1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
9 | it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
11 | (at your option) any later version. |
11 | * 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, but |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
16 | GNU General Public License for more details. |
16 | * 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 along |
19 | along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
21 | |
21 | * |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <object.h> |
26 | #include <object.h> |
27 | #include <living.h> |
27 | #include <living.h> |
28 | #ifndef __CEXTRACT__ |
|
|
29 | # include <sproto.h> |
28 | #include <sproto.h> |
30 | #endif |
|
|
31 | #include <spells.h> |
29 | #include <spells.h> |
32 | #include <sounds.h> |
30 | #include <sounds.h> |
33 | |
31 | |
34 | /* cast_magic_storm: This is really used mostly for spell |
32 | /* cast_magic_storm: This is really used mostly for spell |
35 | * fumbles at the like. tmp is the object to propogate. |
33 | * fumbles at the like. tmp is the object to propogate. |
… | |
… | |
106 | ncharges = 1; |
104 | ncharges = 1; |
107 | |
105 | |
108 | wand->stats.food += ncharges; |
106 | wand->stats.food += ncharges; |
109 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); |
107 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); |
110 | |
108 | |
111 | if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) |
109 | if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) |
112 | { |
110 | { |
113 | SET_FLAG (wand, FLAG_ANIMATE); |
111 | SET_FLAG (wand, FLAG_ANIMATE); |
114 | wand->set_speed (wand->arch->clone.speed); |
112 | wand->set_speed (wand->arch->speed); |
115 | } |
113 | } |
116 | |
114 | |
117 | return 1; |
115 | return 1; |
118 | } |
116 | } |
119 | |
117 | |
… | |
… | |
156 | /* If it starts with a letter, presume it is a description */ |
154 | /* If it starts with a letter, presume it is a description */ |
157 | if (isalpha (*stringarg)) |
155 | if (isalpha (*stringarg)) |
158 | { |
156 | { |
159 | artifact *al = find_artifactlist (missile->type)->items; |
157 | artifact *al = find_artifactlist (missile->type)->items; |
160 | |
158 | |
161 | for (; al != NULL; al = al->next) |
159 | for (; al; al = al->next) |
162 | if (!strcasecmp (al->item->name, stringarg)) |
160 | if (!strcasecmp (al->item->name, stringarg)) |
163 | break; |
161 | break; |
164 | |
162 | |
165 | if (!al) |
163 | if (!al) |
166 | { |
164 | { |
… | |
… | |
226 | if (stringarg) |
224 | if (stringarg) |
227 | { |
225 | { |
228 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
226 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
229 | if (at == NULL) |
227 | if (at == NULL) |
230 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
228 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
231 | if (at == NULL || at->clone.stats.food > food_value) |
229 | if (at == NULL || at->stats.food > food_value) |
232 | stringarg = NULL; |
230 | stringarg = NULL; |
233 | } |
231 | } |
234 | |
232 | |
235 | if (!stringarg) |
233 | if (!stringarg) |
236 | { |
234 | { |
… | |
… | |
242 | * 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 |
243 | * to be altered from the donor. |
241 | * to be altered from the donor. |
244 | */ |
242 | */ |
245 | |
243 | |
246 | /* We assume the food items don't have multiple parts */ |
244 | /* We assume the food items don't have multiple parts */ |
247 | for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) |
245 | for_all_archetypes (at_tmp) |
248 | { |
246 | { |
249 | if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) |
247 | if (at_tmp->type == FOOD || at_tmp->type == DRINK) |
250 | { |
248 | { |
251 | /* Basically, if the food value is something that is creatable |
249 | /* Basically, if the food value is something that is creatable |
252 | * under the limits of the spell and it is higher than |
250 | * under the limits of the spell and it is higher than |
253 | * the item we have now, take it instead. |
251 | * the item we have now, take it instead. |
254 | */ |
252 | */ |
255 | if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) |
253 | if (at_tmp->stats.food <= food_value |
|
|
254 | && (!at |
|
|
255 | || at_tmp->stats.food > at->stats.food |
|
|
256 | || (at_tmp->stats.food == at->stats.food |
|
|
257 | && at_tmp->weight < at->weight))) |
256 | at = at_tmp; |
258 | at = at_tmp; |
257 | } |
259 | } |
258 | } |
260 | } |
259 | } |
261 | } |
260 | /* Pretty unlikely (there are some very low food items), but you never |
262 | /* Pretty unlikely (there are some very low food items), but you never |
… | |
… | |
264 | { |
266 | { |
265 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); |
267 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); |
266 | return 0; |
268 | return 0; |
267 | } |
269 | } |
268 | |
270 | |
269 | food_value /= at->clone.stats.food; |
271 | food_value /= at->stats.food; |
270 | new_op = arch_to_object (at); |
272 | new_op = arch_to_object (at); |
271 | new_op->nrof = food_value; |
273 | new_op->nrof = food_value; |
272 | |
274 | |
273 | new_op->value = 0; |
275 | new_op->value = 0; |
274 | if (new_op->nrof < 1) |
276 | if (new_op->nrof < 1) |
… | |
… | |
375 | * normal applies. |
377 | * normal applies. |
376 | */ |
378 | */ |
377 | int |
379 | int |
378 | cast_invisible (object *op, object *caster, object *spell_ob) |
380 | cast_invisible (object *op, object *caster, object *spell_ob) |
379 | { |
381 | { |
380 | object *tmp; |
|
|
381 | |
|
|
382 | if (op->invisible > 1000) |
382 | if (op->invisible > 1000) |
383 | { |
383 | { |
384 | new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); |
384 | new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); |
385 | return 0; |
385 | return 0; |
386 | } |
386 | } |
… | |
… | |
402 | else |
402 | else |
403 | op->contr->tmp_invis = 1; |
403 | op->contr->tmp_invis = 1; |
404 | |
404 | |
405 | op->contr->hidden = 0; |
405 | op->contr->hidden = 0; |
406 | } |
406 | } |
|
|
407 | |
407 | if (makes_invisible_to (op, op)) |
408 | if (makes_invisible_to (op, op)) |
408 | new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); |
409 | new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); |
409 | else |
410 | else |
410 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
411 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
411 | |
412 | |
412 | update_object (op, UP_OBJ_FACE); |
413 | update_object (op, UP_OBJ_CHANGE); |
413 | |
414 | |
414 | /* Only search the active objects - only these should actually do |
415 | /* Only search the active objects - only these should actually do |
415 | * harm to the player. |
416 | * harm to the player. |
416 | */ |
417 | */ |
417 | for_all_actives (tmp) |
418 | for_all_actives (tmp) |
… | |
… | |
568 | } |
569 | } |
569 | |
570 | |
570 | int |
571 | int |
571 | perceive_self (object *op) |
572 | perceive_self (object *op) |
572 | { |
573 | { |
573 | char *cp = describe_item (op, op), buf[MAX_BUF]; |
574 | const char *cp = describe_item (op, op); |
574 | archetype *at = archetype::find (ARCH_DEPLETION); |
575 | archetype *at = archetype::find (ARCH_DEPLETION); |
575 | object *tmp; |
|
|
576 | int i; |
|
|
577 | |
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 | |
578 | tmp = find_god (determine_god (op)); |
583 | if (object *god = find_god (determine_god (op))) |
579 | if (tmp) |
584 | buf << "You worship " << &god->name << ".\n"; |
580 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name); |
|
|
581 | else |
585 | else |
582 | new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); |
586 | buf << "You worship no god.\n"; |
583 | |
587 | |
584 | tmp = present_arch_in_ob (at, op); |
588 | object *tmp = present_arch_in_ob (at, op); |
585 | |
589 | |
586 | if (*cp == '\0' && tmp == NULL) |
590 | if (*cp == '\0' && tmp == NULL) |
587 | new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); |
591 | buf << "You feel very mundane. "; |
588 | else |
592 | else |
589 | { |
593 | { |
590 | new_draw_info (NDI_UNIQUE, 0, op, "You have:"); |
594 | buf << "You have: " << cp << ".\n"; |
591 | new_draw_info (NDI_UNIQUE, 0, op, cp); |
595 | |
592 | if (tmp != NULL) |
596 | if (tmp) |
593 | { |
|
|
594 | for (i = 0; i < NUM_STATS; i++) |
597 | for (int i = 0; i < NUM_STATS; i++) |
595 | { |
598 | if (tmp->stats.stat (i) < 0) |
596 | if (get_attr_value (&tmp->stats, i) < 0) |
599 | buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); |
597 | { |
|
|
598 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); |
|
|
599 | } |
|
|
600 | } |
|
|
601 | } |
|
|
602 | } |
600 | } |
603 | |
601 | |
604 | if (is_dragon_pl (op)) |
602 | if (is_dragon_pl (op)) |
605 | { |
|
|
606 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
603 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
607 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
604 | for (tmp = op->inv; tmp; tmp = tmp->below) |
608 | { |
605 | { |
609 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
606 | if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) |
610 | { |
607 | { |
611 | if (tmp->stats.exp == 0) |
608 | if (tmp->stats.exp == 0) |
612 | { |
|
|
613 | sprintf (buf, "Your metabolism isn't focused on anything."); |
609 | buf << "Your metabolism isn't focused on anything.\n"; |
614 | } |
|
|
615 | else |
610 | else |
616 | { |
|
|
617 | 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"; |
618 | } |
612 | |
619 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
620 | break; |
613 | break; |
621 | } |
614 | } |
622 | } |
615 | } |
623 | } |
|
|
624 | return 1; |
|
|
625 | } |
|
|
626 | |
616 | |
627 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
617 | new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ()); |
628 | * |
|
|
629 | * This function cast the spell of town portal for op |
|
|
630 | * |
|
|
631 | * The spell operates in two passes. During the first one a place |
|
|
632 | * is marked as a destination for the portal. During the second one, |
|
|
633 | * 2 portals are created, one in the position the player cast it and |
|
|
634 | * one in the destination place. The portal are synchronized and 2 forces |
|
|
635 | * are inserted in the player to destruct the portal next time player |
|
|
636 | * creates a new portal pair. |
|
|
637 | * This spell has a side effect that it allows people to meet each other |
|
|
638 | * in a permanent, private, appartements by making a town portal from it |
|
|
639 | * to the town or another public place. So, check if the map is unique and if |
|
|
640 | * so return an error |
|
|
641 | * |
|
|
642 | * Code by Tchize (david.delbecq@usa.net) |
|
|
643 | */ |
|
|
644 | int |
|
|
645 | cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
|
|
646 | { |
|
|
647 | object *dummy, *force, *old_force; |
|
|
648 | archetype *perm_portal; |
|
|
649 | char portal_name[1024], portal_message[1024]; |
|
|
650 | maptile *exitmap; |
|
|
651 | int op_level; |
|
|
652 | |
|
|
653 | /* Check to see if the map the player is currently on is a per player unique |
|
|
654 | * map. This can be determined in that per player unique maps have the |
|
|
655 | * full pathname listed. |
|
|
656 | */ |
|
|
657 | if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE) |
|
|
658 | { |
|
|
659 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n"); |
|
|
660 | return 0; |
|
|
661 | } |
|
|
662 | |
|
|
663 | /* The first thing to do is to check if we have a marked destination |
|
|
664 | * dummy is used to make a check inventory for the force |
|
|
665 | */ |
|
|
666 | dummy = arch_to_object (spell->other_arch); |
|
|
667 | if (dummy == NULL) |
|
|
668 | { |
|
|
669 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
670 | LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name); |
|
|
671 | return 0; |
|
|
672 | } |
|
|
673 | |
|
|
674 | force = check_inv_recursive (op, dummy); |
|
|
675 | |
|
|
676 | if (force == NULL) |
|
|
677 | { |
|
|
678 | /* Here we know there is no destination marked up. |
|
|
679 | * We have 2 things to do: |
|
|
680 | * 1. Mark the destination in the player inventory. |
|
|
681 | * 2. Let the player know it worked. |
|
|
682 | */ |
|
|
683 | dummy->name = op->map->path; |
|
|
684 | EXIT_X (dummy) = op->x; |
|
|
685 | EXIT_Y (dummy) = op->y; |
|
|
686 | insert_ob_in_ob (dummy, op); |
|
|
687 | 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."); |
|
|
688 | return 1; |
|
|
689 | } |
|
|
690 | |
|
|
691 | dummy->destroy (); |
|
|
692 | |
|
|
693 | /* Here we know where the town portal should go to |
|
|
694 | * We should kill any existing portal associated with the player. |
|
|
695 | * Than we should create the 2 portals. |
|
|
696 | * For each of them, we need: |
|
|
697 | * - To create the portal with the name of the player+destination map |
|
|
698 | * - set the owner of the town portal |
|
|
699 | * - To mark the position of the portal in the player's inventory |
|
|
700 | * for easier destruction. |
|
|
701 | * |
|
|
702 | * The mark works has follow: |
|
|
703 | * slaying: Existing town portal |
|
|
704 | * hp, sp : x & y of the associated portal |
|
|
705 | * name : name of the portal |
|
|
706 | * race : map the portal is in |
|
|
707 | */ |
|
|
708 | |
|
|
709 | /* First step: killing existing town portals */ |
|
|
710 | dummy = get_archetype (spell->race); |
|
|
711 | if (dummy == NULL) |
|
|
712 | { |
|
|
713 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
714 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
715 | return 0; |
|
|
716 | } |
|
|
717 | |
|
|
718 | perm_portal = archetype::find (spell->slaying); |
|
|
719 | |
|
|
720 | /* To kill a town portal, we go trough the player's inventory, |
|
|
721 | * for each marked portal in player's inventory, |
|
|
722 | * -We try load the associated map (if impossible, consider the portal destructed) |
|
|
723 | * -We find any portal in the specified location. |
|
|
724 | * If it has the good name, we destruct it. |
|
|
725 | * -We destruct the force indicating that portal. |
|
|
726 | */ |
|
|
727 | while ((old_force = check_inv_recursive (op, dummy))) |
|
|
728 | { |
|
|
729 | exitmap = maptile::find_sync (old_force->race, op->map); |
|
|
730 | |
|
|
731 | if (exitmap) |
|
|
732 | { |
|
|
733 | exitmap->load_sync (); |
|
|
734 | |
|
|
735 | int exitx = EXIT_X (old_force); |
|
|
736 | int exity = EXIT_Y (old_force); |
|
|
737 | |
|
|
738 | for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above) |
|
|
739 | { |
|
|
740 | if (tmp->name == old_force->name) |
|
|
741 | { |
|
|
742 | tmp->destroy (); |
|
|
743 | break; |
|
|
744 | } |
|
|
745 | } |
|
|
746 | } |
|
|
747 | |
|
|
748 | old_force->destroy (); |
|
|
749 | } |
|
|
750 | |
|
|
751 | dummy->destroy (); |
|
|
752 | |
|
|
753 | /* Creating the portals. |
|
|
754 | * The very first thing to do is to ensure |
|
|
755 | * access to the destination map. |
|
|
756 | * If we can't, don't fizzle. Simply warn player. |
|
|
757 | * This ensure player pays his mana for the spell |
|
|
758 | * because HE is responsible of forgotting. |
|
|
759 | * 'force' is the destination of the town portal, which we got |
|
|
760 | * from the players inventory above. |
|
|
761 | */ |
|
|
762 | |
|
|
763 | /* Ensure exit map is loaded */ |
|
|
764 | exitmap = maptile::find_sync (force->name); |
|
|
765 | |
|
|
766 | /* If we were unable to load (ex. random map deleted), warn player */ |
|
|
767 | if (!exitmap) |
|
|
768 | { |
|
|
769 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); |
|
|
770 | force->destroy (); |
|
|
771 | return 1; |
|
|
772 | } |
|
|
773 | |
|
|
774 | exitmap->load_sync (); |
|
|
775 | |
|
|
776 | op_level = caster_level (caster, spell); |
|
|
777 | if (op_level < 15) |
|
|
778 | snprintf (portal_message, 1024, |
|
|
779 | "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", |
|
|
780 | &op->name); |
|
|
781 | else if (op_level < 30) |
|
|
782 | snprintf (portal_message, 1024, |
|
|
783 | "\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); |
|
|
784 | else if (op_level < 60) |
|
|
785 | snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); |
|
|
786 | else |
|
|
787 | snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n", |
|
|
788 | &op->name); |
|
|
789 | |
|
|
790 | /* Create a portal in front of player |
|
|
791 | * dummy contain the portal and |
|
|
792 | * force contain the track to kill it later |
|
|
793 | */ |
|
|
794 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); |
|
|
795 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
796 | if (dummy == NULL) |
|
|
797 | { |
|
|
798 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
799 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
800 | return 0; |
|
|
801 | } |
|
|
802 | |
|
|
803 | EXIT_PATH (dummy) = force->name; |
|
|
804 | EXIT_X (dummy) = EXIT_X (force); |
|
|
805 | EXIT_Y (dummy) = EXIT_Y (force); |
|
|
806 | dummy->name = dummy->name_pl = portal_name; |
|
|
807 | dummy->msg = portal_message; |
|
|
808 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
809 | cast_create_obj (op, caster, dummy, 0); |
|
|
810 | |
|
|
811 | /* Now we need to to create a town portal marker inside the player |
|
|
812 | * object, so on future castings, we can know that he has an active |
|
|
813 | * town portal. |
|
|
814 | */ |
|
|
815 | object *tmp = get_archetype (spell->race); |
|
|
816 | |
|
|
817 | if (!tmp) |
|
|
818 | { |
|
|
819 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
820 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
821 | return 0; |
|
|
822 | } |
|
|
823 | |
|
|
824 | tmp->race = op->map->path; |
|
|
825 | tmp->name = portal_name; |
|
|
826 | EXIT_X (tmp) = dummy->x; |
|
|
827 | EXIT_Y (tmp) = dummy->y; |
|
|
828 | op->insert (tmp); |
|
|
829 | |
|
|
830 | /* Create a portal in the destination map |
|
|
831 | * dummy contain the portal and |
|
|
832 | * force the track to kill it later |
|
|
833 | * the 'force' variable still contains the 'reminder' of |
|
|
834 | * where this portal goes to. |
|
|
835 | */ |
|
|
836 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path); |
|
|
837 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
838 | if (dummy == NULL) |
|
|
839 | { |
|
|
840 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
841 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
842 | return 0; |
|
|
843 | } |
|
|
844 | |
|
|
845 | EXIT_PATH (dummy) = op->map->path; |
|
|
846 | EXIT_X (dummy) = op->x; |
|
|
847 | EXIT_Y (dummy) = op->y; |
|
|
848 | dummy->name = dummy->name_pl = portal_name; |
|
|
849 | dummy->msg = portal_message; |
|
|
850 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
851 | exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op); |
|
|
852 | |
|
|
853 | /* Now we create another town portal marker that |
|
|
854 | * points back to the one we just made |
|
|
855 | */ |
|
|
856 | tmp = get_archetype (spell->race); |
|
|
857 | if (tmp == NULL) |
|
|
858 | { |
|
|
859 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
860 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
861 | return 0; |
|
|
862 | } |
|
|
863 | |
|
|
864 | tmp->race = force->name; |
|
|
865 | tmp->name = portal_name; |
|
|
866 | EXIT_X (tmp) = dummy->x; |
|
|
867 | EXIT_Y (tmp) = dummy->y; |
|
|
868 | insert_ob_in_ob (tmp, op); |
|
|
869 | |
|
|
870 | /* Describe the player what happened |
|
|
871 | */ |
|
|
872 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); |
|
|
873 | force->destroy (); |
|
|
874 | |
618 | |
875 | return 1; |
619 | return 1; |
876 | } |
620 | } |
877 | |
621 | |
878 | /* This creates magic walls. Really, it can create most any object, |
622 | /* This creates magic walls. Really, it can create most any object, |
… | |
… | |
976 | new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); |
720 | new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); |
977 | return 0; |
721 | return 0; |
978 | } |
722 | } |
979 | |
723 | |
980 | /* If this is a spellcasting wall, need to insert the spell object */ |
724 | /* If this is a spellcasting wall, need to insert the spell object */ |
981 | if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
725 | if (tmp->other_arch && tmp->other_arch->type == SPELL) |
982 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
726 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
983 | |
727 | |
984 | /* This code causes the wall to extend some distance in |
728 | /* This code causes the wall to extend some distance in |
985 | * each direction, or until an obstruction is encountered. |
729 | * each direction, or until an obstruction is encountered. |
986 | * posblocked and negblocked help determine how far the |
730 | * posblocked and negblocked help determine how far the |
… | |
… | |
1006 | { |
750 | { |
1007 | object *tmp2 = tmp->clone (); |
751 | object *tmp2 = tmp->clone (); |
1008 | m->insert (tmp2, x, y, op); |
752 | m->insert (tmp2, x, y, op); |
1009 | |
753 | |
1010 | /* If this is a spellcasting wall, need to insert the spell object */ |
754 | /* If this is a spellcasting wall, need to insert the spell object */ |
1011 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
755 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1012 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
756 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1013 | |
757 | |
1014 | } |
758 | } |
1015 | else |
759 | else |
1016 | posblocked = 1; |
760 | posblocked = 1; |
… | |
… | |
1023 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
767 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
1024 | { |
768 | { |
1025 | object *tmp2 = tmp->clone (); |
769 | object *tmp2 = tmp->clone (); |
1026 | m->insert (tmp2, x, y, op); |
770 | m->insert (tmp2, x, y, op); |
1027 | |
771 | |
1028 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
772 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1029 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
773 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1030 | } |
774 | } |
1031 | else |
775 | else |
1032 | negblocked = 1; |
776 | negblocked = 1; |
1033 | } |
777 | } |
… | |
… | |
1165 | object *poison; |
909 | object *poison; |
1166 | int heal = 0, success = 0; |
910 | int heal = 0, success = 0; |
1167 | |
911 | |
1168 | tmp = find_target_for_friendly_spell (op, dir); |
912 | tmp = find_target_for_friendly_spell (op, dir); |
1169 | |
913 | |
1170 | if (tmp == NULL) |
914 | if (!tmp) |
1171 | return 0; |
915 | return 0; |
1172 | |
916 | |
1173 | /* Figure out how many hp this spell might cure. |
917 | /* Figure out how many hp this spell might cure. |
1174 | * could be zero if this spell heals effects, not damage. |
918 | * could be zero if this spell heals effects, not damage. |
1175 | */ |
919 | */ |
… | |
… | |
1178 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
922 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
1179 | |
923 | |
1180 | if (heal) |
924 | if (heal) |
1181 | { |
925 | { |
1182 | if (tmp->stats.hp >= tmp->stats.maxhp) |
926 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1183 | { |
|
|
1184 | new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
927 | new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
1185 | } |
|
|
1186 | else |
928 | else |
1187 | { |
929 | { |
1188 | /* See how many points we actually heal. Instead of messages |
930 | /* See how many points we actually heal. Instead of messages |
1189 | * based on type of spell, we instead do messages based |
931 | * based on type of spell, we instead do messages based |
1190 | * on amount of damage healed. |
932 | * on amount of damage healed. |
… | |
… | |
1192 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
934 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
1193 | heal = tmp->stats.maxhp - tmp->stats.hp; |
935 | heal = tmp->stats.maxhp - tmp->stats.hp; |
1194 | tmp->stats.hp += heal; |
936 | tmp->stats.hp += heal; |
1195 | |
937 | |
1196 | if (tmp->stats.hp >= tmp->stats.maxhp) |
938 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1197 | { |
|
|
1198 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
939 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1199 | } |
|
|
1200 | else if (heal > 50) |
940 | else if (heal > 50) |
1201 | { |
|
|
1202 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
941 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1203 | } |
|
|
1204 | else if (heal > 25) |
942 | else if (heal > 25) |
1205 | { |
|
|
1206 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
943 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1207 | } |
|
|
1208 | else if (heal > 10) |
944 | else if (heal > 10) |
1209 | { |
|
|
1210 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
945 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
1211 | } |
|
|
1212 | else |
946 | else |
1213 | { |
|
|
1214 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
947 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
1215 | } |
948 | |
1216 | success = 1; |
949 | success = 1; |
1217 | } |
950 | } |
1218 | } |
951 | } |
|
|
952 | |
1219 | if (spell->attacktype & AT_DISEASE) |
953 | if (spell->attacktype & AT_DISEASE) |
1220 | if (cure_disease (tmp, op)) |
954 | if (cure_disease (tmp, op)) |
1221 | success = 1; |
955 | success = 1; |
1222 | |
956 | |
1223 | if (spell->attacktype & AT_POISON) |
957 | if (spell->attacktype & AT_POISON) |
… | |
… | |
1229 | success = 1; |
963 | success = 1; |
1230 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
964 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1231 | poison->stats.food = 1; |
965 | poison->stats.food = 1; |
1232 | } |
966 | } |
1233 | } |
967 | } |
|
|
968 | |
1234 | if (spell->attacktype & AT_CONFUSION) |
969 | if (spell->attacktype & AT_CONFUSION) |
1235 | { |
970 | { |
1236 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
971 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1237 | if (poison) |
972 | if (poison) |
1238 | { |
973 | { |
1239 | success = 1; |
974 | success = 1; |
1240 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
975 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1241 | poison->duration = 1; |
976 | poison->duration = 1; |
1242 | } |
977 | } |
1243 | } |
978 | } |
|
|
979 | |
1244 | if (spell->attacktype & AT_BLIND) |
980 | if (spell->attacktype & AT_BLIND) |
1245 | { |
981 | { |
1246 | at = archetype::find ("blindness"); |
982 | at = archetype::find ("blindness"); |
1247 | poison = present_arch_in_ob (at, tmp); |
983 | poison = present_arch_in_ob (at, tmp); |
1248 | if (poison) |
984 | if (poison) |
… | |
… | |
1250 | success = 1; |
986 | success = 1; |
1251 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
987 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
1252 | poison->stats.food = 1; |
988 | poison->stats.food = 1; |
1253 | } |
989 | } |
1254 | } |
990 | } |
|
|
991 | |
1255 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
992 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
1256 | { |
993 | { |
1257 | tmp->stats.sp += spell->last_sp; |
994 | tmp->stats.sp += spell->last_sp; |
1258 | if (tmp->stats.sp > tmp->stats.maxsp) |
995 | if (tmp->stats.sp > tmp->stats.maxsp) |
1259 | tmp->stats.sp = tmp->stats.maxsp; |
996 | tmp->stats.sp = tmp->stats.maxsp; |
1260 | success = 1; |
997 | success = 1; |
1261 | new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
998 | new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
1262 | } |
999 | } |
|
|
1000 | |
1263 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1001 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1264 | { |
1002 | { |
1265 | tmp->stats.grace += spell->last_grace; |
1003 | tmp->stats.grace += spell->last_grace; |
1266 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1004 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1267 | tmp->stats.grace = tmp->stats.maxgrace; |
1005 | tmp->stats.grace = tmp->stats.maxgrace; |
1268 | success = 1; |
1006 | success = 1; |
1269 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
1007 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
1270 | } |
1008 | } |
|
|
1009 | |
1271 | if (spell->stats.food && tmp->stats.food < 999) |
1010 | if (spell->stats.food && tmp->stats.food < 999) |
1272 | { |
1011 | { |
1273 | tmp->stats.food += spell->stats.food; |
1012 | tmp->stats.food += spell->stats.food; |
1274 | if (tmp->stats.food > 999) |
1013 | if (tmp->stats.food > 999) |
1275 | tmp->stats.food = 999; |
1014 | tmp->stats.food = 999; |
1276 | success = 1; |
1015 | success = 1; |
1277 | /* We could do something a bit better like the messages for healing above */ |
1016 | /* We could do something a bit better like the messages for healing above */ |
1278 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1017 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1279 | } |
1018 | } |
|
|
1019 | |
1280 | return success; |
1020 | return success; |
1281 | } |
1021 | } |
1282 | |
|
|
1283 | |
1022 | |
1284 | /* This is used for the spells that gain stats. There are no spells |
1023 | /* This is used for the spells that gain stats. There are no spells |
1285 | * right now that icnrease wis/int/pow on a temp basis, so no |
1024 | * right now that icnrease wis/int/pow on a temp basis, so no |
1286 | * good comments for those. |
1025 | * good comments for those. |
1287 | */ |
1026 | */ |
1288 | static const char *const no_gain_msgs[NUM_STATS] = { |
1027 | static const char *const no_gain_msgs[NUM_STATS] = { |
1289 | "You grow no stronger.", |
1028 | "You grow no stronger.", |
1290 | "You grow no more agile.", |
1029 | "You grow no more agile.", |
1291 | "You don't feel any healthier.", |
1030 | "You don't feel any healthier.", |
1292 | "no wis", |
1031 | "You didn't grow any more intelligent.", |
|
|
1032 | "You do not feel any wiser.", |
|
|
1033 | "You don't feel any more powerful." |
1293 | "You are no easier to look at.", |
1034 | "You are no easier to look at.", |
1294 | "no int", |
|
|
1295 | "no pow" |
|
|
1296 | }; |
1035 | }; |
1297 | |
1036 | |
1298 | int |
1037 | int |
1299 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1038 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1300 | { |
1039 | { |
… | |
… | |
1351 | } |
1090 | } |
1352 | else |
1091 | else |
1353 | { |
1092 | { |
1354 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1093 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1355 | } |
1094 | } |
|
|
1095 | |
1356 | return 1; |
1096 | return 1; |
1357 | } |
1097 | } |
|
|
1098 | |
1358 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1099 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1359 | force->speed = 1.0; |
1100 | force->speed = 1.0; |
1360 | force->speed_left = -1.0; |
1101 | force->speed_left = -1.0; |
1361 | SET_FLAG (force, FLAG_APPLIED); |
1102 | SET_FLAG (force, FLAG_APPLIED); |
1362 | |
1103 | |
… | |
… | |
1368 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1109 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1369 | if (force->resist[i] > 100) |
1110 | if (force->resist[i] > 100) |
1370 | force->resist[i] = 100; |
1111 | force->resist[i] = 100; |
1371 | } |
1112 | } |
1372 | } |
1113 | } |
|
|
1114 | |
1373 | if (spell_ob->stats.hp) |
1115 | if (spell_ob->stats.hp) |
1374 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1116 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1375 | |
1117 | |
1376 | if (tmp->type == PLAYER) |
1118 | if (tmp->type == PLAYER) |
1377 | { |
1119 | { |
1378 | /* Stat adjustment spells */ |
1120 | /* Stat adjustment spells */ |
1379 | for (i = 0; i < NUM_STATS; i++) |
1121 | for (i = 0; i < NUM_STATS; i++) |
1380 | { |
1122 | { |
1381 | sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; |
1123 | if (sint8 stat = spell_ob->stats.stat (i)) |
1382 | |
|
|
1383 | if (stat) |
|
|
1384 | { |
1124 | { |
1385 | sm = 0; |
1125 | sint8 sm = 0; |
1386 | for (k = 0; k < stat; k++) |
1126 | for (sint8 k = 0; k < stat; k++) |
1387 | sm += rndm (1, 3); |
1127 | sm += rndm (1, 3); |
1388 | |
1128 | |
1389 | if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) |
1129 | if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1390 | { |
1130 | sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1391 | sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); |
1131 | |
1392 | if (sm < 0) |
1132 | force->stats.stat (i) = sm; |
1393 | sm = 0; |
1133 | |
1394 | } |
|
|
1395 | set_attr_value (&force->stats, i, sm); |
|
|
1396 | if (!sm) |
1134 | if (!sm) |
1397 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1135 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1398 | } |
1136 | } |
1399 | } |
1137 | } |
1400 | } |
1138 | } |
… | |
… | |
1421 | force->attacktype = spell_ob->attacktype; |
1159 | force->attacktype = spell_ob->attacktype; |
1422 | |
1160 | |
1423 | insert_ob_in_ob (force, tmp); |
1161 | insert_ob_in_ob (force, tmp); |
1424 | change_abil (tmp, force); /* Mostly to display any messages */ |
1162 | change_abil (tmp, force); /* Mostly to display any messages */ |
1425 | tmp->update_stats (); |
1163 | tmp->update_stats (); |
|
|
1164 | |
1426 | return 1; |
1165 | return 1; |
1427 | } |
1166 | } |
1428 | |
1167 | |
1429 | /* This used to be part of cast_change_ability, but it really didn't make |
1168 | /* This used to be part of cast_change_ability, but it really didn't make |
1430 | * a lot of sense, since most of the values it derives are from the god |
1169 | * a lot of sense, since most of the values it derives are from the god |
1431 | * of the caster. |
1170 | * of the caster. |
1432 | */ |
1171 | */ |
1433 | |
|
|
1434 | int |
1172 | int |
1435 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1173 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1436 | { |
1174 | { |
1437 | int i; |
1175 | int i; |
1438 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
1176 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
… | |
… | |
1532 | change_abil (tmp, force); /* Mostly to display any messages */ |
1270 | change_abil (tmp, force); /* Mostly to display any messages */ |
1533 | insert_ob_in_ob (force, tmp); |
1271 | insert_ob_in_ob (force, tmp); |
1534 | tmp->update_stats (); |
1272 | tmp->update_stats (); |
1535 | return 1; |
1273 | return 1; |
1536 | } |
1274 | } |
1537 | |
|
|
1538 | |
|
|
1539 | |
1275 | |
1540 | /* Alchemy code by Mark Wedel |
1276 | /* Alchemy code by Mark Wedel |
1541 | * |
1277 | * |
1542 | * This code adds a new spell, called alchemy. Alchemy will turn |
1278 | * This code adds a new spell, called alchemy. Alchemy will turn |
1543 | * objects to gold nuggets, the value of the gold nuggets being |
1279 | * objects to gold nuggets, the value of the gold nuggets being |
… | |
… | |
1553 | * For example, if an item is worth 110 gold, you will get |
1289 | * For example, if an item is worth 110 gold, you will get |
1554 | * 4 large nuggets, and from 0-10 small nuggets. |
1290 | * 4 large nuggets, and from 0-10 small nuggets. |
1555 | * |
1291 | * |
1556 | * There is also a chance (1:30) that you will get nothing at all |
1292 | * There is also a chance (1:30) that you will get nothing at all |
1557 | * for the object. There is also a maximum weight that will be |
1293 | * for the object. There is also a maximum weight that will be |
1558 | * alchemied. |
1294 | * alchemised. |
1559 | */ |
1295 | */ |
1560 | |
|
|
1561 | /* I didn't feel like passing these as arguements to the |
|
|
1562 | * two functions that need them. Real values are put in them |
|
|
1563 | * when the spell is cast, and these are freed when the spell |
|
|
1564 | * is finished. |
|
|
1565 | */ |
|
|
1566 | static object *small, *large; |
|
|
1567 | |
|
|
1568 | static void |
1296 | static void |
1569 | alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) |
1297 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1570 | { |
1298 | { |
1571 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1299 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1572 | |
1300 | |
1573 | /* Give third price when we alchemy money (This should hopefully |
1301 | /* Give third price when we alchemy money (This should hopefully |
1574 | * make it so that it isn't worth it to alchemy money, sell |
1302 | * make it so that it isn't worth it to alchemy money, sell |
1575 | * the nuggets, alchemy the gold from that, etc. |
1303 | * the nuggets, alchemy the gold from that, etc. |
1576 | * Otherwise, give 9 silver on the gold for other objects, |
1304 | * Otherwise, give 9 silver on the gold for other objects, |
1577 | * so that it would still be more affordable to haul |
1305 | * so that it would still be more affordable to haul |
1578 | * the stuff back to town. |
1306 | * the stuff back to town. |
1579 | */ |
1307 | */ |
1580 | |
|
|
1581 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1308 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1582 | value = 0; |
1309 | value = 0; |
1583 | else if (obj->type == MONEY || obj->type == GEM) |
1310 | else if (obj->type == MONEY || obj->type == GEM) |
1584 | value /= 3; |
1311 | value /= 3; |
1585 | else |
1312 | else |
1586 | value = (value * 9) / 10; |
1313 | value = value * 9 / 10; |
1587 | |
1314 | |
1588 | value /= 4; // fix by GHJ, don't understand, pcg |
|
|
1589 | |
|
|
1590 | if ((obj->value > 0) && rndm (0, 29)) |
1315 | if (obj->value > 0 && rndm (0, 29)) |
1591 | { |
1316 | total_value += value; |
1592 | int count; |
|
|
1593 | |
1317 | |
1594 | count = value / large->value; |
|
|
1595 | *large_nuggets += count; |
|
|
1596 | value -= (uint64) count *(uint64) large->value; |
|
|
1597 | |
|
|
1598 | count = value / small->value; |
|
|
1599 | *small_nuggets += count; |
|
|
1600 | } |
|
|
1601 | |
|
|
1602 | /* Turn 25 small nuggets into 1 large nugget. If the value |
|
|
1603 | * of large nuggets is not evenly divisable by the small nugget |
|
|
1604 | * value, take off an extra small_nugget (Assuming small_nuggets!=0) |
|
|
1605 | */ |
|
|
1606 | if (*small_nuggets * small->value >= large->value) |
|
|
1607 | { |
|
|
1608 | (*large_nuggets)++; |
|
|
1609 | *small_nuggets -= large->value / small->value; |
|
|
1610 | if (*small_nuggets && large->value % small->value) |
|
|
1611 | (*small_nuggets)--; |
|
|
1612 | } |
|
|
1613 | weight += obj->weight; |
1318 | total_weight += obj->total_weight (); |
|
|
1319 | |
1614 | obj->destroy (); |
1320 | obj->destroy (); |
1615 | } |
1321 | } |
1616 | |
1322 | |
1617 | static void |
1323 | static void |
1618 | update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) |
1324 | update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y) |
1619 | { |
1325 | { |
1620 | object *tmp; |
|
|
1621 | int flag = 0; |
1326 | int flag = 0; |
1622 | |
1327 | |
1623 | /* Put any nuggets below the player, but we can only pass this |
1328 | /* Put any nuggets below the player, but we can only pass this |
1624 | * flag if we are on the same space as the player |
1329 | * flag if we are on the same space as the player |
1625 | */ |
1330 | */ |
1626 | if (x == op->x && y == op->y && op->map == m) |
1331 | if (x == op->x && y == op->y && op->map == m) |
1627 | flag = INS_BELOW_ORIGINATOR; |
1332 | flag = INS_BELOW_ORIGINATOR; |
1628 | |
1333 | |
1629 | if (small_nuggets) |
1334 | if (small_nuggets) |
1630 | { |
1335 | { |
1631 | tmp = small->clone (); |
1336 | object *tmp = small->clone (); |
1632 | tmp->nrof = small_nuggets; |
1337 | tmp->nrof = small_nuggets; |
1633 | m->insert (tmp, x, y, op, flag); |
1338 | m->insert (tmp, x, y, op, flag); |
1634 | } |
1339 | } |
1635 | |
1340 | |
1636 | if (large_nuggets) |
1341 | if (large_nuggets) |
1637 | { |
1342 | { |
1638 | tmp = large->clone (); |
1343 | object *tmp = large->clone (); |
1639 | tmp->nrof = large_nuggets; |
1344 | tmp->nrof = large_nuggets; |
1640 | m->insert (tmp, x, y, op, flag); |
1345 | m->insert (tmp, x, y, op, flag); |
1641 | } |
1346 | } |
|
|
1347 | |
|
|
1348 | if (object *pl = m->at (x, y).player ()) |
|
|
1349 | if (pl->contr->ns) |
|
|
1350 | pl->contr->ns->look_position = 0; |
1642 | } |
1351 | } |
1643 | |
1352 | |
1644 | int |
1353 | int |
1645 | alchemy (object *op, object *caster, object *spell_ob) |
1354 | alchemy (object *op, object *caster, object *spell_ob) |
1646 | { |
1355 | { |
1647 | int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags; |
|
|
1648 | sint16 nx, ny; |
|
|
1649 | object *next, *tmp; |
|
|
1650 | maptile *mp; |
|
|
1651 | |
|
|
1652 | if (op->type != PLAYER) |
1356 | if (op->type != PLAYER) |
1653 | return 0; |
1357 | return 0; |
1654 | |
1358 | |
|
|
1359 | object *large = get_archetype ("largenugget"); |
|
|
1360 | object *small = get_archetype ("smallnugget"); |
|
|
1361 | |
1655 | /* Put a maximum weight of items that can be alchemied. Limits the power |
1362 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1656 | * some, and also prevents people from alcheming every table/chair/clock |
1363 | * some, and also prevents people from alchemising every table/chair/clock |
1657 | * in sight |
1364 | * in sight |
1658 | */ |
1365 | */ |
1659 | weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); |
1366 | int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1660 | weight_max *= 1000; |
1367 | int weight_max = duration * 1000; |
1661 | small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); |
1368 | uint64 value_max = duration * 1000; |
1662 | |
1369 | |
|
|
1370 | int weight = 0; |
|
|
1371 | |
1663 | for (y = op->y - 1; y <= op->y + 1; y++) |
1372 | for (int y = op->y - 1; y <= op->y + 1; y++) |
1664 | { |
1373 | { |
1665 | for (x = op->x - 1; x <= op->x + 1; x++) |
1374 | for (int x = op->x - 1; x <= op->x + 1; x++) |
1666 | { |
1375 | { |
|
|
1376 | uint64 value = 0; |
|
|
1377 | |
1667 | nx = x; |
1378 | sint16 nx = x; |
1668 | ny = y; |
1379 | sint16 ny = y; |
1669 | |
1380 | |
1670 | mp = op->map; |
1381 | maptile *mp = op->map; |
1671 | |
1382 | |
1672 | mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1383 | int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1673 | |
1384 | |
1674 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1385 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1675 | continue; |
1386 | continue; |
1676 | |
1387 | |
1677 | /* Treat alchemy a little differently - most spell effects |
1388 | /* Treat alchemy a little differently - most spell effects |
… | |
… | |
1679 | * ground level effect. |
1390 | * ground level effect. |
1680 | */ |
1391 | */ |
1681 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1392 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1682 | continue; |
1393 | continue; |
1683 | |
1394 | |
1684 | small_nuggets = 0; |
1395 | for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) |
1685 | large_nuggets = 0; |
|
|
1686 | |
|
|
1687 | for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next) |
|
|
1688 | { |
1396 | { |
1689 | next = tmp->above; |
1397 | next = tmp->above; |
|
|
1398 | |
1690 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1399 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1691 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1400 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1692 | { |
1401 | { |
1693 | |
|
|
1694 | if (tmp->inv) |
1402 | if (tmp->inv) |
1695 | { |
1403 | { |
1696 | object *next1, *tmp1; |
1404 | object *next1, *tmp1; |
1697 | |
1405 | |
1698 | for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) |
1406 | for (tmp1 = tmp->inv; tmp1; tmp1 = next1) |
1699 | { |
1407 | { |
1700 | next1 = tmp1->below; |
1408 | next1 = tmp1->below; |
1701 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1409 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1702 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1410 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1703 | alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); |
1411 | alchemy_object (tmp1, value, weight); |
1704 | } |
1412 | } |
1705 | } |
1413 | } |
|
|
1414 | |
1706 | alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); |
1415 | alchemy_object (tmp, value, weight); |
1707 | |
1416 | |
1708 | if (weight > weight_max) |
1417 | if (weight > weight_max) |
1709 | { |
1418 | break; |
1710 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
|
|
1711 | large->destroy (); |
|
|
1712 | small->destroy (); |
|
|
1713 | return 1; |
|
|
1714 | } |
1419 | } |
1715 | } /* is alchemable object */ |
1420 | } |
1716 | } /* process all objects on this space */ |
1421 | |
|
|
1422 | value = min (value, value_max); |
|
|
1423 | |
|
|
1424 | uint64 count = value / large->value; |
|
|
1425 | int large_nuggets = count; |
|
|
1426 | value -= count * large->value; |
|
|
1427 | |
|
|
1428 | count = value / small->value; |
|
|
1429 | int small_nuggets = count; |
1717 | |
1430 | |
1718 | /* Insert all the nuggets at one time. This probably saves time, but |
1431 | /* Insert all the nuggets at one time. This probably saves time, but |
1719 | * it also prevents us from alcheming nuggets that were just created |
1432 | * it also prevents us from alcheming nuggets that were just created |
1720 | * with this spell. |
1433 | * with this spell. |
1721 | */ |
1434 | */ |
1722 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
1435 | update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); |
1723 | } |
|
|
1724 | } |
|
|
1725 | |
1436 | |
|
|
1437 | if (weight > weight_max) |
|
|
1438 | goto bailout; |
|
|
1439 | } |
|
|
1440 | } |
|
|
1441 | |
|
|
1442 | bailout: |
1726 | large->destroy (); |
1443 | large->destroy (); |
1727 | small->destroy (); |
1444 | small->destroy (); |
1728 | /* reset this so that if player standing on a big pile of stuff, |
|
|
1729 | * it is redrawn properly. |
|
|
1730 | */ |
|
|
1731 | op->contr->ns->look_position = 0; |
|
|
1732 | return 1; |
1445 | return 1; |
1733 | } |
1446 | } |
1734 | |
1447 | |
1735 | |
1448 | |
1736 | /* This function removes the cursed/damned status on equipped |
1449 | /* This function removes the cursed/damned status on equipped |
… | |
… | |
1763 | } |
1476 | } |
1764 | |
1477 | |
1765 | if (op->type == PLAYER) |
1478 | if (op->type == PLAYER) |
1766 | { |
1479 | { |
1767 | if (success) |
1480 | if (success) |
1768 | { |
|
|
1769 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1481 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1770 | } |
|
|
1771 | else |
1482 | else |
1772 | { |
1483 | { |
1773 | if (was_one) |
1484 | if (was_one) |
1774 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1485 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1775 | else |
1486 | else |
… | |
… | |
1799 | { |
1510 | { |
1800 | identify (tmp); |
1511 | identify (tmp); |
1801 | |
1512 | |
1802 | if (op->type == PLAYER) |
1513 | if (op->type == PLAYER) |
1803 | { |
1514 | { |
1804 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); |
1515 | new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); |
1805 | |
1516 | |
1806 | if (tmp->msg) |
1517 | if (tmp->msg) |
1807 | { |
1518 | { |
1808 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1519 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1809 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1520 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
1821 | * stuff on the floor. Only identify stuff on the floor if the spell |
1532 | * stuff on the floor. Only identify stuff on the floor if the spell |
1822 | * was not fully used. |
1533 | * was not fully used. |
1823 | */ |
1534 | */ |
1824 | if (num_ident) |
1535 | if (num_ident) |
1825 | { |
1536 | { |
1826 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
1537 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
1827 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1538 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1828 | { |
1539 | { |
1829 | identify (tmp); |
1540 | identify (tmp); |
1830 | |
1541 | |
1831 | if (op->type == PLAYER) |
1542 | if (op->type == PLAYER) |
1832 | { |
1543 | { |
1833 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); |
1544 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); |
1834 | |
1545 | |
1835 | if (tmp->msg) |
1546 | if (tmp->msg) |
1836 | { |
1547 | { |
1837 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1548 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1838 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1549 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
2188 | /* Basically, if the object is magical and not counterspell, |
1899 | /* Basically, if the object is magical and not counterspell, |
2189 | * we will more or less remove the object. Don't counterspell |
1900 | * we will more or less remove the object. Don't counterspell |
2190 | * monsters either. |
1901 | * monsters either. |
2191 | */ |
1902 | */ |
2192 | |
1903 | |
2193 | if (head->attacktype & AT_MAGIC && |
1904 | if (head->attacktype & AT_MAGIC |
2194 | !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) |
1905 | && !(head->attacktype & AT_COUNTERSPELL) |
|
|
1906 | && !QUERY_FLAG (head, FLAG_MONSTER) |
|
|
1907 | && (op->level > head->level)) |
2195 | head->destroy (); |
1908 | head->destroy (); |
2196 | else |
1909 | else |
2197 | switch (head->type) |
1910 | switch (head->type) |
2198 | { |
1911 | { |
2199 | case SPELL_EFFECT: |
1912 | case SPELL_EFFECT: |
|
|
1913 | // XXX: Don't affect floor spelleffects. See also XXX comment |
|
|
1914 | // about sanctuary in spell_util.C |
|
|
1915 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
1916 | continue; |
|
|
1917 | |
2200 | if (op->level > head->level) |
1918 | if (op->level > head->level) |
2201 | head->destroy (); |
1919 | head->destroy (); |
2202 | |
1920 | |
2203 | break; |
1921 | break; |
2204 | |
1922 | |
… | |
… | |
2271 | * This code was very odd - code early on would only let players use the spell, |
1989 | * This code was very odd - code early on would only let players use the spell, |
2272 | * yet the code wass full of player checks. I've presumed that the code |
1990 | * yet the code wass full of player checks. I've presumed that the code |
2273 | * that only let players use it was correct, and removed all the other |
1991 | * that only let players use it was correct, and removed all the other |
2274 | * player checks. MSW 2003-01-06 |
1992 | * player checks. MSW 2003-01-06 |
2275 | */ |
1993 | */ |
2276 | |
|
|
2277 | int |
1994 | int |
2278 | animate_weapon (object *op, object *caster, object *spell, int dir) |
1995 | animate_weapon (object *op, object *caster, object *spell, int dir) |
2279 | { |
1996 | { |
2280 | object *weapon, *tmp; |
1997 | object *weapon, *tmp; |
2281 | char buf[MAX_BUF]; |
1998 | char buf[MAX_BUF]; |
… | |
… | |
2293 | /* exit if it's not a player using this spell. */ |
2010 | /* exit if it's not a player using this spell. */ |
2294 | if (op->type != PLAYER) |
2011 | if (op->type != PLAYER) |
2295 | return 0; |
2012 | return 0; |
2296 | |
2013 | |
2297 | /* if player already has a golem, abort */ |
2014 | /* if player already has a golem, abort */ |
2298 | if (op->contr->ranges[range_golem]) |
2015 | if (object *golem = op->contr->golem) |
2299 | { |
2016 | { |
2300 | control_golem (op->contr->ranges[range_golem], dir); |
2017 | control_golem (golem, dir); |
2301 | return 0; |
2018 | return 0; |
2302 | } |
2019 | } |
2303 | |
2020 | |
2304 | /* if no direction specified, pick one */ |
2021 | /* if no direction specified, pick one */ |
2305 | if (!dir) |
2022 | if (!dir) |
… | |
… | |
2309 | x = op->x + freearr_x[dir]; |
2026 | x = op->x + freearr_x[dir]; |
2310 | y = op->y + freearr_y[dir]; |
2027 | y = op->y + freearr_y[dir]; |
2311 | |
2028 | |
2312 | /* if there's no place to put the golem, abort */ |
2029 | /* if there's no place to put the golem, abort */ |
2313 | if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || |
2030 | if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || |
2314 | ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) |
2031 | ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) |
2315 | { |
2032 | { |
2316 | new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
2033 | new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
2317 | return 0; |
2034 | return 0; |
2318 | } |
2035 | } |
2319 | |
2036 | |
… | |
… | |
2323 | if (!weapon) |
2040 | if (!weapon) |
2324 | { |
2041 | { |
2325 | new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2042 | new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2326 | return 0; |
2043 | return 0; |
2327 | } |
2044 | } |
2328 | if (spell->race && strcmp (weapon->arch->name, spell->race)) |
2045 | if (spell->race && strcmp (weapon->arch->archname, spell->race)) |
2329 | { |
2046 | { |
2330 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); |
2047 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); |
2331 | return 0; |
2048 | return 0; |
2332 | } |
2049 | } |
2333 | if (weapon->type != WEAPON) |
2050 | if (weapon->type != WEAPON) |
… | |
… | |
2355 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2072 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2356 | tmp->stats.exp = 0; |
2073 | tmp->stats.exp = 0; |
2357 | add_friendly_object (tmp); |
2074 | add_friendly_object (tmp); |
2358 | tmp->type = GOLEM; |
2075 | tmp->type = GOLEM; |
2359 | tmp->set_owner (op); |
2076 | tmp->set_owner (op); |
|
|
2077 | op->contr->golem = tmp; |
2360 | set_spell_skill (op, caster, spell, tmp); |
2078 | set_spell_skill (op, caster, spell, tmp); |
2361 | op->contr->ranges[range_golem] = tmp; |
|
|
2362 | op->contr->shoottype = range_golem; |
|
|
2363 | |
2079 | |
2364 | /* Give the weapon to the golem now. A bit of a hack to check the |
2080 | /* Give the weapon to the golem now. A bit of a hack to check the |
2365 | * removed flag - it should only be set if get_split_object was |
2081 | * removed flag - it should only be set if get_split_object was |
2366 | * used above. |
2082 | * used above. |
2367 | */ |
2083 | */ |
2368 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2084 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2369 | weapon->remove (); |
2085 | weapon->remove (); |
|
|
2086 | |
2370 | insert_ob_in_ob (weapon, tmp); |
2087 | insert_ob_in_ob (weapon, tmp); |
2371 | esrv_send_item (op, weapon); |
2088 | esrv_send_item (op, weapon); |
2372 | /* To do everything necessary to let a golem use the weapon is a pain, |
2089 | /* To do everything necessary to let a golem use the weapon is a pain, |
2373 | * so instead, just set it as equipped (otherwise, we need to update |
2090 | * so instead, just set it as equipped (otherwise, we need to update |
2374 | * body_info, skills, etc) |
2091 | * body_info, skills, etc) |