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> |
… | |
… | |
104 | ncharges = 1; |
104 | ncharges = 1; |
105 | |
105 | |
106 | wand->stats.food += ncharges; |
106 | wand->stats.food += ncharges; |
107 | 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)); |
108 | |
108 | |
109 | if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) |
109 | if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) |
110 | { |
110 | { |
111 | SET_FLAG (wand, FLAG_ANIMATE); |
111 | SET_FLAG (wand, FLAG_ANIMATE); |
112 | wand->set_speed (wand->arch->clone.speed); |
112 | wand->set_speed (wand->arch->speed); |
113 | } |
113 | } |
114 | |
114 | |
115 | return 1; |
115 | return 1; |
116 | } |
116 | } |
117 | |
117 | |
… | |
… | |
154 | /* If it starts with a letter, presume it is a description */ |
154 | /* If it starts with a letter, presume it is a description */ |
155 | if (isalpha (*stringarg)) |
155 | if (isalpha (*stringarg)) |
156 | { |
156 | { |
157 | artifact *al = find_artifactlist (missile->type)->items; |
157 | artifact *al = find_artifactlist (missile->type)->items; |
158 | |
158 | |
159 | for (; al != NULL; al = al->next) |
159 | for (; al; al = al->next) |
160 | if (!strcasecmp (al->item->name, stringarg)) |
160 | if (!strcasecmp (al->item->name, stringarg)) |
161 | break; |
161 | break; |
162 | |
162 | |
163 | if (!al) |
163 | if (!al) |
164 | { |
164 | { |
… | |
… | |
224 | if (stringarg) |
224 | if (stringarg) |
225 | { |
225 | { |
226 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
226 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
227 | if (at == NULL) |
227 | if (at == NULL) |
228 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
228 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
229 | if (at == NULL || at->clone.stats.food > food_value) |
229 | if (at == NULL || at->stats.food > food_value) |
230 | stringarg = NULL; |
230 | stringarg = NULL; |
231 | } |
231 | } |
232 | |
232 | |
233 | if (!stringarg) |
233 | if (!stringarg) |
234 | { |
234 | { |
… | |
… | |
240 | * 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 |
241 | * to be altered from the donor. |
241 | * to be altered from the donor. |
242 | */ |
242 | */ |
243 | |
243 | |
244 | /* We assume the food items don't have multiple parts */ |
244 | /* We assume the food items don't have multiple parts */ |
245 | for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) |
245 | for_all_archetypes (at_tmp) |
246 | { |
246 | { |
247 | if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) |
247 | if (at_tmp->type == FOOD || at_tmp->type == DRINK) |
248 | { |
248 | { |
249 | /* Basically, if the food value is something that is creatable |
249 | /* Basically, if the food value is something that is creatable |
250 | * under the limits of the spell and it is higher than |
250 | * under the limits of the spell and it is higher than |
251 | * the item we have now, take it instead. |
251 | * the item we have now, take it instead. |
252 | */ |
252 | */ |
253 | 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))) |
254 | at = at_tmp; |
258 | at = at_tmp; |
255 | } |
259 | } |
256 | } |
260 | } |
257 | } |
261 | } |
258 | /* 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 |
… | |
… | |
262 | { |
266 | { |
263 | 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."); |
264 | return 0; |
268 | return 0; |
265 | } |
269 | } |
266 | |
270 | |
267 | food_value /= at->clone.stats.food; |
271 | food_value /= at->stats.food; |
268 | new_op = arch_to_object (at); |
272 | new_op = arch_to_object (at); |
269 | new_op->nrof = food_value; |
273 | new_op->nrof = food_value; |
270 | |
274 | |
271 | new_op->value = 0; |
275 | new_op->value = 0; |
272 | if (new_op->nrof < 1) |
276 | if (new_op->nrof < 1) |
… | |
… | |
565 | } |
569 | } |
566 | |
570 | |
567 | int |
571 | int |
568 | perceive_self (object *op) |
572 | perceive_self (object *op) |
569 | { |
573 | { |
570 | char *cp = describe_item (op, op), buf[MAX_BUF]; |
574 | const char *cp = describe_item (op, op); |
571 | archetype *at = archetype::find (ARCH_DEPLETION); |
575 | archetype *at = archetype::find (ARCH_DEPLETION); |
572 | object *tmp; |
|
|
573 | int i; |
|
|
574 | |
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 | |
575 | tmp = find_god (determine_god (op)); |
583 | if (object *god = find_god (determine_god (op))) |
576 | if (tmp) |
584 | buf << "You worship " << &god->name << ".\n"; |
577 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name); |
|
|
578 | else |
585 | else |
579 | new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); |
586 | buf << "You worship no god.\n"; |
580 | |
587 | |
581 | tmp = present_arch_in_ob (at, op); |
588 | object *tmp = present_arch_in_ob (at, op); |
582 | |
589 | |
583 | if (*cp == '\0' && tmp == NULL) |
590 | if (*cp == '\0' && tmp == NULL) |
584 | new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); |
591 | buf << "You feel very mundane. "; |
585 | else |
592 | else |
586 | { |
593 | { |
587 | new_draw_info (NDI_UNIQUE, 0, op, "You have:"); |
594 | buf << "You have: " << cp << ".\n"; |
588 | new_draw_info (NDI_UNIQUE, 0, op, cp); |
595 | |
589 | if (tmp != NULL) |
596 | if (tmp) |
590 | { |
|
|
591 | for (i = 0; i < NUM_STATS; i++) |
597 | for (int i = 0; i < NUM_STATS; i++) |
592 | { |
598 | if (tmp->stats.stat (i) < 0) |
593 | if (get_attr_value (&tmp->stats, i) < 0) |
599 | buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); |
594 | { |
|
|
595 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); |
|
|
596 | } |
|
|
597 | } |
|
|
598 | } |
|
|
599 | } |
600 | } |
600 | |
601 | |
601 | if (is_dragon_pl (op)) |
602 | if (is_dragon_pl (op)) |
602 | { |
|
|
603 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
603 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
604 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
604 | for (tmp = op->inv; tmp; tmp = tmp->below) |
605 | { |
605 | { |
606 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
606 | if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) |
607 | { |
607 | { |
608 | if (tmp->stats.exp == 0) |
608 | if (tmp->stats.exp == 0) |
609 | sprintf (buf, "Your metabolism isn't focused on anything."); |
609 | buf << "Your metabolism isn't focused on anything.\n"; |
610 | else |
610 | else |
611 | 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"; |
612 | |
612 | |
613 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
614 | break; |
613 | break; |
615 | } |
614 | } |
616 | } |
615 | } |
617 | } |
|
|
618 | |
616 | |
619 | return 1; |
617 | new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ()); |
620 | } |
|
|
621 | |
|
|
622 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
|
|
623 | * |
|
|
624 | * This function cast the spell of town portal for op |
|
|
625 | * |
|
|
626 | * The spell operates in two passes. During the first one a place |
|
|
627 | * is marked as a destination for the portal. During the second one, |
|
|
628 | * 2 portals are created, one in the position the player cast it and |
|
|
629 | * one in the destination place. The portal are synchronized and 2 forces |
|
|
630 | * are inserted in the player to destruct the portal next time player |
|
|
631 | * creates a new portal pair. |
|
|
632 | * This spell has a side effect that it allows people to meet each other |
|
|
633 | * in a permanent, private, appartements by making a town portal from it |
|
|
634 | * to the town or another public place. So, check if the map is unique and if |
|
|
635 | * so return an error |
|
|
636 | * |
|
|
637 | * Code by Tchize (david.delbecq@usa.net) |
|
|
638 | */ |
|
|
639 | int |
|
|
640 | cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
|
|
641 | { |
|
|
642 | object *dummy, *force, *old_force; |
|
|
643 | archetype *perm_portal; |
|
|
644 | char portal_name[1024], portal_message[1024]; |
|
|
645 | maptile *exitmap; |
|
|
646 | int op_level; |
|
|
647 | |
|
|
648 | /* Check to see if the map the player is currently on is a per player unique |
|
|
649 | * map. This can be determined in that per player unique maps have the |
|
|
650 | * full pathname listed. |
|
|
651 | */ |
|
|
652 | if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE) |
|
|
653 | { |
|
|
654 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n"); |
|
|
655 | return 0; |
|
|
656 | } |
|
|
657 | |
|
|
658 | /* The first thing to do is to check if we have a marked destination |
|
|
659 | * dummy is used to make a check inventory for the force |
|
|
660 | */ |
|
|
661 | dummy = arch_to_object (spell->other_arch); |
|
|
662 | if (dummy == NULL) |
|
|
663 | { |
|
|
664 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
665 | LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name); |
|
|
666 | return 0; |
|
|
667 | } |
|
|
668 | |
|
|
669 | force = check_inv_recursive (op, dummy); |
|
|
670 | |
|
|
671 | if (force == NULL) |
|
|
672 | { |
|
|
673 | /* Here we know there is no destination marked up. |
|
|
674 | * We have 2 things to do: |
|
|
675 | * 1. Mark the destination in the player inventory. |
|
|
676 | * 2. Let the player know it worked. |
|
|
677 | */ |
|
|
678 | dummy->name = op->map->path; |
|
|
679 | EXIT_X (dummy) = op->x; |
|
|
680 | EXIT_Y (dummy) = op->y; |
|
|
681 | insert_ob_in_ob (dummy, op); |
|
|
682 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere."); |
|
|
683 | return 1; |
|
|
684 | } |
|
|
685 | |
|
|
686 | dummy->destroy (); |
|
|
687 | |
|
|
688 | /* Here we know where the town portal should go to |
|
|
689 | * We should kill any existing portal associated with the player. |
|
|
690 | * Than we should create the 2 portals. |
|
|
691 | * For each of them, we need: |
|
|
692 | * - To create the portal with the name of the player+destination map |
|
|
693 | * - set the owner of the town portal |
|
|
694 | * - To mark the position of the portal in the player's inventory |
|
|
695 | * for easier destruction. |
|
|
696 | * |
|
|
697 | * The mark works has follow: |
|
|
698 | * slaying: Existing town portal |
|
|
699 | * hp, sp : x & y of the associated portal |
|
|
700 | * name : name of the portal |
|
|
701 | * race : map the portal is in |
|
|
702 | */ |
|
|
703 | |
|
|
704 | /* First step: killing existing town portals */ |
|
|
705 | dummy = get_archetype (spell->race); |
|
|
706 | if (dummy == NULL) |
|
|
707 | { |
|
|
708 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
709 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
710 | return 0; |
|
|
711 | } |
|
|
712 | |
|
|
713 | perm_portal = archetype::find (spell->slaying); |
|
|
714 | |
|
|
715 | /* To kill a town portal, we go trough the player's inventory, |
|
|
716 | * for each marked portal in player's inventory, |
|
|
717 | * -We try load the associated map (if impossible, consider the portal destructed) |
|
|
718 | * -We find any portal in the specified location. |
|
|
719 | * If it has the good name, we destruct it. |
|
|
720 | * -We destruct the force indicating that portal. |
|
|
721 | */ |
|
|
722 | while ((old_force = check_inv_recursive (op, dummy))) |
|
|
723 | { |
|
|
724 | exitmap = maptile::find_sync (old_force->race, op->map); |
|
|
725 | |
|
|
726 | if (exitmap) |
|
|
727 | { |
|
|
728 | exitmap->load_sync (); |
|
|
729 | |
|
|
730 | int exitx = EXIT_X (old_force); |
|
|
731 | int exity = EXIT_Y (old_force); |
|
|
732 | |
|
|
733 | for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above) |
|
|
734 | { |
|
|
735 | if (tmp->name == old_force->name) |
|
|
736 | { |
|
|
737 | tmp->destroy (); |
|
|
738 | break; |
|
|
739 | } |
|
|
740 | } |
|
|
741 | } |
|
|
742 | |
|
|
743 | old_force->destroy (); |
|
|
744 | } |
|
|
745 | |
|
|
746 | dummy->destroy (); |
|
|
747 | |
|
|
748 | /* Creating the portals. |
|
|
749 | * The very first thing to do is to ensure |
|
|
750 | * access to the destination map. |
|
|
751 | * If we can't, don't fizzle. Simply warn player. |
|
|
752 | * This ensure player pays his mana for the spell |
|
|
753 | * because HE is responsible of forgotting. |
|
|
754 | * 'force' is the destination of the town portal, which we got |
|
|
755 | * from the players inventory above. |
|
|
756 | */ |
|
|
757 | |
|
|
758 | /* Ensure exit map is loaded */ |
|
|
759 | exitmap = maptile::find_sync (force->name); |
|
|
760 | |
|
|
761 | /* If we were unable to load (ex. random map deleted), warn player */ |
|
|
762 | if (!exitmap) |
|
|
763 | { |
|
|
764 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); |
|
|
765 | force->destroy (); |
|
|
766 | return 1; |
|
|
767 | } |
|
|
768 | |
|
|
769 | exitmap->load_sync (); |
|
|
770 | |
|
|
771 | op_level = caster_level (caster, spell); |
|
|
772 | if (op_level < 15) |
|
|
773 | snprintf (portal_message, 1024, |
|
|
774 | "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", |
|
|
775 | &op->name); |
|
|
776 | else if (op_level < 30) |
|
|
777 | snprintf (portal_message, 1024, |
|
|
778 | "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name); |
|
|
779 | else if (op_level < 60) |
|
|
780 | snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); |
|
|
781 | else |
|
|
782 | snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n", |
|
|
783 | &op->name); |
|
|
784 | |
|
|
785 | /* Create a portal in front of player |
|
|
786 | * dummy contain the portal and |
|
|
787 | * force contain the track to kill it later |
|
|
788 | */ |
|
|
789 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); |
|
|
790 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
791 | if (dummy == NULL) |
|
|
792 | { |
|
|
793 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
794 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
795 | return 0; |
|
|
796 | } |
|
|
797 | |
|
|
798 | EXIT_PATH (dummy) = force->name; |
|
|
799 | EXIT_X (dummy) = EXIT_X (force); |
|
|
800 | EXIT_Y (dummy) = EXIT_Y (force); |
|
|
801 | dummy->name = dummy->name_pl = portal_name; |
|
|
802 | dummy->msg = portal_message; |
|
|
803 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
804 | cast_create_obj (op, caster, dummy, 0); |
|
|
805 | |
|
|
806 | /* Now we need to to create a town portal marker inside the player |
|
|
807 | * object, so on future castings, we can know that he has an active |
|
|
808 | * town portal. |
|
|
809 | */ |
|
|
810 | object *tmp = get_archetype (spell->race); |
|
|
811 | |
|
|
812 | if (!tmp) |
|
|
813 | { |
|
|
814 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
815 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
816 | return 0; |
|
|
817 | } |
|
|
818 | |
|
|
819 | tmp->race = op->map->path; |
|
|
820 | tmp->name = portal_name; |
|
|
821 | EXIT_X (tmp) = dummy->x; |
|
|
822 | EXIT_Y (tmp) = dummy->y; |
|
|
823 | op->insert (tmp); |
|
|
824 | |
|
|
825 | /* Create a portal in the destination map |
|
|
826 | * dummy contain the portal and |
|
|
827 | * force the track to kill it later |
|
|
828 | * the 'force' variable still contains the 'reminder' of |
|
|
829 | * where this portal goes to. |
|
|
830 | */ |
|
|
831 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path); |
|
|
832 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
833 | if (dummy == NULL) |
|
|
834 | { |
|
|
835 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
836 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
837 | return 0; |
|
|
838 | } |
|
|
839 | |
|
|
840 | EXIT_PATH (dummy) = op->map->path; |
|
|
841 | EXIT_X (dummy) = op->x; |
|
|
842 | EXIT_Y (dummy) = op->y; |
|
|
843 | dummy->name = dummy->name_pl = portal_name; |
|
|
844 | dummy->msg = portal_message; |
|
|
845 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
846 | exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op); |
|
|
847 | |
|
|
848 | /* Now we create another town portal marker that |
|
|
849 | * points back to the one we just made |
|
|
850 | */ |
|
|
851 | tmp = get_archetype (spell->race); |
|
|
852 | if (tmp == NULL) |
|
|
853 | { |
|
|
854 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
855 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
856 | return 0; |
|
|
857 | } |
|
|
858 | |
|
|
859 | tmp->race = force->name; |
|
|
860 | tmp->name = portal_name; |
|
|
861 | EXIT_X (tmp) = dummy->x; |
|
|
862 | EXIT_Y (tmp) = dummy->y; |
|
|
863 | insert_ob_in_ob (tmp, op); |
|
|
864 | |
|
|
865 | /* Describe the player what happened |
|
|
866 | */ |
|
|
867 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); |
|
|
868 | force->destroy (); |
|
|
869 | |
618 | |
870 | return 1; |
619 | return 1; |
871 | } |
620 | } |
872 | |
621 | |
873 | /* This creates magic walls. Really, it can create most any object, |
622 | /* This creates magic walls. Really, it can create most any object, |
… | |
… | |
971 | 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); |
972 | return 0; |
721 | return 0; |
973 | } |
722 | } |
974 | |
723 | |
975 | /* 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 */ |
976 | if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
725 | if (tmp->other_arch && tmp->other_arch->type == SPELL) |
977 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
726 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
978 | |
727 | |
979 | /* This code causes the wall to extend some distance in |
728 | /* This code causes the wall to extend some distance in |
980 | * each direction, or until an obstruction is encountered. |
729 | * each direction, or until an obstruction is encountered. |
981 | * posblocked and negblocked help determine how far the |
730 | * posblocked and negblocked help determine how far the |
… | |
… | |
1001 | { |
750 | { |
1002 | object *tmp2 = tmp->clone (); |
751 | object *tmp2 = tmp->clone (); |
1003 | m->insert (tmp2, x, y, op); |
752 | m->insert (tmp2, x, y, op); |
1004 | |
753 | |
1005 | /* 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 */ |
1006 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
755 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1007 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
756 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1008 | |
757 | |
1009 | } |
758 | } |
1010 | else |
759 | else |
1011 | posblocked = 1; |
760 | posblocked = 1; |
… | |
… | |
1018 | ((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) |
1019 | { |
768 | { |
1020 | object *tmp2 = tmp->clone (); |
769 | object *tmp2 = tmp->clone (); |
1021 | m->insert (tmp2, x, y, op); |
770 | m->insert (tmp2, x, y, op); |
1022 | |
771 | |
1023 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
772 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1024 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
773 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1025 | } |
774 | } |
1026 | else |
775 | else |
1027 | negblocked = 1; |
776 | negblocked = 1; |
1028 | } |
777 | } |
… | |
… | |
1269 | } |
1018 | } |
1270 | |
1019 | |
1271 | return success; |
1020 | return success; |
1272 | } |
1021 | } |
1273 | |
1022 | |
1274 | |
|
|
1275 | /* 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 |
1276 | * 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 |
1277 | * good comments for those. |
1025 | * good comments for those. |
1278 | */ |
1026 | */ |
1279 | static const char *const no_gain_msgs[NUM_STATS] = { |
1027 | static const char *const no_gain_msgs[NUM_STATS] = { |
1280 | "You grow no stronger.", |
1028 | "You grow no stronger.", |
1281 | "You grow no more agile.", |
1029 | "You grow no more agile.", |
1282 | "You don't feel any healthier.", |
1030 | "You don't feel any healthier.", |
1283 | "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." |
1284 | "You are no easier to look at.", |
1034 | "You are no easier to look at.", |
1285 | "no int", |
|
|
1286 | "no pow" |
|
|
1287 | }; |
1035 | }; |
1288 | |
1036 | |
1289 | int |
1037 | int |
1290 | 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) |
1291 | { |
1039 | { |
… | |
… | |
1342 | } |
1090 | } |
1343 | else |
1091 | else |
1344 | { |
1092 | { |
1345 | 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."); |
1346 | } |
1094 | } |
|
|
1095 | |
1347 | return 1; |
1096 | return 1; |
1348 | } |
1097 | } |
|
|
1098 | |
1349 | 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; |
1350 | force->speed = 1.0; |
1100 | force->speed = 1.0; |
1351 | force->speed_left = -1.0; |
1101 | force->speed_left = -1.0; |
1352 | SET_FLAG (force, FLAG_APPLIED); |
1102 | SET_FLAG (force, FLAG_APPLIED); |
1353 | |
1103 | |
… | |
… | |
1359 | 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); |
1360 | if (force->resist[i] > 100) |
1110 | if (force->resist[i] > 100) |
1361 | force->resist[i] = 100; |
1111 | force->resist[i] = 100; |
1362 | } |
1112 | } |
1363 | } |
1113 | } |
|
|
1114 | |
1364 | if (spell_ob->stats.hp) |
1115 | if (spell_ob->stats.hp) |
1365 | 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); |
1366 | |
1117 | |
1367 | if (tmp->type == PLAYER) |
1118 | if (tmp->type == PLAYER) |
1368 | { |
1119 | { |
1369 | /* Stat adjustment spells */ |
1120 | /* Stat adjustment spells */ |
1370 | for (i = 0; i < NUM_STATS; i++) |
1121 | for (i = 0; i < NUM_STATS; i++) |
1371 | { |
1122 | { |
1372 | sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; |
1123 | if (sint8 stat = spell_ob->stats.stat (i)) |
1373 | |
|
|
1374 | if (stat) |
|
|
1375 | { |
1124 | { |
1376 | sm = 0; |
1125 | sint8 sm = 0; |
1377 | for (k = 0; k < stat; k++) |
1126 | for (sint8 k = 0; k < stat; k++) |
1378 | sm += rndm (1, 3); |
1127 | sm += rndm (1, 3); |
1379 | |
1128 | |
1380 | if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) |
1129 | if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1381 | { |
1130 | sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1382 | sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); |
1131 | |
1383 | if (sm < 0) |
1132 | force->stats.stat (i) = sm; |
1384 | sm = 0; |
1133 | |
1385 | } |
|
|
1386 | set_attr_value (&force->stats, i, sm); |
|
|
1387 | if (!sm) |
1134 | if (!sm) |
1388 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1135 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1389 | } |
1136 | } |
1390 | } |
1137 | } |
1391 | } |
1138 | } |
… | |
… | |
1412 | force->attacktype = spell_ob->attacktype; |
1159 | force->attacktype = spell_ob->attacktype; |
1413 | |
1160 | |
1414 | insert_ob_in_ob (force, tmp); |
1161 | insert_ob_in_ob (force, tmp); |
1415 | change_abil (tmp, force); /* Mostly to display any messages */ |
1162 | change_abil (tmp, force); /* Mostly to display any messages */ |
1416 | tmp->update_stats (); |
1163 | tmp->update_stats (); |
|
|
1164 | |
1417 | return 1; |
1165 | return 1; |
1418 | } |
1166 | } |
1419 | |
1167 | |
1420 | /* 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 |
1421 | * 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 |
1422 | * of the caster. |
1170 | * of the caster. |
1423 | */ |
1171 | */ |
1424 | |
|
|
1425 | int |
1172 | int |
1426 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1173 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1427 | { |
1174 | { |
1428 | int i; |
1175 | int i; |
1429 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
1176 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
… | |
… | |
1763 | { |
1510 | { |
1764 | identify (tmp); |
1511 | identify (tmp); |
1765 | |
1512 | |
1766 | if (op->type == PLAYER) |
1513 | if (op->type == PLAYER) |
1767 | { |
1514 | { |
1768 | 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)); |
1769 | |
1516 | |
1770 | if (tmp->msg) |
1517 | if (tmp->msg) |
1771 | { |
1518 | { |
1772 | 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:"); |
1773 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1520 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
1785 | * 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 |
1786 | * was not fully used. |
1533 | * was not fully used. |
1787 | */ |
1534 | */ |
1788 | if (num_ident) |
1535 | if (num_ident) |
1789 | { |
1536 | { |
1790 | 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) |
1791 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1538 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1792 | { |
1539 | { |
1793 | identify (tmp); |
1540 | identify (tmp); |
1794 | |
1541 | |
1795 | if (op->type == PLAYER) |
1542 | if (op->type == PLAYER) |
1796 | { |
1543 | { |
1797 | 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)); |
1798 | |
1545 | |
1799 | if (tmp->msg) |
1546 | if (tmp->msg) |
1800 | { |
1547 | { |
1801 | 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:"); |
1802 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1549 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
2152 | /* Basically, if the object is magical and not counterspell, |
1899 | /* Basically, if the object is magical and not counterspell, |
2153 | * we will more or less remove the object. Don't counterspell |
1900 | * we will more or less remove the object. Don't counterspell |
2154 | * monsters either. |
1901 | * monsters either. |
2155 | */ |
1902 | */ |
2156 | |
1903 | |
2157 | if (head->attacktype & AT_MAGIC && |
1904 | if (head->attacktype & AT_MAGIC |
2158 | !(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)) |
2159 | head->destroy (); |
1908 | head->destroy (); |
2160 | else |
1909 | else |
2161 | switch (head->type) |
1910 | switch (head->type) |
2162 | { |
1911 | { |
2163 | 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 | |
2164 | if (op->level > head->level) |
1918 | if (op->level > head->level) |
2165 | head->destroy (); |
1919 | head->destroy (); |
2166 | |
1920 | |
2167 | break; |
1921 | break; |
2168 | |
1922 | |
… | |
… | |
2235 | * 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, |
2236 | * 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 |
2237 | * 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 |
2238 | * player checks. MSW 2003-01-06 |
1992 | * player checks. MSW 2003-01-06 |
2239 | */ |
1993 | */ |
2240 | |
|
|
2241 | int |
1994 | int |
2242 | animate_weapon (object *op, object *caster, object *spell, int dir) |
1995 | animate_weapon (object *op, object *caster, object *spell, int dir) |
2243 | { |
1996 | { |
2244 | object *weapon, *tmp; |
1997 | object *weapon, *tmp; |
2245 | char buf[MAX_BUF]; |
1998 | char buf[MAX_BUF]; |
… | |
… | |
2257 | /* exit if it's not a player using this spell. */ |
2010 | /* exit if it's not a player using this spell. */ |
2258 | if (op->type != PLAYER) |
2011 | if (op->type != PLAYER) |
2259 | return 0; |
2012 | return 0; |
2260 | |
2013 | |
2261 | /* if player already has a golem, abort */ |
2014 | /* if player already has a golem, abort */ |
2262 | if (op->contr->ranges[range_golem]) |
2015 | if (object *golem = op->contr->golem) |
2263 | { |
2016 | { |
2264 | control_golem (op->contr->ranges[range_golem], dir); |
2017 | control_golem (golem, dir); |
2265 | return 0; |
2018 | return 0; |
2266 | } |
2019 | } |
2267 | |
2020 | |
2268 | /* if no direction specified, pick one */ |
2021 | /* if no direction specified, pick one */ |
2269 | if (!dir) |
2022 | if (!dir) |
… | |
… | |
2273 | x = op->x + freearr_x[dir]; |
2026 | x = op->x + freearr_x[dir]; |
2274 | y = op->y + freearr_y[dir]; |
2027 | y = op->y + freearr_y[dir]; |
2275 | |
2028 | |
2276 | /* if there's no place to put the golem, abort */ |
2029 | /* if there's no place to put the golem, abort */ |
2277 | 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) || |
2278 | ((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)) |
2279 | { |
2032 | { |
2280 | 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."); |
2281 | return 0; |
2034 | return 0; |
2282 | } |
2035 | } |
2283 | |
2036 | |
… | |
… | |
2287 | if (!weapon) |
2040 | if (!weapon) |
2288 | { |
2041 | { |
2289 | 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!"); |
2290 | return 0; |
2043 | return 0; |
2291 | } |
2044 | } |
2292 | if (spell->race && strcmp (weapon->arch->name, spell->race)) |
2045 | if (spell->race && strcmp (weapon->arch->archname, spell->race)) |
2293 | { |
2046 | { |
2294 | 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."); |
2295 | return 0; |
2048 | return 0; |
2296 | } |
2049 | } |
2297 | if (weapon->type != WEAPON) |
2050 | if (weapon->type != WEAPON) |
… | |
… | |
2319 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2072 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2320 | tmp->stats.exp = 0; |
2073 | tmp->stats.exp = 0; |
2321 | add_friendly_object (tmp); |
2074 | add_friendly_object (tmp); |
2322 | tmp->type = GOLEM; |
2075 | tmp->type = GOLEM; |
2323 | tmp->set_owner (op); |
2076 | tmp->set_owner (op); |
|
|
2077 | op->contr->golem = tmp; |
2324 | set_spell_skill (op, caster, spell, tmp); |
2078 | set_spell_skill (op, caster, spell, tmp); |
2325 | op->contr->ranges[range_golem] = tmp; |
|
|
2326 | op->contr->shoottype = range_golem; |
|
|
2327 | |
2079 | |
2328 | /* 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 |
2329 | * 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 |
2330 | * used above. |
2082 | * used above. |
2331 | */ |
2083 | */ |
2332 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2084 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2333 | weapon->remove (); |
2085 | weapon->remove (); |
|
|
2086 | |
2334 | insert_ob_in_ob (weapon, tmp); |
2087 | insert_ob_in_ob (weapon, tmp); |
2335 | esrv_send_item (op, weapon); |
2088 | esrv_send_item (op, weapon); |
2336 | /* 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, |
2337 | * 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 |
2338 | * body_info, skills, etc) |
2091 | * body_info, skills, etc) |