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 (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
|
|
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <object.h> |
25 | #include <object.h> |
26 | #include <living.h> |
26 | #include <living.h> |
27 | #ifndef __CEXTRACT__ |
|
|
28 | # include <sproto.h> |
27 | #include <sproto.h> |
29 | #endif |
|
|
30 | #include <spells.h> |
28 | #include <spells.h> |
31 | #include <sounds.h> |
29 | #include <sounds.h> |
32 | |
30 | |
33 | /* cast_magic_storm: This is really used mostly for spell |
31 | /* cast_magic_storm: This is really used mostly for spell |
34 | * fumbles at the like. tmp is the object to propogate. |
32 | * fumbles at the like. tmp is the object to propogate. |
… | |
… | |
37 | void |
35 | void |
38 | cast_magic_storm (object *op, object *tmp, int lvl) |
36 | cast_magic_storm (object *op, object *tmp, int lvl) |
39 | { |
37 | { |
40 | if (!tmp) |
38 | if (!tmp) |
41 | return; /* error */ |
39 | return; /* error */ |
|
|
40 | |
42 | tmp->level = op->level; |
41 | tmp->level = op->level; |
43 | tmp->x = op->x; |
|
|
44 | tmp->y = op->y; |
|
|
45 | tmp->range += lvl / 5; /* increase the area of destruction */ |
42 | tmp->range += lvl / 5; /* increase the area of destruction */ |
46 | tmp->duration += lvl / 5; |
43 | tmp->duration += lvl / 5; |
47 | |
44 | |
48 | /* Put a cap on duration for this - if the player fails in their |
45 | /* Put a cap on duration for this - if the player fails in their |
49 | * apartment, don't want it to go on so long that it kills them |
46 | * apartment, don't want it to go on so long that it kills them |
50 | * multiple times. Also, damge already increases with level, |
47 | * multiple times. Also, damge already increases with level, |
51 | * so don't really need to increase the duration as much either. |
48 | * so don't really need to increase the duration as much either. |
52 | */ |
49 | */ |
53 | if (tmp->duration >= 40) |
50 | if (tmp->duration >= 40) |
54 | tmp->duration = 40; |
51 | tmp->duration = 40; |
|
|
52 | |
55 | tmp->stats.dam = lvl; /* nasty recoils! */ |
53 | tmp->stats.dam = lvl; /* nasty recoils! */ |
56 | tmp->stats.maxhp = tmp->count; /* tract single parent */ |
54 | tmp->stats.maxhp = tmp->count; /* tract single parent */ |
57 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
58 | |
55 | |
|
|
56 | tmp->insert_at (op, op); |
59 | } |
57 | } |
60 | |
|
|
61 | |
58 | |
62 | int |
59 | int |
63 | recharge (object *op, object *caster, object *spell_ob) |
60 | recharge (object *op, object *caster, object *spell_ob) |
64 | { |
61 | { |
65 | object *wand, *tmp; |
62 | object *wand, *tmp; |
… | |
… | |
72 | return 0; |
69 | return 0; |
73 | } |
70 | } |
74 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
71 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
75 | { |
72 | { |
76 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); |
73 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); |
77 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); |
74 | op->play_sound (sound_find ("ob_explode")); |
78 | esrv_del_item (op->contr, wand->count); |
75 | esrv_del_item (op->contr, wand->count); |
79 | wand->destroy (); |
76 | wand->destroy (); |
80 | tmp = get_archetype ("fireball"); |
77 | tmp = get_archetype ("fireball"); |
81 | tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
78 | tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
|
|
79 | |
82 | if (!tmp->stats.dam) |
80 | if (!tmp->stats.dam) |
83 | tmp->stats.dam = 1; |
81 | tmp->stats.dam = 1; |
|
|
82 | |
84 | tmp->stats.hp = tmp->stats.dam / 2; |
83 | tmp->stats.hp = tmp->stats.dam / 2; |
|
|
84 | |
85 | if (tmp->stats.hp < 2) |
85 | if (tmp->stats.hp < 2) |
86 | tmp->stats.hp = 2; |
86 | tmp->stats.hp = 2; |
87 | tmp->x = op->x; |
87 | |
88 | tmp->y = op->y; |
88 | tmp->insert_at (op); |
89 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
90 | return 1; |
89 | return 1; |
91 | } |
90 | } |
92 | |
91 | |
93 | ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); |
92 | ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); |
|
|
93 | |
94 | if (wand->inv && wand->inv->level) |
94 | if (wand->inv && wand->inv->level) |
95 | ncharges /= wand->inv->level; |
95 | ncharges /= wand->inv->level; |
96 | else |
96 | else |
97 | { |
97 | { |
98 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); |
98 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); |
99 | return 0; |
99 | return 0; |
100 | } |
100 | } |
|
|
101 | |
101 | if (!ncharges) |
102 | if (!ncharges) |
102 | ncharges = 1; |
103 | ncharges = 1; |
103 | |
104 | |
104 | wand->stats.food += ncharges; |
105 | wand->stats.food += ncharges; |
105 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); |
106 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); |
|
|
107 | |
106 | if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) |
108 | if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) |
107 | { |
109 | { |
108 | SET_FLAG (wand, FLAG_ANIMATE); |
110 | SET_FLAG (wand, FLAG_ANIMATE); |
109 | wand->set_speed (wand->arch->clone.speed); |
111 | wand->set_speed (wand->arch->speed); |
110 | } |
112 | } |
111 | |
113 | |
112 | return 1; |
114 | return 1; |
113 | } |
115 | } |
114 | |
116 | |
… | |
… | |
120 | * great a plus, the default is used. |
122 | * great a plus, the default is used. |
121 | * The # of arrows created also goes up with level, so if a 30th level mage |
123 | * The # of arrows created also goes up with level, so if a 30th level mage |
122 | * wants LOTS of arrows, and doesn't care what the plus is he could |
124 | * wants LOTS of arrows, and doesn't care what the plus is he could |
123 | * create nonnmagic arrows, or even -1, etc... |
125 | * create nonnmagic arrows, or even -1, etc... |
124 | */ |
126 | */ |
125 | |
|
|
126 | int |
127 | int |
127 | cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) |
128 | cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) |
128 | { |
129 | { |
129 | int missile_plus = 0, bonus_plus = 0; |
130 | int missile_plus = 0, bonus_plus = 0; |
130 | const char *missile_name; |
131 | const char *missile_name; |
… | |
… | |
151 | /* If it starts with a letter, presume it is a description */ |
152 | /* If it starts with a letter, presume it is a description */ |
152 | if (isalpha (*stringarg)) |
153 | if (isalpha (*stringarg)) |
153 | { |
154 | { |
154 | artifact *al = find_artifactlist (missile->type)->items; |
155 | artifact *al = find_artifactlist (missile->type)->items; |
155 | |
156 | |
156 | for (; al != NULL; al = al->next) |
157 | for (; al; al = al->next) |
157 | if (!strcasecmp (al->item->name, stringarg)) |
158 | if (!strcasecmp (al->item->name, stringarg)) |
158 | break; |
159 | break; |
159 | |
160 | |
160 | if (!al) |
161 | if (!al) |
161 | { |
162 | { |
… | |
… | |
221 | if (stringarg) |
222 | if (stringarg) |
222 | { |
223 | { |
223 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
224 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
224 | if (at == NULL) |
225 | if (at == NULL) |
225 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
226 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
226 | if (at == NULL || at->clone.stats.food > food_value) |
227 | if (at == NULL || at->stats.food > food_value) |
227 | stringarg = NULL; |
228 | stringarg = NULL; |
228 | } |
229 | } |
229 | |
230 | |
230 | if (!stringarg) |
231 | if (!stringarg) |
231 | { |
232 | { |
… | |
… | |
237 | * We don't use flesh types because the weight values of those need |
238 | * We don't use flesh types because the weight values of those need |
238 | * to be altered from the donor. |
239 | * to be altered from the donor. |
239 | */ |
240 | */ |
240 | |
241 | |
241 | /* We assume the food items don't have multiple parts */ |
242 | /* We assume the food items don't have multiple parts */ |
242 | for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) |
243 | for_all_archetypes (at_tmp) |
243 | { |
244 | { |
244 | if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) |
245 | if (at_tmp->type == FOOD || at_tmp->type == DRINK) |
245 | { |
246 | { |
246 | /* Basically, if the food value is something that is creatable |
247 | /* Basically, if the food value is something that is creatable |
247 | * under the limits of the spell and it is higher than |
248 | * under the limits of the spell and it is higher than |
248 | * the item we have now, take it instead. |
249 | * the item we have now, take it instead. |
249 | */ |
250 | */ |
250 | if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) |
251 | if (at_tmp->stats.food <= food_value |
|
|
252 | && (!at |
|
|
253 | || at_tmp->stats.food > at->stats.food |
|
|
254 | || (at_tmp->stats.food == at->stats.food |
|
|
255 | && at_tmp->weight < at->weight))) |
251 | at = at_tmp; |
256 | at = at_tmp; |
252 | } |
257 | } |
253 | } |
258 | } |
254 | } |
259 | } |
|
|
260 | |
255 | /* Pretty unlikely (there are some very low food items), but you never |
261 | /* Pretty unlikely (there are some very low food items), but you never |
256 | * know |
262 | * know |
257 | */ |
263 | */ |
258 | if (!at) |
264 | if (!at) |
259 | { |
265 | { |
260 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); |
266 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); |
261 | return 0; |
267 | return 0; |
262 | } |
268 | } |
263 | |
269 | |
264 | food_value /= at->clone.stats.food; |
270 | food_value /= at->stats.food; |
265 | new_op = arch_to_object (at); |
271 | new_op = arch_to_object (at); |
266 | new_op->nrof = food_value; |
272 | new_op->nrof = food_value; |
267 | |
273 | |
268 | new_op->value = 0; |
274 | new_op->value = 0; |
269 | if (new_op->nrof < 1) |
275 | if (new_op->nrof < 1) |
… | |
… | |
284 | if (!dir) |
290 | if (!dir) |
285 | { |
291 | { |
286 | examine_monster (op, op); |
292 | examine_monster (op, op); |
287 | return 1; |
293 | return 1; |
288 | } |
294 | } |
|
|
295 | |
289 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
296 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
290 | for (r = 1; r < maxrange; r++) |
297 | for (r = 1; r < maxrange; r++) |
291 | { |
298 | { |
292 | sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; |
299 | sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; |
293 | |
300 | |
… | |
… | |
313 | examine_monster (op, tmp); |
320 | examine_monster (op, tmp); |
314 | return 1; |
321 | return 1; |
315 | } |
322 | } |
316 | } |
323 | } |
317 | } |
324 | } |
|
|
325 | |
318 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
326 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
319 | return 1; |
327 | return 1; |
320 | } |
328 | } |
321 | |
|
|
322 | |
329 | |
323 | /* This checks to see if 'pl' is invisible to 'mon'. |
330 | /* This checks to see if 'pl' is invisible to 'mon'. |
324 | * does race check, undead check, etc |
331 | * does race check, undead check, etc |
325 | * Returns TRUE if mon can't see pl, false |
332 | * Returns TRUE if mon can't see pl, false |
326 | * otherwise. This doesn't check range, walls, etc. It |
333 | * otherwise. This doesn't check range, walls, etc. It |
… | |
… | |
370 | * normal applies. |
377 | * normal applies. |
371 | */ |
378 | */ |
372 | int |
379 | int |
373 | cast_invisible (object *op, object *caster, object *spell_ob) |
380 | cast_invisible (object *op, object *caster, object *spell_ob) |
374 | { |
381 | { |
375 | object *tmp; |
|
|
376 | |
|
|
377 | if (op->invisible > 1000) |
382 | if (op->invisible > 1000) |
378 | { |
383 | { |
379 | 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"); |
380 | return 0; |
385 | return 0; |
381 | } |
386 | } |
… | |
… | |
397 | else |
402 | else |
398 | op->contr->tmp_invis = 1; |
403 | op->contr->tmp_invis = 1; |
399 | |
404 | |
400 | op->contr->hidden = 0; |
405 | op->contr->hidden = 0; |
401 | } |
406 | } |
|
|
407 | |
402 | if (makes_invisible_to (op, op)) |
408 | if (makes_invisible_to (op, op)) |
403 | 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!"); |
404 | else |
410 | else |
405 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
411 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
406 | |
412 | |
407 | update_object (op, UP_OBJ_FACE); |
413 | update_object (op, UP_OBJ_CHANGE); |
408 | |
414 | |
409 | /* Only search the active objects - only these should actually do |
415 | /* Only search the active objects - only these should actually do |
410 | * harm to the player. |
416 | * harm to the player. |
411 | */ |
417 | */ |
412 | for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) |
418 | for_all_actives (tmp) |
413 | if (tmp->enemy == op) |
419 | if (tmp->enemy == op) |
414 | tmp->enemy = NULL; |
420 | tmp->enemy = 0; |
|
|
421 | |
415 | return 1; |
422 | return 1; |
416 | } |
423 | } |
417 | |
424 | |
418 | /* earth to dust spell. Basically destroys earthwalls in the area. |
425 | /* earth to dust spell. Basically destroys earthwalls in the area. |
419 | */ |
426 | */ |
… | |
… | |
447 | next = tmp->above; |
454 | next = tmp->above; |
448 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
455 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
449 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
456 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
450 | } |
457 | } |
451 | } |
458 | } |
|
|
459 | |
452 | return 1; |
460 | return 1; |
453 | } |
461 | } |
454 | |
|
|
455 | |
462 | |
456 | void |
463 | void |
457 | execute_word_of_recall (object *op) |
464 | execute_word_of_recall (object *op) |
458 | { |
465 | { |
459 | object *wor = op; |
466 | if (object *pl = op->in_player ()) |
460 | |
467 | { |
461 | while (op != NULL && op->type != PLAYER) |
468 | if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) |
462 | op = op->env; |
|
|
463 | |
|
|
464 | if (op != NULL && op->map) |
|
|
465 | if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) |
|
|
466 | new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); |
469 | new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); |
467 | else |
470 | else |
|
|
471 | { |
|
|
472 | // remove first so we do not call update_stats |
|
|
473 | op->remove (); |
468 | enter_exit (op, wor); |
474 | pl->enter_exit (op); |
|
|
475 | } |
|
|
476 | } |
469 | |
477 | |
470 | wor->destroy (); |
478 | op->destroy (); |
471 | } |
479 | } |
472 | |
480 | |
473 | /* Word of recall causes the player to return 'home'. |
481 | /* Word of recall causes the player to return 'home'. |
474 | * we put a force into the player object, so that there is a |
482 | * we put a force into the player object, so that there is a |
475 | * time delay effect. |
483 | * time delay effect. |
… | |
… | |
494 | { |
502 | { |
495 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
503 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
496 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
504 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
497 | return 0; |
505 | return 0; |
498 | } |
506 | } |
|
|
507 | |
499 | time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
508 | time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
500 | if (time < 1) |
509 | if (time < 1) |
501 | time = 1; |
510 | time = 1; |
502 | |
511 | |
503 | /* value of speed really doesn't make much difference, as long as it is |
512 | /* value of speed really doesn't make much difference, as long as it is |
… | |
… | |
511 | |
520 | |
512 | /* If we could take advantage of enter_player_savebed() here, it would be |
521 | /* If we could take advantage of enter_player_savebed() here, it would be |
513 | * nice, but until the map load fails, we can't. |
522 | * nice, but until the map load fails, we can't. |
514 | */ |
523 | */ |
515 | EXIT_PATH (dummy) = op->contr->savebed_map; |
524 | EXIT_PATH (dummy) = op->contr->savebed_map; |
516 | EXIT_X (dummy) = op->contr->bed_x; |
525 | EXIT_X (dummy) = op->contr->bed_x; |
517 | EXIT_Y (dummy) = op->contr->bed_y; |
526 | EXIT_Y (dummy) = op->contr->bed_y; |
518 | |
527 | |
519 | (void) insert_ob_in_ob (dummy, op); |
528 | op->insert (dummy); |
|
|
529 | |
520 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
530 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
|
|
531 | |
521 | return 1; |
532 | return 1; |
522 | } |
533 | } |
523 | |
534 | |
524 | /* cast_wonder |
535 | /* cast_wonder |
525 | * wonder is really just a spell that will likely cast another |
536 | * wonder is really just a spell that will likely cast another |
… | |
… | |
558 | } |
569 | } |
559 | |
570 | |
560 | int |
571 | int |
561 | perceive_self (object *op) |
572 | perceive_self (object *op) |
562 | { |
573 | { |
563 | char *cp = describe_item (op, op), buf[MAX_BUF]; |
574 | const char *cp = describe_item (op, op); |
564 | archetype *at = archetype::find (ARCH_DEPLETION); |
575 | archetype *at = archetype::find (ARCH_DEPLETION); |
565 | object *tmp; |
|
|
566 | int i; |
|
|
567 | |
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 | |
568 | tmp = find_god (determine_god (op)); |
583 | if (object *god = find_god (determine_god (op))) |
569 | if (tmp) |
584 | buf << "You worship " << &god->name << ".\n"; |
570 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name); |
|
|
571 | else |
585 | else |
572 | new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); |
586 | buf << "You worship no god.\n"; |
573 | |
587 | |
574 | tmp = present_arch_in_ob (at, op); |
588 | object *tmp = present_arch_in_ob (at, op); |
575 | |
589 | |
576 | if (*cp == '\0' && tmp == NULL) |
590 | if (*cp == '\0' && tmp == NULL) |
577 | new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); |
591 | buf << "You feel very mundane. "; |
578 | else |
592 | else |
579 | { |
593 | { |
580 | new_draw_info (NDI_UNIQUE, 0, op, "You have:"); |
594 | buf << "You have: " << cp << ".\n"; |
581 | new_draw_info (NDI_UNIQUE, 0, op, cp); |
595 | |
582 | if (tmp != NULL) |
596 | if (tmp) |
583 | { |
|
|
584 | for (i = 0; i < NUM_STATS; i++) |
597 | for (int i = 0; i < NUM_STATS; i++) |
585 | { |
598 | if (tmp->stats.stat (i) < 0) |
586 | if (get_attr_value (&tmp->stats, i) < 0) |
599 | buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); |
587 | { |
|
|
588 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); |
|
|
589 | } |
|
|
590 | } |
|
|
591 | } |
|
|
592 | } |
600 | } |
593 | |
601 | |
594 | if (is_dragon_pl (op)) |
602 | if (is_dragon_pl (op)) |
595 | { |
|
|
596 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
603 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
597 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
604 | for (tmp = op->inv; tmp; tmp = tmp->below) |
598 | { |
605 | { |
599 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
606 | if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) |
600 | { |
607 | { |
601 | if (tmp->stats.exp == 0) |
608 | if (tmp->stats.exp == 0) |
602 | { |
|
|
603 | sprintf (buf, "Your metabolism isn't focused on anything."); |
609 | buf << "Your metabolism isn't focused on anything.\n"; |
604 | } |
|
|
605 | else |
610 | else |
606 | { |
|
|
607 | 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"; |
608 | } |
612 | |
609 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
610 | break; |
613 | break; |
611 | } |
614 | } |
612 | } |
615 | } |
613 | } |
|
|
614 | return 1; |
|
|
615 | } |
|
|
616 | |
616 | |
617 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
617 | buf << '\0'; // zero-terminate |
618 | * |
|
|
619 | * This function cast the spell of town portal for op |
|
|
620 | * |
|
|
621 | * The spell operates in two passes. During the first one a place |
|
|
622 | * is marked as a destination for the portal. During the second one, |
|
|
623 | * 2 portals are created, one in the position the player cast it and |
|
|
624 | * one in the destination place. The portal are synchronized and 2 forces |
|
|
625 | * are inserted in the player to destruct the portal next time player |
|
|
626 | * creates a new portal pair. |
|
|
627 | * This spell has a side effect that it allows people to meet each other |
|
|
628 | * in a permanent, private, appartements by making a town portal from it |
|
|
629 | * to the town or another public place. So, check if the map is unique and if |
|
|
630 | * so return an error |
|
|
631 | * |
|
|
632 | * Code by Tchize (david.delbecq@usa.net) |
|
|
633 | */ |
|
|
634 | int |
|
|
635 | cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
|
|
636 | { |
|
|
637 | object *dummy, *force, *old_force, *tmp; |
|
|
638 | archetype *perm_portal; |
|
|
639 | char portal_name[1024], portal_message[1024]; |
|
|
640 | sint16 exitx, exity; |
|
|
641 | maptile *exitmap; |
|
|
642 | int op_level; |
|
|
643 | |
618 | |
644 | /* Check to see if the map the player is currently on is a per player unique |
619 | new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ()); |
645 | * map. This can be determined in that per player unique maps have the |
|
|
646 | * full pathname listed. |
|
|
647 | */ |
|
|
648 | if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE) |
|
|
649 | { |
|
|
650 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n"); |
|
|
651 | return 0; |
|
|
652 | } |
|
|
653 | |
|
|
654 | /* The first thing to do is to check if we have a marked destination |
|
|
655 | * dummy is used to make a check inventory for the force |
|
|
656 | */ |
|
|
657 | dummy = arch_to_object (spell->other_arch); |
|
|
658 | if (dummy == NULL) |
|
|
659 | { |
|
|
660 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
661 | LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name); |
|
|
662 | return 0; |
|
|
663 | } |
|
|
664 | |
|
|
665 | force = check_inv_recursive (op, dummy); |
|
|
666 | |
|
|
667 | if (force == NULL) |
|
|
668 | { |
|
|
669 | /* Here we know there is no destination marked up. |
|
|
670 | * We have 2 things to do: |
|
|
671 | * 1. Mark the destination in the player inventory. |
|
|
672 | * 2. Let the player know it worked. |
|
|
673 | */ |
|
|
674 | dummy->name = op->map->path; |
|
|
675 | EXIT_X (dummy) = op->x; |
|
|
676 | EXIT_Y (dummy) = op->y; |
|
|
677 | insert_ob_in_ob (dummy, op); |
|
|
678 | 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."); |
|
|
679 | return 1; |
|
|
680 | } |
|
|
681 | |
|
|
682 | dummy->destroy (); |
|
|
683 | |
|
|
684 | /* Here we know where the town portal should go to |
|
|
685 | * We should kill any existing portal associated with the player. |
|
|
686 | * Than we should create the 2 portals. |
|
|
687 | * For each of them, we need: |
|
|
688 | * - To create the portal with the name of the player+destination map |
|
|
689 | * - set the owner of the town portal |
|
|
690 | * - To mark the position of the portal in the player's inventory |
|
|
691 | * for easier destruction. |
|
|
692 | * |
|
|
693 | * The mark works has follow: |
|
|
694 | * slaying: Existing town portal |
|
|
695 | * hp, sp : x & y of the associated portal |
|
|
696 | * name : name of the portal |
|
|
697 | * race : map the portal is in |
|
|
698 | */ |
|
|
699 | |
|
|
700 | /* First step: killing existing town portals */ |
|
|
701 | dummy = get_archetype (spell->race); |
|
|
702 | if (dummy == NULL) |
|
|
703 | { |
|
|
704 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
705 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
706 | return 0; |
|
|
707 | } |
|
|
708 | |
|
|
709 | perm_portal = archetype::find (spell->slaying); |
|
|
710 | |
|
|
711 | /* To kill a town portal, we go trough the player's inventory, |
|
|
712 | * for each marked portal in player's inventory, |
|
|
713 | * -We try load the associated map (if impossible, consider the portal destructed) |
|
|
714 | * -We find any portal in the specified location. |
|
|
715 | * If it has the good name, we destruct it. |
|
|
716 | * -We destruct the force indicating that portal. |
|
|
717 | */ |
|
|
718 | while ((old_force = check_inv_recursive (op, dummy))) |
|
|
719 | { |
|
|
720 | exitx = EXIT_X (old_force); |
|
|
721 | exity = EXIT_Y (old_force); |
|
|
722 | LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity); |
|
|
723 | |
|
|
724 | if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir))) |
|
|
725 | exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE); |
|
|
726 | else |
|
|
727 | exitmap = ready_map_name (old_force->race, 0); |
|
|
728 | |
|
|
729 | if (exitmap) |
|
|
730 | { |
|
|
731 | tmp = present_arch (perm_portal, exitmap, exitx, exity); |
|
|
732 | while (tmp) |
|
|
733 | { |
|
|
734 | if (tmp->name == old_force->name) |
|
|
735 | { |
|
|
736 | tmp->destroy (); |
|
|
737 | break; |
|
|
738 | } |
|
|
739 | |
|
|
740 | tmp = tmp->above; |
|
|
741 | } |
|
|
742 | } |
|
|
743 | |
|
|
744 | old_force->destroy (); |
|
|
745 | LOG (llevDebug, "\n"); |
|
|
746 | } |
|
|
747 | |
|
|
748 | dummy->destroy (); |
|
|
749 | |
|
|
750 | /* Creating the portals. |
|
|
751 | * The very first thing to do is to ensure |
|
|
752 | * access to the destination map. |
|
|
753 | * If we can't, don't fizzle. Simply warn player. |
|
|
754 | * This ensure player pays his mana for the spell |
|
|
755 | * because HE is responsible of forgotting. |
|
|
756 | * 'force' is the destination of the town portal, which we got |
|
|
757 | * from the players inventory above. |
|
|
758 | */ |
|
|
759 | |
|
|
760 | /* Ensure exit map is loaded */ |
|
|
761 | if (!strncmp (force->name, settings.localdir, strlen (settings.localdir))) |
|
|
762 | exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE); |
|
|
763 | else |
|
|
764 | exitmap = ready_map_name (force->name, 0); |
|
|
765 | |
|
|
766 | /* If we were unable to load (ex. random map deleted), warn player */ |
|
|
767 | if (exitmap == NULL) |
|
|
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 | op_level = caster_level (caster, spell); |
|
|
775 | if (op_level < 15) |
|
|
776 | snprintf (portal_message, 1024, |
|
|
777 | "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", |
|
|
778 | &op->name); |
|
|
779 | else if (op_level < 30) |
|
|
780 | snprintf (portal_message, 1024, |
|
|
781 | "\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); |
|
|
782 | else if (op_level < 60) |
|
|
783 | snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); |
|
|
784 | else |
|
|
785 | snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n", |
|
|
786 | &op->name); |
|
|
787 | |
|
|
788 | /* Create a portal in front of player |
|
|
789 | * dummy contain the portal and |
|
|
790 | * force contain the track to kill it later |
|
|
791 | */ |
|
|
792 | |
|
|
793 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); |
|
|
794 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
795 | if (dummy == NULL) |
|
|
796 | { |
|
|
797 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
798 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
799 | return 0; |
|
|
800 | } |
|
|
801 | |
|
|
802 | EXIT_PATH (dummy) = force->name; |
|
|
803 | EXIT_X (dummy) = EXIT_X (force); |
|
|
804 | EXIT_Y (dummy) = EXIT_Y (force); |
|
|
805 | dummy->name = dummy->name_pl = portal_name; |
|
|
806 | dummy->msg = portal_message; |
|
|
807 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
808 | cast_create_obj (op, caster, dummy, 0); |
|
|
809 | |
|
|
810 | /* Now we need to to create a town portal marker inside the player |
|
|
811 | * object, so on future castings, we can know that he has an active |
|
|
812 | * town portal. |
|
|
813 | */ |
|
|
814 | tmp = get_archetype (spell->race); |
|
|
815 | if (tmp == NULL) |
|
|
816 | { |
|
|
817 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
818 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
819 | return 0; |
|
|
820 | } |
|
|
821 | |
|
|
822 | tmp->race = op->map->path; |
|
|
823 | tmp->name = portal_name; |
|
|
824 | EXIT_X (tmp) = dummy->x; |
|
|
825 | EXIT_Y (tmp) = dummy->y; |
|
|
826 | insert_ob_in_ob (tmp, op); |
|
|
827 | |
|
|
828 | /* Create a portal in the destination map |
|
|
829 | * dummy contain the portal and |
|
|
830 | * force the track to kill it later |
|
|
831 | * the 'force' variable still contains the 'reminder' of |
|
|
832 | * where this portal goes to. |
|
|
833 | */ |
|
|
834 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path); |
|
|
835 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
836 | if (dummy == NULL) |
|
|
837 | { |
|
|
838 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
839 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
840 | return 0; |
|
|
841 | } |
|
|
842 | |
|
|
843 | EXIT_PATH (dummy) = op->map->path; |
|
|
844 | EXIT_X (dummy) = op->x; |
|
|
845 | EXIT_Y (dummy) = op->y; |
|
|
846 | dummy->name = dummy->name_pl = portal_name; |
|
|
847 | dummy->msg = portal_message; |
|
|
848 | dummy->x = EXIT_X (force); |
|
|
849 | dummy->y = EXIT_Y (force); |
|
|
850 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
851 | insert_ob_in_map (dummy, exitmap, op, 0); |
|
|
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 | |
620 | |
875 | return 1; |
621 | return 1; |
876 | } |
622 | } |
877 | |
623 | |
878 | /* This creates magic walls. Really, it can create most any object, |
624 | /* This creates magic walls. Really, it can create most any object, |
879 | * within some reason. |
625 | * within some reason. |
880 | */ |
626 | */ |
881 | int |
627 | int |
882 | magic_wall (object *op, object *caster, int dir, object *spell_ob) |
628 | magic_wall (object *op, object *caster, int dir, object *spell_ob) |
883 | { |
629 | { |
884 | object *tmp, *tmp2; |
630 | object *tmp; |
885 | int i, posblocked, negblocked, maxrange; |
631 | int i, posblocked, negblocked, maxrange; |
886 | sint16 x, y; |
632 | sint16 x, y; |
887 | maptile *m; |
633 | maptile *m; |
888 | const char *name; |
634 | const char *name; |
889 | archetype *at; |
635 | archetype *at; |
… | |
… | |
922 | { |
668 | { |
923 | LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); |
669 | LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); |
924 | new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); |
670 | new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); |
925 | return 0; |
671 | return 0; |
926 | } |
672 | } |
|
|
673 | |
927 | tmp = arch_to_object (at); |
674 | tmp = arch_to_object (at); |
928 | } |
675 | } |
929 | else |
676 | else |
930 | { |
677 | { |
931 | LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); |
678 | LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); |
… | |
… | |
965 | */ |
712 | */ |
966 | if (tmp->type != EARTHWALL) //TODO |
713 | if (tmp->type != EARTHWALL) //TODO |
967 | tmp->set_owner (op); |
714 | tmp->set_owner (op); |
968 | |
715 | |
969 | set_spell_skill (op, caster, spell_ob, tmp); |
716 | set_spell_skill (op, caster, spell_ob, tmp); |
970 | tmp->x = x; |
|
|
971 | tmp->y = y; |
|
|
972 | tmp->level = caster_level (caster, spell_ob) / 2; |
717 | tmp->level = caster_level (caster, spell_ob) / 2; |
973 | |
718 | |
974 | name = tmp->name; |
719 | name = tmp->name; |
975 | if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) |
720 | if (!(tmp = m->insert (tmp, x, y, op))) |
976 | { |
721 | { |
977 | new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); |
722 | new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); |
978 | return 0; |
723 | return 0; |
979 | } |
724 | } |
980 | |
725 | |
981 | /* If this is a spellcasting wall, need to insert the spell object */ |
726 | /* If this is a spellcasting wall, need to insert the spell object */ |
982 | if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
727 | if (tmp->other_arch && tmp->other_arch->type == SPELL) |
983 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
728 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
984 | |
729 | |
985 | /* This code causes the wall to extend some distance in |
730 | /* This code causes the wall to extend some distance in |
986 | * each direction, or until an obstruction is encountered. |
731 | * each direction, or until an obstruction is encountered. |
987 | * posblocked and negblocked help determine how far the |
732 | * posblocked and negblocked help determine how far the |
… | |
… | |
1003 | m = tmp->map; |
748 | m = tmp->map; |
1004 | |
749 | |
1005 | if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
750 | if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
1006 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) |
751 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) |
1007 | { |
752 | { |
1008 | tmp2 = tmp->clone (); |
753 | object *tmp2 = tmp->clone (); |
1009 | tmp2->x = x; |
754 | m->insert (tmp2, x, y, op); |
1010 | tmp2->y = y; |
755 | |
1011 | insert_ob_in_map (tmp2, m, op, 0); |
|
|
1012 | /* If this is a spellcasting wall, need to insert the spell object */ |
756 | /* If this is a spellcasting wall, need to insert the spell object */ |
1013 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
757 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1014 | insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); |
758 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1015 | |
759 | |
1016 | } |
760 | } |
1017 | else |
761 | else |
1018 | posblocked = 1; |
762 | posblocked = 1; |
1019 | |
763 | |
… | |
… | |
1022 | m = tmp->map; |
766 | m = tmp->map; |
1023 | |
767 | |
1024 | if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
768 | if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
1025 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
769 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
1026 | { |
770 | { |
1027 | tmp2 = tmp->clone (); |
771 | object *tmp2 = tmp->clone (); |
1028 | tmp2->x = x; |
772 | m->insert (tmp2, x, y, op); |
1029 | tmp2->y = y; |
773 | |
1030 | insert_ob_in_map (tmp2, m, op, 0); |
|
|
1031 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
774 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1032 | insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); |
775 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1033 | } |
776 | } |
1034 | else |
777 | else |
1035 | negblocked = 1; |
778 | negblocked = 1; |
1036 | } |
779 | } |
1037 | |
780 | |
… | |
… | |
1086 | { |
829 | { |
1087 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); |
830 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); |
1088 | op->contr->count = 0; |
831 | op->contr->count = 0; |
1089 | return 0; |
832 | return 0; |
1090 | } |
833 | } |
|
|
834 | |
1091 | op->contr->count = 0; |
835 | op->contr->count = 0; |
1092 | |
836 | |
1093 | /* Remove code that puts player on random space on maps. IMO, |
837 | /* Remove code that puts player on random space on maps. IMO, |
1094 | * a lot of maps probably have areas the player should not get to, |
838 | * a lot of maps probably have areas the player should not get to, |
1095 | * but may not be marked as NO_MAGIC (as they may be bounded |
839 | * but may not be marked as NO_MAGIC (as they may be bounded |
… | |
… | |
1144 | return 0; |
888 | return 0; |
1145 | } |
889 | } |
1146 | } |
890 | } |
1147 | |
891 | |
1148 | /* Actually move the player now */ |
892 | /* Actually move the player now */ |
1149 | op->remove (); |
893 | if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) |
1150 | op->x += freearr_x[dir] * dist; |
|
|
1151 | op->y += freearr_y[dir] * dist; |
|
|
1152 | if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL) |
|
|
1153 | return 1; |
894 | return 1; |
1154 | |
895 | |
1155 | op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
896 | op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
1156 | return 1; |
897 | return 1; |
1157 | } |
898 | } |
… | |
… | |
1170 | object *poison; |
911 | object *poison; |
1171 | int heal = 0, success = 0; |
912 | int heal = 0, success = 0; |
1172 | |
913 | |
1173 | tmp = find_target_for_friendly_spell (op, dir); |
914 | tmp = find_target_for_friendly_spell (op, dir); |
1174 | |
915 | |
1175 | if (tmp == NULL) |
916 | if (!tmp) |
1176 | return 0; |
917 | return 0; |
1177 | |
918 | |
1178 | /* Figure out how many hp this spell might cure. |
919 | /* Figure out how many hp this spell might cure. |
1179 | * could be zero if this spell heals effects, not damage. |
920 | * could be zero if this spell heals effects, not damage. |
1180 | */ |
921 | */ |
… | |
… | |
1183 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
924 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
1184 | |
925 | |
1185 | if (heal) |
926 | if (heal) |
1186 | { |
927 | { |
1187 | if (tmp->stats.hp >= tmp->stats.maxhp) |
928 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1188 | { |
|
|
1189 | new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
929 | new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
1190 | } |
|
|
1191 | else |
930 | else |
1192 | { |
931 | { |
1193 | /* See how many points we actually heal. Instead of messages |
932 | /* See how many points we actually heal. Instead of messages |
1194 | * based on type of spell, we instead do messages based |
933 | * based on type of spell, we instead do messages based |
1195 | * on amount of damage healed. |
934 | * on amount of damage healed. |
… | |
… | |
1197 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
936 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
1198 | heal = tmp->stats.maxhp - tmp->stats.hp; |
937 | heal = tmp->stats.maxhp - tmp->stats.hp; |
1199 | tmp->stats.hp += heal; |
938 | tmp->stats.hp += heal; |
1200 | |
939 | |
1201 | if (tmp->stats.hp >= tmp->stats.maxhp) |
940 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1202 | { |
|
|
1203 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
941 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1204 | } |
|
|
1205 | else if (heal > 50) |
942 | else if (heal > 50) |
1206 | { |
|
|
1207 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
943 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1208 | } |
|
|
1209 | else if (heal > 25) |
944 | else if (heal > 25) |
1210 | { |
|
|
1211 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
945 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1212 | } |
|
|
1213 | else if (heal > 10) |
946 | else if (heal > 10) |
1214 | { |
|
|
1215 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
947 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
1216 | } |
|
|
1217 | else |
948 | else |
1218 | { |
|
|
1219 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
949 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
1220 | } |
950 | |
1221 | success = 1; |
951 | success = 1; |
1222 | } |
952 | } |
1223 | } |
953 | } |
|
|
954 | |
1224 | if (spell->attacktype & AT_DISEASE) |
955 | if (spell->attacktype & AT_DISEASE) |
1225 | if (cure_disease (tmp, op)) |
956 | if (cure_disease (tmp, op)) |
1226 | success = 1; |
957 | success = 1; |
1227 | |
958 | |
1228 | if (spell->attacktype & AT_POISON) |
959 | if (spell->attacktype & AT_POISON) |
… | |
… | |
1234 | success = 1; |
965 | success = 1; |
1235 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
966 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1236 | poison->stats.food = 1; |
967 | poison->stats.food = 1; |
1237 | } |
968 | } |
1238 | } |
969 | } |
|
|
970 | |
1239 | if (spell->attacktype & AT_CONFUSION) |
971 | if (spell->attacktype & AT_CONFUSION) |
1240 | { |
972 | { |
1241 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
973 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1242 | if (poison) |
974 | if (poison) |
1243 | { |
975 | { |
1244 | success = 1; |
976 | success = 1; |
1245 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
977 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1246 | poison->duration = 1; |
978 | poison->duration = 1; |
1247 | } |
979 | } |
1248 | } |
980 | } |
|
|
981 | |
1249 | if (spell->attacktype & AT_BLIND) |
982 | if (spell->attacktype & AT_BLIND) |
1250 | { |
983 | { |
1251 | at = archetype::find ("blindness"); |
984 | at = archetype::find ("blindness"); |
1252 | poison = present_arch_in_ob (at, tmp); |
985 | poison = present_arch_in_ob (at, tmp); |
1253 | if (poison) |
986 | if (poison) |
… | |
… | |
1255 | success = 1; |
988 | success = 1; |
1256 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
989 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
1257 | poison->stats.food = 1; |
990 | poison->stats.food = 1; |
1258 | } |
991 | } |
1259 | } |
992 | } |
|
|
993 | |
1260 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
994 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
1261 | { |
995 | { |
1262 | tmp->stats.sp += spell->last_sp; |
996 | tmp->stats.sp += spell->last_sp; |
1263 | if (tmp->stats.sp > tmp->stats.maxsp) |
997 | if (tmp->stats.sp > tmp->stats.maxsp) |
1264 | tmp->stats.sp = tmp->stats.maxsp; |
998 | tmp->stats.sp = tmp->stats.maxsp; |
1265 | success = 1; |
999 | success = 1; |
1266 | new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
1000 | new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
1267 | } |
1001 | } |
|
|
1002 | |
1268 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1003 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1269 | { |
1004 | { |
1270 | tmp->stats.grace += spell->last_grace; |
1005 | tmp->stats.grace += spell->last_grace; |
1271 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1006 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1272 | tmp->stats.grace = tmp->stats.maxgrace; |
1007 | tmp->stats.grace = tmp->stats.maxgrace; |
1273 | success = 1; |
1008 | success = 1; |
1274 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
1009 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
1275 | } |
1010 | } |
|
|
1011 | |
1276 | if (spell->stats.food && tmp->stats.food < 999) |
1012 | if (spell->stats.food && tmp->stats.food < 999) |
1277 | { |
1013 | { |
1278 | tmp->stats.food += spell->stats.food; |
1014 | tmp->stats.food += spell->stats.food; |
1279 | if (tmp->stats.food > 999) |
1015 | if (tmp->stats.food > 999) |
1280 | tmp->stats.food = 999; |
1016 | tmp->stats.food = 999; |
1281 | success = 1; |
1017 | success = 1; |
1282 | /* We could do something a bit better like the messages for healing above */ |
1018 | /* We could do something a bit better like the messages for healing above */ |
1283 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1019 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1284 | } |
1020 | } |
|
|
1021 | |
1285 | return success; |
1022 | return success; |
1286 | } |
1023 | } |
1287 | |
|
|
1288 | |
1024 | |
1289 | /* This is used for the spells that gain stats. There are no spells |
1025 | /* This is used for the spells that gain stats. There are no spells |
1290 | * right now that icnrease wis/int/pow on a temp basis, so no |
1026 | * right now that icnrease wis/int/pow on a temp basis, so no |
1291 | * good comments for those. |
1027 | * good comments for those. |
1292 | */ |
1028 | */ |
1293 | static const char *const no_gain_msgs[NUM_STATS] = { |
1029 | static const char *const no_gain_msgs[NUM_STATS] = { |
1294 | "You grow no stronger.", |
1030 | "You grow no stronger.", |
1295 | "You grow no more agile.", |
1031 | "You grow no more agile.", |
1296 | "You don't feel any healthier.", |
1032 | "You don't feel any healthier.", |
1297 | "no wis", |
1033 | "You didn't grow any more intelligent.", |
|
|
1034 | "You do not feel any wiser.", |
|
|
1035 | "You don't feel any more powerful." |
1298 | "You are no easier to look at.", |
1036 | "You are no easier to look at.", |
1299 | "no int", |
|
|
1300 | "no pow" |
|
|
1301 | }; |
1037 | }; |
1302 | |
1038 | |
1303 | int |
1039 | int |
1304 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1040 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1305 | { |
1041 | { |
1306 | object *tmp, *tmp2 = NULL; |
|
|
1307 | object *force = NULL; |
1042 | object *force = NULL; |
1308 | int i; |
1043 | int i; |
1309 | |
1044 | |
1310 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1045 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1311 | if (dir != 0) |
1046 | object *tmp = dir |
1312 | { |
|
|
1313 | tmp = find_target_for_friendly_spell (op, dir); |
1047 | ? find_target_for_friendly_spell (op, dir) |
1314 | } |
1048 | : op; |
1315 | else |
|
|
1316 | { |
|
|
1317 | tmp = op; |
|
|
1318 | } |
|
|
1319 | |
1049 | |
1320 | if (tmp == NULL) |
1050 | if (!tmp) |
1321 | return 0; |
1051 | return 0; |
1322 | |
1052 | |
1323 | /* If we've already got a force of this type, don't add a new one. */ |
1053 | /* If we've already got a force of this type, don't add a new one. */ |
1324 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1054 | for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1325 | { |
1055 | { |
1326 | if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) |
1056 | if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) |
1327 | { |
1057 | { |
1328 | if (tmp2->name == spell_ob->name) |
1058 | if (tmp2->name == spell_ob->name) |
1329 | { |
1059 | { |
… | |
… | |
1362 | } |
1092 | } |
1363 | else |
1093 | else |
1364 | { |
1094 | { |
1365 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1095 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1366 | } |
1096 | } |
|
|
1097 | |
1367 | return 1; |
1098 | return 1; |
1368 | } |
1099 | } |
|
|
1100 | |
1369 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1101 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1370 | force->speed = 1.0; |
1102 | force->speed = 1.0; |
1371 | force->speed_left = -1.0; |
1103 | force->speed_left = -1.0; |
1372 | SET_FLAG (force, FLAG_APPLIED); |
1104 | SET_FLAG (force, FLAG_APPLIED); |
1373 | |
1105 | |
… | |
… | |
1379 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1111 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1380 | if (force->resist[i] > 100) |
1112 | if (force->resist[i] > 100) |
1381 | force->resist[i] = 100; |
1113 | force->resist[i] = 100; |
1382 | } |
1114 | } |
1383 | } |
1115 | } |
|
|
1116 | |
1384 | if (spell_ob->stats.hp) |
1117 | if (spell_ob->stats.hp) |
1385 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1118 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1386 | |
1119 | |
1387 | if (tmp->type == PLAYER) |
1120 | if (tmp->type == PLAYER) |
1388 | { |
1121 | { |
1389 | /* Stat adjustment spells */ |
1122 | /* Stat adjustment spells */ |
1390 | for (i = 0; i < NUM_STATS; i++) |
1123 | for (i = 0; i < NUM_STATS; i++) |
1391 | { |
1124 | { |
1392 | sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; |
1125 | if (sint8 stat = spell_ob->stats.stat (i)) |
1393 | |
|
|
1394 | if (stat) |
|
|
1395 | { |
1126 | { |
1396 | sm = 0; |
1127 | sint8 sm = 0; |
1397 | for (k = 0; k < stat; k++) |
1128 | for (sint8 k = 0; k < stat; k++) |
1398 | sm += rndm (1, 3); |
1129 | sm += rndm (1, 3); |
1399 | |
1130 | |
1400 | if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) |
1131 | if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1401 | { |
1132 | sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1402 | sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); |
1133 | |
1403 | if (sm < 0) |
1134 | force->stats.stat (i) = sm; |
1404 | sm = 0; |
1135 | |
1405 | } |
|
|
1406 | set_attr_value (&force->stats, i, sm); |
|
|
1407 | if (!sm) |
1136 | if (!sm) |
1408 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1137 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1409 | } |
1138 | } |
1410 | } |
1139 | } |
1411 | } |
1140 | } |
… | |
… | |
1432 | force->attacktype = spell_ob->attacktype; |
1161 | force->attacktype = spell_ob->attacktype; |
1433 | |
1162 | |
1434 | insert_ob_in_ob (force, tmp); |
1163 | insert_ob_in_ob (force, tmp); |
1435 | change_abil (tmp, force); /* Mostly to display any messages */ |
1164 | change_abil (tmp, force); /* Mostly to display any messages */ |
1436 | tmp->update_stats (); |
1165 | tmp->update_stats (); |
|
|
1166 | |
1437 | return 1; |
1167 | return 1; |
1438 | } |
1168 | } |
1439 | |
1169 | |
1440 | /* This used to be part of cast_change_ability, but it really didn't make |
1170 | /* This used to be part of cast_change_ability, but it really didn't make |
1441 | * a lot of sense, since most of the values it derives are from the god |
1171 | * a lot of sense, since most of the values it derives are from the god |
1442 | * of the caster. |
1172 | * of the caster. |
1443 | */ |
1173 | */ |
1444 | |
|
|
1445 | int |
1174 | int |
1446 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1175 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1447 | { |
1176 | { |
1448 | int i; |
1177 | int i; |
1449 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
1178 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
… | |
… | |
1543 | change_abil (tmp, force); /* Mostly to display any messages */ |
1272 | change_abil (tmp, force); /* Mostly to display any messages */ |
1544 | insert_ob_in_ob (force, tmp); |
1273 | insert_ob_in_ob (force, tmp); |
1545 | tmp->update_stats (); |
1274 | tmp->update_stats (); |
1546 | return 1; |
1275 | return 1; |
1547 | } |
1276 | } |
1548 | |
|
|
1549 | |
|
|
1550 | |
1277 | |
1551 | /* Alchemy code by Mark Wedel |
1278 | /* Alchemy code by Mark Wedel |
1552 | * |
1279 | * |
1553 | * This code adds a new spell, called alchemy. Alchemy will turn |
1280 | * This code adds a new spell, called alchemy. Alchemy will turn |
1554 | * objects to gold nuggets, the value of the gold nuggets being |
1281 | * objects to gold nuggets, the value of the gold nuggets being |
… | |
… | |
1564 | * For example, if an item is worth 110 gold, you will get |
1291 | * For example, if an item is worth 110 gold, you will get |
1565 | * 4 large nuggets, and from 0-10 small nuggets. |
1292 | * 4 large nuggets, and from 0-10 small nuggets. |
1566 | * |
1293 | * |
1567 | * There is also a chance (1:30) that you will get nothing at all |
1294 | * There is also a chance (1:30) that you will get nothing at all |
1568 | * for the object. There is also a maximum weight that will be |
1295 | * for the object. There is also a maximum weight that will be |
1569 | * alchemied. |
1296 | * alchemised. |
1570 | */ |
1297 | */ |
1571 | |
|
|
1572 | /* I didn't feel like passing these as arguements to the |
|
|
1573 | * two functions that need them. Real values are put in them |
|
|
1574 | * when the spell is cast, and these are freed when the spell |
|
|
1575 | * is finished. |
|
|
1576 | */ |
|
|
1577 | static object *small, *large; |
|
|
1578 | |
|
|
1579 | static void |
1298 | static void |
1580 | alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) |
1299 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1581 | { |
1300 | { |
1582 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1301 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1583 | |
1302 | |
1584 | /* Give third price when we alchemy money (This should hopefully |
1303 | /* Give third price when we alchemy money (This should hopefully |
1585 | * make it so that it isn't worth it to alchemy money, sell |
1304 | * make it so that it isn't worth it to alchemy money, sell |
1586 | * the nuggets, alchemy the gold from that, etc. |
1305 | * the nuggets, alchemy the gold from that, etc. |
1587 | * Otherwise, give 9 silver on the gold for other objects, |
1306 | * Otherwise, give 9 silver on the gold for other objects, |
1588 | * so that it would still be more affordable to haul |
1307 | * so that it would still be more affordable to haul |
1589 | * the stuff back to town. |
1308 | * the stuff back to town. |
1590 | */ |
1309 | */ |
1591 | |
|
|
1592 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1310 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1593 | value = 0; |
1311 | value = 0; |
1594 | else if (obj->type == MONEY || obj->type == GEM) |
1312 | else if (obj->type == MONEY || obj->type == GEM) |
1595 | value /= 3; |
1313 | value /= 3; |
1596 | else |
1314 | else |
1597 | value = (value * 9) / 10; |
1315 | value = value * 9 / 10; |
1598 | |
1316 | |
1599 | value /= 4; // fix by GHJ, don't understand, pcg |
|
|
1600 | |
|
|
1601 | if ((obj->value > 0) && rndm (0, 29)) |
1317 | if (obj->value > 0 && rndm (0, 29)) |
1602 | { |
1318 | total_value += value; |
1603 | int count; |
|
|
1604 | |
1319 | |
1605 | count = value / large->value; |
|
|
1606 | *large_nuggets += count; |
|
|
1607 | value -= (uint64) count *(uint64) large->value; |
|
|
1608 | |
|
|
1609 | count = value / small->value; |
|
|
1610 | *small_nuggets += count; |
|
|
1611 | } |
|
|
1612 | |
|
|
1613 | /* Turn 25 small nuggets into 1 large nugget. If the value |
|
|
1614 | * of large nuggets is not evenly divisable by the small nugget |
|
|
1615 | * value, take off an extra small_nugget (Assuming small_nuggets!=0) |
|
|
1616 | */ |
|
|
1617 | if (*small_nuggets * small->value >= large->value) |
|
|
1618 | { |
|
|
1619 | (*large_nuggets)++; |
|
|
1620 | *small_nuggets -= large->value / small->value; |
|
|
1621 | if (*small_nuggets && large->value % small->value) |
|
|
1622 | (*small_nuggets)--; |
|
|
1623 | } |
|
|
1624 | weight += obj->weight; |
1320 | total_weight += obj->total_weight (); |
|
|
1321 | |
1625 | obj->destroy (); |
1322 | obj->destroy (); |
1626 | } |
1323 | } |
1627 | |
1324 | |
1628 | static void |
1325 | static void |
1629 | update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) |
1326 | update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y) |
1630 | { |
1327 | { |
1631 | object *tmp; |
|
|
1632 | int flag = 0; |
1328 | int flag = 0; |
1633 | |
1329 | |
1634 | /* Put any nuggets below the player, but we can only pass this |
1330 | /* Put any nuggets below the player, but we can only pass this |
1635 | * flag if we are on the same space as the player |
1331 | * flag if we are on the same space as the player |
1636 | */ |
1332 | */ |
1637 | if (x == op->x && y == op->y && op->map == m) |
1333 | if (x == op->x && y == op->y && op->map == m) |
1638 | flag = INS_BELOW_ORIGINATOR; |
1334 | flag = INS_BELOW_ORIGINATOR; |
1639 | |
1335 | |
1640 | if (small_nuggets) |
1336 | if (small_nuggets) |
1641 | { |
1337 | { |
1642 | tmp = small->clone (); |
1338 | object *tmp = small->clone (); |
1643 | tmp->nrof = small_nuggets; |
1339 | tmp->nrof = small_nuggets; |
1644 | tmp->x = x; |
|
|
1645 | tmp->y = y; |
|
|
1646 | insert_ob_in_map (tmp, m, op, flag); |
1340 | m->insert (tmp, x, y, op, flag); |
1647 | } |
1341 | } |
1648 | |
1342 | |
1649 | if (large_nuggets) |
1343 | if (large_nuggets) |
1650 | { |
1344 | { |
1651 | tmp = large->clone (); |
1345 | object *tmp = large->clone (); |
1652 | tmp->nrof = large_nuggets; |
1346 | tmp->nrof = large_nuggets; |
1653 | tmp->x = x; |
|
|
1654 | tmp->y = y; |
|
|
1655 | insert_ob_in_map (tmp, m, op, flag); |
1347 | m->insert (tmp, x, y, op, flag); |
1656 | } |
1348 | } |
|
|
1349 | |
|
|
1350 | if (object *pl = m->at (x, y).player ()) |
|
|
1351 | if (pl->contr->ns) |
|
|
1352 | pl->contr->ns->look_position = 0; |
1657 | } |
1353 | } |
1658 | |
1354 | |
1659 | int |
1355 | int |
1660 | alchemy (object *op, object *caster, object *spell_ob) |
1356 | alchemy (object *op, object *caster, object *spell_ob) |
1661 | { |
1357 | { |
1662 | int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags; |
|
|
1663 | sint16 nx, ny; |
|
|
1664 | object *next, *tmp; |
|
|
1665 | maptile *mp; |
|
|
1666 | |
|
|
1667 | if (op->type != PLAYER) |
1358 | if (op->type != PLAYER) |
1668 | return 0; |
1359 | return 0; |
1669 | |
1360 | |
|
|
1361 | object *large = get_archetype ("largenugget"); |
|
|
1362 | object *small = get_archetype ("smallnugget"); |
|
|
1363 | |
1670 | /* Put a maximum weight of items that can be alchemied. Limits the power |
1364 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1671 | * some, and also prevents people from alcheming every table/chair/clock |
1365 | * some, and also prevents people from alchemising every table/chair/clock |
1672 | * in sight |
1366 | * in sight |
1673 | */ |
1367 | */ |
1674 | weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); |
1368 | int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1675 | weight_max *= 1000; |
1369 | int weight_max = duration * 1000; |
1676 | small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); |
1370 | uint64 value_max = duration * 1000; |
1677 | |
1371 | |
|
|
1372 | int weight = 0; |
|
|
1373 | |
1678 | for (y = op->y - 1; y <= op->y + 1; y++) |
1374 | for (int y = op->y - 1; y <= op->y + 1; y++) |
1679 | { |
1375 | { |
1680 | for (x = op->x - 1; x <= op->x + 1; x++) |
1376 | for (int x = op->x - 1; x <= op->x + 1; x++) |
1681 | { |
1377 | { |
|
|
1378 | uint64 value = 0; |
|
|
1379 | |
1682 | nx = x; |
1380 | sint16 nx = x; |
1683 | ny = y; |
1381 | sint16 ny = y; |
1684 | |
1382 | |
1685 | mp = op->map; |
1383 | maptile *mp = op->map; |
1686 | |
1384 | |
1687 | mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1385 | int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1688 | |
1386 | |
1689 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1387 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1690 | continue; |
1388 | continue; |
1691 | |
1389 | |
1692 | /* Treat alchemy a little differently - most spell effects |
1390 | /* Treat alchemy a little differently - most spell effects |
… | |
… | |
1694 | * ground level effect. |
1392 | * ground level effect. |
1695 | */ |
1393 | */ |
1696 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1394 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1697 | continue; |
1395 | continue; |
1698 | |
1396 | |
1699 | small_nuggets = 0; |
1397 | for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) |
1700 | large_nuggets = 0; |
|
|
1701 | |
|
|
1702 | for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next) |
|
|
1703 | { |
1398 | { |
1704 | next = tmp->above; |
1399 | next = tmp->above; |
|
|
1400 | |
1705 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1401 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1706 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1402 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1707 | { |
1403 | { |
1708 | |
|
|
1709 | if (tmp->inv) |
1404 | if (tmp->inv) |
1710 | { |
1405 | { |
1711 | object *next1, *tmp1; |
1406 | object *next1, *tmp1; |
1712 | |
1407 | |
1713 | for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) |
1408 | for (tmp1 = tmp->inv; tmp1; tmp1 = next1) |
1714 | { |
1409 | { |
1715 | next1 = tmp1->below; |
1410 | next1 = tmp1->below; |
1716 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1411 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1717 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1412 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1718 | alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); |
1413 | alchemy_object (tmp1, value, weight); |
1719 | } |
1414 | } |
1720 | } |
1415 | } |
|
|
1416 | |
1721 | alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); |
1417 | alchemy_object (tmp, value, weight); |
1722 | |
1418 | |
1723 | if (weight > weight_max) |
1419 | if (weight > weight_max) |
1724 | { |
1420 | break; |
1725 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
|
|
1726 | large->destroy (); |
|
|
1727 | small->destroy (); |
|
|
1728 | return 1; |
|
|
1729 | } |
1421 | } |
1730 | } /* is alchemable object */ |
1422 | } |
1731 | } /* process all objects on this space */ |
1423 | |
|
|
1424 | value = min (value, value_max); |
|
|
1425 | |
|
|
1426 | uint64 count = value / large->value; |
|
|
1427 | int large_nuggets = count; |
|
|
1428 | value -= count * large->value; |
|
|
1429 | |
|
|
1430 | count = value / small->value; |
|
|
1431 | int small_nuggets = count; |
1732 | |
1432 | |
1733 | /* Insert all the nuggets at one time. This probably saves time, but |
1433 | /* Insert all the nuggets at one time. This probably saves time, but |
1734 | * it also prevents us from alcheming nuggets that were just created |
1434 | * it also prevents us from alcheming nuggets that were just created |
1735 | * with this spell. |
1435 | * with this spell. |
1736 | */ |
1436 | */ |
1737 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
1437 | update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); |
1738 | } |
|
|
1739 | } |
|
|
1740 | |
1438 | |
|
|
1439 | if (weight > weight_max) |
|
|
1440 | goto bailout; |
|
|
1441 | } |
|
|
1442 | } |
|
|
1443 | |
|
|
1444 | bailout: |
1741 | large->destroy (); |
1445 | large->destroy (); |
1742 | small->destroy (); |
1446 | small->destroy (); |
1743 | /* reset this so that if player standing on a big pile of stuff, |
|
|
1744 | * it is redrawn properly. |
|
|
1745 | */ |
|
|
1746 | op->contr->ns->look_position = 0; |
|
|
1747 | return 1; |
1447 | return 1; |
1748 | } |
1448 | } |
1749 | |
1449 | |
1750 | |
1450 | |
1751 | /* This function removes the cursed/damned status on equipped |
1451 | /* This function removes the cursed/damned status on equipped |
… | |
… | |
1778 | } |
1478 | } |
1779 | |
1479 | |
1780 | if (op->type == PLAYER) |
1480 | if (op->type == PLAYER) |
1781 | { |
1481 | { |
1782 | if (success) |
1482 | if (success) |
1783 | { |
|
|
1784 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1483 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1785 | } |
|
|
1786 | else |
1484 | else |
1787 | { |
1485 | { |
1788 | if (was_one) |
1486 | if (was_one) |
1789 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1487 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1790 | else |
1488 | else |
… | |
… | |
1814 | { |
1512 | { |
1815 | identify (tmp); |
1513 | identify (tmp); |
1816 | |
1514 | |
1817 | if (op->type == PLAYER) |
1515 | if (op->type == PLAYER) |
1818 | { |
1516 | { |
1819 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); |
1517 | new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); |
1820 | |
1518 | |
1821 | if (tmp->msg) |
1519 | if (tmp->msg) |
1822 | { |
1520 | { |
1823 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1521 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1824 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1522 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
1836 | * stuff on the floor. Only identify stuff on the floor if the spell |
1534 | * stuff on the floor. Only identify stuff on the floor if the spell |
1837 | * was not fully used. |
1535 | * was not fully used. |
1838 | */ |
1536 | */ |
1839 | if (num_ident) |
1537 | if (num_ident) |
1840 | { |
1538 | { |
1841 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
1539 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
1842 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1540 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1843 | { |
1541 | { |
1844 | identify (tmp); |
1542 | identify (tmp); |
1845 | |
1543 | |
1846 | if (op->type == PLAYER) |
1544 | if (op->type == PLAYER) |
1847 | { |
1545 | { |
1848 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); |
1546 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); |
1849 | |
1547 | |
1850 | if (tmp->msg) |
1548 | if (tmp->msg) |
1851 | { |
1549 | { |
1852 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1550 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1853 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1551 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
1997 | */ |
1695 | */ |
1998 | if (done_one) |
1696 | if (done_one) |
1999 | { |
1697 | { |
2000 | object *detect_ob = arch_to_object (spell->other_arch); |
1698 | object *detect_ob = arch_to_object (spell->other_arch); |
2001 | |
1699 | |
2002 | detect_ob->x = nx; |
|
|
2003 | detect_ob->y = ny; |
|
|
2004 | /* if this is set, we want to copy the face */ |
1700 | /* if this is set, we want to copy the face */ |
2005 | if (done_one == 2 && detect) |
1701 | if (done_one == 2 && detect) |
2006 | { |
1702 | { |
2007 | detect_ob->face = detect->face; |
1703 | detect_ob->face = detect->face; |
2008 | detect_ob->animation_id = detect->animation_id; |
1704 | detect_ob->animation_id = detect->animation_id; |
… | |
… | |
2010 | detect_ob->last_anim = 0; |
1706 | detect_ob->last_anim = 0; |
2011 | /* by default, the detect_ob is already animated */ |
1707 | /* by default, the detect_ob is already animated */ |
2012 | if (!QUERY_FLAG (detect, FLAG_ANIMATE)) |
1708 | if (!QUERY_FLAG (detect, FLAG_ANIMATE)) |
2013 | CLEAR_FLAG (detect_ob, FLAG_ANIMATE); |
1709 | CLEAR_FLAG (detect_ob, FLAG_ANIMATE); |
2014 | } |
1710 | } |
|
|
1711 | |
2015 | insert_ob_in_map (detect_ob, m, op, 0); |
1712 | m->insert (detect_ob, nx, ny, op); |
2016 | } |
1713 | } |
2017 | } /* for processing the surrounding spaces */ |
1714 | } /* for processing the surrounding spaces */ |
2018 | |
1715 | |
2019 | |
1716 | |
2020 | /* Now process objects in the players inventory if detect curse or magic */ |
1717 | /* Now process objects in the players inventory if detect curse or magic */ |
… | |
… | |
2069 | |
1766 | |
2070 | /* Explodes a fireball centered at player */ |
1767 | /* Explodes a fireball centered at player */ |
2071 | tmp = get_archetype (EXPLODING_FIREBALL); |
1768 | tmp = get_archetype (EXPLODING_FIREBALL); |
2072 | tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; |
1769 | tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; |
2073 | tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; |
1770 | tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; |
2074 | tmp->x = victim->x; |
1771 | |
2075 | tmp->y = victim->y; |
1772 | tmp->insert_at (victim); |
2076 | insert_ob_in_map (tmp, victim->map, NULL, 0); |
|
|
2077 | victim->stats.sp = 2 * victim->stats.maxsp; |
1773 | victim->stats.sp = 2 * victim->stats.maxsp; |
2078 | } |
1774 | } |
2079 | else if (victim->stats.sp >= victim->stats.maxsp * 1.88) |
1775 | else if (victim->stats.sp >= victim->stats.maxsp * 1.88) |
2080 | { |
|
|
2081 | new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); |
1776 | new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); |
2082 | } |
|
|
2083 | else if (victim->stats.sp >= victim->stats.maxsp * 1.66) |
1777 | else if (victim->stats.sp >= victim->stats.maxsp * 1.66) |
2084 | { |
|
|
2085 | new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); |
1778 | new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); |
2086 | } |
|
|
2087 | else if (victim->stats.sp >= victim->stats.maxsp * 1.5) |
1779 | else if (victim->stats.sp >= victim->stats.maxsp * 1.5) |
2088 | { |
1780 | { |
2089 | new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); |
1781 | new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); |
2090 | confuse_player (victim, victim, 99); |
1782 | confuse_player (victim, victim, 99); |
2091 | } |
1783 | } |
2092 | else if (victim->stats.sp >= victim->stats.maxsp * 1.25) |
1784 | else if (victim->stats.sp >= victim->stats.maxsp * 1.25) |
2093 | { |
|
|
2094 | new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); |
1785 | new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); |
2095 | } |
|
|
2096 | } |
1786 | } |
2097 | |
1787 | |
2098 | /* cast_transfer |
1788 | /* cast_transfer |
2099 | * This spell transfers sp from the player to another person. |
1789 | * This spell transfers sp from the player to another person. |
2100 | * We let the target go above their normal maximum SP. |
1790 | * We let the target go above their normal maximum SP. |
… | |
… | |
2211 | /* Basically, if the object is magical and not counterspell, |
1901 | /* Basically, if the object is magical and not counterspell, |
2212 | * we will more or less remove the object. Don't counterspell |
1902 | * we will more or less remove the object. Don't counterspell |
2213 | * monsters either. |
1903 | * monsters either. |
2214 | */ |
1904 | */ |
2215 | |
1905 | |
2216 | if (head->attacktype & AT_MAGIC && |
1906 | if (head->attacktype & AT_MAGIC |
2217 | !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) |
1907 | && !(head->attacktype & AT_COUNTERSPELL) |
|
|
1908 | && !QUERY_FLAG (head, FLAG_MONSTER) |
|
|
1909 | && (op->level > head->level)) |
2218 | head->destroy (); |
1910 | head->destroy (); |
2219 | else |
1911 | else |
2220 | switch (head->type) |
1912 | switch (head->type) |
2221 | { |
1913 | { |
2222 | case SPELL_EFFECT: |
1914 | case SPELL_EFFECT: |
|
|
1915 | // XXX: Don't affect floor spelleffects. See also XXX comment |
|
|
1916 | // about sanctuary in spell_util.C |
|
|
1917 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
1918 | continue; |
|
|
1919 | |
2223 | if (op->level > head->level) |
1920 | if (op->level > head->level) |
2224 | head->destroy (); |
1921 | head->destroy (); |
2225 | |
1922 | |
2226 | break; |
1923 | break; |
2227 | |
1924 | |
… | |
… | |
2294 | * This code was very odd - code early on would only let players use the spell, |
1991 | * This code was very odd - code early on would only let players use the spell, |
2295 | * yet the code wass full of player checks. I've presumed that the code |
1992 | * yet the code wass full of player checks. I've presumed that the code |
2296 | * that only let players use it was correct, and removed all the other |
1993 | * that only let players use it was correct, and removed all the other |
2297 | * player checks. MSW 2003-01-06 |
1994 | * player checks. MSW 2003-01-06 |
2298 | */ |
1995 | */ |
2299 | |
|
|
2300 | int |
1996 | int |
2301 | animate_weapon (object *op, object *caster, object *spell, int dir) |
1997 | animate_weapon (object *op, object *caster, object *spell, int dir) |
2302 | { |
1998 | { |
2303 | object *weapon, *tmp; |
1999 | object *weapon, *tmp; |
2304 | char buf[MAX_BUF]; |
2000 | char buf[MAX_BUF]; |
2305 | int a, i; |
2001 | int a, i; |
2306 | sint16 x, y; |
2002 | sint16 x, y; |
2307 | maptile *m; |
2003 | maptile *m; |
2308 | materialtype_t *mt; |
|
|
2309 | |
2004 | |
2310 | if (!spell->other_arch) |
2005 | if (!spell->other_arch) |
2311 | { |
2006 | { |
2312 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
2007 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
2313 | LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); |
2008 | LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); |
… | |
… | |
2316 | /* exit if it's not a player using this spell. */ |
2011 | /* exit if it's not a player using this spell. */ |
2317 | if (op->type != PLAYER) |
2012 | if (op->type != PLAYER) |
2318 | return 0; |
2013 | return 0; |
2319 | |
2014 | |
2320 | /* if player already has a golem, abort */ |
2015 | /* if player already has a golem, abort */ |
2321 | if (op->contr->ranges[range_golem]) |
2016 | if (object *golem = op->contr->golem) |
2322 | { |
2017 | { |
2323 | control_golem (op->contr->ranges[range_golem], dir); |
2018 | control_golem (golem, dir); |
2324 | return 0; |
2019 | return 0; |
2325 | } |
2020 | } |
2326 | |
2021 | |
2327 | /* if no direction specified, pick one */ |
2022 | /* if no direction specified, pick one */ |
2328 | if (!dir) |
2023 | if (!dir) |
… | |
… | |
2332 | x = op->x + freearr_x[dir]; |
2027 | x = op->x + freearr_x[dir]; |
2333 | y = op->y + freearr_y[dir]; |
2028 | y = op->y + freearr_y[dir]; |
2334 | |
2029 | |
2335 | /* if there's no place to put the golem, abort */ |
2030 | /* if there's no place to put the golem, abort */ |
2336 | if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || |
2031 | if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || |
2337 | ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) |
2032 | ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) |
2338 | { |
2033 | { |
2339 | new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
2034 | new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
2340 | return 0; |
2035 | return 0; |
2341 | } |
2036 | } |
2342 | |
2037 | |
… | |
… | |
2346 | if (!weapon) |
2041 | if (!weapon) |
2347 | { |
2042 | { |
2348 | new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2043 | new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2349 | return 0; |
2044 | return 0; |
2350 | } |
2045 | } |
2351 | if (spell->race && strcmp (weapon->arch->name, spell->race)) |
2046 | if (spell->race && strcmp (weapon->arch->archname, spell->race)) |
2352 | { |
2047 | { |
2353 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); |
2048 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); |
2354 | return 0; |
2049 | return 0; |
2355 | } |
2050 | } |
2356 | if (weapon->type != WEAPON) |
2051 | if (weapon->type != WEAPON) |
… | |
… | |
2374 | /* create the golem object */ |
2069 | /* create the golem object */ |
2375 | tmp = arch_to_object (spell->other_arch); |
2070 | tmp = arch_to_object (spell->other_arch); |
2376 | |
2071 | |
2377 | /* if animated by a player, give the player control of the golem */ |
2072 | /* if animated by a player, give the player control of the golem */ |
2378 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2073 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2379 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
2380 | tmp->stats.exp = 0; |
2074 | tmp->stats.exp = 0; |
2381 | add_friendly_object (tmp); |
2075 | add_friendly_object (tmp); |
2382 | tmp->type = GOLEM; |
2076 | tmp->type = GOLEM; |
2383 | tmp->set_owner (op); |
2077 | tmp->set_owner (op); |
|
|
2078 | op->contr->golem = tmp; |
2384 | set_spell_skill (op, caster, spell, tmp); |
2079 | set_spell_skill (op, caster, spell, tmp); |
2385 | op->contr->ranges[range_golem] = tmp; |
|
|
2386 | op->contr->shoottype = range_golem; |
|
|
2387 | |
2080 | |
2388 | /* Give the weapon to the golem now. A bit of a hack to check the |
2081 | /* Give the weapon to the golem now. A bit of a hack to check the |
2389 | * removed flag - it should only be set if get_split_object was |
2082 | * removed flag - it should only be set if get_split_object was |
2390 | * used above. |
2083 | * used above. |
2391 | */ |
2084 | */ |
2392 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2085 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2393 | weapon->remove (); |
2086 | weapon->remove (); |
|
|
2087 | |
2394 | insert_ob_in_ob (weapon, tmp); |
2088 | insert_ob_in_ob (weapon, tmp); |
2395 | esrv_send_item (op, weapon); |
2089 | esrv_send_item (op, weapon); |
2396 | /* To do everything necessary to let a golem use the weapon is a pain, |
2090 | /* To do everything necessary to let a golem use the weapon is a pain, |
2397 | * so instead, just set it as equipped (otherwise, we need to update |
2091 | * so instead, just set it as equipped (otherwise, we need to update |
2398 | * body_info, skills, etc) |
2092 | * body_info, skills, etc) |
… | |
… | |
2426 | |
2120 | |
2427 | /* attacktype */ |
2121 | /* attacktype */ |
2428 | if (!tmp->attacktype) |
2122 | if (!tmp->attacktype) |
2429 | tmp->attacktype = AT_PHYSICAL; |
2123 | tmp->attacktype = AT_PHYSICAL; |
2430 | |
2124 | |
2431 | mt = NULL; |
|
|
2432 | if (op->materialname != NULL) |
|
|
2433 | mt = name_to_material (op->materialname); |
2125 | if (materialtype_t *mt = name_to_material (op->materialname)) |
2434 | if (mt != NULL) |
|
|
2435 | { |
2126 | { |
2436 | for (i = 0; i < NROFATTACKS; i++) |
2127 | for (i = 0; i < NROFATTACKS; i++) |
2437 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2128 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2438 | a = mt->save[0]; |
2129 | a = mt->save[0]; |
2439 | } |
2130 | } |
… | |
… | |
2441 | { |
2132 | { |
2442 | for (i = 0; i < NROFATTACKS; i++) |
2133 | for (i = 0; i < NROFATTACKS; i++) |
2443 | tmp->resist[i] = 5; |
2134 | tmp->resist[i] = 5; |
2444 | a = 10; |
2135 | a = 10; |
2445 | } |
2136 | } |
|
|
2137 | |
2446 | /* Set weapon's immunity */ |
2138 | /* Set weapon's immunity */ |
2447 | tmp->resist[ATNR_CONFUSION] = 100; |
2139 | tmp->resist[ATNR_CONFUSION] = 100; |
2448 | tmp->resist[ATNR_POISON] = 100; |
2140 | tmp->resist[ATNR_POISON] = 100; |
2449 | tmp->resist[ATNR_SLOW] = 100; |
2141 | tmp->resist[ATNR_SLOW] = 100; |
2450 | tmp->resist[ATNR_PARALYZE] = 100; |
2142 | tmp->resist[ATNR_PARALYZE] = 100; |
… | |
… | |
2456 | |
2148 | |
2457 | /* Improve weapon's armour value according to best save vs. physical of its material */ |
2149 | /* Improve weapon's armour value according to best save vs. physical of its material */ |
2458 | |
2150 | |
2459 | if (a > 14) |
2151 | if (a > 14) |
2460 | a = 14; |
2152 | a = 14; |
|
|
2153 | |
2461 | tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2154 | tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2462 | |
2155 | |
2463 | /* Determine golem's speed */ |
2156 | /* Determine golem's speed */ |
2464 | tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); |
2157 | tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); |
2465 | |
2158 | |
… | |
… | |
2478 | |
2171 | |
2479 | /* make experience increase in proportion to the strength of the summoned creature. */ |
2172 | /* make experience increase in proportion to the strength of the summoned creature. */ |
2480 | tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); |
2173 | tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); |
2481 | |
2174 | |
2482 | tmp->speed_left = -1; |
2175 | tmp->speed_left = -1; |
2483 | tmp->x = x; |
|
|
2484 | tmp->y = y; |
|
|
2485 | tmp->direction = dir; |
2176 | tmp->direction = dir; |
2486 | insert_ob_in_map (tmp, m, op, 0); |
2177 | |
|
|
2178 | m->insert (tmp, x, y, op); |
2487 | return 1; |
2179 | return 1; |
2488 | } |
2180 | } |
2489 | |
2181 | |
2490 | /* cast_daylight() - changes the map darkness level *lower* */ |
2182 | /* cast_daylight() - changes the map darkness level *lower* */ |
2491 | |
2183 | |
… | |
… | |
2499 | int success; |
2191 | int success; |
2500 | |
2192 | |
2501 | if (!op->map) |
2193 | if (!op->map) |
2502 | return 0; /* shouldnt happen */ |
2194 | return 0; /* shouldnt happen */ |
2503 | |
2195 | |
2504 | success = change_map_light (op->map, spell->stats.dam); |
2196 | success = op->map->change_map_light (spell->stats.dam); |
|
|
2197 | |
2505 | if (!success) |
2198 | if (!success) |
2506 | { |
2199 | { |
2507 | if (spell->stats.dam < 0) |
2200 | if (spell->stats.dam < 0) |
2508 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); |
2201 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); |
2509 | else |
2202 | else |
… | |
… | |
2586 | { |
2279 | { |
2587 | aura->destroy (); |
2280 | aura->destroy (); |
2588 | return; |
2281 | return; |
2589 | } |
2282 | } |
2590 | |
2283 | |
2591 | aura->x = env->x; |
|
|
2592 | aura->y = env->y; |
|
|
2593 | |
|
|
2594 | /* we need to jump out of the inventory for a bit |
2284 | /* we need to jump out of the inventory for a bit |
2595 | * in order to hit the map conveniently. |
2285 | * in order to hit the map conveniently. |
2596 | */ |
2286 | */ |
2597 | insert_ob_in_map (aura, env->map, aura, 0); |
2287 | aura->insert_at (env, aura); |
2598 | |
2288 | |
2599 | for (i = 1; i < 9; i++) |
2289 | for (i = 1; i < 9; i++) |
2600 | { |
2290 | { |
2601 | sint16 nx, ny; |
2291 | sint16 nx, ny; |
2602 | |
2292 | |
… | |
… | |
2611 | if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) |
2301 | if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) |
2612 | { |
2302 | { |
2613 | hit_map (aura, i, aura->attacktype, 0); |
2303 | hit_map (aura, i, aura->attacktype, 0); |
2614 | |
2304 | |
2615 | if (aura->other_arch) |
2305 | if (aura->other_arch) |
2616 | { |
2306 | m->insert (arch_to_object (aura->other_arch), nx, ny, aura); |
2617 | object *new_ob; |
|
|
2618 | |
|
|
2619 | new_ob = arch_to_object (aura->other_arch); |
|
|
2620 | new_ob->x = nx; |
|
|
2621 | new_ob->y = ny; |
|
|
2622 | insert_ob_in_map (new_ob, m, aura, 0); |
|
|
2623 | } |
2307 | } |
2624 | } |
|
|
2625 | } |
2308 | } |
|
|
2309 | |
2626 | /* put the aura back in the player's inventory */ |
2310 | /* put the aura back in the player's inventory */ |
2627 | aura->remove (); |
2311 | aura->remove (); |
2628 | insert_ob_in_ob (aura, env); |
2312 | insert_ob_in_ob (aura, env); |
2629 | } |
2313 | } |
2630 | |
2314 | |
… | |
… | |
2711 | |
2395 | |
2712 | snprintf (rune, sizeof (rune), "%s\n", msg); |
2396 | snprintf (rune, sizeof (rune), "%s\n", msg); |
2713 | |
2397 | |
2714 | tmp->race = op->name; /*Save the owner of the rune */ |
2398 | tmp->race = op->name; /*Save the owner of the rune */ |
2715 | tmp->msg = rune; |
2399 | tmp->msg = rune; |
2716 | tmp->x = op->x; |
2400 | |
2717 | tmp->y = op->y; |
2401 | tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); |
2718 | insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
2719 | return 1; |
2402 | return 1; |
2720 | } |
2403 | } |