1 | /* |
1 | /* |
2 | * static char *rcsid_spell_effect_c = |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | * "$Id: spell_effect.C,v 1.7 2006/09/03 00:18:42 root Exp $"; |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (C) 1992 Frank Tore Johansen |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation; either version 2 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
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22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
4 | */ |
23 | */ |
5 | |
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6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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11 | Copyright (C) 1992 Frank Tore Johansen |
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12 | |
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13 | This program is free software; you can redistribute it and/or modify |
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14 | it under the terms of the GNU General Public License as published by |
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15 | the Free Software Foundation; either version 2 of the License, or |
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16 | (at your option) any later version. |
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17 | |
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18 | This program is distributed in the hope that it will be useful, |
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19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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21 | GNU General Public License for more details. |
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22 | |
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23 | You should have received a copy of the GNU General Public License |
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24 | along with this program; if not, write to the Free Software |
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25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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26 | |
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27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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28 | */ |
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29 | |
24 | |
30 | #include <global.h> |
25 | #include <global.h> |
31 | #include <object.h> |
26 | #include <object.h> |
32 | #include <living.h> |
27 | #include <living.h> |
33 | #ifndef __CEXTRACT__ |
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34 | #include <sproto.h> |
28 | #include <sproto.h> |
35 | #endif |
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36 | #include <spells.h> |
29 | #include <spells.h> |
37 | #include <sounds.h> |
30 | #include <sounds.h> |
38 | |
31 | |
39 | /* cast_magic_storm: This is really used mostly for spell |
32 | /* cast_magic_storm: This is really used mostly for spell |
40 | * fumbles at the like. tmp is the object to propogate. |
33 | * fumbles at the like. tmp is the object to propogate. |
41 | * op is what is casting this. |
34 | * op is what is casting this. |
42 | */ |
35 | */ |
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36 | void |
43 | void cast_magic_storm(object *op, object *tmp, int lvl) |
37 | cast_magic_storm (object *op, object *tmp, int lvl) |
44 | { |
38 | { |
45 | if (!tmp) return; /* error */ |
39 | if (!tmp) |
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40 | return; /* error */ |
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41 | |
46 | tmp->level=op->level; |
42 | tmp->level = op->level; |
47 | tmp->x=op->x; |
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48 | tmp->y=op->y; |
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49 | tmp->range+=lvl/5; /* increase the area of destruction */ |
43 | tmp->range += lvl / 5; /* increase the area of destruction */ |
50 | tmp->duration+=lvl/5; |
44 | tmp->duration += lvl / 5; |
51 | |
45 | |
52 | /* Put a cap on duration for this - if the player fails in their |
46 | /* Put a cap on duration for this - if the player fails in their |
53 | * apartment, don't want it to go on so long that it kills them |
47 | * apartment, don't want it to go on so long that it kills them |
54 | * multiple times. Also, damge already increases with level, |
48 | * multiple times. Also, damge already increases with level, |
55 | * so don't really need to increase the duration as much either. |
49 | * so don't really need to increase the duration as much either. |
56 | */ |
50 | */ |
57 | if (tmp->duration>=40) tmp->duration=40; |
51 | if (tmp->duration >= 40) |
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52 | tmp->duration = 40; |
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53 | |
58 | tmp->stats.dam=lvl; /* nasty recoils! */ |
54 | tmp->stats.dam = lvl; /* nasty recoils! */ |
59 | tmp->stats.maxhp=tmp->count; /* tract single parent */ |
55 | tmp->stats.maxhp = tmp->count; /* tract single parent */ |
60 | insert_ob_in_map(tmp,op->map,op,0); |
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61 | |
56 | |
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57 | tmp->insert_at (op, op); |
62 | } |
58 | } |
63 | |
59 | |
64 | |
60 | int |
65 | int recharge(object *op, object *caster, object *spell_ob) { |
61 | recharge (object *op, object *caster, object *spell_ob) |
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62 | { |
66 | object *wand, *tmp; |
63 | object *wand, *tmp; |
67 | int ncharges; |
64 | int ncharges; |
68 | |
65 | |
69 | wand = find_marked_object(op); |
66 | wand = find_marked_object (op); |
70 | if(wand == NULL || wand->type != WAND) { |
67 | if (wand == NULL || wand->type != WAND) |
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68 | { |
71 | new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); |
69 | new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); |
72 | return 0; |
70 | return 0; |
73 | } |
71 | } |
74 | if(!(random_roll(0, 3, op, PREFER_HIGH))) { |
72 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
75 | new_draw_info_format(NDI_UNIQUE, 0, op, |
73 | { |
76 | "The %s vibrates violently, then explodes!",query_name(wand)); |
74 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); |
77 | play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); |
75 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); |
78 | esrv_del_item(op->contr, wand->count); |
76 | esrv_del_item (op->contr, wand->count); |
79 | remove_ob(wand); |
77 | wand->destroy (); |
80 | free_object(wand); |
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81 | tmp = get_archetype("fireball"); |
78 | tmp = get_archetype ("fireball"); |
82 | tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; |
79 | tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
83 | if (!tmp->stats.dam) tmp->stats.dam = 1; |
80 | |
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81 | if (!tmp->stats.dam) |
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82 | tmp->stats.dam = 1; |
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83 | |
84 | tmp->stats.hp = tmp->stats.dam / 2; |
84 | tmp->stats.hp = tmp->stats.dam / 2; |
85 | if (tmp->stats.hp < 2) tmp->stats.hp = 2; |
85 | |
86 | tmp->x = op->x; |
86 | if (tmp->stats.hp < 2) |
87 | tmp->y = op->y; |
87 | tmp->stats.hp = 2; |
88 | insert_ob_in_map(tmp, op->map, NULL, 0); |
88 | |
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89 | tmp->insert_at (op); |
89 | return 1; |
90 | return 1; |
90 | } |
91 | } |
91 | |
92 | |
92 | ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); |
93 | ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); |
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94 | |
93 | if (wand->inv && wand->inv->level) |
95 | if (wand->inv && wand->inv->level) |
94 | ncharges /= wand->inv->level; |
96 | ncharges /= wand->inv->level; |
95 | else { |
97 | else |
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98 | { |
96 | new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", |
99 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); |
97 | query_name(wand)); |
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98 | return 0; |
100 | return 0; |
99 | } |
101 | } |
100 | if (!ncharges) ncharges = 1; |
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101 | |
102 | |
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103 | if (!ncharges) |
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104 | ncharges = 1; |
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105 | |
102 | wand->stats.food += ncharges; |
106 | wand->stats.food += ncharges; |
103 | new_draw_info_format(NDI_UNIQUE, 0, op, |
107 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); |
104 | "The %s glows with power.",query_name(wand)); |
108 | |
105 | if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { |
109 | if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) |
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110 | { |
106 | SET_FLAG(wand, FLAG_ANIMATE); |
111 | SET_FLAG (wand, FLAG_ANIMATE); |
107 | wand->speed = wand->arch->clone.speed; |
112 | wand->set_speed (wand->arch->clone.speed); |
108 | update_ob_speed(wand); |
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109 | } |
113 | } |
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114 | |
110 | return 1; |
115 | return 1; |
111 | } |
116 | } |
112 | |
117 | |
113 | /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows |
118 | /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows |
114 | * based on whether a crossbow or bow is equiped. If neither, it defaults to |
119 | * based on whether a crossbow or bow is equiped. If neither, it defaults to |
115 | * arrows. |
120 | * arrows. |
… | |
… | |
119 | * The # of arrows created also goes up with level, so if a 30th level mage |
124 | * The # of arrows created also goes up with level, so if a 30th level mage |
120 | * wants LOTS of arrows, and doesn't care what the plus is he could |
125 | * wants LOTS of arrows, and doesn't care what the plus is he could |
121 | * create nonnmagic arrows, or even -1, etc... |
126 | * create nonnmagic arrows, or even -1, etc... |
122 | */ |
127 | */ |
123 | |
128 | |
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129 | int |
124 | int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) |
130 | cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) |
125 | { |
131 | { |
126 | int missile_plus=0, bonus_plus=0; |
132 | int missile_plus = 0, bonus_plus = 0; |
127 | const char *missile_name; |
133 | const char *missile_name; |
128 | object *tmp, *missile; |
134 | object *tmp, *missile; |
129 | tag_t tag; |
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130 | |
135 | |
131 | missile_name = "arrow"; |
136 | missile_name = "arrow"; |
132 | |
137 | |
133 | for (tmp=op->inv; tmp != NULL; tmp=tmp->below) |
138 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
134 | if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { |
139 | if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) |
135 | missile_name=tmp->race; |
140 | missile_name = tmp->race; |
136 | } |
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137 | |
141 | |
138 | missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); |
142 | missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
139 | |
143 | |
140 | if (find_archetype(missile_name)==NULL) { |
144 | if (archetype::find (missile_name) == NULL) |
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145 | { |
141 | LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", |
146 | LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); |
142 | missile_name); |
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143 | return 0; |
147 | return 0; |
144 | } |
148 | } |
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149 | |
145 | missile = get_archetype(missile_name); |
150 | missile = get_archetype (missile_name); |
146 | |
151 | |
147 | if (stringarg) { |
152 | if (stringarg) |
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153 | { |
148 | /* If it starts with a letter, presume it is a description */ |
154 | /* If it starts with a letter, presume it is a description */ |
149 | if (isalpha(*stringarg)) { |
155 | if (isalpha (*stringarg)) |
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156 | { |
150 | artifact *al = find_artifactlist(missile->type)->items; |
157 | artifact *al = find_artifactlist (missile->type)->items; |
151 | |
158 | |
152 | for ( ; al != NULL; al=al->next) |
159 | for (; al; al = al->next) |
153 | if (!strcasecmp(al->item->name, stringarg)) break; |
160 | if (!strcasecmp (al->item->name, stringarg)) |
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161 | break; |
154 | |
162 | |
155 | if (!al) { |
163 | if (!al) |
156 | free_object(missile); |
164 | { |
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165 | missile->destroy (); |
157 | new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, |
166 | new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); |
158 | stringarg); |
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159 | return 0; |
167 | return 0; |
160 | } |
168 | } |
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169 | |
161 | if (al->item->slaying) { |
170 | if (al->item->slaying) |
162 | free_object(missile); |
171 | { |
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172 | missile->destroy (); |
163 | new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", |
173 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); |
164 | missile_name, stringarg); |
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165 | return 0; |
174 | return 0; |
166 | } |
175 | } |
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176 | |
167 | give_artifact_abilities(missile, al->item); |
177 | give_artifact_abilities (missile, al->item); |
168 | /* These special arrows cost something extra. Don't have them also be magical - |
178 | /* These special arrows cost something extra. Don't have them also be magical - |
169 | * otherwise, in most cases, not enough will be created. I don't want to get into |
179 | * otherwise, in most cases, not enough will be created. I don't want to get into |
170 | * the parsing of having to do both plus and type. |
180 | * the parsing of having to do both plus and type. |
171 | */ |
181 | */ |
172 | bonus_plus = 1 + (al->item->value / 5); |
182 | bonus_plus = 1 + (al->item->value / 5); |
173 | missile_plus=0; |
183 | missile_plus = 0; |
174 | } else |
184 | } |
175 | if (atoi(stringarg) < missile_plus) |
185 | else if (atoi (stringarg) < missile_plus) |
176 | missile_plus = atoi(stringarg); |
186 | missile_plus = atoi (stringarg); |
177 | } |
187 | } |
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188 | |
178 | if (missile_plus > 4) |
189 | if (missile_plus > 4) |
179 | missile_plus = 4; |
190 | missile_plus = 4; |
180 | else if (missile_plus < -4) |
191 | else if (missile_plus < -4) |
181 | missile_plus = -4; |
192 | missile_plus = -4; |
182 | |
193 | |
183 | missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); |
194 | missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); |
184 | missile->nrof -= 3 * (missile_plus + bonus_plus); |
195 | missile->nrof -= 3 * (missile_plus + bonus_plus); |
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196 | |
185 | if (missile->nrof < 1) |
197 | if (missile->nrof < 1) |
186 | missile->nrof=1; |
198 | missile->nrof = 1; |
187 | |
199 | |
188 | missile->magic = missile_plus; |
200 | missile->magic = missile_plus; |
189 | /* Can't get any money for these objects */ |
201 | /* Can't get any money for these objects */ |
190 | missile->value=0; |
202 | missile->value = 0; |
191 | |
203 | |
192 | SET_FLAG(missile, FLAG_IDENTIFIED); |
204 | SET_FLAG (missile, FLAG_IDENTIFIED); |
193 | tag = missile->count; |
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194 | |
205 | |
195 | if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER |
206 | if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) |
196 | && ! was_destroyed (missile, tag)) |
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197 | { |
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198 | pick_up(op, missile); |
207 | pick_up (op, missile); |
199 | } |
208 | |
200 | return 1; |
209 | return 1; |
201 | } |
210 | } |
202 | |
211 | |
203 | |
212 | |
204 | /* allows the choice of what sort of food object to make. |
213 | /* allows the choice of what sort of food object to make. |
205 | * If stringarg is NULL, it will create food dependent on level --PeterM*/ |
214 | * If stringarg is NULL, it will create food dependent on level --PeterM*/ |
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215 | int |
206 | int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) |
216 | cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) |
207 | { |
217 | { |
208 | int food_value; |
218 | int food_value; |
209 | archetype *at=NULL; |
219 | archetype *at = NULL; |
210 | object *new_op; |
220 | object *new_op; |
211 | |
221 | |
212 | food_value=spell_ob->stats.food + |
222 | food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); |
213 | + 50 * SP_level_duration_adjust(caster,spell_ob); |
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214 | |
223 | |
215 | if(stringarg) { |
224 | if (stringarg) |
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225 | { |
216 | at = find_archetype_by_object_type_name(FOOD, stringarg); |
226 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
217 | if (at == NULL) |
227 | if (at == NULL) |
218 | at = find_archetype_by_object_type_name(DRINK, stringarg); |
228 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
219 | if (at == NULL || at->clone.stats.food > food_value) |
229 | if (at == NULL || at->clone.stats.food > food_value) |
220 | stringarg = NULL; |
230 | stringarg = NULL; |
221 | } |
231 | } |
222 | |
232 | |
223 | if(!stringarg) { |
233 | if (!stringarg) |
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234 | { |
224 | archetype *at_tmp; |
235 | archetype *at_tmp; |
225 | |
236 | |
226 | /* We try to find the archetype with the maximum food value. |
237 | /* We try to find the archetype with the maximum food value. |
227 | * This removes the dependancy of hard coded food values in this |
238 | * This removes the dependancy of hard coded food values in this |
228 | * function, and addition of new food types is automatically added. |
239 | * function, and addition of new food types is automatically added. |
229 | * We don't use flesh types because the weight values of those need |
240 | * We don't use flesh types because the weight values of those need |
230 | * to be altered from the donor. |
241 | * to be altered from the donor. |
231 | */ |
242 | */ |
232 | |
243 | |
233 | /* We assume the food items don't have multiple parts */ |
244 | /* We assume the food items don't have multiple parts */ |
234 | for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { |
245 | for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) |
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246 | { |
235 | if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { |
247 | if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) |
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248 | { |
236 | /* Basically, if the food value is something that is creatable |
249 | /* Basically, if the food value is something that is creatable |
237 | * under the limits of the spell and it is higher than |
250 | * under the limits of the spell and it is higher than |
238 | * the item we have now, take it instead. |
251 | * the item we have now, take it instead. |
239 | */ |
252 | */ |
240 | if (at_tmp->clone.stats.food<=food_value && |
253 | if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) |
241 | (!at || at_tmp->clone.stats.food>at->clone.stats.food)) |
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242 | at=at_tmp; |
254 | at = at_tmp; |
243 | } |
255 | } |
244 | } |
256 | } |
245 | } |
257 | } |
246 | /* Pretty unlikely (there are some very low food items), but you never |
258 | /* Pretty unlikely (there are some very low food items), but you never |
247 | * know |
259 | * know |
248 | */ |
260 | */ |
249 | if (!at) { |
261 | if (!at) |
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262 | { |
250 | new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); |
263 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); |
251 | return 0; |
264 | return 0; |
252 | } |
265 | } |
253 | |
266 | |
254 | food_value/=at->clone.stats.food; |
267 | food_value /= at->clone.stats.food; |
255 | new_op = arch_to_object (at); |
268 | new_op = arch_to_object (at); |
256 | new_op->nrof = food_value; |
269 | new_op->nrof = food_value; |
257 | |
270 | |
258 | new_op->value = 0; |
271 | new_op->value = 0; |
259 | if (new_op->nrof<1) new_op->nrof = 1; |
272 | if (new_op->nrof < 1) |
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273 | new_op->nrof = 1; |
260 | |
274 | |
261 | cast_create_obj(op, caster,new_op, dir); |
275 | cast_create_obj (op, caster, new_op, dir); |
262 | return 1; |
276 | return 1; |
263 | } |
277 | } |
264 | |
278 | |
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279 | int |
265 | int probe(object *op, object *caster, object *spell_ob, int dir) { |
280 | probe (object *op, object *caster, object *spell_ob, int dir) |
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281 | { |
266 | int r, mflags, maxrange; |
282 | int r, mflags, maxrange; |
267 | object *tmp; |
283 | object *tmp; |
268 | mapstruct *m; |
284 | maptile *m; |
269 | |
285 | |
270 | |
286 | |
271 | if(!dir) { |
287 | if (!dir) |
|
|
288 | { |
272 | examine_monster(op,op); |
289 | examine_monster (op, op); |
273 | return 1; |
290 | return 1; |
274 | } |
291 | } |
275 | maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); |
292 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
276 | for(r=1;r < maxrange; r++) { |
293 | for (r = 1; r < maxrange; r++) |
|
|
294 | { |
277 | 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]; |
278 | |
296 | |
279 | m = op->map; |
297 | m = op->map; |
280 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
298 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
281 | |
299 | |
282 | if (mflags & P_OUT_OF_MAP) break; |
300 | if (mflags & P_OUT_OF_MAP) |
|
|
301 | break; |
283 | |
302 | |
284 | if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { |
303 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) |
|
|
304 | { |
285 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); |
305 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); |
286 | return 0; |
306 | return 0; |
287 | } |
307 | } |
288 | if (mflags & P_IS_ALIVE) { |
308 | if (mflags & P_IS_ALIVE) |
|
|
309 | { |
289 | for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) |
310 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
290 | if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { |
311 | if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
|
|
312 | { |
291 | new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); |
313 | new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); |
292 | if(tmp->head!=NULL) |
314 | if (tmp->head != NULL) |
293 | tmp=tmp->head; |
315 | tmp = tmp->head; |
294 | examine_monster(op,tmp); |
316 | examine_monster (op, tmp); |
295 | return 1; |
317 | return 1; |
296 | } |
318 | } |
297 | } |
319 | } |
298 | } |
320 | } |
299 | new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); |
321 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
300 | return 1; |
322 | return 1; |
301 | } |
323 | } |
302 | |
324 | |
303 | |
325 | |
304 | /* This checks to see if 'pl' is invisible to 'mon'. |
326 | /* This checks to see if 'pl' is invisible to 'mon'. |
305 | * does race check, undead check, etc |
327 | * does race check, undead check, etc |
306 | * Returns TRUE if mon can't see pl, false |
328 | * Returns TRUE if mon can't see pl, false |
307 | * otherwise. This doesn't check range, walls, etc. It |
329 | * otherwise. This doesn't check range, walls, etc. It |
308 | * only checks the racial adjustments, and in fact that |
330 | * only checks the racial adjustments, and in fact that |
309 | * pl is invisible. |
331 | * pl is invisible. |
310 | */ |
332 | */ |
|
|
333 | int |
311 | int makes_invisible_to(object *pl, object *mon) |
334 | makes_invisible_to (object *pl, object *mon) |
312 | { |
335 | { |
313 | |
336 | |
314 | if (!pl->invisible) return 0; |
337 | if (!pl->invisible) |
|
|
338 | return 0; |
315 | if (pl->type == PLAYER ) { |
339 | if (pl->type == PLAYER) |
|
|
340 | { |
316 | /* If race isn't set, then invisible unless it is undead */ |
341 | /* If race isn't set, then invisible unless it is undead */ |
317 | if (!pl->contr->invis_race) { |
342 | if (!pl->contr->invis_race) |
|
|
343 | { |
318 | if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; |
344 | if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
319 | return 1; |
345 | return 0; |
|
|
346 | return 1; |
320 | } |
347 | } |
321 | /* invis_race is set if we get here */ |
348 | /* invis_race is set if we get here */ |
322 | if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) |
349 | if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) |
323 | return 1; |
350 | return 1; |
324 | /* No race, can't be invisible to it */ |
351 | /* No race, can't be invisible to it */ |
325 | if (!mon->race) return 0; |
352 | if (!mon->race) |
326 | if (strstr(mon->race, pl->contr->invis_race)) return 1; |
|
|
327 | /* Nothing matched above, return 0 */ |
|
|
328 | return 0; |
353 | return 0; |
329 | } else { |
354 | if (strstr (mon->race, pl->contr->invis_race)) |
330 | /* monsters are invisible to everything */ |
|
|
331 | return 1; |
355 | return 1; |
|
|
356 | /* Nothing matched above, return 0 */ |
|
|
357 | return 0; |
|
|
358 | } |
|
|
359 | else |
|
|
360 | { |
|
|
361 | /* monsters are invisible to everything */ |
|
|
362 | return 1; |
332 | } |
363 | } |
333 | } |
364 | } |
334 | |
365 | |
335 | /* Makes the player or character invisible. |
366 | /* Makes the player or character invisible. |
336 | * Note the spells to 'stack', but perhaps in odd ways. |
367 | * Note the spells to 'stack', but perhaps in odd ways. |
… | |
… | |
339 | * will determine if you are invisible to undead or normal monsters. |
370 | * will determine if you are invisible to undead or normal monsters. |
340 | * For improved invis, if you cast it with a one of the others, you |
371 | * For improved invis, if you cast it with a one of the others, you |
341 | * lose the improved part of it, and the above statement about undead/ |
372 | * lose the improved part of it, and the above statement about undead/ |
342 | * normal applies. |
373 | * normal applies. |
343 | */ |
374 | */ |
|
|
375 | int |
344 | int cast_invisible(object *op, object *caster, object *spell_ob) { |
376 | cast_invisible (object *op, object *caster, object *spell_ob) |
345 | object *tmp; |
377 | { |
346 | |
|
|
347 | if(op->invisible>1000) { |
378 | if (op->invisible > 1000) |
|
|
379 | { |
348 | 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"); |
349 | return 0; |
381 | return 0; |
350 | } |
382 | } |
351 | |
383 | |
352 | /* Remove the switch with 90% duplicate code - just handle the differences with |
384 | /* Remove the switch with 90% duplicate code - just handle the differences with |
353 | * and if statement or two. |
385 | * and if statement or two. |
354 | */ |
386 | */ |
355 | op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); |
387 | op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
356 | /* max duration */ |
388 | /* max duration */ |
357 | if(op->invisible>1000) op->invisible = 1000; |
389 | if (op->invisible > 1000) |
|
|
390 | op->invisible = 1000; |
358 | |
391 | |
359 | if (op->type == PLAYER) { |
392 | if (op->type == PLAYER) |
|
|
393 | { |
360 | op->contr->invis_race = spell_ob->race; |
394 | op->contr->invis_race = spell_ob->race; |
361 | |
395 | |
362 | if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) |
396 | if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) |
363 | op->contr->tmp_invis=0; |
397 | op->contr->tmp_invis = 0; |
364 | else |
398 | else |
365 | op->contr->tmp_invis=1; |
399 | op->contr->tmp_invis = 1; |
366 | |
400 | |
367 | op->contr->hidden = 0; |
401 | op->contr->hidden = 0; |
368 | } |
402 | } |
|
|
403 | |
369 | if (makes_invisible_to(op, op)) |
404 | if (makes_invisible_to (op, op)) |
370 | 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!"); |
371 | else |
406 | else |
372 | new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); |
407 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
373 | |
408 | |
374 | update_object(op,UP_OBJ_FACE); |
409 | update_object (op, UP_OBJ_CHANGE); |
375 | |
410 | |
376 | /* Only search the active objects - only these should actually do |
411 | /* Only search the active objects - only these should actually do |
377 | * harm to the player. |
412 | * harm to the player. |
378 | */ |
413 | */ |
379 | for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) |
414 | for_all_actives (tmp) |
380 | if (tmp->enemy == op) |
415 | if (tmp->enemy == op) |
381 | tmp->enemy = NULL; |
416 | tmp->enemy = 0; |
|
|
417 | |
382 | return 1; |
418 | return 1; |
383 | } |
419 | } |
384 | |
420 | |
385 | /* earth to dust spell. Basically destroys earthwalls in the area. |
421 | /* earth to dust spell. Basically destroys earthwalls in the area. |
386 | */ |
422 | */ |
|
|
423 | int |
387 | int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { |
424 | cast_earth_to_dust (object *op, object *caster, object *spell_ob) |
|
|
425 | { |
388 | object *tmp, *next; |
426 | object *tmp, *next; |
389 | int range,i,j, mflags; |
427 | int range, i, j, mflags; |
390 | sint16 sx, sy; |
428 | sint16 sx, sy; |
391 | mapstruct *m; |
429 | maptile *m; |
392 | |
430 | |
393 | if(op->type!=PLAYER) |
431 | if (op->type != PLAYER) |
394 | return 0; |
432 | return 0; |
395 | |
433 | |
396 | range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); |
434 | range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
397 | |
435 | |
398 | for(i= -range;i<=range;i++) |
436 | for (i = -range; i <= range; i++) |
399 | for(j= -range;j<=range;j++) { |
437 | for (j = -range; j <= range; j++) |
|
|
438 | { |
400 | sx = op->x + i; |
439 | sx = op->x + i; |
401 | sy = op->y + j; |
440 | sy = op->y + j; |
402 | m = op->map; |
441 | m = op->map; |
403 | mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); |
442 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
404 | |
443 | |
405 | if (mflags & P_OUT_OF_MAP) continue; |
444 | if (mflags & P_OUT_OF_MAP) |
|
|
445 | continue; |
406 | |
446 | |
407 | // earth to dust tears down everything that can be teared down |
447 | // earth to dust tears down everything that can be teared down |
408 | for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) |
448 | for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) |
409 | { |
449 | { |
410 | next = tmp->above; |
450 | next = tmp->above; |
411 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
451 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
412 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
452 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
413 | } |
|
|
414 | } |
453 | } |
|
|
454 | } |
|
|
455 | |
415 | return 1; |
456 | return 1; |
416 | } |
457 | } |
417 | |
458 | |
418 | |
459 | void |
419 | void execute_word_of_recall(object *op) { |
460 | execute_word_of_recall (object *op) |
420 | object *wor=op; |
461 | { |
421 | while(op!=NULL && op->type!=PLAYER) |
462 | if (object *pl = op->in_player ()) |
422 | op=op->env; |
463 | { |
423 | |
464 | if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) |
424 | if(op!=NULL && op->map) { |
|
|
425 | if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST))) |
|
|
426 | 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."); |
427 | else |
466 | else |
|
|
467 | { |
|
|
468 | // remove first so we do not call update_stats |
|
|
469 | op->remove (); |
428 | enter_exit(op,wor); |
470 | pl->enter_exit (op); |
|
|
471 | } |
429 | } |
472 | } |
430 | remove_ob(wor); |
473 | |
431 | free_object(wor); |
474 | op->destroy (); |
432 | } |
475 | } |
433 | |
476 | |
434 | /* Word of recall causes the player to return 'home'. |
477 | /* Word of recall causes the player to return 'home'. |
435 | * 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 |
436 | * time delay effect. |
479 | * time delay effect. |
437 | */ |
480 | */ |
|
|
481 | int |
438 | int cast_word_of_recall(object *op, object *caster, object *spell_ob) { |
482 | cast_word_of_recall (object *op, object *caster, object *spell_ob) |
|
|
483 | { |
439 | object *dummy; |
484 | object *dummy; |
440 | int time; |
485 | int time; |
441 | |
486 | |
442 | if(op->type!=PLAYER) |
487 | if (op->type != PLAYER) |
443 | return 0; |
488 | return 0; |
444 | |
489 | |
445 | if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) |
490 | if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) |
446 | { |
491 | { |
447 | new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); |
492 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
448 | return 1; |
493 | return 1; |
449 | } |
494 | } |
450 | |
495 | |
451 | dummy=get_archetype(FORCE_NAME); |
496 | dummy = get_archetype (FORCE_NAME); |
452 | if(dummy == NULL){ |
497 | if (dummy == NULL) |
|
|
498 | { |
453 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
499 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
454 | LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); |
500 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
455 | return 0; |
501 | return 0; |
456 | } |
502 | } |
|
|
503 | |
457 | time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); |
504 | time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
458 | if (time <1 ) time=1; |
505 | if (time < 1) |
|
|
506 | time = 1; |
459 | |
507 | |
460 | /* 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 |
461 | * positive. Lower value may be useful so that the problem doesn't |
509 | * positive. Lower value may be useful so that the problem doesn't |
462 | * do anything really odd if it say a -1000 or something. |
510 | * do anything really odd if it say a -1000 or something. |
463 | */ |
511 | */ |
464 | dummy->speed = 0.002; |
512 | dummy->set_speed (0.002); |
465 | update_ob_speed(dummy); |
|
|
466 | dummy->speed_left = -dummy->speed * time; |
513 | dummy->speed_left = -dummy->speed * time; |
467 | dummy->type=SPELL_EFFECT; |
514 | dummy->type = SPELL_EFFECT; |
468 | dummy->subtype = SP_WORD_OF_RECALL; |
515 | dummy->subtype = SP_WORD_OF_RECALL; |
469 | |
516 | |
470 | /* 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 |
471 | * nice, but until the map load fails, we can't. |
518 | * nice, but until the map load fails, we can't. |
472 | */ |
519 | */ |
473 | EXIT_PATH(dummy) = op->contr->savebed_map; |
520 | EXIT_PATH (dummy) = op->contr->savebed_map; |
474 | EXIT_X(dummy) = op->contr->bed_x; |
521 | EXIT_X (dummy) = op->contr->bed_x; |
475 | EXIT_Y(dummy) = op->contr->bed_y; |
522 | EXIT_Y (dummy) = op->contr->bed_y; |
476 | |
523 | |
477 | (void) insert_ob_in_ob(dummy,op); |
524 | op->insert (dummy); |
|
|
525 | |
478 | 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 | |
479 | return 1; |
528 | return 1; |
480 | } |
529 | } |
481 | |
530 | |
482 | /* cast_wonder |
531 | /* cast_wonder |
483 | * wonder is really just a spell that will likely cast another |
532 | * wonder is really just a spell that will likely cast another |
484 | * spell. |
533 | * spell. |
485 | */ |
534 | */ |
|
|
535 | int |
486 | int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { |
536 | cast_wonder (object *op, object *caster, int dir, object *spell_ob) |
|
|
537 | { |
487 | object *newspell; |
538 | object *newspell; |
488 | |
539 | |
489 | if(!rndm(0, 3)) |
540 | if (!rndm (0, 3)) |
490 | return cast_cone(op,caster,dir, spell_ob); |
541 | return cast_cone (op, caster, dir, spell_ob); |
491 | |
542 | |
492 | if (spell_ob->randomitems) { |
543 | if (spell_ob->randomitems) |
|
|
544 | { |
493 | newspell = generate_treasure(spell_ob->randomitems, caster->level); |
545 | newspell = generate_treasure (spell_ob->randomitems, caster->level); |
494 | if (!newspell) { |
546 | if (!newspell) |
|
|
547 | { |
495 | LOG(llevError,"cast_wonder: Unable to get a spell!\n"); |
548 | LOG (llevError, "cast_wonder: Unable to get a spell!\n"); |
496 | return 0; |
549 | return 0; |
497 | } |
550 | } |
498 | if (newspell->type != SPELL) { |
551 | if (newspell->type != SPELL) |
|
|
552 | { |
499 | LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", |
553 | LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name); |
500 | &newspell->type, &newspell->name); |
|
|
501 | return 0; |
554 | return 0; |
502 | } |
555 | } |
503 | /* Prevent inifinit recursion */ |
556 | /* Prevent inifinit recursion */ |
504 | if (newspell->subtype == SP_WONDER) { |
557 | if (newspell->subtype == SP_WONDER) |
|
|
558 | { |
505 | LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); |
559 | LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n"); |
506 | return 0; |
560 | return 0; |
507 | } |
561 | } |
508 | return cast_spell(op,caster,dir,newspell, NULL); |
562 | return cast_spell (op, caster, dir, newspell, NULL); |
509 | } |
563 | } |
510 | return 1; |
564 | return 1; |
511 | } |
565 | } |
512 | |
566 | |
513 | |
567 | int |
514 | int perceive_self(object *op) { |
568 | perceive_self (object *op) |
515 | char *cp=describe_item(op, op), buf[MAX_BUF]; |
569 | { |
|
|
570 | char buf[MAX_BUF]; |
|
|
571 | const char *cp = describe_item (op, op); |
516 | archetype *at=find_archetype(ARCH_DEPLETION); |
572 | archetype *at = archetype::find (ARCH_DEPLETION); |
517 | object *tmp; |
573 | object *tmp; |
518 | int i; |
574 | int i; |
519 | |
575 | |
520 | tmp=find_god(determine_god(op)); |
576 | tmp = find_god (determine_god (op)); |
521 | if (tmp) |
577 | if (tmp) |
522 | new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", &tmp->name); |
578 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name); |
523 | else |
579 | else |
524 | new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); |
580 | new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); |
525 | |
581 | |
526 | tmp=present_arch_in_ob(at,op); |
582 | tmp = present_arch_in_ob (at, op); |
527 | |
583 | |
528 | if(*cp=='\0' && tmp==NULL) |
584 | if (*cp == '\0' && tmp == NULL) |
529 | new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); |
585 | new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); |
530 | else { |
586 | else |
|
|
587 | { |
531 | new_draw_info(NDI_UNIQUE, 0,op,"You have:"); |
588 | new_draw_info (NDI_UNIQUE, 0, op, "You have:"); |
532 | new_draw_info(NDI_UNIQUE, 0,op,cp); |
589 | new_draw_info (NDI_UNIQUE, 0, op, cp); |
533 | if (tmp!=NULL) { |
590 | if (tmp != NULL) |
|
|
591 | { |
534 | for (i=0; i<NUM_STATS; i++) { |
592 | for (i = 0; i < NUM_STATS; i++) |
|
|
593 | { |
535 | if (get_attr_value(&tmp->stats, i)<0) { |
594 | if (get_attr_value (&tmp->stats, i) < 0) |
536 | new_draw_info_format(NDI_UNIQUE, 0,op, |
595 | { |
537 | "Your %s is depleted by %d", statname[i], |
596 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); |
538 | -(get_attr_value(&tmp->stats,i))); |
|
|
539 | } |
597 | } |
540 | } |
598 | } |
541 | } |
599 | } |
542 | } |
600 | } |
543 | |
601 | |
544 | if (is_dragon_pl(op)) { |
602 | if (is_dragon_pl (op)) |
|
|
603 | { |
545 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
604 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
546 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { |
605 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
606 | { |
547 | if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { |
607 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
|
|
608 | { |
548 | if(tmp->stats.exp == 0) { |
609 | if (tmp->stats.exp == 0) |
549 | sprintf(buf, "Your metabolism isn't focused on anything."); |
610 | sprintf (buf, "Your metabolism isn't focused on anything."); |
550 | } else { |
611 | else |
551 | sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); |
612 | sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); |
552 | } |
613 | |
553 | new_draw_info(NDI_UNIQUE, 0,op, buf); |
614 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
554 | break; |
615 | break; |
555 | } |
616 | } |
556 | } |
617 | } |
557 | } |
618 | } |
|
|
619 | |
558 | return 1; |
620 | return 1; |
559 | } |
621 | } |
560 | |
622 | |
561 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
623 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
562 | * |
624 | * |
563 | * This function cast the spell of town portal for op |
625 | * This function cast the spell of town portal for op |
… | |
… | |
573 | * to the town or another public place. So, check if the map is unique and if |
635 | * to the town or another public place. So, check if the map is unique and if |
574 | * so return an error |
636 | * so return an error |
575 | * |
637 | * |
576 | * Code by Tchize (david.delbecq@usa.net) |
638 | * Code by Tchize (david.delbecq@usa.net) |
577 | */ |
639 | */ |
|
|
640 | int |
578 | int cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
641 | cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
579 | { |
642 | { |
580 | object *dummy, *force, *old_force, *tmp; |
643 | object *dummy, *force, *old_force; |
581 | archetype *perm_portal; |
644 | archetype *perm_portal; |
582 | char portal_name [1024], portal_message [1024]; |
645 | char portal_name[1024], portal_message[1024]; |
583 | sint16 exitx, exity; |
|
|
584 | mapstruct *exitmap; |
646 | maptile *exitmap; |
585 | int op_level; |
647 | int op_level; |
586 | |
648 | |
587 | |
|
|
588 | /* Check to see if the map the player is currently on is a per player unique |
649 | /* Check to see if the map the player is currently on is a per player unique |
589 | * map. This can be determined in that per player unique maps have the |
650 | * map. This can be determined in that per player unique maps have the |
590 | * full pathname listed. |
651 | * full pathname listed. |
591 | */ |
652 | */ |
592 | if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) && |
653 | if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE) |
593 | settings.create_home_portals != TRUE ) |
|
|
594 | { |
654 | { |
595 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n"); |
655 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n"); |
596 | return 0; |
656 | return 0; |
597 | } |
657 | } |
598 | |
658 | |
599 | /* The first thing to do is to check if we have a marked destination |
659 | /* The first thing to do is to check if we have a marked destination |
600 | * dummy is used to make a check inventory for the force |
660 | * dummy is used to make a check inventory for the force |
601 | */ |
661 | */ |
602 | dummy=arch_to_object(spell->other_arch); |
662 | dummy = arch_to_object (spell->other_arch); |
603 | if(dummy == NULL){ |
663 | if (dummy == NULL) |
|
|
664 | { |
604 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
665 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
605 | LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",&op->name); |
666 | LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name); |
606 | return 0; |
667 | return 0; |
607 | } |
668 | } |
|
|
669 | |
608 | force=check_inv_recursive (op,dummy); |
670 | force = check_inv_recursive (op, dummy); |
609 | |
671 | |
610 | if (force==NULL) { |
672 | if (force == NULL) |
|
|
673 | { |
611 | /* Here we know there is no destination marked up. |
674 | /* Here we know there is no destination marked up. |
612 | * We have 2 things to do: |
675 | * We have 2 things to do: |
613 | * 1. Mark the destination in the player inventory. |
676 | * 1. Mark the destination in the player inventory. |
614 | * 2. Let the player know it worked. |
677 | * 2. Let the player know it worked. |
615 | */ |
678 | */ |
616 | dummy->name = op->map->path; |
679 | dummy->name = op->map->path; |
617 | EXIT_X(dummy)= op->x; |
680 | EXIT_X (dummy) = op->x; |
618 | EXIT_Y(dummy)= op->y; |
681 | EXIT_Y (dummy) = op->y; |
619 | insert_ob_in_ob (dummy,op); |
682 | insert_ob_in_ob (dummy, op); |
620 | 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."); |
683 | 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."); |
621 | return 1; |
684 | return 1; |
622 | } |
685 | } |
623 | free_object (dummy); |
|
|
624 | |
686 | |
|
|
687 | dummy->destroy (); |
|
|
688 | |
625 | /* Here we know where the town portal should go to |
689 | /* Here we know where the town portal should go to |
626 | * We should kill any existing portal associated with the player. |
690 | * We should kill any existing portal associated with the player. |
627 | * Than we should create the 2 portals. |
691 | * Than we should create the 2 portals. |
628 | * For each of them, we need: |
692 | * For each of them, we need: |
629 | * - To create the portal with the name of the player+destination map |
693 | * - To create the portal with the name of the player+destination map |
630 | * - set the owner of the town portal |
694 | * - set the owner of the town portal |
631 | * - To mark the position of the portal in the player's inventory |
695 | * - To mark the position of the portal in the player's inventory |
632 | * for easier destruction. |
696 | * for easier destruction. |
633 | * |
697 | * |
634 | * The mark works has follow: |
698 | * The mark works has follow: |
635 | * slaying: Existing town portal |
699 | * slaying: Existing town portal |
636 | * hp, sp : x & y of the associated portal |
700 | * hp, sp : x & y of the associated portal |
637 | * name : name of the portal |
701 | * name : name of the portal |
638 | * race : map the portal is in |
702 | * race : map the portal is in |
639 | */ |
703 | */ |
640 | |
704 | |
641 | /* First step: killing existing town portals */ |
705 | /* First step: killing existing town portals */ |
642 | dummy=get_archetype(spell->race); |
706 | dummy = get_archetype (spell->race); |
643 | if(dummy == NULL){ |
707 | if (dummy == NULL) |
|
|
708 | { |
644 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
709 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
645 | LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name); |
710 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
646 | return 0; |
711 | return 0; |
647 | } |
712 | } |
|
|
713 | |
648 | perm_portal = find_archetype (spell->slaying); |
714 | perm_portal = archetype::find (spell->slaying); |
649 | |
715 | |
650 | /* To kill a town portal, we go trough the player's inventory, |
716 | /* To kill a town portal, we go trough the player's inventory, |
651 | * for each marked portal in player's inventory, |
717 | * for each marked portal in player's inventory, |
652 | * -We try load the associated map (if impossible, consider the portal destructed) |
718 | * -We try load the associated map (if impossible, consider the portal destructed) |
653 | * -We find any portal in the specified location. |
719 | * -We find any portal in the specified location. |
654 | * If it has the good name, we destruct it. |
720 | * If it has the good name, we destruct it. |
655 | * -We destruct the force indicating that portal. |
721 | * -We destruct the force indicating that portal. |
656 | */ |
722 | */ |
657 | while ( (old_force=check_inv_recursive (op,dummy))) { |
723 | while ((old_force = check_inv_recursive (op, dummy))) |
658 | exitx=EXIT_X(old_force); |
724 | { |
659 | exity=EXIT_Y(old_force); |
725 | exitmap = maptile::find_sync (old_force->race, op->map); |
660 | LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",&old_force->race,exitx,exity); |
|
|
661 | |
726 | |
662 | if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir))) |
|
|
663 | exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE); |
|
|
664 | else exitmap = ready_map_name(old_force->race, 0); |
|
|
665 | |
|
|
666 | if (exitmap) { |
727 | if (exitmap) |
667 | tmp=present_arch (perm_portal,exitmap,exitx,exity); |
728 | { |
668 | while (tmp) { |
729 | exitmap->load_sync (); |
|
|
730 | |
|
|
731 | int exitx = EXIT_X (old_force); |
|
|
732 | int exity = EXIT_Y (old_force); |
|
|
733 | |
|
|
734 | for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above) |
|
|
735 | { |
669 | if (tmp->name == old_force->name) { |
736 | if (tmp->name == old_force->name) |
670 | remove_ob (tmp); |
737 | { |
671 | free_object (tmp); |
738 | tmp->destroy (); |
672 | break; |
739 | break; |
673 | } else { |
|
|
674 | tmp = tmp->above; |
|
|
675 | } |
740 | } |
676 | } |
741 | } |
677 | } |
742 | } |
678 | remove_ob (old_force); |
|
|
679 | free_object (old_force); |
|
|
680 | LOG (llevDebug,"\n"); |
|
|
681 | } |
|
|
682 | free_object (dummy); |
|
|
683 | |
743 | |
|
|
744 | old_force->destroy (); |
|
|
745 | } |
|
|
746 | |
|
|
747 | dummy->destroy (); |
|
|
748 | |
684 | /* Creating the portals. |
749 | /* Creating the portals. |
685 | * The very first thing to do is to ensure |
750 | * The very first thing to do is to ensure |
686 | * access to the destination map. |
751 | * access to the destination map. |
687 | * If we can't, don't fizzle. Simply warn player. |
752 | * If we can't, don't fizzle. Simply warn player. |
688 | * This ensure player pays his mana for the spell |
753 | * This ensure player pays his mana for the spell |
689 | * because HE is responsible of forgotting. |
754 | * because HE is responsible of forgotting. |
690 | * 'force' is the destination of the town portal, which we got |
755 | * 'force' is the destination of the town portal, which we got |
691 | * from the players inventory above. |
756 | * from the players inventory above. |
692 | */ |
757 | */ |
693 | |
758 | |
694 | /* Ensure exit map is loaded*/ |
759 | /* Ensure exit map is loaded */ |
695 | if (!strncmp(force->name, settings.localdir, strlen(settings.localdir))) |
760 | exitmap = maptile::find_sync (force->name); |
696 | exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE); |
|
|
697 | else |
|
|
698 | exitmap = ready_map_name(force->name, 0); |
|
|
699 | |
761 | |
700 | /* If we were unable to load (ex. random map deleted), warn player*/ |
762 | /* If we were unable to load (ex. random map deleted), warn player */ |
701 | if (exitmap==NULL) { |
763 | if (!exitmap) |
|
|
764 | { |
702 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?"); |
765 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); |
703 | remove_ob(force); |
766 | force->destroy (); |
704 | free_object(force); |
|
|
705 | return 1; |
767 | return 1; |
706 | } |
768 | } |
707 | |
769 | |
|
|
770 | exitmap->load_sync (); |
|
|
771 | |
708 | op_level = caster_level(caster, spell); |
772 | op_level = caster_level (caster, spell); |
709 | if (op_level<15) |
773 | if (op_level < 15) |
|
|
774 | snprintf (portal_message, 1024, |
710 | snprintf (portal_message,1024,"\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",&op->name); |
775 | "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", |
|
|
776 | &op->name); |
711 | else if (op_level<30) |
777 | else if (op_level < 30) |
|
|
778 | snprintf (portal_message, 1024, |
712 | snprintf (portal_message,1024,"\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); |
779 | "\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); |
713 | else if (op_level<60) |
780 | else if (op_level < 60) |
714 | snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); |
781 | snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); |
|
|
782 | else |
715 | else snprintf (portal_message,1024,"\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",&op->name); |
783 | snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n", |
|
|
784 | &op->name); |
716 | |
785 | |
717 | /* Create a portal in front of player |
786 | /* Create a portal in front of player |
718 | * dummy contain the portal and |
787 | * dummy contain the portal and |
719 | * force contain the track to kill it later |
788 | * force contain the track to kill it later |
720 | */ |
789 | */ |
721 | |
|
|
722 | snprintf (portal_name,1024,"%s's portal to %s",&op->name,&force->name); |
790 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); |
723 | dummy=get_archetype(spell->slaying); /*The portal*/ |
791 | dummy = get_archetype (spell->slaying); /*The portal */ |
724 | if(dummy == NULL) { |
792 | if (dummy == NULL) |
|
|
793 | { |
725 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
794 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
726 | LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",&op->name); |
795 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
727 | return 0; |
796 | return 0; |
728 | } |
797 | } |
|
|
798 | |
729 | EXIT_PATH(dummy) = force->name; |
799 | EXIT_PATH (dummy) = force->name; |
730 | EXIT_X(dummy)=EXIT_X(force); |
800 | EXIT_X (dummy) = EXIT_X (force); |
731 | EXIT_Y(dummy)=EXIT_Y(force); |
801 | EXIT_Y (dummy) = EXIT_Y (force); |
732 | dummy->name = dummy->name_pl = portal_name; |
802 | dummy->name = dummy->name_pl = portal_name; |
733 | dummy->msg=portal_message; |
803 | dummy->msg = portal_message; |
734 | dummy->race=op->name; /*Save the owner of the portal*/ |
804 | dummy->race = op->name; /*Save the owner of the portal */ |
735 | cast_create_obj (op, caster, dummy, 0); |
805 | cast_create_obj (op, caster, dummy, 0); |
736 | |
806 | |
737 | /* Now we need to to create a town portal marker inside the player |
807 | /* Now we need to to create a town portal marker inside the player |
738 | * object, so on future castings, we can know that he has an active |
808 | * object, so on future castings, we can know that he has an active |
739 | * town portal. |
809 | * town portal. |
740 | */ |
810 | */ |
741 | tmp=get_archetype(spell->race); |
811 | object *tmp = get_archetype (spell->race); |
742 | if(tmp == NULL){ |
812 | |
|
|
813 | if (!tmp) |
|
|
814 | { |
743 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
815 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
744 | LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name); |
816 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
745 | return 0; |
817 | return 0; |
746 | } |
818 | } |
|
|
819 | |
747 | tmp->race=op->map->path; |
820 | tmp->race = op->map->path; |
748 | tmp->name = portal_name; |
821 | tmp->name = portal_name; |
749 | EXIT_X(tmp)=dummy->x; |
822 | EXIT_X (tmp) = dummy->x; |
750 | EXIT_Y(tmp)=dummy->y; |
823 | EXIT_Y (tmp) = dummy->y; |
751 | insert_ob_in_ob (tmp,op); |
824 | op->insert (tmp); |
752 | |
825 | |
753 | /* Create a portal in the destination map |
826 | /* Create a portal in the destination map |
754 | * dummy contain the portal and |
827 | * dummy contain the portal and |
755 | * force the track to kill it later |
828 | * force the track to kill it later |
756 | * the 'force' variable still contains the 'reminder' of |
829 | * the 'force' variable still contains the 'reminder' of |
757 | * where this portal goes to. |
830 | * where this portal goes to. |
758 | */ |
831 | */ |
759 | snprintf (portal_name,1024,"%s's portal to %s",&op->name,op->map->path); |
832 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path); |
760 | dummy=get_archetype (spell->slaying); /*The portal*/ |
833 | dummy = get_archetype (spell->slaying); /*The portal */ |
761 | if(dummy == NULL) { |
834 | if (dummy == NULL) |
|
|
835 | { |
762 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
836 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
763 | LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",&op->name); |
837 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
764 | return 0; |
838 | return 0; |
765 | } |
839 | } |
|
|
840 | |
766 | EXIT_PATH(dummy) = op->map->path; |
841 | EXIT_PATH (dummy) = op->map->path; |
767 | EXIT_X(dummy)=op->x; |
842 | EXIT_X (dummy) = op->x; |
768 | EXIT_Y(dummy)=op->y; |
843 | EXIT_Y (dummy) = op->y; |
769 | dummy->name = dummy->name_pl = portal_name; |
844 | dummy->name = dummy->name_pl = portal_name; |
770 | dummy->msg=portal_message; |
845 | dummy->msg = portal_message; |
771 | dummy->x=EXIT_X(force); |
|
|
772 | dummy->y=EXIT_Y(force); |
|
|
773 | dummy->race=op->name; /*Save the owner of the portal*/ |
846 | dummy->race = op->name; /*Save the owner of the portal */ |
774 | insert_ob_in_map(dummy,exitmap,op,0); |
847 | exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op); |
775 | |
848 | |
776 | /* Now we create another town portal marker that |
849 | /* Now we create another town portal marker that |
777 | * points back to the one we just made |
850 | * points back to the one we just made |
778 | */ |
851 | */ |
779 | tmp=get_archetype(spell->race); |
852 | tmp = get_archetype (spell->race); |
780 | if(tmp == NULL){ |
853 | if (tmp == NULL) |
|
|
854 | { |
781 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
855 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
782 | LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name); |
856 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
783 | return 0; |
857 | return 0; |
784 | } |
858 | } |
|
|
859 | |
785 | tmp->race=force->name; |
860 | tmp->race = force->name; |
786 | tmp->name = portal_name; |
861 | tmp->name = portal_name; |
787 | EXIT_X(tmp)=dummy->x; |
862 | EXIT_X (tmp) = dummy->x; |
788 | EXIT_Y(tmp)=dummy->y; |
863 | EXIT_Y (tmp) = dummy->y; |
789 | insert_ob_in_ob (tmp,op); |
864 | insert_ob_in_ob (tmp, op); |
790 | |
865 | |
791 | /* Describe the player what happened |
866 | /* Describe the player what happened |
792 | */ |
867 | */ |
793 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home."); |
868 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); |
794 | remove_ob(force); /* Delete the force inside the player*/ |
869 | force->destroy (); |
795 | free_object(force); |
870 | |
796 | return 1; |
871 | return 1; |
797 | } |
872 | } |
798 | |
|
|
799 | |
873 | |
800 | /* This creates magic walls. Really, it can create most any object, |
874 | /* This creates magic walls. Really, it can create most any object, |
801 | * within some reason. |
875 | * within some reason. |
802 | */ |
876 | */ |
803 | |
877 | int |
804 | int magic_wall(object *op,object *caster,int dir,object *spell_ob) { |
878 | magic_wall (object *op, object *caster, int dir, object *spell_ob) |
805 | object *tmp, *tmp2; |
879 | { |
|
|
880 | object *tmp; |
806 | int i,posblocked,negblocked, maxrange; |
881 | int i, posblocked, negblocked, maxrange; |
807 | sint16 x, y; |
882 | sint16 x, y; |
808 | mapstruct *m; |
883 | maptile *m; |
809 | const char *name; |
884 | const char *name; |
810 | archetype *at; |
885 | archetype *at; |
811 | |
886 | |
812 | if(!dir) { |
887 | if (!dir) |
|
|
888 | { |
813 | dir=op->facing; |
889 | dir = op->facing; |
814 | x = op->x; |
890 | x = op->x; |
815 | y = op->y; |
891 | y = op->y; |
816 | } else { |
892 | } |
|
|
893 | else |
|
|
894 | { |
817 | x = op->x+freearr_x[dir]; |
895 | x = op->x + freearr_x[dir]; |
818 | y = op->y+freearr_y[dir]; |
896 | y = op->y + freearr_y[dir]; |
819 | } |
897 | } |
|
|
898 | |
820 | m = op->map; |
899 | m = op->map; |
821 | |
900 | |
822 | if ((spell_ob->move_block || x != op->x || y != op->y) && |
901 | if ((spell_ob->move_block || x != op->x || y != op->y) && |
823 | (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) || |
902 | (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || |
824 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) { |
903 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) |
|
|
904 | { |
825 | new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
905 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
826 | return 0; |
906 | return 0; |
827 | } |
907 | } |
|
|
908 | |
828 | if (spell_ob->other_arch) { |
909 | if (spell_ob->other_arch) |
829 | tmp = arch_to_object(spell_ob->other_arch); |
910 | tmp = arch_to_object (spell_ob->other_arch); |
830 | } else if (spell_ob->race) { |
911 | else if (spell_ob->race) |
|
|
912 | { |
831 | char buf1[MAX_BUF]; |
913 | char buf1[MAX_BUF]; |
832 | |
914 | |
833 | sprintf(buf1,spell_ob->race,dir); |
915 | sprintf (buf1, spell_ob->race, dir); |
834 | at = find_archetype(buf1); |
916 | at = archetype::find (buf1); |
835 | if (!at) { |
917 | if (!at) |
|
|
918 | { |
836 | LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); |
919 | LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); |
837 | new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); |
920 | new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); |
838 | return 0; |
921 | return 0; |
839 | } |
922 | } |
|
|
923 | |
840 | tmp = arch_to_object(at); |
924 | tmp = arch_to_object (at); |
841 | } else { |
925 | } |
|
|
926 | else |
|
|
927 | { |
842 | LOG(llevError,"magic_wall: spell %s lacks other_arch\n", |
928 | LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); |
843 | &spell_ob->name); |
|
|
844 | return 0; |
929 | return 0; |
845 | } |
930 | } |
846 | |
931 | |
847 | if (tmp->type == SPELL_EFFECT) { |
932 | if (tmp->type == SPELL_EFFECT) |
|
|
933 | { |
848 | tmp->attacktype = spell_ob->attacktype; |
934 | tmp->attacktype = spell_ob->attacktype; |
849 | tmp->duration = spell_ob->duration + |
935 | tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
850 | SP_level_duration_adjust(caster, spell_ob); |
936 | tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
851 | tmp->stats.dam = spell_ob->stats.dam + |
|
|
852 | SP_level_dam_adjust(caster, spell_ob); |
|
|
853 | tmp->range = 0; |
937 | tmp->range = 0; |
|
|
938 | } |
854 | } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { |
939 | else if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
855 | tmp->stats.hp = spell_ob->duration + |
940 | { |
856 | SP_level_duration_adjust(caster, spell_ob); |
941 | tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
857 | tmp->stats.maxhp = tmp->stats.hp; |
942 | tmp->stats.maxhp = tmp->stats.hp; |
858 | set_owner(tmp,op); |
|
|
859 | set_spell_skill(op, caster, spell_ob, tmp); |
|
|
860 | } |
943 | } |
|
|
944 | |
861 | if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { |
945 | if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) |
862 | tmp->stats.food = spell_ob->duration + |
946 | { |
863 | SP_level_duration_adjust(caster, spell_ob); |
947 | tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
864 | SET_FLAG(tmp, FLAG_IS_USED_UP); |
948 | SET_FLAG (tmp, FLAG_IS_USED_UP); |
865 | } |
949 | } |
|
|
950 | |
866 | if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { |
951 | if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) |
|
|
952 | { |
867 | tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); |
953 | tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
868 | tmp->stats.maxhp = tmp->stats.hp; |
954 | tmp->stats.maxhp = tmp->stats.hp; |
869 | SET_FLAG(tmp, FLAG_TEAR_DOWN); |
955 | SET_FLAG (tmp, FLAG_TEAR_DOWN); |
870 | SET_FLAG(tmp, FLAG_ALIVE); |
956 | SET_FLAG (tmp, FLAG_ALIVE); |
871 | } |
957 | } |
872 | |
958 | |
873 | /* This can't really hurt - if the object doesn't kill anything, |
959 | /* This can't really hurt - if the object doesn't kill anything, |
874 | * these fields just won't be used. |
960 | * these fields just won't be used. Do not set the owner for |
|
|
961 | * earthwalls, though, so they survive restarts. |
875 | */ |
962 | */ |
|
|
963 | if (tmp->type != EARTHWALL) //TODO |
876 | set_owner(tmp,op); |
964 | tmp->set_owner (op); |
|
|
965 | |
877 | set_spell_skill(op, caster, spell_ob, tmp); |
966 | set_spell_skill (op, caster, spell_ob, tmp); |
878 | tmp->x = x; |
|
|
879 | tmp->y = y; |
|
|
880 | tmp->level = caster_level(caster, spell_ob) / 2; |
967 | tmp->level = caster_level (caster, spell_ob) / 2; |
881 | |
968 | |
882 | name = tmp->name; |
969 | name = tmp->name; |
883 | if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { |
970 | if (!(tmp = m->insert (tmp, x, y, op))) |
|
|
971 | { |
884 | new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); |
972 | new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); |
885 | return 0; |
973 | return 0; |
886 | } |
974 | } |
|
|
975 | |
887 | /* If this is a spellcasting wall, need to insert the spell object */ |
976 | /* If this is a spellcasting wall, need to insert the spell object */ |
888 | if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
977 | if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
889 | insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); |
978 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
890 | |
979 | |
891 | /* This code causes the wall to extend some distance in |
980 | /* This code causes the wall to extend some distance in |
892 | * each direction, or until an obstruction is encountered. |
981 | * each direction, or until an obstruction is encountered. |
893 | * posblocked and negblocked help determine how far the |
982 | * posblocked and negblocked help determine how far the |
894 | * created wall can extend, it won't go extend through |
983 | * created wall can extend, it won't go extend through |
895 | * blocked spaces. |
984 | * blocked spaces. |
896 | */ |
985 | */ |
897 | maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); |
986 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
898 | posblocked=0; |
987 | posblocked = 0; |
899 | negblocked=0; |
988 | negblocked = 0; |
900 | |
989 | |
901 | for(i=1; i<=maxrange; i++) { |
990 | for (i = 1; i <= maxrange; i++) |
|
|
991 | { |
902 | int dir2; |
992 | int dir2; |
903 | |
993 | |
904 | dir2 = (dir<4)?(dir+2):dir-2; |
994 | dir2 = (dir < 4) ? (dir + 2) : dir - 2; |
905 | |
995 | |
906 | x = tmp->x+i*freearr_x[dir2]; |
996 | x = tmp->x + i * freearr_x[dir2]; |
907 | y = tmp->y+i*freearr_y[dir2]; |
997 | y = tmp->y + i * freearr_y[dir2]; |
908 | m = tmp->map; |
998 | m = tmp->map; |
909 | |
999 | |
910 | if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && |
1000 | if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
911 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && |
1001 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) |
912 | !posblocked) { |
1002 | { |
913 | tmp2 = get_object(); |
1003 | object *tmp2 = tmp->clone (); |
914 | copy_object(tmp,tmp2); |
1004 | m->insert (tmp2, x, y, op); |
915 | tmp2->x = x; |
1005 | |
916 | tmp2->y = y; |
|
|
917 | insert_ob_in_map(tmp2,m,op,0); |
|
|
918 | /* If this is a spellcasting wall, need to insert the spell object */ |
1006 | /* If this is a spellcasting wall, need to insert the spell object */ |
919 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
1007 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
920 | insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); |
1008 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
921 | |
1009 | |
|
|
1010 | } |
|
|
1011 | else |
922 | } else posblocked=1; |
1012 | posblocked = 1; |
923 | |
1013 | |
924 | x = tmp->x-i*freearr_x[dir2]; |
1014 | x = tmp->x - i * freearr_x[dir2]; |
925 | y = tmp->y-i*freearr_y[dir2]; |
1015 | y = tmp->y - i * freearr_y[dir2]; |
926 | m = tmp->map; |
1016 | m = tmp->map; |
927 | |
1017 | |
928 | if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && |
1018 | if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
929 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && |
1019 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
930 | !negblocked) { |
1020 | { |
931 | tmp2 = get_object(); |
1021 | object *tmp2 = tmp->clone (); |
932 | copy_object(tmp,tmp2); |
1022 | m->insert (tmp2, x, y, op); |
933 | tmp2->x = x; |
1023 | |
934 | tmp2->y = y; |
|
|
935 | insert_ob_in_map(tmp2,m,op,0); |
|
|
936 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
1024 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
937 | insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); |
1025 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
|
|
1026 | } |
|
|
1027 | else |
938 | } else negblocked=1; |
1028 | negblocked = 1; |
939 | } |
1029 | } |
940 | |
1030 | |
941 | if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) |
1031 | if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) |
942 | update_all_los(op->map, op->x, op->y); |
1032 | update_all_los (op->map, op->x, op->y); |
943 | |
1033 | |
|
|
1034 | return 1; |
|
|
1035 | } |
|
|
1036 | |
|
|
1037 | int |
|
|
1038 | dimension_door (object *op, object *caster, object *spob, int dir) |
|
|
1039 | { |
|
|
1040 | uint32 dist, maxdist; |
|
|
1041 | int mflags; |
|
|
1042 | maptile *m; |
|
|
1043 | sint16 sx, sy; |
|
|
1044 | |
|
|
1045 | if (op->type != PLAYER) |
|
|
1046 | return 0; |
|
|
1047 | |
|
|
1048 | if (!dir) |
|
|
1049 | { |
|
|
1050 | new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); |
|
|
1051 | return 0; |
|
|
1052 | } |
|
|
1053 | |
|
|
1054 | /* Given the new outdoor maps, can't let players dimension door for |
|
|
1055 | * ever, so put limits in. |
|
|
1056 | */ |
|
|
1057 | maxdist = spob->range + SP_level_range_adjust (caster, spob); |
|
|
1058 | |
|
|
1059 | if (op->contr->count) |
|
|
1060 | { |
|
|
1061 | if (op->contr->count > maxdist) |
|
|
1062 | { |
|
|
1063 | new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); |
|
|
1064 | return 0; |
|
|
1065 | } |
|
|
1066 | |
|
|
1067 | for (dist = 0; dist < op->contr->count; dist++) |
|
|
1068 | { |
|
|
1069 | mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); |
|
|
1070 | |
|
|
1071 | if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) |
|
|
1072 | break; |
|
|
1073 | |
|
|
1074 | if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
|
|
1075 | break; |
|
|
1076 | } |
|
|
1077 | |
|
|
1078 | if (dist < op->contr->count) |
|
|
1079 | { |
|
|
1080 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); |
|
|
1081 | op->contr->count = 0; |
|
|
1082 | return 0; |
|
|
1083 | } |
|
|
1084 | |
|
|
1085 | op->contr->count = 0; |
|
|
1086 | |
|
|
1087 | /* Remove code that puts player on random space on maps. IMO, |
|
|
1088 | * a lot of maps probably have areas the player should not get to, |
|
|
1089 | * but may not be marked as NO_MAGIC (as they may be bounded |
|
|
1090 | * by such squares). Also, there are probably treasure rooms and |
|
|
1091 | * lots of other maps that protect areas with no magic, but the |
|
|
1092 | * areas themselves don't contain no magic spaces. |
|
|
1093 | */ |
|
|
1094 | /* This call here is really just to normalize the coordinates */ |
|
|
1095 | mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy); |
|
|
1096 | if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
|
|
1097 | { |
|
|
1098 | new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n"); |
|
|
1099 | return 1; /* Maybe the penalty should be more severe... */ |
|
|
1100 | } |
|
|
1101 | } |
|
|
1102 | else |
|
|
1103 | { |
|
|
1104 | /* Player didn't specify a distance, so lets see how far |
|
|
1105 | * we can move the player. Don't know why this stopped on |
|
|
1106 | * spaces that blocked the players view. |
|
|
1107 | */ |
|
|
1108 | |
|
|
1109 | for (dist = 0; dist < maxdist; dist++) |
|
|
1110 | { |
|
|
1111 | mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); |
|
|
1112 | |
|
|
1113 | if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) |
|
|
1114 | break; |
|
|
1115 | |
|
|
1116 | if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
|
|
1117 | break; |
|
|
1118 | |
|
|
1119 | } |
|
|
1120 | |
|
|
1121 | /* If the destination is blocked, keep backing up until we |
|
|
1122 | * find a place for the player. |
|
|
1123 | */ |
|
|
1124 | for (; dist > 0; dist--) |
|
|
1125 | { |
|
|
1126 | if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, |
|
|
1127 | &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) |
|
|
1128 | continue; |
|
|
1129 | |
|
|
1130 | |
|
|
1131 | if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
|
|
1132 | break; |
|
|
1133 | |
|
|
1134 | } |
|
|
1135 | if (!dist) |
|
|
1136 | { |
|
|
1137 | new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); |
|
|
1138 | return 0; |
|
|
1139 | } |
|
|
1140 | } |
|
|
1141 | |
|
|
1142 | /* Actually move the player now */ |
|
|
1143 | if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) |
944 | return 1; |
1144 | return 1; |
945 | } |
|
|
946 | |
1145 | |
947 | int dimension_door(object *op,object *caster, object *spob, int dir) { |
|
|
948 | uint32 dist, maxdist; |
|
|
949 | int mflags; |
|
|
950 | mapstruct *m; |
|
|
951 | sint16 sx, sy; |
|
|
952 | |
|
|
953 | if(op->type!=PLAYER) |
|
|
954 | return 0; |
|
|
955 | |
|
|
956 | if(!dir) { |
|
|
957 | new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); |
|
|
958 | return 0; |
|
|
959 | } |
|
|
960 | |
|
|
961 | /* Given the new outdoor maps, can't let players dimension door for |
|
|
962 | * ever, so put limits in. |
|
|
963 | */ |
|
|
964 | maxdist = spob->range + |
|
|
965 | SP_level_range_adjust(caster, spob); |
|
|
966 | |
|
|
967 | if(op->contr->count) { |
|
|
968 | if (op->contr->count > maxdist) { |
|
|
969 | new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!"); |
|
|
970 | return 0; |
|
|
971 | } |
|
|
972 | |
|
|
973 | for(dist=0;dist<op->contr->count; dist++) { |
|
|
974 | mflags = get_map_flags(op->map, &m, |
|
|
975 | op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1), |
|
|
976 | &sx, &sy); |
|
|
977 | |
|
|
978 | if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break; |
|
|
979 | |
|
|
980 | if ((mflags & P_BLOCKSVIEW) && |
|
|
981 | OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break; |
|
|
982 | } |
|
|
983 | |
|
|
984 | if(dist<op->contr->count) { |
|
|
985 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n"); |
|
|
986 | op->contr->count=0; |
|
|
987 | return 0; |
|
|
988 | } |
|
|
989 | op->contr->count=0; |
|
|
990 | |
|
|
991 | /* Remove code that puts player on random space on maps. IMO, |
|
|
992 | * a lot of maps probably have areas the player should not get to, |
|
|
993 | * but may not be marked as NO_MAGIC (as they may be bounded |
|
|
994 | * by such squares). Also, there are probably treasure rooms and |
|
|
995 | * lots of other maps that protect areas with no magic, but the |
|
|
996 | * areas themselves don't contain no magic spaces. |
|
|
997 | */ |
|
|
998 | /* This call here is really just to normalize the coordinates */ |
|
|
999 | mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist, |
|
|
1000 | &sx, &sy); |
|
|
1001 | if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) { |
|
|
1002 | new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n"); |
|
|
1003 | return 1; /* Maybe the penalty should be more severe... */ |
|
|
1004 | } |
|
|
1005 | } else { |
|
|
1006 | /* Player didn't specify a distance, so lets see how far |
|
|
1007 | * we can move the player. Don't know why this stopped on |
|
|
1008 | * spaces that blocked the players view. |
|
|
1009 | */ |
|
|
1010 | |
|
|
1011 | for(dist=0; dist < maxdist; dist++) { |
|
|
1012 | mflags = get_map_flags(op->map, &m, |
|
|
1013 | op->x+freearr_x[dir] * (dist+1), |
|
|
1014 | op->y+freearr_y[dir] * (dist+1), |
|
|
1015 | &sx, &sy); |
|
|
1016 | |
|
|
1017 | if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break; |
|
|
1018 | |
|
|
1019 | if ((mflags & P_BLOCKSVIEW) && |
|
|
1020 | OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break; |
|
|
1021 | |
|
|
1022 | } |
|
|
1023 | |
|
|
1024 | /* If the destination is blocked, keep backing up until we |
|
|
1025 | * find a place for the player. |
|
|
1026 | */ |
|
|
1027 | for(;dist>0; dist--) { |
|
|
1028 | if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist, |
|
|
1029 | &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue; |
|
|
1030 | |
|
|
1031 | |
|
|
1032 | if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break; |
|
|
1033 | |
|
|
1034 | } |
|
|
1035 | if(!dist) { |
|
|
1036 | new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n"); |
|
|
1037 | return 0; |
|
|
1038 | } |
|
|
1039 | } |
|
|
1040 | |
|
|
1041 | /* Actually move the player now */ |
|
|
1042 | remove_ob(op); |
|
|
1043 | op->x+=freearr_x[dir]*dist; |
|
|
1044 | op->y+=freearr_y[dir]*dist; |
|
|
1045 | if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL) |
|
|
1046 | return 1; |
|
|
1047 | |
|
|
1048 | op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ |
1146 | op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
1049 | return 1; |
1147 | return 1; |
1050 | } |
1148 | } |
1051 | |
1149 | |
1052 | |
1150 | |
1053 | /* cast_heal: Heals something. |
1151 | /* cast_heal: Heals something. |
1054 | * op is the caster. |
1152 | * op is the caster. |
1055 | * dir is the direction he is casting it in. |
1153 | * dir is the direction he is casting it in. |
1056 | * spell is the spell object. |
1154 | * spell is the spell object. |
1057 | */ |
1155 | */ |
|
|
1156 | int |
1058 | int cast_heal(object *op,object *caster, object *spell, int dir) { |
1157 | cast_heal (object *op, object *caster, object *spell, int dir) |
|
|
1158 | { |
1059 | object *tmp; |
1159 | object *tmp; |
1060 | archetype *at; |
1160 | archetype *at; |
1061 | object *poison; |
1161 | object *poison; |
1062 | int heal = 0, success = 0; |
1162 | int heal = 0, success = 0; |
1063 | |
1163 | |
1064 | tmp = find_target_for_friendly_spell(op,dir); |
1164 | tmp = find_target_for_friendly_spell (op, dir); |
1065 | |
1165 | |
1066 | if (tmp==NULL) return 0; |
1166 | if (!tmp) |
|
|
1167 | return 0; |
1067 | |
1168 | |
1068 | /* Figure out how many hp this spell might cure. |
1169 | /* Figure out how many hp this spell might cure. |
1069 | * could be zero if this spell heals effects, not damage. |
1170 | * could be zero if this spell heals effects, not damage. |
1070 | */ |
1171 | */ |
1071 | heal = spell->stats.dam; |
1172 | heal = spell->stats.dam; |
1072 | if (spell->stats.hp) |
1173 | if (spell->stats.hp) |
1073 | heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + |
1174 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
1074 | spell->stats.hp; |
|
|
1075 | |
1175 | |
1076 | if (heal) { |
1176 | if (heal) |
|
|
1177 | { |
1077 | if (tmp->stats.hp >= tmp->stats.maxhp) { |
1178 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1078 | new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); |
1179 | new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
|
|
1180 | else |
1079 | } |
1181 | { |
1080 | else { |
|
|
1081 | /* See how many points we actually heal. Instead of messages |
1182 | /* See how many points we actually heal. Instead of messages |
1082 | * based on type of spell, we instead do messages based |
1183 | * based on type of spell, we instead do messages based |
1083 | * on amount of damage healed. |
1184 | * on amount of damage healed. |
1084 | */ |
1185 | */ |
1085 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
1186 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
1086 | heal = tmp->stats.maxhp - tmp->stats.hp; |
1187 | heal = tmp->stats.maxhp - tmp->stats.hp; |
1087 | tmp->stats.hp += heal; |
1188 | tmp->stats.hp += heal; |
1088 | |
1189 | |
1089 | if (tmp->stats.hp >= tmp->stats.maxhp) { |
1190 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1090 | new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); |
1191 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1091 | } else if (heal > 50) { |
1192 | else if (heal > 50) |
1092 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); |
1193 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1093 | } else if (heal > 25) { |
1194 | else if (heal > 25) |
1094 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); |
1195 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1095 | } else if (heal > 10) { |
1196 | else if (heal > 10) |
1096 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); |
1197 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
1097 | } else { |
1198 | else |
1098 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); |
1199 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
1099 | } |
1200 | |
1100 | success=1; |
|
|
1101 | } |
|
|
1102 | } |
|
|
1103 | if (spell->attacktype & AT_DISEASE) |
|
|
1104 | if (cure_disease (tmp, op)) |
|
|
1105 | success = 1; |
1201 | success = 1; |
|
|
1202 | } |
|
|
1203 | } |
1106 | |
1204 | |
|
|
1205 | if (spell->attacktype & AT_DISEASE) |
|
|
1206 | if (cure_disease (tmp, op)) |
|
|
1207 | success = 1; |
|
|
1208 | |
1107 | if (spell->attacktype & AT_POISON) { |
1209 | if (spell->attacktype & AT_POISON) |
|
|
1210 | { |
1108 | at = find_archetype("poisoning"); |
1211 | at = archetype::find ("poisoning"); |
1109 | poison=present_arch_in_ob(at,tmp); |
1212 | poison = present_arch_in_ob (at, tmp); |
1110 | if (poison) { |
1213 | if (poison) |
|
|
1214 | { |
1111 | success = 1; |
1215 | success = 1; |
1112 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); |
1216 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1113 | poison->stats.food = 1; |
1217 | poison->stats.food = 1; |
1114 | } |
1218 | } |
1115 | } |
1219 | } |
|
|
1220 | |
1116 | if (spell->attacktype & AT_CONFUSION) { |
1221 | if (spell->attacktype & AT_CONFUSION) |
|
|
1222 | { |
1117 | poison=present_in_ob_by_name(FORCE,"confusion", tmp); |
1223 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1118 | if (poison) { |
1224 | if (poison) |
|
|
1225 | { |
1119 | success = 1; |
1226 | success = 1; |
1120 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
1227 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1121 | poison->duration = 1; |
1228 | poison->duration = 1; |
1122 | } |
1229 | } |
1123 | } |
1230 | } |
|
|
1231 | |
1124 | if (spell->attacktype & AT_BLIND) { |
1232 | if (spell->attacktype & AT_BLIND) |
|
|
1233 | { |
1125 | at=find_archetype("blindness"); |
1234 | at = archetype::find ("blindness"); |
1126 | poison=present_arch_in_ob(at,tmp); |
1235 | poison = present_arch_in_ob (at, tmp); |
1127 | if (poison) { |
1236 | if (poison) |
|
|
1237 | { |
1128 | success = 1; |
1238 | success = 1; |
1129 | new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); |
1239 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
1130 | poison->stats.food = 1; |
1240 | poison->stats.food = 1; |
1131 | } |
1241 | } |
1132 | } |
1242 | } |
|
|
1243 | |
1133 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { |
1244 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
|
|
1245 | { |
1134 | tmp->stats.sp += spell->last_sp; |
1246 | tmp->stats.sp += spell->last_sp; |
1135 | if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; |
1247 | if (tmp->stats.sp > tmp->stats.maxsp) |
|
|
1248 | tmp->stats.sp = tmp->stats.maxsp; |
1136 | success = 1; |
1249 | success = 1; |
1137 | new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); |
1250 | new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
1138 | } |
1251 | } |
|
|
1252 | |
1139 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { |
1253 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
|
|
1254 | { |
1140 | tmp->stats.grace += spell->last_grace; |
1255 | tmp->stats.grace += spell->last_grace; |
1141 | if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; |
1256 | if (tmp->stats.grace > tmp->stats.maxgrace) |
|
|
1257 | tmp->stats.grace = tmp->stats.maxgrace; |
1142 | success = 1; |
1258 | success = 1; |
1143 | new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); |
1259 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
1144 | } |
1260 | } |
|
|
1261 | |
1145 | if (spell->stats.food && tmp->stats.food < 999) { |
1262 | if (spell->stats.food && tmp->stats.food < 999) |
|
|
1263 | { |
1146 | tmp->stats.food += spell->stats.food; |
1264 | tmp->stats.food += spell->stats.food; |
1147 | if (tmp->stats.food > 999) tmp->stats.food=999; |
1265 | if (tmp->stats.food > 999) |
|
|
1266 | tmp->stats.food = 999; |
1148 | success = 1; |
1267 | success = 1; |
1149 | /* We could do something a bit better like the messages for healing above */ |
1268 | /* We could do something a bit better like the messages for healing above */ |
1150 | new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food"); |
1269 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1151 | } |
1270 | } |
|
|
1271 | |
1152 | return success; |
1272 | return success; |
1153 | } |
1273 | } |
1154 | |
1274 | |
1155 | |
1275 | |
1156 | /* This is used for the spells that gain stats. There are no spells |
1276 | /* This is used for the spells that gain stats. There are no spells |
1157 | * right now that icnrease wis/int/pow on a temp basis, so no |
1277 | * right now that icnrease wis/int/pow on a temp basis, so no |
1158 | * good comments for those. |
1278 | * good comments for those. |
1159 | */ |
1279 | */ |
1160 | static const char* const no_gain_msgs[NUM_STATS] = { |
1280 | static const char *const no_gain_msgs[NUM_STATS] = { |
1161 | "You grow no stronger.", |
1281 | "You grow no stronger.", |
1162 | "You grow no more agile.", |
1282 | "You grow no more agile.", |
1163 | "You don't feel any healthier.", |
1283 | "You don't feel any healthier.", |
1164 | "no wis", |
1284 | "no wis", |
1165 | "You are no easier to look at.", |
1285 | "You are no easier to look at.", |
1166 | "no int", |
1286 | "no int", |
1167 | "no pow" |
1287 | "no pow" |
1168 | }; |
1288 | }; |
1169 | |
1289 | |
|
|
1290 | int |
1170 | int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { |
1291 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1171 | object *tmp, *tmp2=NULL; |
1292 | { |
1172 | object *force=NULL; |
1293 | object *force = NULL; |
1173 | int i; |
1294 | int i; |
1174 | |
1295 | |
1175 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1296 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1176 | if(dir!=0) { |
1297 | object *tmp = dir |
1177 | tmp=find_target_for_friendly_spell(op,dir); |
1298 | ? find_target_for_friendly_spell (op, dir) |
1178 | } else { |
1299 | : op; |
1179 | tmp = op; |
|
|
1180 | } |
|
|
1181 | |
1300 | |
1182 | if(tmp==NULL) return 0; |
1301 | if (!tmp) |
1183 | |
1302 | return 0; |
|
|
1303 | |
1184 | /* If we've already got a force of this type, don't add a new one. */ |
1304 | /* If we've already got a force of this type, don't add a new one. */ |
1185 | for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { |
1305 | for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
|
|
1306 | { |
1186 | if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { |
1307 | if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) |
|
|
1308 | { |
1187 | if (tmp2->name == spell_ob->name) { |
1309 | if (tmp2->name == spell_ob->name) |
|
|
1310 | { |
1188 | force=tmp2; /* the old effect will be "refreshed" */ |
1311 | force = tmp2; /* the old effect will be "refreshed" */ |
1189 | break; |
1312 | break; |
1190 | } |
1313 | } |
1191 | else if (spell_ob->race && spell_ob->race == tmp2->name) { |
1314 | else if (spell_ob->race && spell_ob->race == tmp2->name) |
|
|
1315 | { |
1192 | if ( !silent ) |
1316 | if (!silent) |
1193 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1317 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); |
1194 | "You can not cast %s while %s is in effect", |
|
|
1195 | &spell_ob->name, &tmp2->name_pl); |
|
|
1196 | return 0; |
1318 | return 0; |
1197 | } |
1319 | } |
1198 | } |
1320 | } |
1199 | } |
1321 | } |
1200 | if(force==NULL) { |
1322 | if (force == NULL) |
|
|
1323 | { |
1201 | force=get_archetype(FORCE_NAME); |
1324 | force = get_archetype (FORCE_NAME); |
1202 | force->subtype = FORCE_CHANGE_ABILITY; |
1325 | force->subtype = FORCE_CHANGE_ABILITY; |
1203 | if (spell_ob->race) |
1326 | if (spell_ob->race) |
1204 | force->name = spell_ob->race; |
1327 | force->name = spell_ob->race; |
1205 | else |
1328 | else |
1206 | force->name = spell_ob->name; |
1329 | force->name = spell_ob->name; |
1207 | force->name_pl = spell_ob->name; |
1330 | force->name_pl = spell_ob->name; |
1208 | new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
1331 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
1209 | |
1332 | |
1210 | } else { |
1333 | } |
|
|
1334 | else |
|
|
1335 | { |
1211 | int duration; |
1336 | int duration; |
1212 | |
1337 | |
1213 | duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; |
1338 | duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1214 | if (duration > force->duration) { |
1339 | if (duration > force->duration) |
|
|
1340 | { |
1215 | force->duration = duration; |
1341 | force->duration = duration; |
1216 | new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1342 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
|
|
1343 | } |
1217 | } else { |
1344 | else |
|
|
1345 | { |
1218 | new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1346 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1219 | } |
1347 | } |
1220 | return 1; |
1348 | return 1; |
1221 | } |
1349 | } |
1222 | force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; |
1350 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1223 | force->speed = 1.0; |
1351 | force->speed = 1.0; |
1224 | force->speed_left = -1.0; |
1352 | force->speed_left = -1.0; |
1225 | SET_FLAG(force, FLAG_APPLIED); |
1353 | SET_FLAG (force, FLAG_APPLIED); |
1226 | |
1354 | |
1227 | /* Now start processing the effects. First, protections */ |
1355 | /* Now start processing the effects. First, protections */ |
1228 | for (i=0; i < NROFATTACKS; i++) { |
1356 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1357 | { |
1229 | if (spell_ob->resist[i]) { |
1358 | if (spell_ob->resist[i]) |
|
|
1359 | { |
1230 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); |
1360 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1231 | if (force->resist[i] > 100) force->resist[i] = 100; |
1361 | if (force->resist[i] > 100) |
|
|
1362 | force->resist[i] = 100; |
1232 | } |
1363 | } |
1233 | } |
1364 | } |
1234 | if (spell_ob->stats.hp) |
1365 | if (spell_ob->stats.hp) |
1235 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); |
1366 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1236 | |
1367 | |
1237 | if (tmp->type == PLAYER) { |
1368 | if (tmp->type == PLAYER) |
|
|
1369 | { |
1238 | /* Stat adjustment spells */ |
1370 | /* Stat adjustment spells */ |
1239 | for (i=0; i < NUM_STATS; i++) { |
1371 | for (i = 0; i < NUM_STATS; i++) |
|
|
1372 | { |
1240 | sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; |
1373 | sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; |
|
|
1374 | |
1241 | if (stat) { |
1375 | if (stat) |
|
|
1376 | { |
1242 | sm=0; |
1377 | sm = 0; |
1243 | for (k=0; k<stat; k++) |
1378 | for (k = 0; k < stat; k++) |
1244 | sm += rndm(1, 3); |
1379 | sm += rndm (1, 3); |
1245 | |
1380 | |
1246 | if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { |
1381 | if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) |
|
|
1382 | { |
1247 | sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); |
1383 | sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); |
|
|
1384 | if (sm < 0) |
1248 | if (sm<0) sm = 0; |
1385 | sm = 0; |
1249 | } |
1386 | } |
1250 | set_attr_value(&force->stats, i, sm); |
1387 | set_attr_value (&force->stats, i, sm); |
1251 | if (!sm) |
1388 | if (!sm) |
1252 | new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); |
1389 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1253 | } |
1390 | } |
1254 | } |
1391 | } |
1255 | } |
1392 | } |
1256 | |
1393 | |
1257 | force->move_type = spell_ob->move_type; |
1394 | force->move_type = spell_ob->move_type; |
1258 | |
1395 | |
1259 | if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) |
1396 | if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) |
1260 | SET_FLAG(force, FLAG_SEE_IN_DARK); |
1397 | SET_FLAG (force, FLAG_SEE_IN_DARK); |
1261 | |
1398 | |
1262 | if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) |
1399 | if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) |
1263 | SET_FLAG(force, FLAG_XRAYS); |
1400 | SET_FLAG (force, FLAG_XRAYS); |
1264 | |
1401 | |
1265 | /* Haste/bonus speed */ |
1402 | /* Haste/bonus speed */ |
1266 | if (spell_ob->stats.exp) { |
1403 | if (spell_ob->stats.exp) |
|
|
1404 | { |
|
|
1405 | if (op->speed > 0.5f) |
1267 | if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); |
1406 | force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); |
1268 | else |
1407 | else |
1269 | force->stats.exp = spell_ob->stats.exp; |
1408 | force->stats.exp = spell_ob->stats.exp; |
1270 | } |
1409 | } |
1271 | |
1410 | |
1272 | force->stats.wc = spell_ob->stats.wc; |
1411 | force->stats.wc = spell_ob->stats.wc; |
1273 | force->stats.ac = spell_ob->stats.ac; |
1412 | force->stats.ac = spell_ob->stats.ac; |
1274 | force->attacktype = spell_ob->attacktype; |
1413 | force->attacktype = spell_ob->attacktype; |
1275 | |
1414 | |
1276 | insert_ob_in_ob(force,tmp); |
1415 | insert_ob_in_ob (force, tmp); |
1277 | change_abil(tmp,force); /* Mostly to display any messages */ |
1416 | change_abil (tmp, force); /* Mostly to display any messages */ |
1278 | fix_player(tmp); |
1417 | tmp->update_stats (); |
1279 | return 1; |
1418 | return 1; |
1280 | } |
1419 | } |
1281 | |
1420 | |
1282 | /* This used to be part of cast_change_ability, but it really didn't make |
1421 | /* This used to be part of cast_change_ability, but it really didn't make |
1283 | * a lot of sense, since most of the values it derives are from the god |
1422 | * a lot of sense, since most of the values it derives are from the god |
1284 | * of the caster. |
1423 | * of the caster. |
1285 | */ |
1424 | */ |
1286 | |
1425 | |
|
|
1426 | int |
1287 | int cast_bless(object *op,object *caster,object *spell_ob, int dir) { |
1427 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
|
|
1428 | { |
1288 | int i; |
1429 | int i; |
1289 | object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; |
1430 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
1290 | |
1431 | |
1291 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1432 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1292 | if(dir!=0) { |
1433 | if (dir != 0) |
|
|
1434 | { |
1293 | tmp=find_target_for_friendly_spell(op,dir); |
1435 | tmp = find_target_for_friendly_spell (op, dir); |
1294 | } else { |
1436 | } |
|
|
1437 | else |
|
|
1438 | { |
1295 | tmp = op; |
1439 | tmp = op; |
1296 | } |
1440 | } |
1297 | |
1441 | |
1298 | /* If we've already got a force of this type, don't add a new one. */ |
1442 | /* If we've already got a force of this type, don't add a new one. */ |
1299 | for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { |
1443 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
|
|
1444 | { |
1300 | if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { |
1445 | if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) |
|
|
1446 | { |
1301 | if (tmp2->name == spell_ob->name) { |
1447 | if (tmp2->name == spell_ob->name) |
|
|
1448 | { |
1302 | force=tmp2; /* the old effect will be "refreshed" */ |
1449 | force = tmp2; /* the old effect will be "refreshed" */ |
1303 | break; |
1450 | break; |
1304 | } |
1451 | } |
1305 | else if (spell_ob->race && spell_ob->race == tmp2->name) { |
1452 | else if (spell_ob->race && spell_ob->race == tmp2->name) |
1306 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1453 | { |
1307 | "You can not cast %s while %s is in effect", |
1454 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); |
1308 | &spell_ob->name, &tmp2->name_pl); |
|
|
1309 | return 0; |
1455 | return 0; |
1310 | } |
1456 | } |
1311 | } |
1457 | } |
1312 | } |
1458 | } |
1313 | if(force==NULL) { |
1459 | if (force == NULL) |
|
|
1460 | { |
1314 | force=get_archetype(FORCE_NAME); |
1461 | force = get_archetype (FORCE_NAME); |
1315 | force->subtype = FORCE_CHANGE_ABILITY; |
1462 | force->subtype = FORCE_CHANGE_ABILITY; |
1316 | if (spell_ob->race) |
1463 | if (spell_ob->race) |
1317 | force->name = spell_ob->race; |
1464 | force->name = spell_ob->race; |
1318 | else |
1465 | else |
1319 | force->name = spell_ob->name; |
1466 | force->name = spell_ob->name; |
1320 | force->name_pl = spell_ob->name; |
1467 | force->name_pl = spell_ob->name; |
1321 | new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
1468 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
1322 | } else { |
1469 | } |
|
|
1470 | else |
|
|
1471 | { |
1323 | int duration; |
1472 | int duration; |
1324 | |
1473 | |
1325 | duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; |
1474 | duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1326 | if (duration > force->duration) { |
1475 | if (duration > force->duration) |
|
|
1476 | { |
1327 | force->duration = duration; |
1477 | force->duration = duration; |
1328 | new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1478 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
|
|
1479 | } |
1329 | } else { |
1480 | else |
|
|
1481 | { |
1330 | new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1482 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1331 | } |
1483 | } |
1332 | return 0; |
1484 | return 0; |
1333 | } |
1485 | } |
1334 | force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; |
1486 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1335 | force->speed = 1.0; |
1487 | force->speed = 1.0; |
1336 | force->speed_left = -1.0; |
1488 | force->speed_left = -1.0; |
1337 | SET_FLAG(force, FLAG_APPLIED); |
1489 | SET_FLAG (force, FLAG_APPLIED); |
1338 | |
1490 | |
1339 | if(!god) { |
1491 | if (!god) |
|
|
1492 | { |
1340 | new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); |
1493 | new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); |
1341 | } else { |
1494 | } |
|
|
1495 | else |
|
|
1496 | { |
1342 | /* Only give out good benefits, and put a max on it */ |
1497 | /* Only give out good benefits, and put a max on it */ |
1343 | for (i=0; i<NROFATTACKS; i++) { |
1498 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1499 | { |
1344 | if (god->resist[i]>0) { |
1500 | if (god->resist[i] > 0) |
|
|
1501 | { |
1345 | force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); |
1502 | force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); |
1346 | } |
1503 | } |
1347 | } |
1504 | } |
1348 | force->path_attuned|=god->path_attuned; |
1505 | force->path_attuned |= god->path_attuned; |
1349 | |
1506 | |
1350 | if (spell_ob->attacktype) |
1507 | if (spell_ob->attacktype) |
1351 | force->slaying = god->slaying; |
1508 | force->slaying = god->slaying; |
1352 | |
1509 | |
1353 | if (tmp != op) { |
1510 | if (tmp != op) |
|
|
1511 | { |
1354 | new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name); |
1512 | new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name); |
1355 | new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name); |
1513 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name); |
|
|
1514 | } |
1356 | } else { |
1515 | else |
1357 | new_draw_info_format(NDI_UNIQUE, 0,tmp, |
|
|
1358 | "You are blessed by %s!",&god->name); |
|
|
1359 | } |
1516 | { |
|
|
1517 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name); |
|
|
1518 | } |
1360 | |
1519 | |
1361 | } |
1520 | } |
1362 | force->stats.wc = spell_ob->stats.wc; |
1521 | force->stats.wc = spell_ob->stats.wc; |
1363 | force->stats.ac = spell_ob->stats.ac; |
1522 | force->stats.ac = spell_ob->stats.ac; |
1364 | |
1523 | |
1365 | change_abil(tmp,force); /* Mostly to display any messages */ |
1524 | change_abil (tmp, force); /* Mostly to display any messages */ |
1366 | insert_ob_in_ob(force,tmp); |
1525 | insert_ob_in_ob (force, tmp); |
1367 | fix_player(tmp); |
1526 | tmp->update_stats (); |
1368 | return 1; |
1527 | return 1; |
1369 | } |
1528 | } |
1370 | |
|
|
1371 | |
|
|
1372 | |
1529 | |
1373 | /* Alchemy code by Mark Wedel |
1530 | /* Alchemy code by Mark Wedel |
1374 | * |
1531 | * |
1375 | * This code adds a new spell, called alchemy. Alchemy will turn |
1532 | * This code adds a new spell, called alchemy. Alchemy will turn |
1376 | * objects to gold nuggets, the value of the gold nuggets being |
1533 | * objects to gold nuggets, the value of the gold nuggets being |
… | |
… | |
1386 | * For example, if an item is worth 110 gold, you will get |
1543 | * For example, if an item is worth 110 gold, you will get |
1387 | * 4 large nuggets, and from 0-10 small nuggets. |
1544 | * 4 large nuggets, and from 0-10 small nuggets. |
1388 | * |
1545 | * |
1389 | * There is also a chance (1:30) that you will get nothing at all |
1546 | * There is also a chance (1:30) that you will get nothing at all |
1390 | * for the object. There is also a maximum weight that will be |
1547 | * for the object. There is also a maximum weight that will be |
1391 | * alchemied. |
1548 | * alchemised. |
1392 | */ |
1549 | */ |
1393 | |
1550 | static void |
1394 | /* I didn't feel like passing these as arguements to the |
1551 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1395 | * two functions that need them. Real values are put in them |
|
|
1396 | * when the spell is cast, and these are freed when the spell |
|
|
1397 | * is finished. |
|
|
1398 | */ |
|
|
1399 | static object *small, *large; |
|
|
1400 | |
|
|
1401 | static void alchemy_object(object *obj, int *small_nuggets, |
|
|
1402 | int *large_nuggets, int *weight) |
|
|
1403 | { |
1552 | { |
1404 | uint64 value=query_cost(obj, NULL, F_TRUE); |
1553 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1405 | |
1554 | |
1406 | /* Give third price when we alchemy money (This should hopefully |
1555 | /* Give third price when we alchemy money (This should hopefully |
1407 | * make it so that it isn't worth it to alchemy money, sell |
1556 | * make it so that it isn't worth it to alchemy money, sell |
1408 | * the nuggets, alchemy the gold from that, etc. |
1557 | * the nuggets, alchemy the gold from that, etc. |
1409 | * Otherwise, give 9 silver on the gold for other objects, |
1558 | * Otherwise, give 9 silver on the gold for other objects, |
1410 | * so that it would still be more affordable to haul |
1559 | * so that it would still be more affordable to haul |
1411 | * the stuff back to town. |
1560 | * the stuff back to town. |
1412 | */ |
1561 | */ |
1413 | |
|
|
1414 | if (QUERY_FLAG(obj, FLAG_UNPAID)) |
1562 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1415 | value=0; |
1563 | value = 0; |
1416 | else if (obj->type==MONEY || obj->type==GEM) |
1564 | else if (obj->type == MONEY || obj->type == GEM) |
1417 | value /=3; |
1565 | value /= 3; |
1418 | else |
1566 | else |
1419 | value = (value*9)/10; |
1567 | value = value * 9 / 10; |
1420 | |
1568 | |
1421 | value /= 4; // fix by GHJ, don't understand, pcg |
|
|
1422 | |
|
|
1423 | if ((obj->value>0) && rndm(0, 29)) { |
1569 | if (obj->value > 0 && rndm (0, 29)) |
1424 | int count; |
1570 | total_value += value; |
1425 | |
1571 | |
1426 | count = value / large->value; |
1572 | total_weight += obj->total_weight (); |
1427 | *large_nuggets += count; |
|
|
1428 | value -= (uint64)count * (uint64)large->value; |
|
|
1429 | count = value / small->value; |
|
|
1430 | *small_nuggets += count; |
|
|
1431 | } |
|
|
1432 | |
1573 | |
1433 | /* Turn 25 small nuggets into 1 large nugget. If the value |
1574 | obj->destroy (); |
1434 | * of large nuggets is not evenly divisable by the small nugget |
|
|
1435 | * value, take off an extra small_nugget (Assuming small_nuggets!=0) |
|
|
1436 | */ |
|
|
1437 | if (*small_nuggets * small->value >= large->value) { |
|
|
1438 | (*large_nuggets)++; |
|
|
1439 | *small_nuggets -= large->value / small->value; |
|
|
1440 | if (*small_nuggets && large->value % small->value) |
|
|
1441 | (*small_nuggets)--; |
|
|
1442 | } |
|
|
1443 | weight += obj->weight; |
|
|
1444 | remove_ob(obj); |
|
|
1445 | free_object(obj); |
|
|
1446 | } |
1575 | } |
1447 | |
1576 | |
1448 | static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, |
1577 | static void |
1449 | int x, int y) |
1578 | update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y) |
1450 | { |
1579 | { |
1451 | object *tmp; |
|
|
1452 | int flag=0; |
1580 | int flag = 0; |
1453 | |
1581 | |
1454 | /* Put any nuggets below the player, but we can only pass this |
1582 | /* Put any nuggets below the player, but we can only pass this |
1455 | * flag if we are on the same space as the player |
1583 | * flag if we are on the same space as the player |
1456 | */ |
1584 | */ |
1457 | if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR; |
1585 | if (x == op->x && y == op->y && op->map == m) |
|
|
1586 | flag = INS_BELOW_ORIGINATOR; |
1458 | |
1587 | |
1459 | if (small_nuggets) { |
1588 | if (small_nuggets) |
1460 | tmp = get_object(); |
1589 | { |
1461 | copy_object(small, tmp); |
1590 | object *tmp = small->clone (); |
1462 | tmp-> nrof = small_nuggets; |
1591 | tmp->nrof = small_nuggets; |
1463 | tmp->x = x; |
1592 | m->insert (tmp, x, y, op, flag); |
1464 | tmp->y = y; |
|
|
1465 | insert_ob_in_map(tmp, m, op, flag); |
|
|
1466 | } |
1593 | } |
|
|
1594 | |
1467 | if (large_nuggets) { |
1595 | if (large_nuggets) |
1468 | tmp = get_object(); |
1596 | { |
1469 | copy_object(large, tmp); |
1597 | object *tmp = large->clone (); |
1470 | tmp-> nrof = large_nuggets; |
1598 | tmp->nrof = large_nuggets; |
1471 | tmp->x = x; |
1599 | m->insert (tmp, x, y, op, flag); |
1472 | tmp->y = y; |
|
|
1473 | insert_ob_in_map(tmp, m, op, flag); |
|
|
1474 | } |
1600 | } |
1475 | } |
|
|
1476 | |
1601 | |
|
|
1602 | if (object *pl = m->at (x, y).player ()) |
|
|
1603 | if (pl->contr->ns) |
|
|
1604 | pl->contr->ns->look_position = 0; |
|
|
1605 | } |
|
|
1606 | |
|
|
1607 | int |
1477 | int alchemy(object *op, object *caster, object *spell_ob) |
1608 | alchemy (object *op, object *caster, object *spell_ob) |
1478 | { |
1609 | { |
1479 | int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags; |
|
|
1480 | sint16 nx, ny; |
|
|
1481 | object *next,*tmp; |
|
|
1482 | mapstruct *mp; |
|
|
1483 | |
|
|
1484 | if(op->type!=PLAYER) |
1610 | if (op->type != PLAYER) |
1485 | return 0; |
1611 | return 0; |
1486 | |
1612 | |
|
|
1613 | object *large = get_archetype ("largenugget"); |
|
|
1614 | object *small = get_archetype ("smallnugget"); |
|
|
1615 | |
1487 | /* Put a maximum weight of items that can be alchemied. Limits the power |
1616 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1488 | * some, and also prevents people from alcheming every table/chair/clock |
1617 | * some, and also prevents people from alchemising every table/chair/clock |
1489 | * in sight |
1618 | * in sight |
1490 | */ |
1619 | */ |
1491 | weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); |
1620 | int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1492 | weight_max *= 1000; |
1621 | int weight_max = duration * 1000; |
1493 | small=get_archetype("smallnugget"), |
1622 | uint64 value_max = duration * 1000; |
1494 | large=get_archetype("largenugget"); |
|
|
1495 | |
1623 | |
|
|
1624 | int weight = 0; |
|
|
1625 | |
1496 | for(y= op->y-1;y<=op->y+1;y++) { |
1626 | for (int y = op->y - 1; y <= op->y + 1; y++) |
|
|
1627 | { |
1497 | for(x= op->x-1;x<=op->x+1;x++) { |
1628 | for (int x = op->x - 1; x <= op->x + 1; x++) |
|
|
1629 | { |
|
|
1630 | uint64 value = 0; |
|
|
1631 | |
1498 | nx = x; |
1632 | sint16 nx = x; |
1499 | ny = y; |
1633 | sint16 ny = y; |
1500 | |
1634 | |
1501 | mp = op->map; |
1635 | maptile *mp = op->map; |
1502 | |
1636 | |
1503 | mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); |
1637 | int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1504 | |
1638 | |
1505 | if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1639 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1506 | continue; |
1640 | continue; |
1507 | |
1641 | |
1508 | /* Treat alchemy a little differently - most spell effects |
1642 | /* Treat alchemy a little differently - most spell effects |
1509 | * use fly as the movement type - for alchemy, consider it |
1643 | * use fly as the movement type - for alchemy, consider it |
1510 | * ground level effect. |
1644 | * ground level effect. |
1511 | */ |
1645 | */ |
1512 | if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) |
1646 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1513 | continue; |
1647 | continue; |
1514 | |
1648 | |
1515 | small_nuggets=0; |
1649 | for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) |
1516 | large_nuggets=0; |
1650 | { |
1517 | |
|
|
1518 | for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) { |
|
|
1519 | next=tmp->above; |
1651 | next = tmp->above; |
|
|
1652 | |
1520 | if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && |
1653 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1521 | !QUERY_FLAG(tmp, FLAG_ALIVE) && |
1654 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1522 | !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { |
1655 | { |
1523 | |
|
|
1524 | if (tmp->inv) { |
1656 | if (tmp->inv) |
|
|
1657 | { |
1525 | object *next1, *tmp1; |
1658 | object *next1, *tmp1; |
|
|
1659 | |
1526 | for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { |
1660 | for (tmp1 = tmp->inv; tmp1; tmp1 = next1) |
|
|
1661 | { |
1527 | next1 = tmp1->below; |
1662 | next1 = tmp1->below; |
1528 | if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && |
1663 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1529 | !QUERY_FLAG(tmp1, FLAG_ALIVE) && |
|
|
1530 | !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) |
1664 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1531 | alchemy_object(tmp1, &small_nuggets, &large_nuggets, |
1665 | alchemy_object (tmp1, value, weight); |
1532 | &weight); |
|
|
1533 | } |
1666 | } |
1534 | } |
1667 | } |
|
|
1668 | |
1535 | alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); |
1669 | alchemy_object (tmp, value, weight); |
|
|
1670 | |
|
|
1671 | if (weight > weight_max) |
|
|
1672 | break; |
|
|
1673 | } |
1536 | |
1674 | } |
1537 | if (weight>weight_max) { |
|
|
1538 | update_map(op, mp, small_nuggets, large_nuggets, nx, ny); |
|
|
1539 | free_object(large); |
|
|
1540 | free_object(small); |
|
|
1541 | return 1; |
|
|
1542 | } |
|
|
1543 | } /* is alchemable object */ |
|
|
1544 | } /* process all objects on this space */ |
|
|
1545 | |
1675 | |
|
|
1676 | value = min (value, value_max); |
|
|
1677 | |
|
|
1678 | uint64 count = value / large->value; |
|
|
1679 | int large_nuggets = count; |
|
|
1680 | value -= count * large->value; |
|
|
1681 | |
|
|
1682 | count = value / small->value; |
|
|
1683 | int small_nuggets = count; |
|
|
1684 | |
1546 | /* Insert all the nuggets at one time. This probably saves time, but |
1685 | /* Insert all the nuggets at one time. This probably saves time, but |
1547 | * it also prevents us from alcheming nuggets that were just created |
1686 | * it also prevents us from alcheming nuggets that were just created |
1548 | * with this spell. |
1687 | * with this spell. |
1549 | */ |
1688 | */ |
1550 | update_map(op, mp, small_nuggets, large_nuggets, nx, ny); |
1689 | update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); |
|
|
1690 | |
|
|
1691 | if (weight > weight_max) |
|
|
1692 | goto bailout; |
1551 | } |
1693 | } |
1552 | } |
1694 | } |
1553 | free_object(large); |
1695 | |
1554 | free_object(small); |
1696 | bailout: |
1555 | /* reset this so that if player standing on a big pile of stuff, |
1697 | large->destroy (); |
1556 | * it is redrawn properly. |
1698 | small->destroy (); |
1557 | */ |
|
|
1558 | op->contr->socket.look_position = 0; |
|
|
1559 | return 1; |
1699 | return 1; |
1560 | } |
1700 | } |
1561 | |
1701 | |
1562 | |
1702 | |
1563 | /* This function removes the cursed/damned status on equipped |
1703 | /* This function removes the cursed/damned status on equipped |
1564 | * items. |
1704 | * items. |
1565 | */ |
1705 | */ |
|
|
1706 | int |
1566 | int remove_curse(object *op, object *caster, object *spell) { |
1707 | remove_curse (object *op, object *caster, object *spell) |
|
|
1708 | { |
1567 | object *tmp; |
1709 | object *tmp; |
1568 | int success = 0, was_one = 0; |
1710 | int success = 0, was_one = 0; |
1569 | |
1711 | |
1570 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1712 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1571 | if (QUERY_FLAG(tmp, FLAG_APPLIED) && |
1713 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && |
1572 | ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || |
1714 | ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || |
1573 | (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { |
1715 | (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) |
1574 | |
1716 | { |
1575 | was_one++; |
1717 | was_one++; |
1576 | if (tmp->level <= caster_level(caster, spell)) { |
1718 | if (tmp->level <= caster_level (caster, spell)) |
|
|
1719 | { |
1577 | success++; |
1720 | success++; |
1578 | if (QUERY_FLAG(spell, FLAG_DAMNED)) |
1721 | if (QUERY_FLAG (spell, FLAG_DAMNED)) |
1579 | CLEAR_FLAG(tmp, FLAG_DAMNED); |
1722 | CLEAR_FLAG (tmp, FLAG_DAMNED); |
1580 | |
1723 | |
1581 | CLEAR_FLAG(tmp, FLAG_CURSED); |
1724 | CLEAR_FLAG (tmp, FLAG_CURSED); |
1582 | CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); |
1725 | CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); |
1583 | tmp->value = 0; /* Still can't sell it */ |
1726 | tmp->value = 0; /* Still can't sell it */ |
1584 | if (op->type == PLAYER) |
1727 | if (op->type == PLAYER) |
1585 | esrv_send_item(op, tmp); |
1728 | esrv_send_item (op, tmp); |
1586 | } |
1729 | } |
1587 | } |
1730 | } |
1588 | |
1731 | |
1589 | if (op->type==PLAYER) { |
1732 | if (op->type == PLAYER) |
|
|
1733 | { |
1590 | if (success) { |
1734 | if (success) |
1591 | new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); |
1735 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1592 | } else { |
1736 | else |
|
|
1737 | { |
1593 | if (was_one) |
1738 | if (was_one) |
1594 | new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); |
1739 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1595 | else |
1740 | else |
1596 | new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); |
1741 | new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); |
1597 | } |
1742 | } |
1598 | } |
1743 | } |
|
|
1744 | |
1599 | return success; |
1745 | return success; |
1600 | } |
1746 | } |
1601 | |
1747 | |
1602 | /* Identifies objects in the players inventory/on the ground */ |
1748 | /* Identifies objects in the players inventory/on the ground */ |
1603 | |
1749 | |
|
|
1750 | int |
1604 | int cast_identify(object *op, object *caster, object *spell) { |
1751 | cast_identify (object *op, object *caster, object *spell) |
|
|
1752 | { |
1605 | object *tmp; |
1753 | object *tmp; |
1606 | int success = 0, num_ident; |
1754 | int success = 0, num_ident; |
1607 | |
1755 | |
1608 | num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); |
1756 | num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1609 | |
1757 | |
1610 | if (num_ident < 1) num_ident=1; |
1758 | if (num_ident < 1) |
|
|
1759 | num_ident = 1; |
1611 | |
1760 | |
1612 | |
|
|
1613 | for (tmp = op->inv; tmp ; tmp = tmp->below) { |
1761 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1762 | { |
1614 | if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { |
1763 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
|
|
1764 | { |
1615 | identify(tmp); |
1765 | identify (tmp); |
|
|
1766 | |
1616 | if (op->type==PLAYER) { |
1767 | if (op->type == PLAYER) |
1617 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1768 | { |
1618 | "You have %s.", long_desc(tmp, op)); |
1769 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); |
|
|
1770 | |
1619 | if (tmp->msg) { |
1771 | if (tmp->msg) |
|
|
1772 | { |
1620 | new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); |
1773 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1621 | new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); |
1774 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1622 | } |
1775 | } |
1623 | } |
1776 | } |
|
|
1777 | |
|
|
1778 | num_ident--; |
|
|
1779 | success = 1; |
|
|
1780 | if (!num_ident) |
|
|
1781 | break; |
|
|
1782 | } |
|
|
1783 | } |
|
|
1784 | |
|
|
1785 | /* If all the power of the spell has been used up, don't go and identify |
|
|
1786 | * stuff on the floor. Only identify stuff on the floor if the spell |
|
|
1787 | * was not fully used. |
|
|
1788 | */ |
|
|
1789 | if (num_ident) |
|
|
1790 | { |
|
|
1791 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
|
|
1792 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
|
|
1793 | { |
|
|
1794 | identify (tmp); |
|
|
1795 | |
|
|
1796 | if (op->type == PLAYER) |
|
|
1797 | { |
|
|
1798 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); |
|
|
1799 | |
|
|
1800 | if (tmp->msg) |
|
|
1801 | { |
|
|
1802 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
|
|
1803 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
|
|
1804 | } |
|
|
1805 | |
|
|
1806 | esrv_send_item (op, tmp); |
|
|
1807 | } |
|
|
1808 | |
1624 | num_ident--; |
1809 | num_ident--; |
1625 | success=1; |
1810 | success = 1; |
1626 | if (!num_ident) break; |
1811 | if (!num_ident) |
|
|
1812 | break; |
1627 | } |
1813 | } |
1628 | } |
1814 | } |
1629 | /* If all the power of the spell has been used up, don't go and identify |
1815 | |
1630 | * stuff on the floor. Only identify stuff on the floor if the spell |
1816 | if (!success) |
1631 | * was not fully used. |
1817 | new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); |
|
|
1818 | else |
|
|
1819 | spell_effect (spell, op->x, op->y, op->map, op); |
|
|
1820 | |
|
|
1821 | return success; |
|
|
1822 | } |
|
|
1823 | |
|
|
1824 | int |
|
|
1825 | cast_detection (object *op, object *caster, object *spell, object *skill) |
|
|
1826 | { |
|
|
1827 | object *tmp, *last, *god, *detect; |
|
|
1828 | int done_one, range, mflags, floor, level; |
|
|
1829 | sint16 x, y, nx, ny; |
|
|
1830 | maptile *m; |
|
|
1831 | |
|
|
1832 | /* We precompute some values here so that we don't have to keep |
|
|
1833 | * doing it over and over again. |
1632 | */ |
1834 | */ |
1633 | if (num_ident) { |
1835 | god = find_god (determine_god (op)); |
1634 | for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) |
1836 | level = caster_level (caster, spell); |
1635 | if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && |
1837 | range = spell->range + SP_level_range_adjust (caster, spell); |
1636 | need_identify(tmp)) { |
|
|
1637 | |
1838 | |
1638 | identify(tmp); |
1839 | if (!skill) |
|
|
1840 | skill = caster; |
|
|
1841 | |
|
|
1842 | for (x = op->x - range; x <= op->x + range; x++) |
|
|
1843 | for (y = op->y - range; y <= op->y + range; y++) |
|
|
1844 | { |
|
|
1845 | m = op->map; |
|
|
1846 | mflags = get_map_flags (m, &m, x, y, &nx, &ny); |
|
|
1847 | if (mflags & P_OUT_OF_MAP) |
|
|
1848 | continue; |
|
|
1849 | |
|
|
1850 | /* For most of the detections, we only detect objects above the |
|
|
1851 | * floor. But this is not true for show invisible. |
|
|
1852 | * Basically, we just go and find the top object and work |
|
|
1853 | * down - that is easier than working up. |
|
|
1854 | */ |
|
|
1855 | |
|
|
1856 | for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) |
|
|
1857 | last = tmp; |
|
|
1858 | |
|
|
1859 | /* Shouldn't happen, but if there are no objects on a space, this |
|
|
1860 | * would happen. |
|
|
1861 | */ |
|
|
1862 | if (!last) |
|
|
1863 | continue; |
|
|
1864 | |
|
|
1865 | done_one = 0; |
|
|
1866 | floor = 0; |
|
|
1867 | detect = NULL; |
|
|
1868 | for (tmp = last; tmp; tmp = tmp->below) |
|
|
1869 | { |
|
|
1870 | /* show invisible */ |
|
|
1871 | if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && |
|
|
1872 | /* Might there be other objects that we can make visible? */ |
|
|
1873 | (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || |
|
|
1874 | (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || |
|
|
1875 | tmp->type == CF_HANDLE || |
|
|
1876 | tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || |
|
|
1877 | tmp->type == BUTTON || tmp->type == TELEPORTER || |
|
|
1878 | tmp->type == GATE || tmp->type == LOCKED_DOOR || |
|
|
1879 | tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || |
|
|
1880 | tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || |
|
|
1881 | tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) |
|
|
1882 | { |
|
|
1883 | if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) |
|
|
1884 | { |
|
|
1885 | tmp->invisible = 0; |
|
|
1886 | done_one = 1; |
|
|
1887 | } |
|
|
1888 | } |
|
|
1889 | |
|
|
1890 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
1891 | floor = 1; |
|
|
1892 | |
|
|
1893 | /* All detections below this point don't descend beneath the floor, |
|
|
1894 | * so just continue on. We could be clever and look at the type of |
|
|
1895 | * detection to completely break out if we don't care about objects beneath |
|
|
1896 | * the floor, but once we get to the floor, not likely a very big issue anyways. |
|
|
1897 | */ |
|
|
1898 | if (floor) |
|
|
1899 | continue; |
|
|
1900 | |
|
|
1901 | /* I had thought about making detect magic and detect curse |
|
|
1902 | * show the flash the magic item like it does for detect monster. |
|
|
1903 | * however, if the object is within sight, this would then make it |
|
|
1904 | * difficult to see what object is magical/cursed, so the |
|
|
1905 | * effect wouldn't be as apparant. |
|
|
1906 | */ |
|
|
1907 | |
|
|
1908 | /* detect magic */ |
|
|
1909 | if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && |
|
|
1910 | !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) |
|
|
1911 | { |
|
|
1912 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
|
|
1913 | /* make runes more visibile */ |
|
|
1914 | if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) |
|
|
1915 | tmp->stats.Cha /= 4; |
|
|
1916 | done_one = 1; |
|
|
1917 | } |
|
|
1918 | /* detect monster */ |
|
|
1919 | if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) |
|
|
1920 | { |
|
|
1921 | done_one = 2; |
|
|
1922 | if (!detect) |
|
|
1923 | detect = tmp; |
|
|
1924 | } |
|
|
1925 | /* Basically, if race is set in the spell, then the creatures race must |
|
|
1926 | * match that. if the spell race is set to GOD, then the gods opposing |
|
|
1927 | * race must match. |
|
|
1928 | */ |
|
|
1929 | if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && |
|
|
1930 | ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || |
|
|
1931 | (strstr (spell->race, tmp->race)))) |
|
|
1932 | { |
|
|
1933 | done_one = 2; |
|
|
1934 | if (!detect) |
|
|
1935 | detect = tmp; |
|
|
1936 | } |
|
|
1937 | if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && |
|
|
1938 | (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
|
|
1939 | { |
|
|
1940 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
|
|
1941 | done_one = 1; |
|
|
1942 | } |
|
|
1943 | } /* for stack of objects on this space */ |
|
|
1944 | |
|
|
1945 | /* Code here puts an effect of the spell on the space, so you can see |
|
|
1946 | * where the magic is. |
|
|
1947 | */ |
|
|
1948 | if (done_one) |
|
|
1949 | { |
|
|
1950 | object *detect_ob = arch_to_object (spell->other_arch); |
|
|
1951 | |
|
|
1952 | /* if this is set, we want to copy the face */ |
|
|
1953 | if (done_one == 2 && detect) |
|
|
1954 | { |
|
|
1955 | detect_ob->face = detect->face; |
|
|
1956 | detect_ob->animation_id = detect->animation_id; |
|
|
1957 | detect_ob->anim_speed = detect->anim_speed; |
|
|
1958 | detect_ob->last_anim = 0; |
|
|
1959 | /* by default, the detect_ob is already animated */ |
|
|
1960 | if (!QUERY_FLAG (detect, FLAG_ANIMATE)) |
|
|
1961 | CLEAR_FLAG (detect_ob, FLAG_ANIMATE); |
|
|
1962 | } |
|
|
1963 | |
|
|
1964 | m->insert (detect_ob, nx, ny, op); |
|
|
1965 | } |
|
|
1966 | } /* for processing the surrounding spaces */ |
|
|
1967 | |
|
|
1968 | |
|
|
1969 | /* Now process objects in the players inventory if detect curse or magic */ |
|
|
1970 | if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) |
|
|
1971 | { |
|
|
1972 | done_one = 0; |
|
|
1973 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1974 | { |
|
|
1975 | if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1976 | { |
|
|
1977 | if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) |
|
|
1978 | { |
|
|
1979 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
1639 | if (op->type==PLAYER) { |
1980 | if (op->type == PLAYER) |
1640 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1981 | esrv_send_item (op, tmp); |
1641 | "On the ground is %s.", long_desc(tmp, op)); |
|
|
1642 | if (tmp->msg) { |
|
|
1643 | new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); |
|
|
1644 | new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); |
|
|
1645 | } |
1982 | } |
|
|
1983 | if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && |
|
|
1984 | (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
|
|
1985 | { |
|
|
1986 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
|
|
1987 | if (op->type == PLAYER) |
1646 | esrv_send_item(op, tmp); |
1988 | esrv_send_item (op, tmp); |
1647 | } |
|
|
1648 | num_ident--; |
|
|
1649 | success=1; |
|
|
1650 | if (!num_ident) break; |
|
|
1651 | } |
|
|
1652 | } |
|
|
1653 | if (!success) |
|
|
1654 | new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified."); |
|
|
1655 | else { |
|
|
1656 | spell_effect(spell, op->x, op->y, op->map, op); |
|
|
1657 | } |
|
|
1658 | return success; |
|
|
1659 | } |
|
|
1660 | |
|
|
1661 | |
|
|
1662 | int cast_detection(object *op, object *caster, object *spell, object *skill) { |
|
|
1663 | object *tmp, *last, *god, *detect; |
|
|
1664 | int done_one, range, mflags, floor, level; |
|
|
1665 | sint16 x, y, nx, ny; |
|
|
1666 | mapstruct *m; |
|
|
1667 | |
|
|
1668 | /* We precompute some values here so that we don't have to keep |
|
|
1669 | * doing it over and over again. |
|
|
1670 | */ |
|
|
1671 | god=find_god(determine_god(op)); |
|
|
1672 | level=caster_level(caster, spell); |
|
|
1673 | range = spell->range + SP_level_range_adjust(caster, spell); |
|
|
1674 | |
|
|
1675 | if (!skill) skill=caster; |
|
|
1676 | |
|
|
1677 | for (x = op->x - range; x <= op->x + range; x++) |
|
|
1678 | for (y = op->y - range; y <= op->y + range; y++) { |
|
|
1679 | |
|
|
1680 | m = op->map; |
|
|
1681 | mflags = get_map_flags(m, &m, x, y, &nx, &ny); |
|
|
1682 | if (mflags & P_OUT_OF_MAP) continue; |
|
|
1683 | |
|
|
1684 | /* For most of the detections, we only detect objects above the |
|
|
1685 | * floor. But this is not true for show invisible. |
|
|
1686 | * Basically, we just go and find the top object and work |
|
|
1687 | * down - that is easier than working up. |
|
|
1688 | */ |
|
|
1689 | |
|
|
1690 | for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; |
|
|
1691 | /* Shouldn't happen, but if there are no objects on a space, this |
|
|
1692 | * would happen. |
|
|
1693 | */ |
|
|
1694 | if (!last) continue; |
|
|
1695 | |
|
|
1696 | done_one=0; |
|
|
1697 | floor=0; |
|
|
1698 | detect = NULL; |
|
|
1699 | for (tmp=last; tmp; tmp=tmp->below) { |
|
|
1700 | |
|
|
1701 | /* show invisible */ |
|
|
1702 | if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && |
|
|
1703 | /* Might there be other objects that we can make visibile? */ |
|
|
1704 | (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) || |
|
|
1705 | (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) || |
|
|
1706 | tmp->type==CF_HANDLE || |
|
|
1707 | tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE || |
|
|
1708 | tmp->type==BUTTON || tmp->type==TELEPORTER || |
|
|
1709 | tmp->type==GATE || tmp->type==LOCKED_DOOR || |
|
|
1710 | tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN || |
|
|
1711 | tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY || |
|
|
1712 | tmp->type==TREASURE || tmp->type==BOOK || |
|
|
1713 | tmp->type==HOLY_ALTAR))) { |
|
|
1714 | if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) { |
|
|
1715 | tmp->invisible=0; |
|
|
1716 | done_one = 1; |
|
|
1717 | } |
|
|
1718 | } |
1989 | } |
1719 | if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1; |
|
|
1720 | |
|
|
1721 | /* All detections below this point don't descend beneath the floor, |
|
|
1722 | * so just continue on. We could be clever and look at the type of |
|
|
1723 | * detection to completely break out if we don't care about objects beneath |
|
|
1724 | * the floor, but once we get to the floor, not likely a very big issue anyways. |
|
|
1725 | */ |
|
|
1726 | if (floor) continue; |
|
|
1727 | |
|
|
1728 | /* I had thought about making detect magic and detect curse |
|
|
1729 | * show the flash the magic item like it does for detect monster. |
|
|
1730 | * however, if the object is within sight, this would then make it |
|
|
1731 | * difficult to see what object is magical/cursed, so the |
|
|
1732 | * effect wouldn't be as apparant. |
|
|
1733 | */ |
|
|
1734 | |
|
|
1735 | /* detect magic */ |
|
|
1736 | if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && |
|
|
1737 | !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) && |
|
|
1738 | !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && |
|
|
1739 | is_magical(tmp)) { |
|
|
1740 | SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); |
|
|
1741 | /* make runes more visibile */ |
|
|
1742 | if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC) |
|
|
1743 | tmp->stats.Cha/=4; |
|
|
1744 | done_one = 1; |
|
|
1745 | } |
|
|
1746 | /* detect monster */ |
|
|
1747 | if (QUERY_FLAG(spell, FLAG_MONSTER) && |
|
|
1748 | (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) { |
|
|
1749 | done_one = 2; |
|
|
1750 | if (!detect) detect=tmp; |
|
|
1751 | } |
|
|
1752 | /* Basically, if race is set in the spell, then the creatures race must |
|
|
1753 | * match that. if the spell race is set to GOD, then the gods opposing |
|
|
1754 | * race must match. |
|
|
1755 | */ |
|
|
1756 | if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race && |
|
|
1757 | ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) || |
|
|
1758 | (strstr(spell->race, tmp->race)))) { |
|
|
1759 | done_one = 2; |
|
|
1760 | if (!detect) detect=tmp; |
|
|
1761 | } |
|
|
1762 | if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && |
|
|
1763 | (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { |
|
|
1764 | SET_FLAG(tmp, FLAG_KNOWN_CURSED); |
|
|
1765 | done_one = 1; |
|
|
1766 | } |
|
|
1767 | } /* for stack of objects on this space */ |
|
|
1768 | |
|
|
1769 | /* Code here puts an effect of the spell on the space, so you can see |
|
|
1770 | * where the magic is. |
|
|
1771 | */ |
|
|
1772 | if (done_one) { |
|
|
1773 | object *detect_ob = arch_to_object(spell->other_arch); |
|
|
1774 | detect_ob->x = nx; |
|
|
1775 | detect_ob->y = ny; |
|
|
1776 | /* if this is set, we want to copy the face */ |
|
|
1777 | if (done_one == 2 && detect) { |
|
|
1778 | detect_ob->face = detect->face; |
|
|
1779 | detect_ob->animation_id = detect->animation_id; |
|
|
1780 | detect_ob->anim_speed = detect->anim_speed; |
|
|
1781 | detect_ob->last_anim=0; |
|
|
1782 | /* by default, the detect_ob is already animated */ |
|
|
1783 | if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE); |
|
|
1784 | } |
|
|
1785 | insert_ob_in_map(detect_ob, m, op,0); |
|
|
1786 | } |
|
|
1787 | } /* for processing the surrounding spaces */ |
|
|
1788 | |
|
|
1789 | |
|
|
1790 | /* Now process objects in the players inventory if detect curse or magic */ |
|
|
1791 | if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) { |
|
|
1792 | done_one = 0; |
|
|
1793 | for (tmp = op->inv; tmp; tmp = tmp->below) { |
|
|
1794 | if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { |
|
|
1795 | if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && |
|
|
1796 | is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) { |
|
|
1797 | SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); |
|
|
1798 | if (op->type==PLAYER) |
|
|
1799 | esrv_send_item (op, tmp); |
|
|
1800 | } |
|
|
1801 | if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && |
|
|
1802 | (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { |
|
|
1803 | SET_FLAG(tmp, FLAG_KNOWN_CURSED); |
|
|
1804 | if (op->type==PLAYER) |
|
|
1805 | esrv_send_item (op, tmp); |
|
|
1806 | } |
|
|
1807 | } /* if item is not identified */ |
1990 | } /* if item is not identified */ |
1808 | } /* for the players inventory */ |
1991 | } /* for the players inventory */ |
1809 | } /* if detect magic/curse and object is a player */ |
1992 | } /* if detect magic/curse and object is a player */ |
1810 | return 1; |
1993 | return 1; |
1811 | } |
1994 | } |
1812 | |
1995 | |
1813 | |
1996 | |
1814 | /** |
1997 | /** |
1815 | * Checks if victim has overcharged mana. caster_level is the caster's (skill) |
1998 | * Checks if victim has overcharged mana. caster_level is the caster's (skill) |
1816 | * level whos spell did cause the overcharge. |
1999 | * level whos spell did cause the overcharge. |
1817 | */ |
2000 | */ |
|
|
2001 | static void |
1818 | static void charge_mana_effect(object *victim, int caster_level) |
2002 | charge_mana_effect (object *victim, int caster_level) |
1819 | { |
2003 | { |
1820 | |
2004 | |
1821 | /* Prevent explosions for objects without mana. Without this check, doors |
2005 | /* Prevent explosions for objects without mana. Without this check, doors |
1822 | * will explode, too. |
2006 | * will explode, too. |
1823 | */ |
2007 | */ |
1824 | if (victim->stats.maxsp <= 0) |
2008 | if (victim->stats.maxsp <= 0) |
1825 | return; |
2009 | return; |
1826 | |
2010 | |
1827 | new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); |
2011 | new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); |
1828 | |
2012 | |
1829 | if (victim->stats.sp >= victim->stats.maxsp*2) { |
2013 | if (victim->stats.sp >= victim->stats.maxsp * 2) |
|
|
2014 | { |
1830 | object *tmp; |
2015 | object *tmp; |
1831 | |
2016 | |
1832 | new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); |
2017 | new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); |
1833 | |
2018 | |
1834 | /* Explodes a fireball centered at player */ |
2019 | /* Explodes a fireball centered at player */ |
1835 | tmp = get_archetype(EXPLODING_FIREBALL); |
2020 | tmp = get_archetype (EXPLODING_FIREBALL); |
1836 | tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; |
2021 | tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; |
1837 | tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2; |
2022 | tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; |
1838 | tmp->x = victim->x; |
2023 | |
1839 | tmp->y = victim->y; |
2024 | tmp->insert_at (victim); |
1840 | insert_ob_in_map(tmp, victim->map, NULL, 0); |
|
|
1841 | victim->stats.sp = 2*victim->stats.maxsp; |
2025 | victim->stats.sp = 2 * victim->stats.maxsp; |
1842 | } |
2026 | } |
1843 | else if (victim->stats.sp >= victim->stats.maxsp*1.88) { |
2027 | else if (victim->stats.sp >= victim->stats.maxsp * 1.88) |
1844 | new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); |
2028 | new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); |
1845 | } |
|
|
1846 | else if (victim->stats.sp >= victim->stats.maxsp*1.66) { |
2029 | else if (victim->stats.sp >= victim->stats.maxsp * 1.66) |
1847 | new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); |
2030 | new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); |
1848 | } |
|
|
1849 | else if (victim->stats.sp >= victim->stats.maxsp*1.5) { |
2031 | else if (victim->stats.sp >= victim->stats.maxsp * 1.5) |
|
|
2032 | { |
1850 | new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); |
2033 | new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); |
1851 | confuse_player(victim, victim, 99); |
2034 | confuse_player (victim, victim, 99); |
1852 | } |
2035 | } |
1853 | else if (victim->stats.sp >= victim->stats.maxsp*1.25) { |
2036 | else if (victim->stats.sp >= victim->stats.maxsp * 1.25) |
1854 | new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); |
2037 | new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); |
1855 | } |
|
|
1856 | } |
2038 | } |
1857 | |
2039 | |
1858 | /* cast_transfer |
2040 | /* cast_transfer |
1859 | * This spell transfers sp from the player to another person. |
2041 | * This spell transfers sp from the player to another person. |
1860 | * We let the target go above their normal maximum SP. |
2042 | * We let the target go above their normal maximum SP. |
1861 | */ |
2043 | */ |
1862 | |
2044 | |
|
|
2045 | int |
1863 | int cast_transfer(object *op,object *caster, object *spell, int dir) { |
2046 | cast_transfer (object *op, object *caster, object *spell, int dir) |
|
|
2047 | { |
1864 | object *plyr=NULL; |
2048 | object *plyr = NULL; |
1865 | sint16 x, y; |
2049 | sint16 x, y; |
1866 | mapstruct *m; |
2050 | maptile *m; |
1867 | int mflags; |
2051 | int mflags; |
1868 | |
2052 | |
1869 | m = op->map; |
2053 | m = op->map; |
1870 | x = op->x+freearr_x[dir]; |
2054 | x = op->x + freearr_x[dir]; |
1871 | y = op->y+freearr_y[dir]; |
2055 | y = op->y + freearr_y[dir]; |
1872 | |
2056 | |
1873 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
2057 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1874 | |
2058 | |
1875 | if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { |
2059 | if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) |
|
|
2060 | { |
1876 | for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) |
2061 | for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) |
1877 | if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) |
2062 | if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) |
1878 | break; |
2063 | break; |
1879 | } |
2064 | } |
1880 | |
2065 | |
1881 | |
2066 | |
1882 | /* If we did not find a player in the specified direction, transfer |
2067 | /* If we did not find a player in the specified direction, transfer |
1883 | * to anyone on top of us. This is used for the rune of transference mostly. |
2068 | * to anyone on top of us. This is used for the rune of transference mostly. |
1884 | */ |
2069 | */ |
1885 | if(plyr==NULL) |
2070 | if (plyr == NULL) |
1886 | for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) |
2071 | for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) |
1887 | if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) |
2072 | if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) |
1888 | break; |
2073 | break; |
1889 | |
2074 | |
1890 | if (!plyr) { |
2075 | if (!plyr) |
|
|
2076 | { |
1891 | new_draw_info(NDI_BLACK, 0, op, "There is no one there."); |
2077 | new_draw_info (NDI_BLACK, 0, op, "There is no one there."); |
1892 | return 0; |
2078 | return 0; |
1893 | } |
2079 | } |
1894 | /* give sp */ |
2080 | /* give sp */ |
1895 | if(spell->stats.dam > 0) { |
2081 | if (spell->stats.dam > 0) |
|
|
2082 | { |
1896 | plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); |
2083 | plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1897 | charge_mana_effect(plyr, caster_level(caster, spell)); |
2084 | charge_mana_effect (plyr, caster_level (caster, spell)); |
1898 | return 1; |
2085 | return 1; |
1899 | } |
2086 | } |
1900 | /* suck sp away. Can't suck sp from yourself */ |
2087 | /* suck sp away. Can't suck sp from yourself */ |
1901 | else if (op != plyr) { |
2088 | else if (op != plyr) |
|
|
2089 | { |
1902 | /* old dragin magic used floats. easier to just use ints and divide by 100 */ |
2090 | /* old dragin magic used floats. easier to just use ints and divide by 100 */ |
1903 | |
2091 | |
1904 | int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; |
2092 | int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked; |
1905 | |
2093 | |
1906 | if (rate > 95) rate=95; |
2094 | if (rate > 95) |
|
|
2095 | rate = 95; |
1907 | |
2096 | |
1908 | sucked = (plyr->stats.sp * rate) / 100; |
2097 | sucked = (plyr->stats.sp * rate) / 100; |
1909 | plyr->stats.sp -= sucked; |
2098 | plyr->stats.sp -= sucked; |
1910 | if (QUERY_FLAG(op, FLAG_ALIVE)) { |
2099 | if (QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
2100 | { |
1911 | /* Player doesn't get full credit */ |
2101 | /* Player doesn't get full credit */ |
1912 | sucked = (sucked * rate) / 100; |
2102 | sucked = (sucked * rate) / 100; |
1913 | op->stats.sp += sucked; |
2103 | op->stats.sp += sucked; |
1914 | if (sucked > 0) { |
2104 | if (sucked > 0) |
|
|
2105 | { |
1915 | charge_mana_effect(op, caster_level(caster, spell)); |
2106 | charge_mana_effect (op, caster_level (caster, spell)); |
1916 | } |
2107 | } |
1917 | } |
2108 | } |
1918 | return 1; |
2109 | return 1; |
1919 | } |
2110 | } |
1920 | return 0; |
2111 | return 0; |
1921 | } |
2112 | } |
1922 | |
2113 | |
1923 | |
2114 | |
1924 | /* counterspell: nullifies spell effects. |
2115 | /* counterspell: nullifies spell effects. |
1925 | * op is the counterspell object, dir is the direction |
2116 | * op is the counterspell object, dir is the direction |
1926 | * it was cast in. |
2117 | * it was cast in. |
1927 | * Basically, if the object has a magic attacktype, |
2118 | * Basically, if the object has a magic attacktype, |
1928 | * this may nullify it. |
2119 | * this may nullify it. |
1929 | */ |
2120 | */ |
|
|
2121 | void |
1930 | void counterspell(object *op,int dir) |
2122 | counterspell (object *op, int dir) |
1931 | { |
2123 | { |
1932 | object *tmp, *head, *next; |
2124 | object *tmp, *head, *next; |
1933 | int mflags; |
2125 | int mflags; |
1934 | mapstruct *m; |
2126 | maptile *m; |
1935 | sint16 sx,sy; |
2127 | sint16 sx, sy; |
1936 | |
2128 | |
1937 | sx = op->x + freearr_x[dir]; |
2129 | sx = op->x + freearr_x[dir]; |
1938 | sy = op->y + freearr_y[dir]; |
2130 | sy = op->y + freearr_y[dir]; |
1939 | m = op->map; |
2131 | m = op->map; |
1940 | mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); |
2132 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
1941 | if (mflags & P_OUT_OF_MAP) return; |
2133 | if (mflags & P_OUT_OF_MAP) |
|
|
2134 | return; |
|
|
2135 | |
|
|
2136 | for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) |
1942 | |
2137 | { |
1943 | for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) { |
|
|
1944 | next = tmp->above; |
2138 | next = tmp->above; |
1945 | |
2139 | |
1946 | /* Need to look at the head object - otherwise, if tmp |
2140 | /* Need to look at the head object - otherwise, if tmp |
1947 | * points to a monster, we don't have all the necessary |
2141 | * points to a monster, we don't have all the necessary |
1948 | * info for it. |
2142 | * info for it. |
1949 | */ |
2143 | */ |
|
|
2144 | if (tmp->head) |
1950 | if (tmp->head) head = tmp->head; |
2145 | head = tmp->head; |
|
|
2146 | else |
1951 | else head = tmp; |
2147 | head = tmp; |
1952 | |
2148 | |
1953 | /* don't attack our own spells */ |
2149 | /* don't attack our own spells */ |
1954 | if(tmp->owner && tmp->owner == op->owner) continue; |
2150 | if (tmp->owner && tmp->owner == op->owner) |
|
|
2151 | continue; |
1955 | |
2152 | |
1956 | /* Basically, if the object is magical and not counterspell, |
2153 | /* Basically, if the object is magical and not counterspell, |
1957 | * we will more or less remove the object. Don't counterspell |
2154 | * we will more or less remove the object. Don't counterspell |
1958 | * monsters either. |
2155 | * monsters either. |
1959 | */ |
2156 | */ |
1960 | |
2157 | |
1961 | if (head->attacktype & AT_MAGIC && |
2158 | if (head->attacktype & AT_MAGIC |
1962 | !(head->attacktype & AT_COUNTERSPELL) && |
2159 | && !(head->attacktype & AT_COUNTERSPELL) |
1963 | !QUERY_FLAG(head,FLAG_MONSTER) && |
2160 | && !QUERY_FLAG (head, FLAG_MONSTER) |
1964 | (op->level > head->level)) { |
2161 | && (op->level > head->level)) |
1965 | remove_ob(head); |
2162 | head->destroy (); |
1966 | free_object(head); |
2163 | else |
1967 | } else switch(head->type) { |
2164 | switch (head->type) |
|
|
2165 | { |
1968 | case SPELL_EFFECT: |
2166 | case SPELL_EFFECT: |
|
|
2167 | // XXX: Don't affect floor spelleffects. See also XXX comment |
|
|
2168 | // about sanctuary in spell_util.C |
|
|
2169 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
2170 | continue; |
|
|
2171 | |
1969 | if(op->level > head->level) { |
2172 | if (op->level > head->level) |
1970 | remove_ob(head); |
2173 | head->destroy (); |
1971 | free_object(head); |
2174 | |
1972 | } |
|
|
1973 | break; |
2175 | break; |
1974 | |
2176 | |
1975 | /* I really don't get this rune code that much - that |
2177 | /* I really don't get this rune code that much - that |
1976 | * random chance seems really low. |
2178 | * random chance seems really low. |
1977 | */ |
2179 | */ |
1978 | case RUNE: |
2180 | case RUNE: |
1979 | if(rndm(0, 149) == 0) { |
2181 | if (rndm (0, 149) == 0) |
|
|
2182 | { |
1980 | head->stats.hp--; /* weaken the rune */ |
2183 | head->stats.hp--; /* weaken the rune */ |
1981 | if(!head->stats.hp) { |
2184 | if (!head->stats.hp) |
1982 | remove_ob(head); |
2185 | head->destroy (); |
1983 | free_object(head); |
|
|
1984 | } |
2186 | } |
1985 | } |
|
|
1986 | break; |
2187 | break; |
1987 | } |
2188 | } |
1988 | } |
2189 | } |
1989 | } |
2190 | } |
1990 | |
2191 | |
1991 | |
2192 | |
1992 | |
2193 | |
1993 | /* cast_consecrate() - a spell to make an altar your god's */ |
2194 | /* cast_consecrate() - a spell to make an altar your god's */ |
|
|
2195 | int |
1994 | int cast_consecrate(object *op, object *caster, object *spell) { |
2196 | cast_consecrate (object *op, object *caster, object *spell) |
|
|
2197 | { |
1995 | char buf[MAX_BUF]; |
2198 | char buf[MAX_BUF]; |
1996 | |
2199 | |
1997 | object *tmp, *god=find_god(determine_god(op)); |
2200 | object *tmp, *god = find_god (determine_god (op)); |
1998 | |
2201 | |
1999 | if(!god) { |
2202 | if (!god) |
2000 | new_draw_info(NDI_UNIQUE, 0,op, |
2203 | { |
2001 | "You can't consecrate anything if you don't worship a god!"); |
2204 | new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); |
2002 | return 0; |
2205 | return 0; |
2003 | } |
2206 | } |
2004 | |
2207 | |
2005 | for(tmp=op->below;tmp;tmp=tmp->below) { |
2208 | for (tmp = op->below; tmp; tmp = tmp->below) |
|
|
2209 | { |
2006 | if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; |
2210 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
2211 | break; |
2007 | if(tmp->type==HOLY_ALTAR) { |
2212 | if (tmp->type == HOLY_ALTAR) |
|
|
2213 | { |
2008 | |
2214 | |
2009 | if(tmp->level > caster_level(caster, spell)) { |
2215 | if (tmp->level > caster_level (caster, spell)) |
2010 | new_draw_info_format(NDI_UNIQUE, 0,op, |
2216 | { |
2011 | "You are not powerful enough to reconsecrate the %s", &tmp->name); |
2217 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); |
2012 | return 0; |
2218 | return 0; |
2013 | } else { |
|
|
2014 | /* If we got here, we are consecrating an altar */ |
|
|
2015 | sprintf(buf,"Altar of %s", &god->name); |
|
|
2016 | tmp->name = buf; |
|
|
2017 | tmp->level = caster_level(caster, spell); |
|
|
2018 | tmp->other_arch = god->arch; |
|
|
2019 | if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp); |
|
|
2020 | new_draw_info_format(NDI_UNIQUE,0, op, |
|
|
2021 | "You consecrated the altar to %s!", &god->name); |
|
|
2022 | return 1; |
|
|
2023 | } |
2219 | } |
|
|
2220 | else |
|
|
2221 | { |
|
|
2222 | /* If we got here, we are consecrating an altar */ |
|
|
2223 | sprintf (buf, "Altar of %s", &god->name); |
|
|
2224 | tmp->name = buf; |
|
|
2225 | tmp->level = caster_level (caster, spell); |
|
|
2226 | tmp->other_arch = god->arch; |
|
|
2227 | if (op->type == PLAYER) |
|
|
2228 | esrv_update_item (UPD_NAME, op, tmp); |
|
|
2229 | new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); |
|
|
2230 | return 1; |
2024 | } |
2231 | } |
|
|
2232 | } |
2025 | } |
2233 | } |
2026 | new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); |
2234 | new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); |
2027 | return 0; |
2235 | return 0; |
2028 | } |
2236 | } |
2029 | |
2237 | |
2030 | /* animate_weapon - |
2238 | /* animate_weapon - |
2031 | * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. |
2239 | * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. |
2032 | * The golem is based on the archetype specified, modified by the caster's level |
2240 | * The golem is based on the archetype specified, modified by the caster's level |
… | |
… | |
2036 | * yet the code wass full of player checks. I've presumed that the code |
2244 | * yet the code wass full of player checks. I've presumed that the code |
2037 | * that only let players use it was correct, and removed all the other |
2245 | * that only let players use it was correct, and removed all the other |
2038 | * player checks. MSW 2003-01-06 |
2246 | * player checks. MSW 2003-01-06 |
2039 | */ |
2247 | */ |
2040 | |
2248 | |
|
|
2249 | int |
2041 | int animate_weapon(object *op,object *caster,object *spell, int dir) { |
2250 | animate_weapon (object *op, object *caster, object *spell, int dir) |
|
|
2251 | { |
2042 | object *weapon, *tmp; |
2252 | object *weapon, *tmp; |
2043 | char buf[MAX_BUF]; |
2253 | char buf[MAX_BUF]; |
2044 | int a, i; |
2254 | int a, i; |
2045 | sint16 x, y; |
2255 | sint16 x, y; |
2046 | mapstruct *m; |
2256 | maptile *m; |
2047 | materialtype_t *mt; |
2257 | materialtype_t *mt; |
2048 | |
2258 | |
2049 | if(!spell->other_arch){ |
2259 | if (!spell->other_arch) |
|
|
2260 | { |
2050 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
2261 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
2051 | LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", &spell->name); |
2262 | LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); |
2052 | return 0; |
2263 | return 0; |
2053 | } |
2264 | } |
2054 | /* exit if it's not a player using this spell. */ |
2265 | /* exit if it's not a player using this spell. */ |
2055 | if(op->type!=PLAYER) return 0; |
2266 | if (op->type != PLAYER) |
|
|
2267 | return 0; |
2056 | |
2268 | |
2057 | /* if player already has a golem, abort */ |
2269 | /* if player already has a golem, abort */ |
2058 | if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { |
2270 | if (op->contr->ranges[range_golem]) |
|
|
2271 | { |
2059 | control_golem(op->contr->ranges[range_golem],dir); |
2272 | control_golem (op->contr->ranges[range_golem], dir); |
2060 | return 0; |
2273 | return 0; |
2061 | } |
2274 | } |
2062 | |
2275 | |
2063 | /* if no direction specified, pick one */ |
2276 | /* if no direction specified, pick one */ |
2064 | if(!dir) |
2277 | if (!dir) |
2065 | dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); |
2278 | dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); |
2066 | |
2279 | |
2067 | m = op->map; |
2280 | m = op->map; |
2068 | x = op->x+freearr_x[dir]; |
2281 | x = op->x + freearr_x[dir]; |
2069 | y = op->y+freearr_y[dir]; |
2282 | y = op->y + freearr_y[dir]; |
2070 | |
2283 | |
2071 | /* if there's no place to put the golem, abort */ |
2284 | /* if there's no place to put the golem, abort */ |
2072 | if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || |
2285 | if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || |
2073 | ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { |
2286 | ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) |
|
|
2287 | { |
2074 | new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); |
2288 | new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
2075 | return 0; |
2289 | return 0; |
2076 | } |
2290 | } |
2077 | |
2291 | |
2078 | /* Use the weapon marked by the player. */ |
2292 | /* Use the weapon marked by the player. */ |
2079 | weapon = find_marked_object(op); |
2293 | weapon = find_marked_object (op); |
2080 | |
2294 | |
2081 | if (!weapon) { |
2295 | if (!weapon) |
|
|
2296 | { |
2082 | new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2297 | new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2083 | return 0; |
2298 | return 0; |
2084 | } |
2299 | } |
2085 | if (spell->race && strcmp(weapon->arch->name, spell->race)) { |
2300 | if (spell->race && strcmp (weapon->arch->name, spell->race)) |
|
|
2301 | { |
2086 | new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); |
2302 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); |
2087 | return 0; |
2303 | return 0; |
2088 | } |
2304 | } |
2089 | if (weapon->type != WEAPON) { |
2305 | if (weapon->type != WEAPON) |
|
|
2306 | { |
2090 | new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); |
2307 | new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); |
2091 | return 0; |
2308 | return 0; |
2092 | } |
2309 | } |
2093 | if (QUERY_FLAG(weapon, FLAG_APPLIED)) { |
2310 | if (QUERY_FLAG (weapon, FLAG_APPLIED)) |
|
|
2311 | { |
2094 | new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", |
2312 | new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); |
2095 | query_name(weapon)); |
|
|
2096 | return 0; |
2313 | return 0; |
2097 | } |
2314 | } |
2098 | |
2315 | |
2099 | if (weapon->nrof > 1) { |
2316 | if (weapon->nrof > 1) |
|
|
2317 | { |
2100 | tmp = get_split_ob(weapon, 1); |
2318 | tmp = get_split_ob (weapon, 1); |
2101 | esrv_send_item(op, weapon); |
2319 | esrv_send_item (op, weapon); |
2102 | weapon = tmp; |
2320 | weapon = tmp; |
2103 | } |
2321 | } |
2104 | |
2322 | |
2105 | /* create the golem object */ |
2323 | /* create the golem object */ |
2106 | tmp=arch_to_object(spell->other_arch); |
2324 | tmp = arch_to_object (spell->other_arch); |
2107 | |
2325 | |
2108 | /* if animated by a player, give the player control of the golem */ |
2326 | /* if animated by a player, give the player control of the golem */ |
2109 | CLEAR_FLAG(tmp, FLAG_MONSTER); |
2327 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2110 | SET_FLAG(tmp, FLAG_FRIENDLY); |
|
|
2111 | tmp->stats.exp=0; |
2328 | tmp->stats.exp = 0; |
2112 | add_friendly_object(tmp); |
2329 | add_friendly_object (tmp); |
2113 | tmp->type=GOLEM; |
2330 | tmp->type = GOLEM; |
2114 | set_owner(tmp,op); |
2331 | tmp->set_owner (op); |
2115 | set_spell_skill(op, caster, spell, tmp); |
2332 | set_spell_skill (op, caster, spell, tmp); |
2116 | op->contr->ranges[range_golem]=tmp; |
2333 | op->contr->ranges[range_golem] = tmp; |
2117 | op->contr->shoottype=range_golem; |
2334 | op->contr->shoottype = range_golem; |
2118 | op->contr->golem_count = tmp->count; |
|
|
2119 | |
2335 | |
2120 | /* Give the weapon to the golem now. A bit of a hack to check the |
2336 | /* Give the weapon to the golem now. A bit of a hack to check the |
2121 | * removed flag - it should only be set if get_split_object was |
2337 | * removed flag - it should only be set if get_split_object was |
2122 | * used above. |
2338 | * used above. |
2123 | */ |
2339 | */ |
2124 | if (!QUERY_FLAG(weapon, FLAG_REMOVED)) |
2340 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2125 | remove_ob (weapon); |
2341 | weapon->remove (); |
2126 | insert_ob_in_ob (weapon, tmp); |
2342 | insert_ob_in_ob (weapon, tmp); |
2127 | esrv_send_item(op, weapon); |
2343 | esrv_send_item (op, weapon); |
2128 | /* To do everything necessary to let a golem use the weapon is a pain, |
2344 | /* To do everything necessary to let a golem use the weapon is a pain, |
2129 | * so instead, just set it as equipped (otherwise, we need to update |
2345 | * so instead, just set it as equipped (otherwise, we need to update |
2130 | * body_info, skills, etc) |
2346 | * body_info, skills, etc) |
2131 | */ |
2347 | */ |
2132 | SET_FLAG (tmp, FLAG_USE_WEAPON); |
2348 | SET_FLAG (tmp, FLAG_USE_WEAPON); |
2133 | SET_FLAG(weapon, FLAG_APPLIED); |
2349 | SET_FLAG (weapon, FLAG_APPLIED); |
2134 | fix_player(tmp); |
2350 | tmp->update_stats (); |
2135 | |
2351 | |
2136 | /* There used to be 'odd' code that basically seemed to take the absolute |
2352 | /* There used to be 'odd' code that basically seemed to take the absolute |
2137 | * value of the weapon->magic an use that. IMO, that doesn't make sense - |
2353 | * value of the weapon->magic an use that. IMO, that doesn't make sense - |
2138 | * if you're using a crappy weapon, it shouldn't be as good. |
2354 | * if you're using a crappy weapon, it shouldn't be as good. |
2139 | */ |
2355 | */ |
2140 | |
2356 | |
2141 | /* modify weapon's animated wc */ |
2357 | /* modify weapon's animated wc */ |
2142 | tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) |
2358 | tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; |
2143 | - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; |
2359 | if (tmp->stats.wc < -127) |
2144 | if(tmp->stats.wc<-127) tmp->stats.wc = -127; |
2360 | tmp->stats.wc = -127; |
2145 | |
2361 | |
2146 | /* Modify hit points for weapon */ |
2362 | /* Modify hit points for weapon */ |
2147 | tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + |
2363 | tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + |
2148 | SP_level_duration_adjust(caster, spell) + |
2364 | SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con; |
2149 | + 8 * weapon->magic + 12 * weapon->stats.Con; |
2365 | if (tmp->stats.maxhp < 0) |
2150 | if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; |
2366 | tmp->stats.maxhp = 10; |
2151 | tmp->stats.hp = tmp->stats.maxhp; |
2367 | tmp->stats.hp = tmp->stats.maxhp; |
2152 | |
2368 | |
2153 | /* Modify weapon's damage */ |
2369 | /* Modify weapon's damage */ |
2154 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) |
2370 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str; |
2155 | + weapon->stats.dam |
2371 | if (tmp->stats.dam < 0) |
2156 | + weapon->magic |
2372 | tmp->stats.dam = 127; |
2157 | + 5 * weapon->stats.Str; |
|
|
2158 | if(tmp->stats.dam<0) tmp->stats.dam=127; |
|
|
2159 | |
2373 | |
2160 | |
2374 | |
2161 | /* attacktype */ |
2375 | /* attacktype */ |
2162 | if ( ! tmp->attacktype) |
2376 | if (!tmp->attacktype) |
2163 | tmp->attacktype = AT_PHYSICAL; |
2377 | tmp->attacktype = AT_PHYSICAL; |
2164 | |
2378 | |
2165 | mt = NULL; |
2379 | mt = NULL; |
2166 | if (op->materialname != NULL) |
2380 | if (op->materialname != NULL) |
2167 | mt = name_to_material(op->materialname); |
2381 | mt = name_to_material (op->materialname); |
2168 | if (mt != NULL) { |
2382 | if (mt != NULL) |
|
|
2383 | { |
2169 | for (i=0; i < NROFATTACKS; i++) |
2384 | for (i = 0; i < NROFATTACKS; i++) |
2170 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2385 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2171 | a = mt->save[0]; |
2386 | a = mt->save[0]; |
2172 | } else { |
2387 | } |
|
|
2388 | else |
|
|
2389 | { |
2173 | for (i=0; i < NROFATTACKS; i++) |
2390 | for (i = 0; i < NROFATTACKS; i++) |
2174 | tmp->resist[i] = 5; |
2391 | tmp->resist[i] = 5; |
2175 | a = 10; |
2392 | a = 10; |
2176 | } |
2393 | } |
2177 | /* Set weapon's immunity */ |
2394 | /* Set weapon's immunity */ |
2178 | tmp->resist[ATNR_CONFUSION] = 100; |
2395 | tmp->resist[ATNR_CONFUSION] = 100; |
2179 | tmp->resist[ATNR_POISON] = 100; |
2396 | tmp->resist[ATNR_POISON] = 100; |
2180 | tmp->resist[ATNR_SLOW] = 100; |
2397 | tmp->resist[ATNR_SLOW] = 100; |
2181 | tmp->resist[ATNR_PARALYZE] = 100; |
2398 | tmp->resist[ATNR_PARALYZE] = 100; |
2182 | tmp->resist[ATNR_TURN_UNDEAD] = 100; |
2399 | tmp->resist[ATNR_TURN_UNDEAD] = 100; |
2183 | tmp->resist[ATNR_FEAR] = 100; |
2400 | tmp->resist[ATNR_FEAR] = 100; |
2184 | tmp->resist[ATNR_DEPLETE] = 100; |
2401 | tmp->resist[ATNR_DEPLETE] = 100; |
2185 | tmp->resist[ATNR_DEATH] = 100; |
2402 | tmp->resist[ATNR_DEATH] = 100; |
2186 | tmp->resist[ATNR_BLIND] = 100; |
2403 | tmp->resist[ATNR_BLIND] = 100; |
2187 | |
2404 | |
2188 | /* Improve weapon's armour value according to best save vs. physical of its material */ |
2405 | /* Improve weapon's armour value according to best save vs. physical of its material */ |
2189 | |
2406 | |
2190 | if (a > 14) a = 14; |
2407 | if (a > 14) |
|
|
2408 | a = 14; |
2191 | tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); |
2409 | tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2192 | |
2410 | |
2193 | /* Determine golem's speed */ |
2411 | /* Determine golem's speed */ |
2194 | tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); |
2412 | tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); |
2195 | |
2413 | |
2196 | if(tmp->speed > 3.33) tmp->speed = 3.33; |
|
|
2197 | |
|
|
2198 | if (!spell->race) { |
2414 | if (!spell->race) |
|
|
2415 | { |
2199 | sprintf(buf, "animated %s", &weapon->name); |
2416 | sprintf (buf, "animated %s", &weapon->name); |
2200 | tmp->name = buf; |
2417 | tmp->name = buf; |
2201 | |
2418 | |
2202 | tmp->face = weapon->face; |
2419 | tmp->face = weapon->face; |
2203 | tmp->animation_id = weapon->animation_id; |
2420 | tmp->animation_id = weapon->animation_id; |
2204 | tmp->anim_speed = weapon->anim_speed; |
2421 | tmp->anim_speed = weapon->anim_speed; |
2205 | tmp->last_anim = weapon->last_anim; |
2422 | tmp->last_anim = weapon->last_anim; |
2206 | tmp->state = weapon->state; |
2423 | tmp->state = weapon->state; |
2207 | if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { |
2424 | tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; |
2208 | SET_FLAG(tmp,FLAG_ANIMATE); |
|
|
2209 | } else { |
|
|
2210 | CLEAR_FLAG(tmp,FLAG_ANIMATE); |
|
|
2211 | } |
|
|
2212 | update_ob_speed(tmp); |
|
|
2213 | } |
2425 | } |
2214 | |
2426 | |
2215 | /* make experience increase in proportion to the strength of the summoned creature. */ |
2427 | /* make experience increase in proportion to the strength of the summoned creature. */ |
2216 | tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell)); |
2428 | tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); |
2217 | |
2429 | |
2218 | tmp->speed_left= -1; |
2430 | tmp->speed_left = -1; |
2219 | tmp->x=x; |
|
|
2220 | tmp->y=y; |
|
|
2221 | tmp->direction=dir; |
2431 | tmp->direction = dir; |
2222 | insert_ob_in_map(tmp,m,op,0); |
2432 | |
|
|
2433 | m->insert (tmp, x, y, op); |
2223 | return 1; |
2434 | return 1; |
2224 | } |
2435 | } |
2225 | |
2436 | |
2226 | /* cast_daylight() - changes the map darkness level *lower* */ |
2437 | /* cast_daylight() - changes the map darkness level *lower* */ |
2227 | |
2438 | |
2228 | /* cast_change_map_lightlevel: Was cast_daylight/nightfall. |
2439 | /* cast_change_map_lightlevel: Was cast_daylight/nightfall. |
2229 | * This changes the light level for the entire map. |
2440 | * This changes the light level for the entire map. |
2230 | */ |
2441 | */ |
2231 | |
2442 | |
|
|
2443 | int |
2232 | int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { |
2444 | cast_change_map_lightlevel (object *op, object *caster, object *spell) |
|
|
2445 | { |
2233 | int success; |
2446 | int success; |
2234 | |
2447 | |
2235 | if(!op->map) return 0; /* shouldnt happen */ |
2448 | if (!op->map) |
|
|
2449 | return 0; /* shouldnt happen */ |
2236 | |
2450 | |
2237 | success=change_map_light(op->map,spell->stats.dam); |
2451 | success = op->map->change_map_light (spell->stats.dam); |
|
|
2452 | |
2238 | if(!success) { |
2453 | if (!success) |
|
|
2454 | { |
2239 | if (spell->stats.dam < 0) |
2455 | if (spell->stats.dam < 0) |
2240 | new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); |
2456 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); |
2241 | else |
2457 | else |
2242 | new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); |
2458 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); |
2243 | } |
2459 | } |
2244 | return success; |
2460 | return success; |
2245 | } |
2461 | } |
2246 | |
2462 | |
2247 | |
2463 | |
2248 | |
2464 | |
2249 | |
2465 | |
2250 | |
2466 | |
2251 | /* create an aura spell object and put it in the player's inventory. |
2467 | /* create an aura spell object and put it in the player's inventory. |
2252 | * as usual, op is player, caster is the object casting the spell, |
2468 | * as usual, op is player, caster is the object casting the spell, |
2253 | * spell is the spell object itself. |
2469 | * spell is the spell object itself. |
2254 | */ |
2470 | */ |
|
|
2471 | int |
2255 | int create_aura(object *op, object *caster, object *spell) |
2472 | create_aura (object *op, object *caster, object *spell) |
2256 | { |
2473 | { |
2257 | int refresh=0; |
2474 | int refresh = 0; |
2258 | object *new_aura; |
2475 | object *new_aura; |
2259 | |
2476 | |
2260 | new_aura = present_arch_in_ob(spell->other_arch, op); |
2477 | new_aura = present_arch_in_ob (spell->other_arch, op); |
2261 | if (new_aura) refresh=1; |
2478 | if (new_aura) |
|
|
2479 | refresh = 1; |
|
|
2480 | else |
2262 | else new_aura = arch_to_object(spell->other_arch); |
2481 | new_aura = arch_to_object (spell->other_arch); |
2263 | |
2482 | |
2264 | new_aura->duration = spell->duration + |
2483 | new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); |
2265 | 10* SP_level_duration_adjust(caster,spell); |
|
|
2266 | |
2484 | |
2267 | new_aura->stats.dam = spell->stats.dam |
2485 | new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2268 | +SP_level_dam_adjust(caster,spell); |
|
|
2269 | |
2486 | |
2270 | set_owner(new_aura,op); |
2487 | new_aura->set_owner (op); |
2271 | set_spell_skill(op, caster, spell, new_aura); |
2488 | set_spell_skill (op, caster, spell, new_aura); |
2272 | new_aura->attacktype= spell->attacktype; |
2489 | new_aura->attacktype = spell->attacktype; |
2273 | |
2490 | |
2274 | new_aura->level = caster_level(caster, spell); |
2491 | new_aura->level = caster_level (caster, spell); |
2275 | if (refresh) |
2492 | if (refresh) |
2276 | new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2493 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2277 | else |
2494 | else |
2278 | new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
2495 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
2279 | insert_ob_in_ob(new_aura, op); |
2496 | insert_ob_in_ob (new_aura, op); |
2280 | return 1; |
2497 | return 1; |
2281 | } |
2498 | } |
2282 | |
2499 | |
2283 | |
2500 | |
2284 | /* move aura function. An aura is a part of someone's inventory, |
2501 | /* move aura function. An aura is a part of someone's inventory, |
2285 | * which he carries with him, but which acts on the map immediately |
2502 | * which he carries with him, but which acts on the map immediately |
… | |
… | |
2288 | * duration: duration counter. |
2505 | * duration: duration counter. |
2289 | * attacktype: aura's attacktype |
2506 | * attacktype: aura's attacktype |
2290 | * other_arch: archetype to drop where we attack |
2507 | * other_arch: archetype to drop where we attack |
2291 | */ |
2508 | */ |
2292 | |
2509 | |
|
|
2510 | void |
2293 | void move_aura(object *aura) { |
2511 | move_aura (object *aura) |
|
|
2512 | { |
2294 | int i, mflags; |
2513 | int i, mflags; |
2295 | object *env; |
2514 | object *env; |
2296 | mapstruct *m; |
2515 | maptile *m; |
2297 | |
2516 | |
2298 | /* auras belong in inventories */ |
2517 | /* auras belong in inventories */ |
2299 | env = aura->env; |
2518 | env = aura->env; |
2300 | |
2519 | |
2301 | /* no matter what we've gotta remove the aura... |
2520 | /* no matter what we've gotta remove the aura... |
2302 | * we'll put it back if its time isn't up. |
2521 | * we'll put it back if its time isn't up. |
2303 | */ |
2522 | */ |
2304 | remove_ob(aura); |
2523 | aura->remove (); |
2305 | |
2524 | |
2306 | /* exit if we're out of gas */ |
2525 | /* exit if we're out of gas */ |
2307 | if(aura->duration--< 0) { |
2526 | if (aura->duration-- < 0) |
2308 | free_object(aura); |
2527 | { |
|
|
2528 | aura->destroy (); |
2309 | return; |
2529 | return; |
2310 | } |
2530 | } |
2311 | |
2531 | |
2312 | /* auras only exist in inventories */ |
2532 | /* auras only exist in inventories */ |
2313 | if(env == NULL || env->map==NULL) { |
2533 | if (env == NULL || env->map == NULL) |
2314 | free_object(aura); |
2534 | { |
|
|
2535 | aura->destroy (); |
2315 | return; |
2536 | return; |
2316 | } |
2537 | } |
2317 | aura->x = env->x; |
|
|
2318 | aura->y = env->y; |
|
|
2319 | |
2538 | |
2320 | /* we need to jump out of the inventory for a bit |
2539 | /* we need to jump out of the inventory for a bit |
2321 | * in order to hit the map conveniently. |
2540 | * in order to hit the map conveniently. |
2322 | */ |
2541 | */ |
2323 | insert_ob_in_map(aura,env->map,aura,0); |
2542 | aura->insert_at (env, aura); |
2324 | |
2543 | |
2325 | for(i=1;i<9;i++) { |
2544 | for (i = 1; i < 9; i++) |
|
|
2545 | { |
2326 | sint16 nx, ny; |
2546 | sint16 nx, ny; |
|
|
2547 | |
2327 | nx = aura->x + freearr_x[i]; |
2548 | nx = aura->x + freearr_x[i]; |
2328 | ny = aura->y + freearr_y[i]; |
2549 | ny = aura->y + freearr_y[i]; |
2329 | mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); |
2550 | mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny); |
2330 | |
2551 | |
2331 | /* Consider the movement tyep of the person with the aura as |
2552 | /* Consider the movement tyep of the person with the aura as |
2332 | * movement type of the aura. Eg, if the player is flying, the aura |
2553 | * movement type of the aura. Eg, if the player is flying, the aura |
2333 | * is flying also, if player is walking, it is on the ground, etc. |
2554 | * is flying also, if player is walking, it is on the ground, etc. |
2334 | */ |
2555 | */ |
2335 | if (!(mflags & P_OUT_OF_MAP) |
|
|
2336 | && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) |
2556 | if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) |
2337 | { |
2557 | { |
2338 | hit_map(aura,i,aura->attacktype,0); |
2558 | hit_map (aura, i, aura->attacktype, 0); |
2339 | |
2559 | |
2340 | if(aura->other_arch) { |
2560 | if (aura->other_arch) |
2341 | object *new_ob; |
2561 | m->insert (arch_to_object (aura->other_arch), nx, ny, aura); |
2342 | |
|
|
2343 | new_ob = arch_to_object(aura->other_arch); |
|
|
2344 | new_ob->x = nx; |
|
|
2345 | new_ob->y = ny; |
|
|
2346 | insert_ob_in_map(new_ob,m,aura,0); |
|
|
2347 | } |
2562 | } |
2348 | } |
|
|
2349 | } |
2563 | } |
|
|
2564 | |
2350 | /* put the aura back in the player's inventory */ |
2565 | /* put the aura back in the player's inventory */ |
2351 | remove_ob(aura); |
2566 | aura->remove (); |
2352 | insert_ob_in_ob(aura, env); |
2567 | insert_ob_in_ob (aura, env); |
2353 | } |
2568 | } |
2354 | |
2569 | |
2355 | /* moves the peacemaker spell. |
2570 | /* moves the peacemaker spell. |
2356 | * op is the piece object. |
2571 | * op is the piece object. |
2357 | */ |
2572 | */ |
2358 | |
2573 | |
|
|
2574 | void |
2359 | void move_peacemaker(object *op) { |
2575 | move_peacemaker (object *op) |
|
|
2576 | { |
2360 | object *tmp; |
2577 | object *tmp; |
2361 | |
2578 | |
2362 | for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { |
2579 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
|
|
2580 | { |
2363 | int atk_lev, def_lev; |
2581 | int atk_lev, def_lev; |
2364 | object *victim=tmp; |
2582 | object *victim = tmp; |
2365 | |
2583 | |
2366 | if (tmp->head) victim=tmp->head; |
2584 | if (tmp->head) |
|
|
2585 | victim = tmp->head; |
2367 | if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; |
2586 | if (!QUERY_FLAG (victim, FLAG_MONSTER)) |
|
|
2587 | continue; |
2368 | if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; |
2588 | if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
|
|
2589 | continue; |
2369 | if (victim->stats.exp == 0) continue; |
2590 | if (victim->stats.exp == 0) |
|
|
2591 | continue; |
2370 | |
2592 | |
2371 | def_lev = MAX(1,victim->level); |
2593 | def_lev = MAX (1, victim->level); |
2372 | atk_lev = MAX(1,op->level); |
2594 | atk_lev = MAX (1, op->level); |
2373 | |
2595 | |
2374 | if (rndm(0, atk_lev-1) > def_lev) { |
2596 | if (rndm (0, atk_lev - 1) > def_lev) |
|
|
2597 | { |
2375 | /* make this sucker peaceful. */ |
2598 | /* make this sucker peaceful. */ |
2376 | |
2599 | |
2377 | change_exp(get_owner(op),victim->stats.exp, op->skill, 0); |
2600 | change_exp (op->owner, victim->stats.exp, op->skill, 0); |
2378 | victim->stats.exp=0; |
2601 | victim->stats.exp = 0; |
2379 | #if 0 |
2602 | #if 0 |
2380 | /* No idea why these were all set to zero - if something |
2603 | /* No idea why these were all set to zero - if something |
2381 | * makes this creature agressive, he should still do damage. |
2604 | * makes this creature agressive, he should still do damage. |
2382 | */ |
2605 | */ |
2383 | victim->stats.dam = 0; |
2606 | victim->stats.dam = 0; |
2384 | victim->stats.sp = 0; |
2607 | victim->stats.sp = 0; |
2385 | victim->stats.grace = 0; |
2608 | victim->stats.grace = 0; |
2386 | victim->stats.Pow = 0; |
2609 | victim->stats.Pow = 0; |
2387 | #endif |
2610 | #endif |
2388 | victim->attack_movement = RANDO2; |
2611 | victim->attack_movement = RANDO2; |
2389 | SET_FLAG(victim,FLAG_UNAGGRESSIVE); |
2612 | SET_FLAG (victim, FLAG_UNAGGRESSIVE); |
2390 | SET_FLAG(victim,FLAG_RUN_AWAY); |
2613 | SET_FLAG (victim, FLAG_RUN_AWAY); |
2391 | SET_FLAG(victim,FLAG_RANDOM_MOVE); |
2614 | SET_FLAG (victim, FLAG_RANDOM_MOVE); |
2392 | CLEAR_FLAG(victim,FLAG_MONSTER); |
2615 | CLEAR_FLAG (victim, FLAG_MONSTER); |
2393 | if(victim->name) { |
2616 | if (victim->name) |
|
|
2617 | { |
2394 | new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",&victim->name); |
2618 | new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); |
2395 | } |
2619 | } |
2396 | } |
2620 | } |
2397 | } |
2621 | } |
2398 | } |
2622 | } |
2399 | |
2623 | |
2400 | |
2624 | |
2401 | /* This writes a rune that contains the appropriate message. |
2625 | /* This writes a rune that contains the appropriate message. |
2402 | * There really isn't any adjustments we make. |
2626 | * There really isn't any adjustments we make. |
2403 | */ |
2627 | */ |
2404 | |
2628 | |
|
|
2629 | int |
2405 | int write_mark(object *op, object *spell, const char *msg) { |
2630 | write_mark (object *op, object *spell, const char *msg) |
|
|
2631 | { |
2406 | char rune[HUGE_BUF]; |
2632 | char rune[HUGE_BUF]; |
2407 | object *tmp; |
2633 | object *tmp; |
2408 | |
2634 | |
2409 | if (!msg || msg[0] == 0) { |
2635 | if (!msg || msg[0] == 0) |
|
|
2636 | { |
2410 | new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); |
2637 | new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); |
2411 | return 0; |
2638 | return 0; |
2412 | } |
2639 | } |
2413 | |
2640 | |
2414 | if (strcasestr_local(msg, "endmsg")) { |
2641 | if (strcasestr_local (msg, "endmsg")) |
|
|
2642 | { |
2415 | new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); |
2643 | new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); |
2416 | LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); |
2644 | LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); |
2417 | return 0; |
2645 | return 0; |
2418 | } |
2646 | } |
2419 | if (!spell->other_arch) return 0; |
2647 | if (!spell->other_arch) |
|
|
2648 | return 0; |
2420 | tmp = arch_to_object(spell->other_arch); |
2649 | tmp = arch_to_object (spell->other_arch); |
2421 | strncpy(rune, msg, HUGE_BUF-2); |
2650 | |
2422 | rune[HUGE_BUF-2] = 0; |
2651 | snprintf (rune, sizeof (rune), "%s\n", msg); |
2423 | strcat(rune, "\n"); |
2652 | |
2424 | tmp->race = op->name; /*Save the owner of the rune*/ |
2653 | tmp->race = op->name; /*Save the owner of the rune */ |
2425 | tmp->msg = rune; |
2654 | tmp->msg = rune; |
2426 | tmp->x = op->x; |
2655 | |
2427 | tmp->y = op->y; |
2656 | tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); |
2428 | insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
2429 | return 1; |
2657 | return 1; |
2430 | } |
2658 | } |