1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <object.h> |
25 | #include <object.h> |
27 | #include <living.h> |
26 | #include <living.h> |
… | |
… | |
70 | return 0; |
69 | return 0; |
71 | } |
70 | } |
72 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
71 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
73 | { |
72 | { |
74 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); |
73 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); |
75 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); |
74 | op->play_sound (sound_find ("ob_explode")); |
76 | esrv_del_item (op->contr, wand->count); |
75 | esrv_del_item (op->contr, wand->count); |
77 | wand->destroy (); |
76 | wand->destroy (); |
78 | tmp = get_archetype ("fireball"); |
77 | tmp = get_archetype ("fireball"); |
79 | tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
78 | tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
80 | |
79 | |
… | |
… | |
104 | ncharges = 1; |
103 | ncharges = 1; |
105 | |
104 | |
106 | wand->stats.food += ncharges; |
105 | wand->stats.food += ncharges; |
107 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); |
106 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); |
108 | |
107 | |
109 | if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) |
108 | if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) |
110 | { |
109 | { |
111 | SET_FLAG (wand, FLAG_ANIMATE); |
110 | SET_FLAG (wand, FLAG_ANIMATE); |
112 | wand->set_speed (wand->arch->clone.speed); |
111 | wand->set_speed (wand->arch->speed); |
113 | } |
112 | } |
114 | |
113 | |
115 | return 1; |
114 | return 1; |
116 | } |
115 | } |
117 | |
116 | |
… | |
… | |
123 | * great a plus, the default is used. |
122 | * great a plus, the default is used. |
124 | * The # of arrows created also goes up with level, so if a 30th level mage |
123 | * The # of arrows created also goes up with level, so if a 30th level mage |
125 | * wants LOTS of arrows, and doesn't care what the plus is he could |
124 | * wants LOTS of arrows, and doesn't care what the plus is he could |
126 | * create nonnmagic arrows, or even -1, etc... |
125 | * create nonnmagic arrows, or even -1, etc... |
127 | */ |
126 | */ |
128 | |
|
|
129 | int |
127 | int |
130 | cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) |
128 | cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) |
131 | { |
129 | { |
132 | int missile_plus = 0, bonus_plus = 0; |
130 | int bonus_plus = 0; |
133 | const char *missile_name; |
131 | const char *missile_name = "arrow"; |
134 | object *tmp, *missile; |
|
|
135 | |
132 | |
136 | missile_name = "arrow"; |
|
|
137 | |
|
|
138 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
133 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
139 | if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) |
134 | if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) |
140 | missile_name = tmp->race; |
135 | missile_name = tmp->race; |
141 | |
136 | |
142 | missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
137 | int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
143 | |
138 | |
144 | if (archetype::find (missile_name) == NULL) |
139 | archetype *missile_arch = archetype::find (missile_name); |
|
|
140 | |
|
|
141 | if (!missile_arch) |
145 | { |
142 | { |
146 | LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); |
143 | LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); |
147 | return 0; |
144 | return 0; |
148 | } |
145 | } |
149 | |
146 | |
150 | missile = get_archetype (missile_name); |
147 | object *missile = missile_arch->instance (); |
151 | |
148 | |
152 | if (stringarg) |
149 | if (stringarg) |
153 | { |
150 | { |
154 | /* If it starts with a letter, presume it is a description */ |
151 | /* If it starts with a letter, presume it is a description */ |
155 | if (isalpha (*stringarg)) |
152 | if (isalpha (*stringarg)) |
… | |
… | |
173 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); |
170 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); |
174 | return 0; |
171 | return 0; |
175 | } |
172 | } |
176 | |
173 | |
177 | give_artifact_abilities (missile, al->item); |
174 | give_artifact_abilities (missile, al->item); |
178 | /* These special arrows cost something extra. Don't have them also be magical - |
175 | /* These special arrows cost something extra. Don't have them also be magical - |
179 | * otherwise, in most cases, not enough will be created. I don't want to get into |
176 | * otherwise, in most cases, not enough will be created. I don't want to get into |
180 | * the parsing of having to do both plus and type. |
177 | * the parsing of having to do both plus and type. |
181 | */ |
178 | */ |
182 | bonus_plus = 1 + (al->item->value / 5); |
179 | bonus_plus = 1 + (al->item->value / 5); |
183 | missile_plus = 0; |
180 | missile_plus = 0; |
184 | } |
181 | } |
185 | else if (atoi (stringarg) < missile_plus) |
182 | else if (atoi (stringarg) < missile_plus) |
186 | missile_plus = atoi (stringarg); |
183 | missile_plus = atoi (stringarg); |
187 | } |
184 | } |
188 | |
185 | |
189 | if (missile_plus > 4) |
186 | missile_plus = clamp (missile_plus, -4, 4); |
190 | missile_plus = 4; |
|
|
191 | else if (missile_plus < -4) |
|
|
192 | missile_plus = -4; |
|
|
193 | |
187 | |
194 | missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); |
188 | missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); |
195 | missile->nrof -= 3 * (missile_plus + bonus_plus); |
189 | missile->nrof -= 3 * (missile_plus + bonus_plus); |
196 | |
190 | |
197 | if (missile->nrof < 1) |
191 | if (missile->nrof < 1) |
… | |
… | |
217 | { |
211 | { |
218 | int food_value; |
212 | int food_value; |
219 | archetype *at = NULL; |
213 | archetype *at = NULL; |
220 | object *new_op; |
214 | object *new_op; |
221 | |
215 | |
222 | food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); |
216 | food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob); |
223 | |
217 | |
224 | if (stringarg) |
218 | if (stringarg) |
225 | { |
219 | { |
226 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
220 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
227 | if (at == NULL) |
221 | if (at == NULL) |
228 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
222 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
229 | if (at == NULL || at->clone.stats.food > food_value) |
223 | if (at == NULL || at->stats.food > food_value) |
230 | stringarg = NULL; |
224 | stringarg = NULL; |
231 | } |
225 | } |
232 | |
226 | |
233 | if (!stringarg) |
227 | if (!stringarg) |
234 | { |
228 | { |
… | |
… | |
240 | * We don't use flesh types because the weight values of those need |
234 | * We don't use flesh types because the weight values of those need |
241 | * to be altered from the donor. |
235 | * to be altered from the donor. |
242 | */ |
236 | */ |
243 | |
237 | |
244 | /* We assume the food items don't have multiple parts */ |
238 | /* We assume the food items don't have multiple parts */ |
245 | for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) |
239 | for_all_archetypes (at_tmp) |
246 | { |
240 | { |
247 | if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) |
241 | if (at_tmp->type == FOOD || at_tmp->type == DRINK) |
248 | { |
242 | { |
249 | /* Basically, if the food value is something that is creatable |
243 | /* Basically, if the food value is something that is creatable |
250 | * under the limits of the spell and it is higher than |
244 | * under the limits of the spell and it is higher than |
251 | * the item we have now, take it instead. |
245 | * the item we have now, take it instead. |
252 | */ |
246 | */ |
253 | if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) |
247 | if (at_tmp->stats.food <= food_value |
|
|
248 | && (!at |
|
|
249 | || at_tmp->stats.food > at->stats.food |
|
|
250 | || (at_tmp->stats.food == at->stats.food |
|
|
251 | && at_tmp->weight < at->weight))) |
254 | at = at_tmp; |
252 | at = at_tmp; |
255 | } |
253 | } |
256 | } |
254 | } |
257 | } |
255 | } |
|
|
256 | |
258 | /* Pretty unlikely (there are some very low food items), but you never |
257 | /* Pretty unlikely (there are some very low food items), but you never |
259 | * know |
258 | * know |
260 | */ |
259 | */ |
261 | if (!at) |
260 | if (!at) |
262 | { |
261 | { |
263 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); |
262 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); |
264 | return 0; |
263 | return 0; |
265 | } |
264 | } |
266 | |
265 | |
267 | food_value /= at->clone.stats.food; |
266 | food_value /= at->stats.food; |
268 | new_op = arch_to_object (at); |
267 | new_op = arch_to_object (at); |
269 | new_op->nrof = food_value; |
268 | new_op->nrof = food_value; |
270 | |
269 | |
271 | new_op->value = 0; |
270 | new_op->value = 0; |
272 | if (new_op->nrof < 1) |
271 | if (new_op->nrof < 1) |
… | |
… | |
281 | { |
280 | { |
282 | int r, mflags, maxrange; |
281 | int r, mflags, maxrange; |
283 | object *tmp; |
282 | object *tmp; |
284 | maptile *m; |
283 | maptile *m; |
285 | |
284 | |
286 | |
|
|
287 | if (!dir) |
285 | if (!dir) |
288 | { |
286 | { |
289 | examine_monster (op, op); |
287 | examine_monster (op, op); |
290 | return 1; |
288 | return 1; |
291 | } |
289 | } |
|
|
290 | |
292 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
291 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
293 | for (r = 1; r < maxrange; r++) |
292 | for (r = 1; r < maxrange; r++) |
294 | { |
293 | { |
295 | sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; |
294 | sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; |
296 | |
295 | |
… | |
… | |
316 | examine_monster (op, tmp); |
315 | examine_monster (op, tmp); |
317 | return 1; |
316 | return 1; |
318 | } |
317 | } |
319 | } |
318 | } |
320 | } |
319 | } |
|
|
320 | |
321 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
321 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
322 | return 1; |
322 | return 1; |
323 | } |
323 | } |
324 | |
|
|
325 | |
324 | |
326 | /* This checks to see if 'pl' is invisible to 'mon'. |
325 | /* This checks to see if 'pl' is invisible to 'mon'. |
327 | * does race check, undead check, etc |
326 | * does race check, undead check, etc |
328 | * Returns TRUE if mon can't see pl, false |
327 | * Returns TRUE if mon can't see pl, false |
329 | * otherwise. This doesn't check range, walls, etc. It |
328 | * otherwise. This doesn't check range, walls, etc. It |
… | |
… | |
331 | * pl is invisible. |
330 | * pl is invisible. |
332 | */ |
331 | */ |
333 | int |
332 | int |
334 | makes_invisible_to (object *pl, object *mon) |
333 | makes_invisible_to (object *pl, object *mon) |
335 | { |
334 | { |
336 | |
|
|
337 | if (!pl->invisible) |
335 | if (!pl->invisible) |
338 | return 0; |
336 | return 0; |
|
|
337 | |
339 | if (pl->type == PLAYER) |
338 | if (pl->type == PLAYER) |
340 | { |
339 | { |
341 | /* If race isn't set, then invisible unless it is undead */ |
340 | /* If race isn't set, then invisible unless it is undead */ |
342 | if (!pl->contr->invis_race) |
341 | if (!pl->contr->invis_race) |
343 | { |
342 | { |
344 | if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
343 | if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
345 | return 0; |
344 | return 0; |
|
|
345 | |
346 | return 1; |
346 | return 1; |
347 | } |
347 | } |
|
|
348 | |
348 | /* invis_race is set if we get here */ |
349 | /* invis_race is set if we get here */ |
349 | if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) |
350 | if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) |
350 | return 1; |
351 | return 1; |
|
|
352 | |
351 | /* No race, can't be invisible to it */ |
353 | /* No race, can't be invisible to it */ |
352 | if (!mon->race) |
354 | if (!mon->race) |
353 | return 0; |
355 | return 0; |
|
|
356 | |
354 | if (strstr (mon->race, pl->contr->invis_race)) |
357 | if (strstr (mon->race, pl->contr->invis_race)) |
355 | return 1; |
358 | return 1; |
|
|
359 | |
356 | /* Nothing matched above, return 0 */ |
360 | /* Nothing matched above, return 0 */ |
357 | return 0; |
361 | return 0; |
358 | } |
362 | } |
359 | else |
363 | else |
360 | { |
364 | { |
… | |
… | |
565 | } |
569 | } |
566 | |
570 | |
567 | int |
571 | int |
568 | perceive_self (object *op) |
572 | perceive_self (object *op) |
569 | { |
573 | { |
570 | char buf[MAX_BUF]; |
|
|
571 | const char *cp = describe_item (op, op); |
574 | const char *cp = describe_item (op, op); |
572 | archetype *at = archetype::find (ARCH_DEPLETION); |
575 | archetype *at = archetype::find (ARCH_DEPLETION); |
573 | object *tmp; |
|
|
574 | int i; |
|
|
575 | |
576 | |
|
|
577 | dynbuf_text buf; |
|
|
578 | |
|
|
579 | if (player *pl = op->contr) |
|
|
580 | if (object *race = archetype::find (op->race)) |
|
|
581 | buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; |
|
|
582 | |
576 | tmp = find_god (determine_god (op)); |
583 | if (object *god = find_god (determine_god (op))) |
577 | if (tmp) |
584 | buf << "You worship " << &god->name << ".\n"; |
578 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name); |
|
|
579 | else |
585 | else |
580 | new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); |
586 | buf << "You worship no god.\n"; |
581 | |
587 | |
582 | tmp = present_arch_in_ob (at, op); |
588 | object *tmp = present_arch_in_ob (at, op); |
583 | |
589 | |
584 | if (*cp == '\0' && tmp == NULL) |
590 | if (*cp == '\0' && tmp == NULL) |
585 | new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); |
591 | buf << "You feel very mundane. "; |
586 | else |
592 | else |
587 | { |
593 | { |
588 | new_draw_info (NDI_UNIQUE, 0, op, "You have:"); |
594 | buf << "You have: " << cp << ".\n"; |
589 | new_draw_info (NDI_UNIQUE, 0, op, cp); |
595 | |
590 | if (tmp != NULL) |
596 | if (tmp) |
591 | { |
|
|
592 | for (i = 0; i < NUM_STATS; i++) |
597 | for (int i = 0; i < NUM_STATS; i++) |
593 | { |
598 | if (tmp->stats.stat (i) < 0) |
594 | if (get_attr_value (&tmp->stats, i) < 0) |
599 | buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); |
595 | { |
|
|
596 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); |
|
|
597 | } |
|
|
598 | } |
|
|
599 | } |
|
|
600 | } |
600 | } |
601 | |
601 | |
602 | if (is_dragon_pl (op)) |
602 | if (is_dragon_pl (op)) |
603 | { |
|
|
604 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
603 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
605 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
604 | for (tmp = op->inv; tmp; tmp = tmp->below) |
606 | { |
605 | { |
607 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
606 | if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) |
608 | { |
607 | { |
609 | if (tmp->stats.exp == 0) |
608 | if (tmp->stats.exp == 0) |
610 | sprintf (buf, "Your metabolism isn't focused on anything."); |
609 | buf << "Your metabolism isn't focused on anything.\n"; |
611 | else |
610 | else |
612 | sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); |
611 | buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; |
613 | |
612 | |
614 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
615 | break; |
613 | break; |
616 | } |
614 | } |
617 | } |
615 | } |
618 | } |
|
|
619 | |
616 | |
620 | return 1; |
617 | buf << '\0'; // zero-terminate |
621 | } |
|
|
622 | |
618 | |
623 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
619 | new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ()); |
624 | * |
|
|
625 | * This function cast the spell of town portal for op |
|
|
626 | * |
|
|
627 | * The spell operates in two passes. During the first one a place |
|
|
628 | * is marked as a destination for the portal. During the second one, |
|
|
629 | * 2 portals are created, one in the position the player cast it and |
|
|
630 | * one in the destination place. The portal are synchronized and 2 forces |
|
|
631 | * are inserted in the player to destruct the portal next time player |
|
|
632 | * creates a new portal pair. |
|
|
633 | * This spell has a side effect that it allows people to meet each other |
|
|
634 | * in a permanent, private, appartements by making a town portal from it |
|
|
635 | * to the town or another public place. So, check if the map is unique and if |
|
|
636 | * so return an error |
|
|
637 | * |
|
|
638 | * Code by Tchize (david.delbecq@usa.net) |
|
|
639 | */ |
|
|
640 | int |
|
|
641 | cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
|
|
642 | { |
|
|
643 | object *dummy, *force, *old_force; |
|
|
644 | archetype *perm_portal; |
|
|
645 | char portal_name[1024], portal_message[1024]; |
|
|
646 | maptile *exitmap; |
|
|
647 | int op_level; |
|
|
648 | |
|
|
649 | /* Check to see if the map the player is currently on is a per player unique |
|
|
650 | * map. This can be determined in that per player unique maps have the |
|
|
651 | * full pathname listed. |
|
|
652 | */ |
|
|
653 | if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE) |
|
|
654 | { |
|
|
655 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n"); |
|
|
656 | return 0; |
|
|
657 | } |
|
|
658 | |
|
|
659 | /* The first thing to do is to check if we have a marked destination |
|
|
660 | * dummy is used to make a check inventory for the force |
|
|
661 | */ |
|
|
662 | dummy = arch_to_object (spell->other_arch); |
|
|
663 | if (dummy == NULL) |
|
|
664 | { |
|
|
665 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
666 | LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name); |
|
|
667 | return 0; |
|
|
668 | } |
|
|
669 | |
|
|
670 | force = check_inv_recursive (op, dummy); |
|
|
671 | |
|
|
672 | if (force == NULL) |
|
|
673 | { |
|
|
674 | /* Here we know there is no destination marked up. |
|
|
675 | * We have 2 things to do: |
|
|
676 | * 1. Mark the destination in the player inventory. |
|
|
677 | * 2. Let the player know it worked. |
|
|
678 | */ |
|
|
679 | dummy->name = op->map->path; |
|
|
680 | EXIT_X (dummy) = op->x; |
|
|
681 | EXIT_Y (dummy) = op->y; |
|
|
682 | insert_ob_in_ob (dummy, op); |
|
|
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."); |
|
|
684 | return 1; |
|
|
685 | } |
|
|
686 | |
|
|
687 | dummy->destroy (); |
|
|
688 | |
|
|
689 | /* Here we know where the town portal should go to |
|
|
690 | * We should kill any existing portal associated with the player. |
|
|
691 | * Than we should create the 2 portals. |
|
|
692 | * For each of them, we need: |
|
|
693 | * - To create the portal with the name of the player+destination map |
|
|
694 | * - set the owner of the town portal |
|
|
695 | * - To mark the position of the portal in the player's inventory |
|
|
696 | * for easier destruction. |
|
|
697 | * |
|
|
698 | * The mark works has follow: |
|
|
699 | * slaying: Existing town portal |
|
|
700 | * hp, sp : x & y of the associated portal |
|
|
701 | * name : name of the portal |
|
|
702 | * race : map the portal is in |
|
|
703 | */ |
|
|
704 | |
|
|
705 | /* First step: killing existing town portals */ |
|
|
706 | dummy = get_archetype (spell->race); |
|
|
707 | if (dummy == NULL) |
|
|
708 | { |
|
|
709 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
710 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
711 | return 0; |
|
|
712 | } |
|
|
713 | |
|
|
714 | perm_portal = archetype::find (spell->slaying); |
|
|
715 | |
|
|
716 | /* To kill a town portal, we go trough the player's inventory, |
|
|
717 | * for each marked portal in player's inventory, |
|
|
718 | * -We try load the associated map (if impossible, consider the portal destructed) |
|
|
719 | * -We find any portal in the specified location. |
|
|
720 | * If it has the good name, we destruct it. |
|
|
721 | * -We destruct the force indicating that portal. |
|
|
722 | */ |
|
|
723 | while ((old_force = check_inv_recursive (op, dummy))) |
|
|
724 | { |
|
|
725 | exitmap = maptile::find_sync (old_force->race, op->map); |
|
|
726 | |
|
|
727 | if (exitmap) |
|
|
728 | { |
|
|
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 | { |
|
|
736 | if (tmp->name == old_force->name) |
|
|
737 | { |
|
|
738 | tmp->destroy (); |
|
|
739 | break; |
|
|
740 | } |
|
|
741 | } |
|
|
742 | } |
|
|
743 | |
|
|
744 | old_force->destroy (); |
|
|
745 | } |
|
|
746 | |
|
|
747 | dummy->destroy (); |
|
|
748 | |
|
|
749 | /* Creating the portals. |
|
|
750 | * The very first thing to do is to ensure |
|
|
751 | * access to the destination map. |
|
|
752 | * If we can't, don't fizzle. Simply warn player. |
|
|
753 | * This ensure player pays his mana for the spell |
|
|
754 | * because HE is responsible of forgotting. |
|
|
755 | * 'force' is the destination of the town portal, which we got |
|
|
756 | * from the players inventory above. |
|
|
757 | */ |
|
|
758 | |
|
|
759 | /* Ensure exit map is loaded */ |
|
|
760 | exitmap = maptile::find_sync (force->name); |
|
|
761 | |
|
|
762 | /* If we were unable to load (ex. random map deleted), warn player */ |
|
|
763 | if (!exitmap) |
|
|
764 | { |
|
|
765 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); |
|
|
766 | force->destroy (); |
|
|
767 | return 1; |
|
|
768 | } |
|
|
769 | |
|
|
770 | exitmap->load_sync (); |
|
|
771 | |
|
|
772 | op_level = caster_level (caster, spell); |
|
|
773 | if (op_level < 15) |
|
|
774 | snprintf (portal_message, 1024, |
|
|
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); |
|
|
777 | else if (op_level < 30) |
|
|
778 | snprintf (portal_message, 1024, |
|
|
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); |
|
|
780 | else if (op_level < 60) |
|
|
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 |
|
|
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); |
|
|
785 | |
|
|
786 | /* Create a portal in front of player |
|
|
787 | * dummy contain the portal and |
|
|
788 | * force contain the track to kill it later |
|
|
789 | */ |
|
|
790 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); |
|
|
791 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
792 | if (dummy == NULL) |
|
|
793 | { |
|
|
794 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
795 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
796 | return 0; |
|
|
797 | } |
|
|
798 | |
|
|
799 | EXIT_PATH (dummy) = force->name; |
|
|
800 | EXIT_X (dummy) = EXIT_X (force); |
|
|
801 | EXIT_Y (dummy) = EXIT_Y (force); |
|
|
802 | dummy->name = dummy->name_pl = portal_name; |
|
|
803 | dummy->msg = portal_message; |
|
|
804 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
805 | cast_create_obj (op, caster, dummy, 0); |
|
|
806 | |
|
|
807 | /* Now we need to to create a town portal marker inside the player |
|
|
808 | * object, so on future castings, we can know that he has an active |
|
|
809 | * town portal. |
|
|
810 | */ |
|
|
811 | object *tmp = get_archetype (spell->race); |
|
|
812 | |
|
|
813 | if (!tmp) |
|
|
814 | { |
|
|
815 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
816 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
817 | return 0; |
|
|
818 | } |
|
|
819 | |
|
|
820 | tmp->race = op->map->path; |
|
|
821 | tmp->name = portal_name; |
|
|
822 | EXIT_X (tmp) = dummy->x; |
|
|
823 | EXIT_Y (tmp) = dummy->y; |
|
|
824 | op->insert (tmp); |
|
|
825 | |
|
|
826 | /* Create a portal in the destination map |
|
|
827 | * dummy contain the portal and |
|
|
828 | * force the track to kill it later |
|
|
829 | * the 'force' variable still contains the 'reminder' of |
|
|
830 | * where this portal goes to. |
|
|
831 | */ |
|
|
832 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path); |
|
|
833 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
834 | if (dummy == NULL) |
|
|
835 | { |
|
|
836 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
837 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
838 | return 0; |
|
|
839 | } |
|
|
840 | |
|
|
841 | EXIT_PATH (dummy) = op->map->path; |
|
|
842 | EXIT_X (dummy) = op->x; |
|
|
843 | EXIT_Y (dummy) = op->y; |
|
|
844 | dummy->name = dummy->name_pl = portal_name; |
|
|
845 | dummy->msg = portal_message; |
|
|
846 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
847 | exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op); |
|
|
848 | |
|
|
849 | /* Now we create another town portal marker that |
|
|
850 | * points back to the one we just made |
|
|
851 | */ |
|
|
852 | tmp = get_archetype (spell->race); |
|
|
853 | if (tmp == NULL) |
|
|
854 | { |
|
|
855 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
856 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
857 | return 0; |
|
|
858 | } |
|
|
859 | |
|
|
860 | tmp->race = force->name; |
|
|
861 | tmp->name = portal_name; |
|
|
862 | EXIT_X (tmp) = dummy->x; |
|
|
863 | EXIT_Y (tmp) = dummy->y; |
|
|
864 | insert_ob_in_ob (tmp, op); |
|
|
865 | |
|
|
866 | /* Describe the player what happened |
|
|
867 | */ |
|
|
868 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); |
|
|
869 | force->destroy (); |
|
|
870 | |
620 | |
871 | return 1; |
621 | return 1; |
872 | } |
622 | } |
873 | |
623 | |
874 | /* This creates magic walls. Really, it can create most any object, |
624 | /* This creates magic walls. Really, it can create most any object, |
… | |
… | |
972 | new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); |
722 | new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); |
973 | return 0; |
723 | return 0; |
974 | } |
724 | } |
975 | |
725 | |
976 | /* If this is a spellcasting wall, need to insert the spell object */ |
726 | /* If this is a spellcasting wall, need to insert the spell object */ |
977 | if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
727 | if (tmp->other_arch && tmp->other_arch->type == SPELL) |
978 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
728 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
979 | |
729 | |
980 | /* This code causes the wall to extend some distance in |
730 | /* This code causes the wall to extend some distance in |
981 | * each direction, or until an obstruction is encountered. |
731 | * each direction, or until an obstruction is encountered. |
982 | * posblocked and negblocked help determine how far the |
732 | * posblocked and negblocked help determine how far the |
… | |
… | |
1002 | { |
752 | { |
1003 | object *tmp2 = tmp->clone (); |
753 | object *tmp2 = tmp->clone (); |
1004 | m->insert (tmp2, x, y, op); |
754 | m->insert (tmp2, x, y, op); |
1005 | |
755 | |
1006 | /* If this is a spellcasting wall, need to insert the spell object */ |
756 | /* If this is a spellcasting wall, need to insert the spell object */ |
1007 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
757 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1008 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
758 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1009 | |
759 | |
1010 | } |
760 | } |
1011 | else |
761 | else |
1012 | posblocked = 1; |
762 | posblocked = 1; |
… | |
… | |
1019 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
769 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
1020 | { |
770 | { |
1021 | object *tmp2 = tmp->clone (); |
771 | object *tmp2 = tmp->clone (); |
1022 | m->insert (tmp2, x, y, op); |
772 | m->insert (tmp2, x, y, op); |
1023 | |
773 | |
1024 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
774 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1025 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
775 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1026 | } |
776 | } |
1027 | else |
777 | else |
1028 | negblocked = 1; |
778 | negblocked = 1; |
1029 | } |
779 | } |
… | |
… | |
1145 | |
895 | |
1146 | op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
896 | op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
1147 | return 1; |
897 | return 1; |
1148 | } |
898 | } |
1149 | |
899 | |
1150 | |
|
|
1151 | /* cast_heal: Heals something. |
900 | /* cast_heal: Heals something. |
1152 | * op is the caster. |
901 | * op is the caster. |
1153 | * dir is the direction he is casting it in. |
902 | * dir is the direction he is casting it in. |
1154 | * spell is the spell object. |
903 | * spell is the spell object. |
1155 | */ |
904 | */ |
… | |
… | |
1181 | { |
930 | { |
1182 | /* See how many points we actually heal. Instead of messages |
931 | /* See how many points we actually heal. Instead of messages |
1183 | * based on type of spell, we instead do messages based |
932 | * based on type of spell, we instead do messages based |
1184 | * on amount of damage healed. |
933 | * on amount of damage healed. |
1185 | */ |
934 | */ |
1186 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
935 | if (heal > tmp->stats.maxhp - tmp->stats.hp) |
1187 | heal = tmp->stats.maxhp - tmp->stats.hp; |
936 | heal = tmp->stats.maxhp - tmp->stats.hp; |
|
|
937 | |
1188 | tmp->stats.hp += heal; |
938 | tmp->stats.hp += heal; |
1189 | |
939 | |
1190 | if (tmp->stats.hp >= tmp->stats.maxhp) |
940 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1191 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
941 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1192 | else if (heal > 50) |
942 | else if (heal > 50) |
… | |
… | |
1201 | success = 1; |
951 | success = 1; |
1202 | } |
952 | } |
1203 | } |
953 | } |
1204 | |
954 | |
1205 | if (spell->attacktype & AT_DISEASE) |
955 | if (spell->attacktype & AT_DISEASE) |
1206 | if (cure_disease (tmp, op)) |
956 | if (cure_disease (tmp, op, spell)) |
1207 | success = 1; |
957 | success = 1; |
1208 | |
958 | |
1209 | if (spell->attacktype & AT_POISON) |
959 | if (spell->attacktype & AT_POISON) |
1210 | { |
960 | { |
1211 | at = archetype::find ("poisoning"); |
961 | at = archetype::find ("poisoning"); |
… | |
… | |
1260 | } |
1010 | } |
1261 | |
1011 | |
1262 | if (spell->stats.food && tmp->stats.food < 999) |
1012 | if (spell->stats.food && tmp->stats.food < 999) |
1263 | { |
1013 | { |
1264 | tmp->stats.food += spell->stats.food; |
1014 | tmp->stats.food += spell->stats.food; |
|
|
1015 | |
1265 | if (tmp->stats.food > 999) |
1016 | if (tmp->stats.food > 999) |
1266 | tmp->stats.food = 999; |
1017 | tmp->stats.food = 999; |
|
|
1018 | |
1267 | success = 1; |
1019 | success = 1; |
1268 | /* We could do something a bit better like the messages for healing above */ |
1020 | /* We could do something a bit better like the messages for healing above */ |
1269 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1021 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1270 | } |
1022 | } |
1271 | |
1023 | |
1272 | return success; |
1024 | return success; |
1273 | } |
1025 | } |
1274 | |
|
|
1275 | |
1026 | |
1276 | /* This is used for the spells that gain stats. There are no spells |
1027 | /* This is used for the spells that gain stats. There are no spells |
1277 | * right now that icnrease wis/int/pow on a temp basis, so no |
1028 | * right now that icnrease wis/int/pow on a temp basis, so no |
1278 | * good comments for those. |
1029 | * good comments for those. |
1279 | */ |
1030 | */ |
1280 | static const char *const no_gain_msgs[NUM_STATS] = { |
1031 | static const char *const no_gain_msgs[NUM_STATS] = { |
1281 | "You grow no stronger.", |
1032 | "You grow no stronger.", |
1282 | "You grow no more agile.", |
1033 | "You grow no more agile.", |
1283 | "You don't feel any healthier.", |
1034 | "You don't feel any healthier.", |
1284 | "no wis", |
1035 | "You didn't grow any more intelligent.", |
|
|
1036 | "You do not feel any wiser.", |
|
|
1037 | "You don't feel any more powerful." |
1285 | "You are no easier to look at.", |
1038 | "You are no easier to look at.", |
1286 | "no int", |
|
|
1287 | "no pow" |
|
|
1288 | }; |
1039 | }; |
1289 | |
1040 | |
1290 | int |
1041 | int |
1291 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1042 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1292 | { |
1043 | { |
… | |
… | |
1343 | } |
1094 | } |
1344 | else |
1095 | else |
1345 | { |
1096 | { |
1346 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1097 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1347 | } |
1098 | } |
|
|
1099 | |
1348 | return 1; |
1100 | return 1; |
1349 | } |
1101 | } |
|
|
1102 | |
1350 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1103 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1351 | force->speed = 1.0; |
1104 | force->speed = 1.0; |
1352 | force->speed_left = -1.0; |
1105 | force->speed_left = -1.0; |
1353 | SET_FLAG (force, FLAG_APPLIED); |
1106 | SET_FLAG (force, FLAG_APPLIED); |
1354 | |
1107 | |
… | |
… | |
1360 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1113 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1361 | if (force->resist[i] > 100) |
1114 | if (force->resist[i] > 100) |
1362 | force->resist[i] = 100; |
1115 | force->resist[i] = 100; |
1363 | } |
1116 | } |
1364 | } |
1117 | } |
|
|
1118 | |
1365 | if (spell_ob->stats.hp) |
1119 | if (spell_ob->stats.hp) |
1366 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1120 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1367 | |
1121 | |
1368 | if (tmp->type == PLAYER) |
1122 | if (tmp->type == PLAYER) |
1369 | { |
1123 | { |
1370 | /* Stat adjustment spells */ |
1124 | /* Stat adjustment spells */ |
1371 | for (i = 0; i < NUM_STATS; i++) |
1125 | for (i = 0; i < NUM_STATS; i++) |
1372 | { |
1126 | { |
1373 | sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; |
1127 | if (sint8 stat = spell_ob->stats.stat (i)) |
1374 | |
|
|
1375 | if (stat) |
|
|
1376 | { |
1128 | { |
1377 | sm = 0; |
1129 | sint8 sm = 0; |
1378 | for (k = 0; k < stat; k++) |
1130 | for (sint8 k = 0; k < stat; k++) |
1379 | sm += rndm (1, 3); |
1131 | sm += rndm (1, 3); |
1380 | |
1132 | |
1381 | if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) |
1133 | if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1382 | { |
1134 | sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1383 | sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); |
1135 | |
1384 | if (sm < 0) |
1136 | force->stats.stat (i) = sm; |
1385 | sm = 0; |
1137 | |
1386 | } |
|
|
1387 | set_attr_value (&force->stats, i, sm); |
|
|
1388 | if (!sm) |
1138 | if (!sm) |
1389 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1139 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1390 | } |
1140 | } |
1391 | } |
1141 | } |
1392 | } |
1142 | } |
… | |
… | |
1413 | force->attacktype = spell_ob->attacktype; |
1163 | force->attacktype = spell_ob->attacktype; |
1414 | |
1164 | |
1415 | insert_ob_in_ob (force, tmp); |
1165 | insert_ob_in_ob (force, tmp); |
1416 | change_abil (tmp, force); /* Mostly to display any messages */ |
1166 | change_abil (tmp, force); /* Mostly to display any messages */ |
1417 | tmp->update_stats (); |
1167 | tmp->update_stats (); |
|
|
1168 | |
1418 | return 1; |
1169 | return 1; |
1419 | } |
1170 | } |
1420 | |
1171 | |
1421 | /* This used to be part of cast_change_ability, but it really didn't make |
1172 | /* This used to be part of cast_change_ability, but it really didn't make |
1422 | * a lot of sense, since most of the values it derives are from the god |
1173 | * a lot of sense, since most of the values it derives are from the god |
1423 | * of the caster. |
1174 | * of the caster. |
1424 | */ |
1175 | */ |
1425 | |
|
|
1426 | int |
1176 | int |
1427 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1177 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1428 | { |
1178 | { |
1429 | int i; |
1179 | int i; |
1430 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
1180 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
… | |
… | |
1528 | } |
1278 | } |
1529 | |
1279 | |
1530 | /* Alchemy code by Mark Wedel |
1280 | /* Alchemy code by Mark Wedel |
1531 | * |
1281 | * |
1532 | * This code adds a new spell, called alchemy. Alchemy will turn |
1282 | * This code adds a new spell, called alchemy. Alchemy will turn |
1533 | * objects to gold nuggets, the value of the gold nuggets being |
1283 | * objects to pyrite ("false gold"), henceforth called gold nuggets. |
1534 | * about 90% of that of the item itself. It uses the value of the |
|
|
1535 | * object before charisma adjustments, because the nuggets themselves |
|
|
1536 | * will be will be adjusted by charisma when sold. |
|
|
1537 | * |
1284 | * |
1538 | * Large nuggets are worth 25 gp each (base). You will always get |
1285 | * The value of the gold nuggets being about 90% of that of the item |
1539 | * the maximum number of large nuggets you could get. |
1286 | * itself. It uses the value of the object before charisma adjustments, |
1540 | * Small nuggets are worth 1 gp each (base). You will get from 0 |
1287 | * because the nuggets themselves will be will be adjusted by charisma |
1541 | * to the max amount of small nuggets as you could get. |
1288 | * when sold. |
1542 | * |
|
|
1543 | * For example, if an item is worth 110 gold, you will get |
|
|
1544 | * 4 large nuggets, and from 0-10 small nuggets. |
|
|
1545 | * |
1289 | * |
1546 | * There is also a chance (1:30) that you will get nothing at all |
1290 | * There is also a chance (1:30) that you will get nothing at all |
1547 | * for the object. There is also a maximum weight that will be |
1291 | * for the object. There is also a maximum weight that will be |
1548 | * alchemised. |
1292 | * alchemised. |
1549 | */ |
1293 | */ |
1550 | static void |
1294 | static void |
1551 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1295 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1552 | { |
1296 | { |
1553 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1297 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1554 | |
1298 | |
1555 | /* Give third price when we alchemy money (This should hopefully |
1299 | /* Give third price when we alchemy money (this should hopefully |
1556 | * make it so that it isn't worth it to alchemy money, sell |
1300 | * make it so that it isn't worth it to alchemy money, sell |
1557 | * the nuggets, alchemy the gold from that, etc. |
1301 | * the nuggets, alchemy the gold from that, etc. |
1558 | * Otherwise, give 9 silver on the gold for other objects, |
1302 | * Otherwise, give 9 silver on the gold for other objects, |
1559 | * so that it would still be more affordable to haul |
1303 | * so that it would still be more affordable to haul |
1560 | * the stuff back to town. |
1304 | * the stuff back to town. |
… | |
… | |
1572 | total_weight += obj->total_weight (); |
1316 | total_weight += obj->total_weight (); |
1573 | |
1317 | |
1574 | obj->destroy (); |
1318 | obj->destroy (); |
1575 | } |
1319 | } |
1576 | |
1320 | |
1577 | static void |
|
|
1578 | update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y) |
|
|
1579 | { |
|
|
1580 | int flag = 0; |
|
|
1581 | |
|
|
1582 | /* Put any nuggets below the player, but we can only pass this |
|
|
1583 | * flag if we are on the same space as the player |
|
|
1584 | */ |
|
|
1585 | if (x == op->x && y == op->y && op->map == m) |
|
|
1586 | flag = INS_BELOW_ORIGINATOR; |
|
|
1587 | |
|
|
1588 | if (small_nuggets) |
|
|
1589 | { |
|
|
1590 | object *tmp = small->clone (); |
|
|
1591 | tmp->nrof = small_nuggets; |
|
|
1592 | m->insert (tmp, x, y, op, flag); |
|
|
1593 | } |
|
|
1594 | |
|
|
1595 | if (large_nuggets) |
|
|
1596 | { |
|
|
1597 | object *tmp = large->clone (); |
|
|
1598 | tmp->nrof = large_nuggets; |
|
|
1599 | m->insert (tmp, x, y, op, flag); |
|
|
1600 | } |
|
|
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 |
1321 | int |
1608 | alchemy (object *op, object *caster, object *spell_ob) |
1322 | alchemy (object *op, object *caster, object *spell_ob) |
1609 | { |
1323 | { |
1610 | if (op->type != PLAYER) |
1324 | if (op->type != PLAYER) |
1611 | return 0; |
1325 | return 0; |
1612 | |
1326 | |
1613 | object *large = get_archetype ("largenugget"); |
1327 | archetype *nugget[3]; |
1614 | object *small = get_archetype ("smallnugget"); |
1328 | |
|
|
1329 | nugget[0] = archetype::find ("pyrite3"); |
|
|
1330 | nugget[1] = archetype::find ("pyrite2"); |
|
|
1331 | nugget[2] = archetype::find ("pyrite"); |
1615 | |
1332 | |
1616 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1333 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1617 | * some, and also prevents people from alchemising every table/chair/clock |
1334 | * some, and also prevents people from alchemising every table/chair/clock |
1618 | * in sight |
1335 | * in sight |
1619 | */ |
1336 | */ |
… | |
… | |
1671 | if (weight > weight_max) |
1388 | if (weight > weight_max) |
1672 | break; |
1389 | break; |
1673 | } |
1390 | } |
1674 | } |
1391 | } |
1675 | |
1392 | |
|
|
1393 | value -= rndm (value >> 4); |
1676 | value = min (value, value_max); |
1394 | value = min (value, value_max); |
1677 | |
1395 | |
1678 | uint64 count = value / large->value; |
1396 | for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) |
1679 | int large_nuggets = count; |
1397 | if (int nrof = value / nugget [i]->value) |
1680 | value -= count * large->value; |
|
|
1681 | |
|
|
1682 | count = value / small->value; |
|
|
1683 | int small_nuggets = count; |
|
|
1684 | |
|
|
1685 | /* Insert all the nuggets at one time. This probably saves time, but |
|
|
1686 | * it also prevents us from alcheming nuggets that were just created |
|
|
1687 | * with this spell. |
|
|
1688 | */ |
1398 | { |
1689 | update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); |
1399 | value -= nrof * nugget[i]->value; |
|
|
1400 | |
|
|
1401 | object *tmp = arch_to_object (nugget[i]); |
|
|
1402 | tmp->nrof = nrof; |
|
|
1403 | tmp->flag [FLAG_IDENTIFIED] = true; |
|
|
1404 | op->map->insert (tmp, x, y, op, 0); |
|
|
1405 | } |
1690 | |
1406 | |
1691 | if (weight > weight_max) |
1407 | if (weight > weight_max) |
1692 | goto bailout; |
1408 | goto bailout; |
1693 | } |
1409 | } |
1694 | } |
1410 | } |
1695 | |
1411 | |
1696 | bailout: |
1412 | bailout: |
1697 | large->destroy (); |
|
|
1698 | small->destroy (); |
|
|
1699 | return 1; |
1413 | return 1; |
1700 | } |
1414 | } |
1701 | |
1415 | |
1702 | |
1416 | |
1703 | /* This function removes the cursed/damned status on equipped |
1417 | /* This function removes the cursed/damned status on equipped |
… | |
… | |
1744 | |
1458 | |
1745 | return success; |
1459 | return success; |
1746 | } |
1460 | } |
1747 | |
1461 | |
1748 | /* Identifies objects in the players inventory/on the ground */ |
1462 | /* Identifies objects in the players inventory/on the ground */ |
1749 | |
|
|
1750 | int |
1463 | int |
1751 | cast_identify (object *op, object *caster, object *spell) |
1464 | cast_identify (object *op, object *caster, object *spell) |
1752 | { |
1465 | { |
|
|
1466 | dynbuf_text buf; |
1753 | object *tmp; |
1467 | object *tmp; |
1754 | int success = 0, num_ident; |
|
|
1755 | |
1468 | |
1756 | num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1469 | int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1757 | |
1470 | |
1758 | if (num_ident < 1) |
1471 | if (num_ident < 1) |
1759 | num_ident = 1; |
1472 | num_ident = 1; |
1760 | |
1473 | |
1761 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1474 | for (tmp = op->inv; tmp; tmp = tmp->below) |
… | |
… | |
1764 | { |
1477 | { |
1765 | identify (tmp); |
1478 | identify (tmp); |
1766 | |
1479 | |
1767 | if (op->type == PLAYER) |
1480 | if (op->type == PLAYER) |
1768 | { |
1481 | { |
1769 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); |
1482 | buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); |
1770 | |
1483 | |
1771 | if (tmp->msg) |
1484 | if (tmp->msg) |
1772 | { |
1485 | buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; |
1773 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
|
|
1774 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
|
|
1775 | } |
|
|
1776 | } |
1486 | } |
1777 | |
1487 | |
1778 | num_ident--; |
1488 | num_ident--; |
1779 | success = 1; |
|
|
1780 | if (!num_ident) |
1489 | if (!num_ident) |
1781 | break; |
1490 | break; |
1782 | } |
1491 | } |
1783 | } |
1492 | } |
1784 | |
1493 | |
… | |
… | |
1786 | * stuff on the floor. Only identify stuff on the floor if the spell |
1495 | * stuff on the floor. Only identify stuff on the floor if the spell |
1787 | * was not fully used. |
1496 | * was not fully used. |
1788 | */ |
1497 | */ |
1789 | if (num_ident) |
1498 | if (num_ident) |
1790 | { |
1499 | { |
1791 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
1500 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
1792 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1501 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1793 | { |
1502 | { |
1794 | identify (tmp); |
1503 | identify (tmp); |
1795 | |
1504 | |
1796 | if (op->type == PLAYER) |
1505 | if (op->type == PLAYER) |
1797 | { |
1506 | { |
1798 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); |
1507 | buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op)); |
1799 | |
1508 | |
1800 | if (tmp->msg) |
1509 | if (tmp->msg) |
1801 | { |
1510 | buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; |
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 | |
1511 | |
1806 | esrv_send_item (op, tmp); |
1512 | esrv_send_item (op, tmp); |
1807 | } |
1513 | } |
1808 | |
1514 | |
1809 | num_ident--; |
1515 | num_ident--; |
1810 | success = 1; |
|
|
1811 | if (!num_ident) |
1516 | if (!num_ident) |
1812 | break; |
1517 | break; |
1813 | } |
1518 | } |
1814 | } |
1519 | } |
1815 | |
1520 | |
1816 | if (!success) |
1521 | if (buf.empty ()) |
1817 | new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); |
1522 | { |
|
|
1523 | op->failmsg ("You can't reach anything unidentified."); |
|
|
1524 | return 0; |
|
|
1525 | } |
1818 | else |
1526 | else |
|
|
1527 | { |
|
|
1528 | if (op->contr) |
|
|
1529 | op->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
|
1530 | |
1819 | spell_effect (spell, op->x, op->y, op->map, op); |
1531 | spell_effect (spell, op->x, op->y, op->map, op); |
1820 | |
1532 | return 1; |
1821 | return success; |
1533 | } |
1822 | } |
1534 | } |
1823 | |
1535 | |
1824 | int |
1536 | int |
1825 | cast_detection (object *op, object *caster, object *spell, object *skill) |
1537 | cast_detection (object *op, object *caster, object *spell, object *skill) |
1826 | { |
1538 | { |
… | |
… | |
2243 | * This code was very odd - code early on would only let players use the spell, |
1955 | * This code was very odd - code early on would only let players use the spell, |
2244 | * yet the code wass full of player checks. I've presumed that the code |
1956 | * yet the code wass full of player checks. I've presumed that the code |
2245 | * that only let players use it was correct, and removed all the other |
1957 | * that only let players use it was correct, and removed all the other |
2246 | * player checks. MSW 2003-01-06 |
1958 | * player checks. MSW 2003-01-06 |
2247 | */ |
1959 | */ |
2248 | |
|
|
2249 | int |
1960 | int |
2250 | animate_weapon (object *op, object *caster, object *spell, int dir) |
1961 | animate_weapon (object *op, object *caster, object *spell, int dir) |
2251 | { |
1962 | { |
2252 | object *weapon, *tmp; |
1963 | object *weapon, *tmp; |
2253 | char buf[MAX_BUF]; |
1964 | char buf[MAX_BUF]; |
2254 | int a, i; |
1965 | int a, i; |
2255 | sint16 x, y; |
1966 | sint16 x, y; |
2256 | maptile *m; |
1967 | maptile *m; |
2257 | materialtype_t *mt; |
|
|
2258 | |
1968 | |
2259 | if (!spell->other_arch) |
1969 | if (!spell->other_arch) |
2260 | { |
1970 | { |
2261 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
1971 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
2262 | LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); |
1972 | LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); |
… | |
… | |
2265 | /* exit if it's not a player using this spell. */ |
1975 | /* exit if it's not a player using this spell. */ |
2266 | if (op->type != PLAYER) |
1976 | if (op->type != PLAYER) |
2267 | return 0; |
1977 | return 0; |
2268 | |
1978 | |
2269 | /* if player already has a golem, abort */ |
1979 | /* if player already has a golem, abort */ |
2270 | if (op->contr->ranges[range_golem]) |
1980 | if (object *golem = op->contr->golem) |
2271 | { |
1981 | { |
2272 | control_golem (op->contr->ranges[range_golem], dir); |
1982 | control_golem (golem, dir); |
2273 | return 0; |
1983 | return 0; |
2274 | } |
1984 | } |
2275 | |
1985 | |
2276 | /* if no direction specified, pick one */ |
1986 | /* if no direction specified, pick one */ |
2277 | if (!dir) |
1987 | if (!dir) |
… | |
… | |
2281 | x = op->x + freearr_x[dir]; |
1991 | x = op->x + freearr_x[dir]; |
2282 | y = op->y + freearr_y[dir]; |
1992 | y = op->y + freearr_y[dir]; |
2283 | |
1993 | |
2284 | /* if there's no place to put the golem, abort */ |
1994 | /* if there's no place to put the golem, abort */ |
2285 | if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || |
1995 | if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || |
2286 | ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) |
1996 | ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) |
2287 | { |
1997 | { |
2288 | new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
1998 | new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
2289 | return 0; |
1999 | return 0; |
2290 | } |
2000 | } |
2291 | |
2001 | |
… | |
… | |
2295 | if (!weapon) |
2005 | if (!weapon) |
2296 | { |
2006 | { |
2297 | new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2007 | new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2298 | return 0; |
2008 | return 0; |
2299 | } |
2009 | } |
2300 | if (spell->race && strcmp (weapon->arch->name, spell->race)) |
2010 | if (spell->race && strcmp (weapon->arch->archname, spell->race)) |
2301 | { |
2011 | { |
2302 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); |
2012 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); |
2303 | return 0; |
2013 | return 0; |
2304 | } |
2014 | } |
2305 | if (weapon->type != WEAPON) |
2015 | if (weapon->type != WEAPON) |
… | |
… | |
2313 | return 0; |
2023 | return 0; |
2314 | } |
2024 | } |
2315 | |
2025 | |
2316 | if (weapon->nrof > 1) |
2026 | if (weapon->nrof > 1) |
2317 | { |
2027 | { |
2318 | tmp = get_split_ob (weapon, 1); |
2028 | tmp = weapon->split (); |
2319 | esrv_send_item (op, weapon); |
2029 | esrv_send_item (op, weapon); |
2320 | weapon = tmp; |
2030 | weapon = tmp; |
2321 | } |
2031 | } |
2322 | |
2032 | |
2323 | /* create the golem object */ |
2033 | /* create the golem object */ |
… | |
… | |
2327 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2037 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2328 | tmp->stats.exp = 0; |
2038 | tmp->stats.exp = 0; |
2329 | add_friendly_object (tmp); |
2039 | add_friendly_object (tmp); |
2330 | tmp->type = GOLEM; |
2040 | tmp->type = GOLEM; |
2331 | tmp->set_owner (op); |
2041 | tmp->set_owner (op); |
|
|
2042 | op->contr->golem = tmp; |
2332 | set_spell_skill (op, caster, spell, tmp); |
2043 | set_spell_skill (op, caster, spell, tmp); |
2333 | op->contr->ranges[range_golem] = tmp; |
|
|
2334 | op->contr->shoottype = range_golem; |
|
|
2335 | |
2044 | |
2336 | /* Give the weapon to the golem now. A bit of a hack to check the |
2045 | /* Give the weapon to the golem now. A bit of a hack to check the |
2337 | * removed flag - it should only be set if get_split_object was |
2046 | * removed flag - it should only be set if weapon->split was |
2338 | * used above. |
2047 | * used above. |
2339 | */ |
2048 | */ |
2340 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2049 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2341 | weapon->remove (); |
2050 | weapon->remove (); |
|
|
2051 | |
2342 | insert_ob_in_ob (weapon, tmp); |
2052 | insert_ob_in_ob (weapon, tmp); |
2343 | esrv_send_item (op, weapon); |
2053 | esrv_send_item (op, weapon); |
2344 | /* To do everything necessary to let a golem use the weapon is a pain, |
2054 | /* To do everything necessary to let a golem use the weapon is a pain, |
2345 | * so instead, just set it as equipped (otherwise, we need to update |
2055 | * so instead, just set it as equipped (otherwise, we need to update |
2346 | * body_info, skills, etc) |
2056 | * body_info, skills, etc) |
… | |
… | |
2374 | |
2084 | |
2375 | /* attacktype */ |
2085 | /* attacktype */ |
2376 | if (!tmp->attacktype) |
2086 | if (!tmp->attacktype) |
2377 | tmp->attacktype = AT_PHYSICAL; |
2087 | tmp->attacktype = AT_PHYSICAL; |
2378 | |
2088 | |
2379 | mt = NULL; |
|
|
2380 | if (op->materialname != NULL) |
|
|
2381 | mt = name_to_material (op->materialname); |
2089 | if (materialtype_t *mt = name_to_material (op->materialname)) |
2382 | if (mt != NULL) |
|
|
2383 | { |
2090 | { |
2384 | for (i = 0; i < NROFATTACKS; i++) |
2091 | for (i = 0; i < NROFATTACKS; i++) |
2385 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2092 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2386 | a = mt->save[0]; |
2093 | a = mt->save[0]; |
2387 | } |
2094 | } |
… | |
… | |
2389 | { |
2096 | { |
2390 | for (i = 0; i < NROFATTACKS; i++) |
2097 | for (i = 0; i < NROFATTACKS; i++) |
2391 | tmp->resist[i] = 5; |
2098 | tmp->resist[i] = 5; |
2392 | a = 10; |
2099 | a = 10; |
2393 | } |
2100 | } |
|
|
2101 | |
2394 | /* Set weapon's immunity */ |
2102 | /* Set weapon's immunity */ |
2395 | tmp->resist[ATNR_CONFUSION] = 100; |
2103 | tmp->resist[ATNR_CONFUSION] = 100; |
2396 | tmp->resist[ATNR_POISON] = 100; |
2104 | tmp->resist[ATNR_POISON] = 100; |
2397 | tmp->resist[ATNR_SLOW] = 100; |
2105 | tmp->resist[ATNR_SLOW] = 100; |
2398 | tmp->resist[ATNR_PARALYZE] = 100; |
2106 | tmp->resist[ATNR_PARALYZE] = 100; |
… | |
… | |
2404 | |
2112 | |
2405 | /* Improve weapon's armour value according to best save vs. physical of its material */ |
2113 | /* Improve weapon's armour value according to best save vs. physical of its material */ |
2406 | |
2114 | |
2407 | if (a > 14) |
2115 | if (a > 14) |
2408 | a = 14; |
2116 | a = 14; |
|
|
2117 | |
2409 | tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2118 | tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2410 | |
2119 | |
2411 | /* Determine golem's speed */ |
2120 | /* Determine golem's speed */ |
2412 | tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); |
2121 | tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); |
2413 | |
2122 | |
… | |
… | |
2458 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); |
2167 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); |
2459 | } |
2168 | } |
2460 | return success; |
2169 | return success; |
2461 | } |
2170 | } |
2462 | |
2171 | |
2463 | |
|
|
2464 | |
|
|
2465 | |
|
|
2466 | |
|
|
2467 | /* create an aura spell object and put it in the player's inventory. |
2172 | /* create an aura spell object and put it in the player's inventory. |
2468 | * as usual, op is player, caster is the object casting the spell, |
2173 | * as usual, op is player, caster is the object casting the spell, |
2469 | * spell is the spell object itself. |
2174 | * spell is the spell object itself. |
2470 | */ |
2175 | */ |
2471 | int |
2176 | int |
… | |
… | |
2482 | |
2187 | |
2483 | new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); |
2188 | new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); |
2484 | |
2189 | |
2485 | new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2190 | new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2486 | |
2191 | |
2487 | new_aura->set_owner (op); |
|
|
2488 | set_spell_skill (op, caster, spell, new_aura); |
2192 | set_spell_skill (op, caster, spell, new_aura); |
2489 | new_aura->attacktype = spell->attacktype; |
2193 | new_aura->attacktype = spell->attacktype; |
2490 | |
2194 | |
2491 | new_aura->level = caster_level (caster, spell); |
2195 | new_aura->level = caster_level (caster, spell); |
|
|
2196 | |
2492 | if (refresh) |
2197 | if (refresh) |
2493 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2198 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2494 | else |
2199 | else |
2495 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
2200 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
|
|
2201 | |
2496 | insert_ob_in_ob (new_aura, op); |
2202 | insert_ob_in_ob (new_aura, op); |
|
|
2203 | new_aura->set_owner (op); |
|
|
2204 | |
2497 | return 1; |
2205 | return 1; |
2498 | } |
2206 | } |
2499 | |
|
|
2500 | |
2207 | |
2501 | /* move aura function. An aura is a part of someone's inventory, |
2208 | /* move aura function. An aura is a part of someone's inventory, |
2502 | * which he carries with him, but which acts on the map immediately |
2209 | * which he carries with him, but which acts on the map immediately |
2503 | * around him. |
2210 | * around him. |
2504 | * Aura parameters: |
2211 | * Aura parameters: |
2505 | * duration: duration counter. |
2212 | * duration: duration counter. |
2506 | * attacktype: aura's attacktype |
2213 | * attacktype: aura's attacktype |
2507 | * other_arch: archetype to drop where we attack |
2214 | * other_arch: archetype to drop where we attack |
2508 | */ |
2215 | */ |
2509 | |
|
|
2510 | void |
2216 | void |
2511 | move_aura (object *aura) |
2217 | move_aura (object *aura) |
2512 | { |
2218 | { |
2513 | int i, mflags; |
|
|
2514 | object *env; |
|
|
2515 | maptile *m; |
|
|
2516 | |
|
|
2517 | /* auras belong in inventories */ |
2219 | /* auras belong in inventories */ |
2518 | env = aura->env; |
2220 | object *env = aura->env; |
|
|
2221 | object *owner = aura->owner; |
2519 | |
2222 | |
2520 | /* no matter what we've gotta remove the aura... |
2223 | /* no matter what we've gotta remove the aura... |
2521 | * we'll put it back if its time isn't up. |
2224 | * we'll put it back if its time isn't up. |
2522 | */ |
2225 | */ |
2523 | aura->remove (); |
2226 | aura->remove (); |
… | |
… | |
2528 | aura->destroy (); |
2231 | aura->destroy (); |
2529 | return; |
2232 | return; |
2530 | } |
2233 | } |
2531 | |
2234 | |
2532 | /* auras only exist in inventories */ |
2235 | /* auras only exist in inventories */ |
2533 | if (env == NULL || env->map == NULL) |
2236 | if (!env || !env->map) |
2534 | { |
2237 | { |
2535 | aura->destroy (); |
2238 | aura->destroy (); |
2536 | return; |
2239 | return; |
2537 | } |
2240 | } |
2538 | |
2241 | |
2539 | /* we need to jump out of the inventory for a bit |
2242 | /* we need to jump out of the inventory for a bit |
2540 | * in order to hit the map conveniently. |
2243 | * in order to hit the map conveniently. |
2541 | */ |
2244 | */ |
2542 | aura->insert_at (env, aura); |
2245 | aura->insert_at (env, aura); |
2543 | |
2246 | |
2544 | for (i = 1; i < 9; i++) |
2247 | for (int i = 1; i < 9; i++) |
2545 | { |
2248 | { |
2546 | sint16 nx, ny; |
2249 | mapxy pos (env); |
|
|
2250 | pos.move (i); |
2547 | |
2251 | |
2548 | nx = aura->x + freearr_x[i]; |
|
|
2549 | ny = aura->y + freearr_y[i]; |
|
|
2550 | mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny); |
|
|
2551 | |
|
|
2552 | /* Consider the movement tyep of the person with the aura as |
2252 | /* Consider the movement type of the person with the aura as |
2553 | * movement type of the aura. Eg, if the player is flying, the aura |
2253 | * movement type of the aura. Eg, if the player is flying, the aura |
2554 | * is flying also, if player is walking, it is on the ground, etc. |
2254 | * is flying also, if player is walking, it is on the ground, etc. |
2555 | */ |
2255 | */ |
2556 | if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) |
2256 | if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) |
2557 | { |
2257 | { |
2558 | hit_map (aura, i, aura->attacktype, 0); |
2258 | hit_map (aura, i, aura->attacktype, 0); |
2559 | |
2259 | |
2560 | if (aura->other_arch) |
2260 | if (aura->other_arch) |
2561 | m->insert (arch_to_object (aura->other_arch), nx, ny, aura); |
2261 | pos.insert (arch_to_object (aura->other_arch), aura); |
2562 | } |
2262 | } |
2563 | } |
2263 | } |
2564 | |
2264 | |
2565 | /* put the aura back in the player's inventory */ |
2265 | /* put the aura back in the player's inventory */ |
2566 | aura->remove (); |
2266 | env->insert (aura); |
2567 | insert_ob_in_ob (aura, env); |
2267 | aura->set_owner (owner); |
2568 | } |
2268 | } |
2569 | |
2269 | |
2570 | /* moves the peacemaker spell. |
2270 | /* moves the peacemaker spell. |
2571 | * op is the piece object. |
2271 | * op is the piece object. |
2572 | */ |
2272 | */ |
2573 | |
|
|
2574 | void |
2273 | void |
2575 | move_peacemaker (object *op) |
2274 | move_peacemaker (object *op) |
2576 | { |
2275 | { |
2577 | object *tmp; |
2276 | object *tmp; |
2578 | |
2277 | |