771 | { |
1017 | object *tmp2 = tmp->clone (); |
772 | object *tmp2 = tmp->clone (); |
1018 | m->insert (tmp2, x, y, op); |
773 | m->insert (tmp2, x, y, op); |
1019 | |
774 | |
1020 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
775 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1021 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
776 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1022 | } |
777 | } |
1023 | else |
778 | else |
1024 | negblocked = 1; |
779 | negblocked = 1; |
1025 | } |
780 | } |
… | |
… | |
1141 | |
896 | |
1142 | op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
897 | op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
1143 | return 1; |
898 | return 1; |
1144 | } |
899 | } |
1145 | |
900 | |
1146 | |
|
|
1147 | /* cast_heal: Heals something. |
901 | /* cast_heal: Heals something. |
1148 | * op is the caster. |
902 | * op is the caster. |
1149 | * dir is the direction he is casting it in. |
903 | * dir is the direction he is casting it in. |
1150 | * spell is the spell object. |
904 | * spell is the spell object. |
1151 | */ |
905 | */ |
… | |
… | |
1157 | object *poison; |
911 | object *poison; |
1158 | int heal = 0, success = 0; |
912 | int heal = 0, success = 0; |
1159 | |
913 | |
1160 | tmp = find_target_for_friendly_spell (op, dir); |
914 | tmp = find_target_for_friendly_spell (op, dir); |
1161 | |
915 | |
1162 | if (tmp == NULL) |
916 | if (!tmp) |
1163 | return 0; |
917 | return 0; |
1164 | |
918 | |
1165 | /* Figure out how many hp this spell might cure. |
919 | /* Figure out how many hp this spell might cure. |
1166 | * could be zero if this spell heals effects, not damage. |
920 | * could be zero if this spell heals effects, not damage. |
1167 | */ |
921 | */ |
… | |
… | |
1170 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
924 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
1171 | |
925 | |
1172 | if (heal) |
926 | if (heal) |
1173 | { |
927 | { |
1174 | if (tmp->stats.hp >= tmp->stats.maxhp) |
928 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1175 | { |
|
|
1176 | new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
929 | new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
1177 | } |
|
|
1178 | else |
930 | else |
1179 | { |
931 | { |
1180 | /* See how many points we actually heal. Instead of messages |
932 | /* See how many points we actually heal. Instead of messages |
1181 | * based on type of spell, we instead do messages based |
933 | * based on type of spell, we instead do messages based |
1182 | * on amount of damage healed. |
934 | * on amount of damage healed. |
1183 | */ |
935 | */ |
1184 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
936 | if (heal > tmp->stats.maxhp - tmp->stats.hp) |
1185 | heal = tmp->stats.maxhp - tmp->stats.hp; |
937 | heal = tmp->stats.maxhp - tmp->stats.hp; |
|
|
938 | |
1186 | tmp->stats.hp += heal; |
939 | tmp->stats.hp += heal; |
1187 | |
940 | |
1188 | if (tmp->stats.hp >= tmp->stats.maxhp) |
941 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1189 | { |
|
|
1190 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
942 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1191 | } |
|
|
1192 | else if (heal > 50) |
943 | else if (heal > 50) |
1193 | { |
|
|
1194 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
944 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1195 | } |
|
|
1196 | else if (heal > 25) |
945 | else if (heal > 25) |
1197 | { |
|
|
1198 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
946 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1199 | } |
|
|
1200 | else if (heal > 10) |
947 | else if (heal > 10) |
1201 | { |
|
|
1202 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
948 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
1203 | } |
|
|
1204 | else |
949 | else |
1205 | { |
|
|
1206 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
950 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
1207 | } |
951 | |
1208 | success = 1; |
952 | success = 1; |
1209 | } |
953 | } |
1210 | } |
954 | } |
|
|
955 | |
1211 | if (spell->attacktype & AT_DISEASE) |
956 | if (spell->attacktype & AT_DISEASE) |
1212 | if (cure_disease (tmp, op)) |
957 | if (cure_disease (tmp, op, spell)) |
1213 | success = 1; |
958 | success = 1; |
1214 | |
959 | |
1215 | if (spell->attacktype & AT_POISON) |
960 | if (spell->attacktype & AT_POISON) |
1216 | { |
961 | { |
1217 | at = archetype::find ("poisoning"); |
962 | at = archetype::find ("poisoning"); |
… | |
… | |
1221 | success = 1; |
966 | success = 1; |
1222 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
967 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1223 | poison->stats.food = 1; |
968 | poison->stats.food = 1; |
1224 | } |
969 | } |
1225 | } |
970 | } |
|
|
971 | |
1226 | if (spell->attacktype & AT_CONFUSION) |
972 | if (spell->attacktype & AT_CONFUSION) |
1227 | { |
973 | { |
1228 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
974 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1229 | if (poison) |
975 | if (poison) |
1230 | { |
976 | { |
1231 | success = 1; |
977 | success = 1; |
1232 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
978 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1233 | poison->duration = 1; |
979 | poison->duration = 1; |
1234 | } |
980 | } |
1235 | } |
981 | } |
|
|
982 | |
1236 | if (spell->attacktype & AT_BLIND) |
983 | if (spell->attacktype & AT_BLIND) |
1237 | { |
984 | { |
1238 | at = archetype::find ("blindness"); |
985 | at = archetype::find ("blindness"); |
1239 | poison = present_arch_in_ob (at, tmp); |
986 | poison = present_arch_in_ob (at, tmp); |
1240 | if (poison) |
987 | if (poison) |
… | |
… | |
1242 | success = 1; |
989 | success = 1; |
1243 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
990 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
1244 | poison->stats.food = 1; |
991 | poison->stats.food = 1; |
1245 | } |
992 | } |
1246 | } |
993 | } |
|
|
994 | |
1247 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
995 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
1248 | { |
996 | { |
1249 | tmp->stats.sp += spell->last_sp; |
997 | tmp->stats.sp += spell->last_sp; |
1250 | if (tmp->stats.sp > tmp->stats.maxsp) |
998 | if (tmp->stats.sp > tmp->stats.maxsp) |
1251 | tmp->stats.sp = tmp->stats.maxsp; |
999 | tmp->stats.sp = tmp->stats.maxsp; |
1252 | success = 1; |
1000 | success = 1; |
1253 | new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
1001 | new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
1254 | } |
1002 | } |
|
|
1003 | |
1255 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1004 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1256 | { |
1005 | { |
1257 | tmp->stats.grace += spell->last_grace; |
1006 | tmp->stats.grace += spell->last_grace; |
1258 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1007 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1259 | tmp->stats.grace = tmp->stats.maxgrace; |
1008 | tmp->stats.grace = tmp->stats.maxgrace; |
1260 | success = 1; |
1009 | success = 1; |
1261 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
1010 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
1262 | } |
1011 | } |
|
|
1012 | |
1263 | if (spell->stats.food && tmp->stats.food < 999) |
1013 | if (spell->stats.food && tmp->stats.food < 999) |
1264 | { |
1014 | { |
1265 | tmp->stats.food += spell->stats.food; |
1015 | tmp->stats.food += spell->stats.food; |
|
|
1016 | |
1266 | if (tmp->stats.food > 999) |
1017 | if (tmp->stats.food > 999) |
1267 | tmp->stats.food = 999; |
1018 | tmp->stats.food = 999; |
|
|
1019 | |
1268 | success = 1; |
1020 | success = 1; |
1269 | /* We could do something a bit better like the messages for healing above */ |
1021 | /* 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"); |
1022 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1271 | } |
1023 | } |
|
|
1024 | |
1272 | return success; |
1025 | return success; |
1273 | } |
1026 | } |
1274 | |
|
|
1275 | |
1027 | |
1276 | /* This is used for the spells that gain stats. There are no spells |
1028 | /* 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 |
1029 | * right now that icnrease wis/int/pow on a temp basis, so no |
1278 | * good comments for those. |
1030 | * good comments for those. |
1279 | */ |
1031 | */ |
1280 | static const char *const no_gain_msgs[NUM_STATS] = { |
1032 | static const char *const no_gain_msgs[NUM_STATS] = { |
1281 | "You grow no stronger.", |
1033 | "You grow no stronger.", |
1282 | "You grow no more agile.", |
1034 | "You grow no more agile.", |
1283 | "You don't feel any healthier.", |
1035 | "You don't feel any healthier.", |
1284 | "no wis", |
1036 | "You didn't grow any more intelligent.", |
|
|
1037 | "You do not feel any wiser.", |
|
|
1038 | "You don't feel any more powerful." |
1285 | "You are no easier to look at.", |
1039 | "You are no easier to look at.", |
1286 | "no int", |
|
|
1287 | "no pow" |
|
|
1288 | }; |
1040 | }; |
1289 | |
1041 | |
1290 | int |
1042 | int |
1291 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1043 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1292 | { |
1044 | { |
… | |
… | |
1343 | } |
1095 | } |
1344 | else |
1096 | else |
1345 | { |
1097 | { |
1346 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1098 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1347 | } |
1099 | } |
|
|
1100 | |
1348 | return 1; |
1101 | return 1; |
1349 | } |
1102 | } |
|
|
1103 | |
1350 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1104 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1351 | force->speed = 1.0; |
1105 | force->speed = 1.0; |
1352 | force->speed_left = -1.0; |
1106 | force->speed_left = -1.0; |
1353 | SET_FLAG (force, FLAG_APPLIED); |
1107 | SET_FLAG (force, FLAG_APPLIED); |
1354 | |
1108 | |
… | |
… | |
1360 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1114 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1361 | if (force->resist[i] > 100) |
1115 | if (force->resist[i] > 100) |
1362 | force->resist[i] = 100; |
1116 | force->resist[i] = 100; |
1363 | } |
1117 | } |
1364 | } |
1118 | } |
|
|
1119 | |
1365 | if (spell_ob->stats.hp) |
1120 | if (spell_ob->stats.hp) |
1366 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1121 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1367 | |
1122 | |
1368 | if (tmp->type == PLAYER) |
1123 | if (tmp->type == PLAYER) |
1369 | { |
1124 | { |
1370 | /* Stat adjustment spells */ |
1125 | /* Stat adjustment spells */ |
1371 | for (i = 0; i < NUM_STATS; i++) |
1126 | for (i = 0; i < NUM_STATS; i++) |
1372 | { |
1127 | { |
1373 | sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; |
1128 | if (sint8 stat = spell_ob->stats.stat (i)) |
1374 | |
|
|
1375 | if (stat) |
|
|
1376 | { |
1129 | { |
1377 | sm = 0; |
1130 | sint8 sm = 0; |
1378 | for (k = 0; k < stat; k++) |
1131 | for (sint8 k = 0; k < stat; k++) |
1379 | sm += rndm (1, 3); |
1132 | sm += rndm (1, 3); |
1380 | |
1133 | |
1381 | if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) |
1134 | if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1382 | { |
1135 | sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1383 | sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); |
1136 | |
1384 | if (sm < 0) |
1137 | force->stats.stat (i) = sm; |
1385 | sm = 0; |
1138 | |
1386 | } |
|
|
1387 | set_attr_value (&force->stats, i, sm); |
|
|
1388 | if (!sm) |
1139 | if (!sm) |
1389 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1140 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1390 | } |
1141 | } |
1391 | } |
1142 | } |
1392 | } |
1143 | } |
… | |
… | |
1413 | force->attacktype = spell_ob->attacktype; |
1164 | force->attacktype = spell_ob->attacktype; |
1414 | |
1165 | |
1415 | insert_ob_in_ob (force, tmp); |
1166 | insert_ob_in_ob (force, tmp); |
1416 | change_abil (tmp, force); /* Mostly to display any messages */ |
1167 | change_abil (tmp, force); /* Mostly to display any messages */ |
1417 | tmp->update_stats (); |
1168 | tmp->update_stats (); |
|
|
1169 | |
1418 | return 1; |
1170 | return 1; |
1419 | } |
1171 | } |
1420 | |
1172 | |
1421 | /* This used to be part of cast_change_ability, but it really didn't make |
1173 | /* 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 |
1174 | * a lot of sense, since most of the values it derives are from the god |
1423 | * of the caster. |
1175 | * of the caster. |
1424 | */ |
1176 | */ |
1425 | |
|
|
1426 | int |
1177 | int |
1427 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1178 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1428 | { |
1179 | { |
1429 | int i; |
1180 | int i; |
1430 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
1181 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
… | |
… | |
1525 | insert_ob_in_ob (force, tmp); |
1276 | insert_ob_in_ob (force, tmp); |
1526 | tmp->update_stats (); |
1277 | tmp->update_stats (); |
1527 | return 1; |
1278 | return 1; |
1528 | } |
1279 | } |
1529 | |
1280 | |
1530 | |
|
|
1531 | |
|
|
1532 | /* Alchemy code by Mark Wedel |
1281 | /* Alchemy code by Mark Wedel |
1533 | * |
1282 | * |
1534 | * This code adds a new spell, called alchemy. Alchemy will turn |
1283 | * This code adds a new spell, called alchemy. Alchemy will turn |
1535 | * objects to gold nuggets, the value of the gold nuggets being |
1284 | * objects to pyrite ("false gold"), henceforth called gold nuggets. |
1536 | * about 90% of that of the item itself. It uses the value of the |
|
|
1537 | * object before charisma adjustments, because the nuggets themselves |
|
|
1538 | * will be will be adjusted by charisma when sold. |
|
|
1539 | * |
1285 | * |
1540 | * Large nuggets are worth 25 gp each (base). You will always get |
1286 | * The value of the gold nuggets being about 90% of that of the item |
1541 | * the maximum number of large nuggets you could get. |
1287 | * itself. It uses the value of the object before charisma adjustments, |
1542 | * Small nuggets are worth 1 gp each (base). You will get from 0 |
1288 | * because the nuggets themselves will be will be adjusted by charisma |
1543 | * to the max amount of small nuggets as you could get. |
1289 | * when sold. |
1544 | * |
|
|
1545 | * For example, if an item is worth 110 gold, you will get |
|
|
1546 | * 4 large nuggets, and from 0-10 small nuggets. |
|
|
1547 | * |
1290 | * |
1548 | * There is also a chance (1:30) that you will get nothing at all |
1291 | * 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 |
1292 | * for the object. There is also a maximum weight that will be |
1550 | * alchemied. |
1293 | * alchemised. |
1551 | */ |
1294 | */ |
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 |
1295 | static void |
1561 | alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) |
1296 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1562 | { |
1297 | { |
1563 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1298 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1564 | |
1299 | |
1565 | /* Give third price when we alchemy money (This should hopefully |
1300 | /* Give third price when we alchemy money (this should hopefully |
1566 | * make it so that it isn't worth it to alchemy money, sell |
1301 | * make it so that it isn't worth it to alchemy money, sell |
1567 | * the nuggets, alchemy the gold from that, etc. |
1302 | * the nuggets, alchemy the gold from that, etc. |
1568 | * Otherwise, give 9 silver on the gold for other objects, |
1303 | * Otherwise, give 9 silver on the gold for other objects, |
1569 | * so that it would still be more affordable to haul |
1304 | * so that it would still be more affordable to haul |
1570 | * the stuff back to town. |
1305 | * the stuff back to town. |
1571 | */ |
1306 | */ |
1572 | |
|
|
1573 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1307 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1574 | value = 0; |
1308 | value = 0; |
1575 | else if (obj->type == MONEY || obj->type == GEM) |
1309 | else if (obj->type == MONEY || obj->type == GEM) |
1576 | value /= 3; |
1310 | value /= 3; |
1577 | else |
1311 | else |
1578 | value = (value * 9) / 10; |
1312 | value = value * 9 / 10; |
1579 | |
1313 | |
1580 | value /= 4; // fix by GHJ, don't understand, pcg |
|
|
1581 | |
|
|
1582 | if ((obj->value > 0) && rndm (0, 29)) |
1314 | if (obj->value > 0 && rndm (0, 29)) |
1583 | { |
1315 | total_value += value; |
1584 | int count; |
|
|
1585 | |
1316 | |
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; |
1317 | total_weight += obj->total_weight (); |
|
|
1318 | |
1606 | obj->destroy (); |
1319 | obj->destroy (); |
1607 | } |
1320 | } |
1608 | |
1321 | |
1609 | static void |
|
|
1610 | update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) |
|
|
1611 | { |
|
|
1612 | object *tmp; |
|
|
1613 | int flag = 0; |
|
|
1614 | |
|
|
1615 | /* Put any nuggets below the player, but we can only pass this |
|
|
1616 | * flag if we are on the same space as the player |
|
|
1617 | */ |
|
|
1618 | if (x == op->x && y == op->y && op->map == m) |
|
|
1619 | flag = INS_BELOW_ORIGINATOR; |
|
|
1620 | |
|
|
1621 | if (small_nuggets) |
|
|
1622 | { |
|
|
1623 | tmp = small->clone (); |
|
|
1624 | tmp->nrof = small_nuggets; |
|
|
1625 | m->insert (tmp, x, y, op, flag); |
|
|
1626 | } |
|
|
1627 | |
|
|
1628 | if (large_nuggets) |
|
|
1629 | { |
|
|
1630 | tmp = large->clone (); |
|
|
1631 | tmp->nrof = large_nuggets; |
|
|
1632 | m->insert (tmp, x, y, op, flag); |
|
|
1633 | } |
|
|
1634 | } |
|
|
1635 | |
|
|
1636 | int |
1322 | int |
1637 | alchemy (object *op, object *caster, object *spell_ob) |
1323 | alchemy (object *op, object *caster, object *spell_ob) |
1638 | { |
1324 | { |
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) |
1325 | if (op->type != PLAYER) |
1645 | return 0; |
1326 | return 0; |
1646 | |
1327 | |
|
|
1328 | archetype *nugget[3]; |
|
|
1329 | |
|
|
1330 | nugget[0] = archetype::find ("pyrite3"); |
|
|
1331 | nugget[1] = archetype::find ("pyrite2"); |
|
|
1332 | nugget[2] = archetype::find ("pyrite"); |
|
|
1333 | |
1647 | /* Put a maximum weight of items that can be alchemied. Limits the power |
1334 | /* 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 |
1335 | * some, and also prevents people from alchemising every table/chair/clock |
1649 | * in sight |
1336 | * in sight |
1650 | */ |
1337 | */ |
1651 | weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); |
1338 | int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1652 | weight_max *= 1000; |
1339 | int weight_max = duration * 1000; |
1653 | small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); |
1340 | uint64 value_max = duration * 1000; |
1654 | |
1341 | |
|
|
1342 | int weight = 0; |
|
|
1343 | |
1655 | for (y = op->y - 1; y <= op->y + 1; y++) |
1344 | for (int y = op->y - 1; y <= op->y + 1; y++) |
1656 | { |
1345 | { |
1657 | for (x = op->x - 1; x <= op->x + 1; x++) |
1346 | for (int x = op->x - 1; x <= op->x + 1; x++) |
1658 | { |
1347 | { |
|
|
1348 | uint64 value = 0; |
|
|
1349 | |
1659 | nx = x; |
1350 | sint16 nx = x; |
1660 | ny = y; |
1351 | sint16 ny = y; |
1661 | |
1352 | |
1662 | mp = op->map; |
1353 | maptile *mp = op->map; |
1663 | |
1354 | |
1664 | mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1355 | int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1665 | |
1356 | |
1666 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1357 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1667 | continue; |
1358 | continue; |
1668 | |
1359 | |
1669 | /* Treat alchemy a little differently - most spell effects |
1360 | /* Treat alchemy a little differently - most spell effects |
… | |
… | |
1671 | * ground level effect. |
1362 | * ground level effect. |
1672 | */ |
1363 | */ |
1673 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1364 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1674 | continue; |
1365 | continue; |
1675 | |
1366 | |
1676 | small_nuggets = 0; |
1367 | 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 | { |
1368 | { |
1681 | next = tmp->above; |
1369 | next = tmp->above; |
|
|
1370 | |
1682 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1371 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1683 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1372 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1684 | { |
1373 | { |
1685 | |
|
|
1686 | if (tmp->inv) |
1374 | if (tmp->inv) |
1687 | { |
1375 | { |
1688 | object *next1, *tmp1; |
1376 | object *next1, *tmp1; |
1689 | |
1377 | |
1690 | for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) |
1378 | for (tmp1 = tmp->inv; tmp1; tmp1 = next1) |
1691 | { |
1379 | { |
1692 | next1 = tmp1->below; |
1380 | next1 = tmp1->below; |
1693 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1381 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1694 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1382 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1695 | alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); |
1383 | alchemy_object (tmp1, value, weight); |
1696 | } |
1384 | } |
1697 | } |
1385 | } |
|
|
1386 | |
1698 | alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); |
1387 | alchemy_object (tmp, value, weight); |
1699 | |
1388 | |
1700 | if (weight > weight_max) |
1389 | if (weight > weight_max) |
1701 | { |
1390 | break; |
1702 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
|
|
1703 | large->destroy (); |
|
|
1704 | small->destroy (); |
|
|
1705 | return 1; |
|
|
1706 | } |
1391 | } |
1707 | } /* is alchemable object */ |
|
|
1708 | } /* process all objects on this space */ |
|
|
1709 | |
|
|
1710 | /* Insert all the nuggets at one time. This probably saves time, but |
|
|
1711 | * it also prevents us from alcheming nuggets that were just created |
|
|
1712 | * with this spell. |
|
|
1713 | */ |
1392 | } |
1714 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
1393 | |
|
|
1394 | value -= rndm (value >> 4); |
|
|
1395 | value = min (value, value_max); |
|
|
1396 | |
|
|
1397 | for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) |
|
|
1398 | if (int nrof = value / nugget [i]->value) |
|
|
1399 | { |
|
|
1400 | value -= nrof * nugget[i]->value; |
|
|
1401 | |
|
|
1402 | object *tmp = arch_to_object (nugget[i]); |
|
|
1403 | tmp->nrof = nrof; |
|
|
1404 | tmp->flag [FLAG_IDENTIFIED] = true; |
|
|
1405 | op->map->insert (tmp, x, y, op, 0); |
1715 | } |
1406 | } |
1716 | } |
|
|
1717 | |
1407 | |
1718 | large->destroy (); |
1408 | if (weight > weight_max) |
1719 | small->destroy (); |
1409 | goto bailout; |
1720 | /* reset this so that if player standing on a big pile of stuff, |
1410 | } |
1721 | * it is redrawn properly. |
1411 | } |
1722 | */ |
1412 | |
1723 | op->contr->ns->look_position = 0; |
1413 | bailout: |
1724 | return 1; |
1414 | return 1; |
1725 | } |
1415 | } |
1726 | |
1416 | |
1727 | |
1417 | |
1728 | /* This function removes the cursed/damned status on equipped |
1418 | /* This function removes the cursed/damned status on equipped |
… | |
… | |
1755 | } |
1445 | } |
1756 | |
1446 | |
1757 | if (op->type == PLAYER) |
1447 | if (op->type == PLAYER) |
1758 | { |
1448 | { |
1759 | if (success) |
1449 | if (success) |
1760 | { |
|
|
1761 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1450 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1762 | } |
|
|
1763 | else |
1451 | else |
1764 | { |
1452 | { |
1765 | if (was_one) |
1453 | if (was_one) |
1766 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1454 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1767 | else |
1455 | else |
… | |
… | |
1771 | |
1459 | |
1772 | return success; |
1460 | return success; |
1773 | } |
1461 | } |
1774 | |
1462 | |
1775 | /* Identifies objects in the players inventory/on the ground */ |
1463 | /* Identifies objects in the players inventory/on the ground */ |
1776 | |
|
|
1777 | int |
1464 | int |
1778 | cast_identify (object *op, object *caster, object *spell) |
1465 | cast_identify (object *op, object *caster, object *spell) |
1779 | { |
1466 | { |
|
|
1467 | dynbuf_text buf; |
1780 | object *tmp; |
1468 | object *tmp; |
1781 | int success = 0, num_ident; |
|
|
1782 | |
1469 | |
1783 | num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1470 | int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1784 | |
1471 | |
1785 | if (num_ident < 1) |
1472 | if (num_ident < 1) |
1786 | num_ident = 1; |
1473 | num_ident = 1; |
1787 | |
1474 | |
1788 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1475 | for (tmp = op->inv; tmp; tmp = tmp->below) |
… | |
… | |
1791 | { |
1478 | { |
1792 | identify (tmp); |
1479 | identify (tmp); |
1793 | |
1480 | |
1794 | if (op->type == PLAYER) |
1481 | if (op->type == PLAYER) |
1795 | { |
1482 | { |
1796 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); |
1483 | buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); |
1797 | |
1484 | |
1798 | if (tmp->msg) |
1485 | if (tmp->msg) |
1799 | { |
1486 | buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; |
1800 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
|
|
1801 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
|
|
1802 | } |
|
|
1803 | } |
1487 | } |
1804 | |
1488 | |
1805 | num_ident--; |
1489 | num_ident--; |
1806 | success = 1; |
|
|
1807 | if (!num_ident) |
1490 | if (!num_ident) |
1808 | break; |
1491 | break; |
1809 | } |
1492 | } |
1810 | } |
1493 | } |
1811 | |
1494 | |
… | |
… | |
1813 | * stuff on the floor. Only identify stuff on the floor if the spell |
1496 | * stuff on the floor. Only identify stuff on the floor if the spell |
1814 | * was not fully used. |
1497 | * was not fully used. |
1815 | */ |
1498 | */ |
1816 | if (num_ident) |
1499 | if (num_ident) |
1817 | { |
1500 | { |
1818 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
1501 | 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)) |
1502 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1820 | { |
1503 | { |
1821 | identify (tmp); |
1504 | identify (tmp); |
1822 | |
1505 | |
1823 | if (op->type == PLAYER) |
1506 | if (op->type == PLAYER) |
1824 | { |
1507 | { |
1825 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); |
1508 | buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op)); |
1826 | |
1509 | |
1827 | if (tmp->msg) |
1510 | if (tmp->msg) |
1828 | { |
1511 | buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; |
1829 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
|
|
1830 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
|
|
1831 | } |
|
|
1832 | |
1512 | |
1833 | esrv_send_item (op, tmp); |
1513 | esrv_send_item (op, tmp); |
1834 | } |
1514 | } |
1835 | |
1515 | |
1836 | num_ident--; |
1516 | num_ident--; |
1837 | success = 1; |
|
|
1838 | if (!num_ident) |
1517 | if (!num_ident) |
1839 | break; |
1518 | break; |
1840 | } |
1519 | } |
1841 | } |
1520 | } |
1842 | |
1521 | |
1843 | if (!success) |
1522 | if (buf.empty ()) |
1844 | new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); |
1523 | { |
|
|
1524 | op->failmsg ("You can't reach anything unidentified."); |
|
|
1525 | return 0; |
|
|
1526 | } |
1845 | else |
1527 | else |
|
|
1528 | { |
|
|
1529 | if (op->contr) |
|
|
1530 | op->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
|
1531 | |
1846 | spell_effect (spell, op->x, op->y, op->map, op); |
1532 | spell_effect (spell, op->x, op->y, op->map, op); |
1847 | |
1533 | return 1; |
1848 | return success; |
1534 | } |
1849 | } |
1535 | } |
1850 | |
1536 | |
1851 | int |
1537 | int |
1852 | cast_detection (object *op, object *caster, object *spell, object *skill) |
1538 | cast_detection (object *op, object *caster, object *spell, object *skill) |
1853 | { |
1539 | { |
… | |
… | |
2180 | /* Basically, if the object is magical and not counterspell, |
1866 | /* Basically, if the object is magical and not counterspell, |
2181 | * we will more or less remove the object. Don't counterspell |
1867 | * we will more or less remove the object. Don't counterspell |
2182 | * monsters either. |
1868 | * monsters either. |
2183 | */ |
1869 | */ |
2184 | |
1870 | |
2185 | if (head->attacktype & AT_MAGIC && |
1871 | if (head->attacktype & AT_MAGIC |
2186 | !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) |
1872 | && !(head->attacktype & AT_COUNTERSPELL) |
|
|
1873 | && !QUERY_FLAG (head, FLAG_MONSTER) |
|
|
1874 | && (op->level > head->level)) |
2187 | head->destroy (); |
1875 | head->destroy (); |
2188 | else |
1876 | else |
2189 | switch (head->type) |
1877 | switch (head->type) |
2190 | { |
1878 | { |
2191 | case SPELL_EFFECT: |
1879 | case SPELL_EFFECT: |
|
|
1880 | // XXX: Don't affect floor spelleffects. See also XXX comment |
|
|
1881 | // about sanctuary in spell_util.C |
|
|
1882 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
1883 | continue; |
|
|
1884 | |
2192 | if (op->level > head->level) |
1885 | if (op->level > head->level) |
2193 | head->destroy (); |
1886 | head->destroy (); |
2194 | |
1887 | |
2195 | break; |
1888 | break; |
2196 | |
1889 | |
… | |
… | |
2263 | * This code was very odd - code early on would only let players use the spell, |
1956 | * 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 |
1957 | * 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 |
1958 | * that only let players use it was correct, and removed all the other |
2266 | * player checks. MSW 2003-01-06 |
1959 | * player checks. MSW 2003-01-06 |
2267 | */ |
1960 | */ |
2268 | |
|
|
2269 | int |
1961 | int |
2270 | animate_weapon (object *op, object *caster, object *spell, int dir) |
1962 | animate_weapon (object *op, object *caster, object *spell, int dir) |
2271 | { |
1963 | { |
2272 | object *weapon, *tmp; |
1964 | object *weapon, *tmp; |
2273 | char buf[MAX_BUF]; |
1965 | char buf[MAX_BUF]; |
2274 | int a, i; |
1966 | int a, i; |
2275 | sint16 x, y; |
1967 | sint16 x, y; |
2276 | maptile *m; |
1968 | maptile *m; |
2277 | materialtype_t *mt; |
|
|
2278 | |
1969 | |
2279 | if (!spell->other_arch) |
1970 | if (!spell->other_arch) |
2280 | { |
1971 | { |
2281 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
1972 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
2282 | LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); |
1973 | LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); |
… | |
… | |
2285 | /* exit if it's not a player using this spell. */ |
1976 | /* exit if it's not a player using this spell. */ |
2286 | if (op->type != PLAYER) |
1977 | if (op->type != PLAYER) |
2287 | return 0; |
1978 | return 0; |
2288 | |
1979 | |
2289 | /* if player already has a golem, abort */ |
1980 | /* if player already has a golem, abort */ |
2290 | if (op->contr->ranges[range_golem]) |
1981 | if (object *golem = op->contr->golem) |
2291 | { |
1982 | { |
2292 | control_golem (op->contr->ranges[range_golem], dir); |
1983 | control_golem (golem, dir); |
2293 | return 0; |
1984 | return 0; |
2294 | } |
1985 | } |
2295 | |
1986 | |
2296 | /* if no direction specified, pick one */ |
1987 | /* if no direction specified, pick one */ |
2297 | if (!dir) |
1988 | if (!dir) |
… | |
… | |
2301 | x = op->x + freearr_x[dir]; |
1992 | x = op->x + freearr_x[dir]; |
2302 | y = op->y + freearr_y[dir]; |
1993 | y = op->y + freearr_y[dir]; |
2303 | |
1994 | |
2304 | /* if there's no place to put the golem, abort */ |
1995 | /* if there's no place to put the golem, abort */ |
2305 | if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || |
1996 | if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || |
2306 | ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) |
1997 | ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) |
2307 | { |
1998 | { |
2308 | new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
1999 | new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
2309 | return 0; |
2000 | return 0; |
2310 | } |
2001 | } |
2311 | |
2002 | |
… | |
… | |
2315 | if (!weapon) |
2006 | if (!weapon) |
2316 | { |
2007 | { |
2317 | new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2008 | new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2318 | return 0; |
2009 | return 0; |
2319 | } |
2010 | } |
2320 | if (spell->race && strcmp (weapon->arch->name, spell->race)) |
2011 | if (spell->race && strcmp (weapon->arch->archname, spell->race)) |
2321 | { |
2012 | { |
2322 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); |
2013 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); |
2323 | return 0; |
2014 | return 0; |
2324 | } |
2015 | } |
2325 | if (weapon->type != WEAPON) |
2016 | if (weapon->type != WEAPON) |
… | |
… | |
2343 | /* create the golem object */ |
2034 | /* create the golem object */ |
2344 | tmp = arch_to_object (spell->other_arch); |
2035 | tmp = arch_to_object (spell->other_arch); |
2345 | |
2036 | |
2346 | /* if animated by a player, give the player control of the golem */ |
2037 | /* if animated by a player, give the player control of the golem */ |
2347 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2038 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2348 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
2349 | tmp->stats.exp = 0; |
2039 | tmp->stats.exp = 0; |
2350 | add_friendly_object (tmp); |
2040 | add_friendly_object (tmp); |
2351 | tmp->type = GOLEM; |
2041 | tmp->type = GOLEM; |
2352 | tmp->set_owner (op); |
2042 | tmp->set_owner (op); |
|
|
2043 | op->contr->golem = tmp; |
2353 | set_spell_skill (op, caster, spell, tmp); |
2044 | set_spell_skill (op, caster, spell, tmp); |
2354 | op->contr->ranges[range_golem] = tmp; |
|
|
2355 | op->contr->shoottype = range_golem; |
|
|
2356 | |
2045 | |
2357 | /* Give the weapon to the golem now. A bit of a hack to check the |
2046 | /* 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 |
2047 | * removed flag - it should only be set if get_split_object was |
2359 | * used above. |
2048 | * used above. |
2360 | */ |
2049 | */ |
2361 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2050 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2362 | weapon->remove (); |
2051 | weapon->remove (); |
|
|
2052 | |
2363 | insert_ob_in_ob (weapon, tmp); |
2053 | insert_ob_in_ob (weapon, tmp); |
2364 | esrv_send_item (op, weapon); |
2054 | esrv_send_item (op, weapon); |
2365 | /* To do everything necessary to let a golem use the weapon is a pain, |
2055 | /* 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 |
2056 | * so instead, just set it as equipped (otherwise, we need to update |
2367 | * body_info, skills, etc) |
2057 | * body_info, skills, etc) |
… | |
… | |
2395 | |
2085 | |
2396 | /* attacktype */ |
2086 | /* attacktype */ |
2397 | if (!tmp->attacktype) |
2087 | if (!tmp->attacktype) |
2398 | tmp->attacktype = AT_PHYSICAL; |
2088 | tmp->attacktype = AT_PHYSICAL; |
2399 | |
2089 | |
2400 | mt = NULL; |
|
|
2401 | if (op->materialname != NULL) |
|
|
2402 | mt = name_to_material (op->materialname); |
2090 | if (materialtype_t *mt = name_to_material (op->materialname)) |
2403 | if (mt != NULL) |
|
|
2404 | { |
2091 | { |
2405 | for (i = 0; i < NROFATTACKS; i++) |
2092 | for (i = 0; i < NROFATTACKS; i++) |
2406 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2093 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2407 | a = mt->save[0]; |
2094 | a = mt->save[0]; |
2408 | } |
2095 | } |
… | |
… | |
2410 | { |
2097 | { |
2411 | for (i = 0; i < NROFATTACKS; i++) |
2098 | for (i = 0; i < NROFATTACKS; i++) |
2412 | tmp->resist[i] = 5; |
2099 | tmp->resist[i] = 5; |
2413 | a = 10; |
2100 | a = 10; |
2414 | } |
2101 | } |
|
|
2102 | |
2415 | /* Set weapon's immunity */ |
2103 | /* Set weapon's immunity */ |
2416 | tmp->resist[ATNR_CONFUSION] = 100; |
2104 | tmp->resist[ATNR_CONFUSION] = 100; |
2417 | tmp->resist[ATNR_POISON] = 100; |
2105 | tmp->resist[ATNR_POISON] = 100; |
2418 | tmp->resist[ATNR_SLOW] = 100; |
2106 | tmp->resist[ATNR_SLOW] = 100; |
2419 | tmp->resist[ATNR_PARALYZE] = 100; |
2107 | tmp->resist[ATNR_PARALYZE] = 100; |
… | |
… | |
2425 | |
2113 | |
2426 | /* Improve weapon's armour value according to best save vs. physical of its material */ |
2114 | /* Improve weapon's armour value according to best save vs. physical of its material */ |
2427 | |
2115 | |
2428 | if (a > 14) |
2116 | if (a > 14) |
2429 | a = 14; |
2117 | a = 14; |
|
|
2118 | |
2430 | tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2119 | tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2431 | |
2120 | |
2432 | /* Determine golem's speed */ |
2121 | /* Determine golem's speed */ |
2433 | tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); |
2122 | tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); |
2434 | |
2123 | |
… | |
… | |
2479 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); |
2168 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); |
2480 | } |
2169 | } |
2481 | return success; |
2170 | return success; |
2482 | } |
2171 | } |
2483 | |
2172 | |
2484 | |
|
|
2485 | |
|
|
2486 | |
|
|
2487 | |
|
|
2488 | /* create an aura spell object and put it in the player's inventory. |
2173 | /* create an aura spell object and put it in the player's inventory. |
2489 | * as usual, op is player, caster is the object casting the spell, |
2174 | * as usual, op is player, caster is the object casting the spell, |
2490 | * spell is the spell object itself. |
2175 | * spell is the spell object itself. |
2491 | */ |
2176 | */ |
2492 | int |
2177 | int |
… | |
… | |
2503 | |
2188 | |
2504 | new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); |
2189 | new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); |
2505 | |
2190 | |
2506 | new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2191 | new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2507 | |
2192 | |
2508 | new_aura->set_owner (op); |
|
|
2509 | set_spell_skill (op, caster, spell, new_aura); |
2193 | set_spell_skill (op, caster, spell, new_aura); |
2510 | new_aura->attacktype = spell->attacktype; |
2194 | new_aura->attacktype = spell->attacktype; |
2511 | |
2195 | |
2512 | new_aura->level = caster_level (caster, spell); |
2196 | new_aura->level = caster_level (caster, spell); |
|
|
2197 | |
2513 | if (refresh) |
2198 | if (refresh) |
2514 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2199 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2515 | else |
2200 | else |
2516 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
2201 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
|
|
2202 | |
2517 | insert_ob_in_ob (new_aura, op); |
2203 | insert_ob_in_ob (new_aura, op); |
|
|
2204 | new_aura->set_owner (op); |
|
|
2205 | |
2518 | return 1; |
2206 | return 1; |
2519 | } |
2207 | } |
2520 | |
|
|
2521 | |
2208 | |
2522 | /* move aura function. An aura is a part of someone's inventory, |
2209 | /* move aura function. An aura is a part of someone's inventory, |
2523 | * which he carries with him, but which acts on the map immediately |
2210 | * which he carries with him, but which acts on the map immediately |
2524 | * around him. |
2211 | * around him. |
2525 | * Aura parameters: |
2212 | * Aura parameters: |
2526 | * duration: duration counter. |
2213 | * duration: duration counter. |
2527 | * attacktype: aura's attacktype |
2214 | * attacktype: aura's attacktype |
2528 | * other_arch: archetype to drop where we attack |
2215 | * other_arch: archetype to drop where we attack |
2529 | */ |
2216 | */ |
2530 | |
|
|
2531 | void |
2217 | void |
2532 | move_aura (object *aura) |
2218 | move_aura (object *aura) |
2533 | { |
2219 | { |
2534 | int i, mflags; |
|
|
2535 | object *env; |
|
|
2536 | maptile *m; |
|
|
2537 | |
|
|
2538 | /* auras belong in inventories */ |
2220 | /* auras belong in inventories */ |
2539 | env = aura->env; |
2221 | object *env = aura->env; |
|
|
2222 | object *owner = aura->owner; |
2540 | |
2223 | |
2541 | /* no matter what we've gotta remove the aura... |
2224 | /* no matter what we've gotta remove the aura... |
2542 | * we'll put it back if its time isn't up. |
2225 | * we'll put it back if its time isn't up. |
2543 | */ |
2226 | */ |
2544 | aura->remove (); |
2227 | aura->remove (); |
… | |
… | |
2549 | aura->destroy (); |
2232 | aura->destroy (); |
2550 | return; |
2233 | return; |
2551 | } |
2234 | } |
2552 | |
2235 | |
2553 | /* auras only exist in inventories */ |
2236 | /* auras only exist in inventories */ |
2554 | if (env == NULL || env->map == NULL) |
2237 | if (!env || !env->map) |
2555 | { |
2238 | { |
2556 | aura->destroy (); |
2239 | aura->destroy (); |
2557 | return; |
2240 | return; |
2558 | } |
2241 | } |
2559 | |
2242 | |
2560 | /* we need to jump out of the inventory for a bit |
2243 | /* we need to jump out of the inventory for a bit |
2561 | * in order to hit the map conveniently. |
2244 | * in order to hit the map conveniently. |
2562 | */ |
2245 | */ |
2563 | aura->insert_at (env, aura); |
2246 | aura->insert_at (env, aura); |
2564 | |
2247 | |
2565 | for (i = 1; i < 9; i++) |
2248 | for (int i = 1; i < 9; i++) |
2566 | { |
2249 | { |
2567 | sint16 nx, ny; |
2250 | mapxy pos (env); |
|
|
2251 | pos.move (i); |
2568 | |
2252 | |
2569 | nx = aura->x + freearr_x[i]; |
|
|
2570 | ny = aura->y + freearr_y[i]; |
|
|
2571 | mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny); |
|
|
2572 | |
|
|
2573 | /* Consider the movement tyep of the person with the aura as |
2253 | /* Consider the movement type of the person with the aura as |
2574 | * movement type of the aura. Eg, if the player is flying, the aura |
2254 | * movement type of the aura. Eg, if the player is flying, the aura |
2575 | * is flying also, if player is walking, it is on the ground, etc. |
2255 | * is flying also, if player is walking, it is on the ground, etc. |
2576 | */ |
2256 | */ |
2577 | if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) |
2257 | if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) |
2578 | { |
2258 | { |
2579 | hit_map (aura, i, aura->attacktype, 0); |
2259 | hit_map (aura, i, aura->attacktype, 0); |
2580 | |
2260 | |
2581 | if (aura->other_arch) |
2261 | if (aura->other_arch) |
2582 | m->insert (arch_to_object (aura->other_arch), nx, ny, aura); |
2262 | pos.insert (arch_to_object (aura->other_arch), aura); |
2583 | } |
2263 | } |
2584 | } |
2264 | } |
2585 | |
2265 | |
2586 | /* put the aura back in the player's inventory */ |
2266 | /* put the aura back in the player's inventory */ |
2587 | aura->remove (); |
2267 | env->insert (aura); |
2588 | insert_ob_in_ob (aura, env); |
2268 | aura->set_owner (owner); |
2589 | } |
2269 | } |
2590 | |
2270 | |
2591 | /* moves the peacemaker spell. |
2271 | /* moves the peacemaker spell. |
2592 | * op is the piece object. |
2272 | * op is the piece object. |
2593 | */ |
2273 | */ |
2594 | |
|
|
2595 | void |
2274 | void |
2596 | move_peacemaker (object *op) |
2275 | move_peacemaker (object *op) |
2597 | { |
2276 | { |
2598 | object *tmp; |
2277 | object *tmp; |
2599 | |
2278 | |