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. |
… | |
… | |
71 | return 0; |
69 | return 0; |
72 | } |
70 | } |
73 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
71 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
74 | { |
72 | { |
75 | 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)); |
76 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); |
74 | op->play_sound (sound_find ("ob_explode")); |
77 | esrv_del_item (op->contr, wand->count); |
75 | esrv_del_item (op->contr, wand->count); |
78 | wand->destroy (); |
76 | wand->destroy (); |
79 | tmp = get_archetype ("fireball"); |
77 | tmp = get_archetype ("fireball"); |
80 | 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; |
81 | |
79 | |
… | |
… | |
105 | ncharges = 1; |
103 | ncharges = 1; |
106 | |
104 | |
107 | wand->stats.food += ncharges; |
105 | wand->stats.food += ncharges; |
108 | 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)); |
109 | |
107 | |
110 | if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) |
108 | if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) |
111 | { |
109 | { |
112 | SET_FLAG (wand, FLAG_ANIMATE); |
110 | SET_FLAG (wand, FLAG_ANIMATE); |
113 | wand->set_speed (wand->arch->clone.speed); |
111 | wand->set_speed (wand->arch->speed); |
114 | } |
112 | } |
115 | |
113 | |
116 | return 1; |
114 | return 1; |
117 | } |
115 | } |
118 | |
116 | |
… | |
… | |
124 | * great a plus, the default is used. |
122 | * great a plus, the default is used. |
125 | * 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 |
126 | * 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 |
127 | * create nonnmagic arrows, or even -1, etc... |
125 | * create nonnmagic arrows, or even -1, etc... |
128 | */ |
126 | */ |
129 | |
|
|
130 | int |
127 | int |
131 | 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) |
132 | { |
129 | { |
133 | int missile_plus = 0, bonus_plus = 0; |
130 | int missile_plus = 0, bonus_plus = 0; |
134 | const char *missile_name; |
131 | const char *missile_name; |
… | |
… | |
155 | /* If it starts with a letter, presume it is a description */ |
152 | /* If it starts with a letter, presume it is a description */ |
156 | if (isalpha (*stringarg)) |
153 | if (isalpha (*stringarg)) |
157 | { |
154 | { |
158 | artifact *al = find_artifactlist (missile->type)->items; |
155 | artifact *al = find_artifactlist (missile->type)->items; |
159 | |
156 | |
160 | for (; al != NULL; al = al->next) |
157 | for (; al; al = al->next) |
161 | if (!strcasecmp (al->item->name, stringarg)) |
158 | if (!strcasecmp (al->item->name, stringarg)) |
162 | break; |
159 | break; |
163 | |
160 | |
164 | if (!al) |
161 | if (!al) |
165 | { |
162 | { |
… | |
… | |
225 | if (stringarg) |
222 | if (stringarg) |
226 | { |
223 | { |
227 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
224 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
228 | if (at == NULL) |
225 | if (at == NULL) |
229 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
226 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
230 | if (at == NULL || at->clone.stats.food > food_value) |
227 | if (at == NULL || at->stats.food > food_value) |
231 | stringarg = NULL; |
228 | stringarg = NULL; |
232 | } |
229 | } |
233 | |
230 | |
234 | if (!stringarg) |
231 | if (!stringarg) |
235 | { |
232 | { |
… | |
… | |
241 | * 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 |
242 | * to be altered from the donor. |
239 | * to be altered from the donor. |
243 | */ |
240 | */ |
244 | |
241 | |
245 | /* We assume the food items don't have multiple parts */ |
242 | /* We assume the food items don't have multiple parts */ |
246 | for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) |
243 | for_all_archetypes (at_tmp) |
247 | { |
244 | { |
248 | if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) |
245 | if (at_tmp->type == FOOD || at_tmp->type == DRINK) |
249 | { |
246 | { |
250 | /* Basically, if the food value is something that is creatable |
247 | /* Basically, if the food value is something that is creatable |
251 | * under the limits of the spell and it is higher than |
248 | * under the limits of the spell and it is higher than |
252 | * the item we have now, take it instead. |
249 | * the item we have now, take it instead. |
253 | */ |
250 | */ |
254 | 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))) |
255 | at = at_tmp; |
256 | at = at_tmp; |
256 | } |
257 | } |
257 | } |
258 | } |
258 | } |
259 | } |
|
|
260 | |
259 | /* 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 |
260 | * know |
262 | * know |
261 | */ |
263 | */ |
262 | if (!at) |
264 | if (!at) |
263 | { |
265 | { |
264 | 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."); |
265 | return 0; |
267 | return 0; |
266 | } |
268 | } |
267 | |
269 | |
268 | food_value /= at->clone.stats.food; |
270 | food_value /= at->stats.food; |
269 | new_op = arch_to_object (at); |
271 | new_op = arch_to_object (at); |
270 | new_op->nrof = food_value; |
272 | new_op->nrof = food_value; |
271 | |
273 | |
272 | new_op->value = 0; |
274 | new_op->value = 0; |
273 | if (new_op->nrof < 1) |
275 | if (new_op->nrof < 1) |
… | |
… | |
288 | if (!dir) |
290 | if (!dir) |
289 | { |
291 | { |
290 | examine_monster (op, op); |
292 | examine_monster (op, op); |
291 | return 1; |
293 | return 1; |
292 | } |
294 | } |
|
|
295 | |
293 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
296 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
294 | for (r = 1; r < maxrange; r++) |
297 | for (r = 1; r < maxrange; r++) |
295 | { |
298 | { |
296 | 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]; |
297 | |
300 | |
… | |
… | |
317 | examine_monster (op, tmp); |
320 | examine_monster (op, tmp); |
318 | return 1; |
321 | return 1; |
319 | } |
322 | } |
320 | } |
323 | } |
321 | } |
324 | } |
|
|
325 | |
322 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
326 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
323 | return 1; |
327 | return 1; |
324 | } |
328 | } |
325 | |
|
|
326 | |
329 | |
327 | /* This checks to see if 'pl' is invisible to 'mon'. |
330 | /* This checks to see if 'pl' is invisible to 'mon'. |
328 | * does race check, undead check, etc |
331 | * does race check, undead check, etc |
329 | * Returns TRUE if mon can't see pl, false |
332 | * Returns TRUE if mon can't see pl, false |
330 | * otherwise. This doesn't check range, walls, etc. It |
333 | * otherwise. This doesn't check range, walls, etc. It |
… | |
… | |
374 | * normal applies. |
377 | * normal applies. |
375 | */ |
378 | */ |
376 | int |
379 | int |
377 | cast_invisible (object *op, object *caster, object *spell_ob) |
380 | cast_invisible (object *op, object *caster, object *spell_ob) |
378 | { |
381 | { |
379 | object *tmp; |
|
|
380 | |
|
|
381 | if (op->invisible > 1000) |
382 | if (op->invisible > 1000) |
382 | { |
383 | { |
383 | 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"); |
384 | return 0; |
385 | return 0; |
385 | } |
386 | } |
… | |
… | |
401 | else |
402 | else |
402 | op->contr->tmp_invis = 1; |
403 | op->contr->tmp_invis = 1; |
403 | |
404 | |
404 | op->contr->hidden = 0; |
405 | op->contr->hidden = 0; |
405 | } |
406 | } |
|
|
407 | |
406 | if (makes_invisible_to (op, op)) |
408 | if (makes_invisible_to (op, op)) |
407 | 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!"); |
408 | else |
410 | else |
409 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
411 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
410 | |
412 | |
411 | update_object (op, UP_OBJ_FACE); |
413 | update_object (op, UP_OBJ_CHANGE); |
412 | |
414 | |
413 | /* Only search the active objects - only these should actually do |
415 | /* Only search the active objects - only these should actually do |
414 | * harm to the player. |
416 | * harm to the player. |
415 | */ |
417 | */ |
416 | for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) |
418 | for_all_actives (tmp) |
417 | if (tmp->enemy == op) |
419 | if (tmp->enemy == op) |
418 | tmp->enemy = NULL; |
420 | tmp->enemy = 0; |
|
|
421 | |
419 | return 1; |
422 | return 1; |
420 | } |
423 | } |
421 | |
424 | |
422 | /* earth to dust spell. Basically destroys earthwalls in the area. |
425 | /* earth to dust spell. Basically destroys earthwalls in the area. |
423 | */ |
426 | */ |
… | |
… | |
451 | next = tmp->above; |
454 | next = tmp->above; |
452 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
455 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
453 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
456 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
454 | } |
457 | } |
455 | } |
458 | } |
|
|
459 | |
456 | return 1; |
460 | return 1; |
457 | } |
461 | } |
458 | |
|
|
459 | |
462 | |
460 | void |
463 | void |
461 | execute_word_of_recall (object *op) |
464 | execute_word_of_recall (object *op) |
462 | { |
465 | { |
463 | object *wor = op; |
466 | if (object *pl = op->in_player ()) |
464 | |
467 | { |
465 | while (op != NULL && op->type != PLAYER) |
468 | if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) |
466 | op = op->env; |
|
|
467 | |
|
|
468 | if (op != NULL && op->map) |
|
|
469 | if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) |
|
|
470 | 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."); |
471 | else |
470 | else |
|
|
471 | { |
|
|
472 | // remove first so we do not call update_stats |
|
|
473 | op->remove (); |
472 | enter_exit (op, wor); |
474 | pl->enter_exit (op); |
|
|
475 | } |
|
|
476 | } |
473 | |
477 | |
474 | wor->destroy (); |
478 | op->destroy (); |
475 | } |
479 | } |
476 | |
480 | |
477 | /* Word of recall causes the player to return 'home'. |
481 | /* Word of recall causes the player to return 'home'. |
478 | * 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 |
479 | * time delay effect. |
483 | * time delay effect. |
… | |
… | |
498 | { |
502 | { |
499 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
503 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
500 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
504 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
501 | return 0; |
505 | return 0; |
502 | } |
506 | } |
|
|
507 | |
503 | time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
508 | time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
504 | if (time < 1) |
509 | if (time < 1) |
505 | time = 1; |
510 | time = 1; |
506 | |
511 | |
507 | /* 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 |
… | |
… | |
515 | |
520 | |
516 | /* 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 |
517 | * nice, but until the map load fails, we can't. |
522 | * nice, but until the map load fails, we can't. |
518 | */ |
523 | */ |
519 | EXIT_PATH (dummy) = op->contr->savebed_map; |
524 | EXIT_PATH (dummy) = op->contr->savebed_map; |
520 | EXIT_X (dummy) = op->contr->bed_x; |
525 | EXIT_X (dummy) = op->contr->bed_x; |
521 | EXIT_Y (dummy) = op->contr->bed_y; |
526 | EXIT_Y (dummy) = op->contr->bed_y; |
522 | |
527 | |
523 | (void) insert_ob_in_ob (dummy, op); |
528 | op->insert (dummy); |
|
|
529 | |
524 | 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 | |
525 | return 1; |
532 | return 1; |
526 | } |
533 | } |
527 | |
534 | |
528 | /* cast_wonder |
535 | /* cast_wonder |
529 | * wonder is really just a spell that will likely cast another |
536 | * wonder is really just a spell that will likely cast another |
… | |
… | |
562 | } |
569 | } |
563 | |
570 | |
564 | int |
571 | int |
565 | perceive_self (object *op) |
572 | perceive_self (object *op) |
566 | { |
573 | { |
567 | char *cp = describe_item (op, op), buf[MAX_BUF]; |
574 | const char *cp = describe_item (op, op); |
568 | archetype *at = archetype::find (ARCH_DEPLETION); |
575 | archetype *at = archetype::find (ARCH_DEPLETION); |
569 | object *tmp; |
|
|
570 | int i; |
|
|
571 | |
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 | |
572 | tmp = find_god (determine_god (op)); |
583 | if (object *god = find_god (determine_god (op))) |
573 | if (tmp) |
584 | buf << "You worship " << &god->name << ".\n"; |
574 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name); |
|
|
575 | else |
585 | else |
576 | new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); |
586 | buf << "You worship no god.\n"; |
577 | |
587 | |
578 | tmp = present_arch_in_ob (at, op); |
588 | object *tmp = present_arch_in_ob (at, op); |
579 | |
589 | |
580 | if (*cp == '\0' && tmp == NULL) |
590 | if (*cp == '\0' && tmp == NULL) |
581 | new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); |
591 | buf << "You feel very mundane. "; |
582 | else |
592 | else |
583 | { |
593 | { |
584 | new_draw_info (NDI_UNIQUE, 0, op, "You have:"); |
594 | buf << "You have: " << cp << ".\n"; |
585 | new_draw_info (NDI_UNIQUE, 0, op, cp); |
595 | |
586 | if (tmp != NULL) |
596 | if (tmp) |
587 | { |
|
|
588 | for (i = 0; i < NUM_STATS; i++) |
597 | for (int i = 0; i < NUM_STATS; i++) |
589 | { |
598 | if (tmp->stats.stat (i) < 0) |
590 | if (get_attr_value (&tmp->stats, i) < 0) |
599 | buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); |
591 | { |
|
|
592 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); |
|
|
593 | } |
|
|
594 | } |
|
|
595 | } |
|
|
596 | } |
600 | } |
597 | |
601 | |
598 | if (is_dragon_pl (op)) |
602 | if (is_dragon_pl (op)) |
599 | { |
|
|
600 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
603 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
601 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
604 | for (tmp = op->inv; tmp; tmp = tmp->below) |
602 | { |
605 | { |
603 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
606 | if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) |
604 | { |
607 | { |
605 | if (tmp->stats.exp == 0) |
608 | if (tmp->stats.exp == 0) |
606 | { |
|
|
607 | sprintf (buf, "Your metabolism isn't focused on anything."); |
609 | buf << "Your metabolism isn't focused on anything.\n"; |
608 | } |
|
|
609 | else |
610 | else |
610 | { |
|
|
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 | return 1; |
|
|
619 | } |
|
|
620 | |
616 | |
621 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
617 | buf << '\0'; // zero-terminate |
622 | * |
|
|
623 | * This function cast the spell of town portal for op |
|
|
624 | * |
|
|
625 | * The spell operates in two passes. During the first one a place |
|
|
626 | * is marked as a destination for the portal. During the second one, |
|
|
627 | * 2 portals are created, one in the position the player cast it and |
|
|
628 | * one in the destination place. The portal are synchronized and 2 forces |
|
|
629 | * are inserted in the player to destruct the portal next time player |
|
|
630 | * creates a new portal pair. |
|
|
631 | * This spell has a side effect that it allows people to meet each other |
|
|
632 | * in a permanent, private, appartements by making a town portal from it |
|
|
633 | * to the town or another public place. So, check if the map is unique and if |
|
|
634 | * so return an error |
|
|
635 | * |
|
|
636 | * Code by Tchize (david.delbecq@usa.net) |
|
|
637 | */ |
|
|
638 | int |
|
|
639 | cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
|
|
640 | { |
|
|
641 | object *dummy, *force, *old_force, *tmp; |
|
|
642 | archetype *perm_portal; |
|
|
643 | char portal_name[1024], portal_message[1024]; |
|
|
644 | sint16 exitx, exity; |
|
|
645 | maptile *exitmap; |
|
|
646 | int op_level; |
|
|
647 | |
618 | |
648 | /* 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 ()); |
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 | exitx = EXIT_X (old_force); |
|
|
725 | exity = EXIT_Y (old_force); |
|
|
726 | LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity); |
|
|
727 | |
|
|
728 | if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir))) |
|
|
729 | exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE); |
|
|
730 | else |
|
|
731 | exitmap = ready_map_name (old_force->race, 0); |
|
|
732 | |
|
|
733 | if (exitmap) |
|
|
734 | { |
|
|
735 | tmp = present_arch (perm_portal, exitmap, exitx, exity); |
|
|
736 | while (tmp) |
|
|
737 | { |
|
|
738 | if (tmp->name == old_force->name) |
|
|
739 | { |
|
|
740 | tmp->destroy (); |
|
|
741 | break; |
|
|
742 | } |
|
|
743 | |
|
|
744 | tmp = tmp->above; |
|
|
745 | } |
|
|
746 | } |
|
|
747 | |
|
|
748 | old_force->destroy (); |
|
|
749 | LOG (llevDebug, "\n"); |
|
|
750 | } |
|
|
751 | |
|
|
752 | dummy->destroy (); |
|
|
753 | |
|
|
754 | /* Creating the portals. |
|
|
755 | * The very first thing to do is to ensure |
|
|
756 | * access to the destination map. |
|
|
757 | * If we can't, don't fizzle. Simply warn player. |
|
|
758 | * This ensure player pays his mana for the spell |
|
|
759 | * because HE is responsible of forgotting. |
|
|
760 | * 'force' is the destination of the town portal, which we got |
|
|
761 | * from the players inventory above. |
|
|
762 | */ |
|
|
763 | |
|
|
764 | /* Ensure exit map is loaded */ |
|
|
765 | if (!strncmp (force->name, settings.localdir, strlen (settings.localdir))) |
|
|
766 | exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE); |
|
|
767 | else |
|
|
768 | exitmap = ready_map_name (force->name, 0); |
|
|
769 | |
|
|
770 | /* If we were unable to load (ex. random map deleted), warn player */ |
|
|
771 | if (exitmap == NULL) |
|
|
772 | { |
|
|
773 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); |
|
|
774 | force->destroy (); |
|
|
775 | return 1; |
|
|
776 | } |
|
|
777 | |
|
|
778 | op_level = caster_level (caster, spell); |
|
|
779 | if (op_level < 15) |
|
|
780 | snprintf (portal_message, 1024, |
|
|
781 | "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", |
|
|
782 | &op->name); |
|
|
783 | else if (op_level < 30) |
|
|
784 | snprintf (portal_message, 1024, |
|
|
785 | "\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); |
|
|
786 | else if (op_level < 60) |
|
|
787 | snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); |
|
|
788 | else |
|
|
789 | snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n", |
|
|
790 | &op->name); |
|
|
791 | |
|
|
792 | /* Create a portal in front of player |
|
|
793 | * dummy contain the portal and |
|
|
794 | * force contain the track to kill it later |
|
|
795 | */ |
|
|
796 | |
|
|
797 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); |
|
|
798 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
799 | if (dummy == NULL) |
|
|
800 | { |
|
|
801 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
802 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
803 | return 0; |
|
|
804 | } |
|
|
805 | |
|
|
806 | EXIT_PATH (dummy) = force->name; |
|
|
807 | EXIT_X (dummy) = EXIT_X (force); |
|
|
808 | EXIT_Y (dummy) = EXIT_Y (force); |
|
|
809 | dummy->name = dummy->name_pl = portal_name; |
|
|
810 | dummy->msg = portal_message; |
|
|
811 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
812 | cast_create_obj (op, caster, dummy, 0); |
|
|
813 | |
|
|
814 | /* Now we need to to create a town portal marker inside the player |
|
|
815 | * object, so on future castings, we can know that he has an active |
|
|
816 | * town portal. |
|
|
817 | */ |
|
|
818 | tmp = get_archetype (spell->race); |
|
|
819 | if (tmp == NULL) |
|
|
820 | { |
|
|
821 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
822 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
823 | return 0; |
|
|
824 | } |
|
|
825 | |
|
|
826 | tmp->race = op->map->path; |
|
|
827 | tmp->name = portal_name; |
|
|
828 | EXIT_X (tmp) = dummy->x; |
|
|
829 | EXIT_Y (tmp) = dummy->y; |
|
|
830 | op->insert (tmp); |
|
|
831 | |
|
|
832 | /* Create a portal in the destination map |
|
|
833 | * dummy contain the portal and |
|
|
834 | * force the track to kill it later |
|
|
835 | * the 'force' variable still contains the 'reminder' of |
|
|
836 | * where this portal goes to. |
|
|
837 | */ |
|
|
838 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path); |
|
|
839 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
840 | if (dummy == NULL) |
|
|
841 | { |
|
|
842 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
843 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
844 | return 0; |
|
|
845 | } |
|
|
846 | |
|
|
847 | EXIT_PATH (dummy) = op->map->path; |
|
|
848 | EXIT_X (dummy) = op->x; |
|
|
849 | EXIT_Y (dummy) = op->y; |
|
|
850 | dummy->name = dummy->name_pl = portal_name; |
|
|
851 | dummy->msg = portal_message; |
|
|
852 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
853 | exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op); |
|
|
854 | |
|
|
855 | /* Now we create another town portal marker that |
|
|
856 | * points back to the one we just made |
|
|
857 | */ |
|
|
858 | tmp = get_archetype (spell->race); |
|
|
859 | if (tmp == NULL) |
|
|
860 | { |
|
|
861 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
862 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
863 | return 0; |
|
|
864 | } |
|
|
865 | |
|
|
866 | tmp->race = force->name; |
|
|
867 | tmp->name = portal_name; |
|
|
868 | EXIT_X (tmp) = dummy->x; |
|
|
869 | EXIT_Y (tmp) = dummy->y; |
|
|
870 | insert_ob_in_ob (tmp, op); |
|
|
871 | |
|
|
872 | /* Describe the player what happened |
|
|
873 | */ |
|
|
874 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); |
|
|
875 | force->destroy (); |
|
|
876 | |
620 | |
877 | return 1; |
621 | return 1; |
878 | } |
622 | } |
879 | |
623 | |
880 | /* This creates magic walls. Really, it can create most any object, |
624 | /* This creates magic walls. Really, it can create most any object, |
… | |
… | |
978 | 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); |
979 | return 0; |
723 | return 0; |
980 | } |
724 | } |
981 | |
725 | |
982 | /* 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 */ |
983 | if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
727 | if (tmp->other_arch && tmp->other_arch->type == SPELL) |
984 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
728 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
985 | |
729 | |
986 | /* This code causes the wall to extend some distance in |
730 | /* This code causes the wall to extend some distance in |
987 | * each direction, or until an obstruction is encountered. |
731 | * each direction, or until an obstruction is encountered. |
988 | * posblocked and negblocked help determine how far the |
732 | * posblocked and negblocked help determine how far the |
… | |
… | |
1008 | { |
752 | { |
1009 | object *tmp2 = tmp->clone (); |
753 | object *tmp2 = tmp->clone (); |
1010 | m->insert (tmp2, x, y, op); |
754 | m->insert (tmp2, x, y, op); |
1011 | |
755 | |
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 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
758 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1015 | |
759 | |
1016 | } |
760 | } |
1017 | else |
761 | else |
1018 | posblocked = 1; |
762 | posblocked = 1; |
… | |
… | |
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 | object *tmp2 = tmp->clone (); |
771 | object *tmp2 = tmp->clone (); |
1028 | m->insert (tmp2, x, y, op); |
772 | m->insert (tmp2, x, y, op); |
1029 | |
773 | |
1030 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
774 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1031 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
775 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1032 | } |
776 | } |
1033 | else |
777 | else |
1034 | negblocked = 1; |
778 | negblocked = 1; |
1035 | } |
779 | } |
… | |
… | |
1167 | object *poison; |
911 | object *poison; |
1168 | int heal = 0, success = 0; |
912 | int heal = 0, success = 0; |
1169 | |
913 | |
1170 | tmp = find_target_for_friendly_spell (op, dir); |
914 | tmp = find_target_for_friendly_spell (op, dir); |
1171 | |
915 | |
1172 | if (tmp == NULL) |
916 | if (!tmp) |
1173 | return 0; |
917 | return 0; |
1174 | |
918 | |
1175 | /* Figure out how many hp this spell might cure. |
919 | /* Figure out how many hp this spell might cure. |
1176 | * could be zero if this spell heals effects, not damage. |
920 | * could be zero if this spell heals effects, not damage. |
1177 | */ |
921 | */ |
… | |
… | |
1180 | 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; |
1181 | |
925 | |
1182 | if (heal) |
926 | if (heal) |
1183 | { |
927 | { |
1184 | if (tmp->stats.hp >= tmp->stats.maxhp) |
928 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1185 | { |
|
|
1186 | 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."); |
1187 | } |
|
|
1188 | else |
930 | else |
1189 | { |
931 | { |
1190 | /* See how many points we actually heal. Instead of messages |
932 | /* See how many points we actually heal. Instead of messages |
1191 | * based on type of spell, we instead do messages based |
933 | * based on type of spell, we instead do messages based |
1192 | * on amount of damage healed. |
934 | * on amount of damage healed. |
… | |
… | |
1194 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
936 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
1195 | heal = tmp->stats.maxhp - tmp->stats.hp; |
937 | heal = tmp->stats.maxhp - tmp->stats.hp; |
1196 | tmp->stats.hp += heal; |
938 | tmp->stats.hp += heal; |
1197 | |
939 | |
1198 | if (tmp->stats.hp >= tmp->stats.maxhp) |
940 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1199 | { |
|
|
1200 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
941 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1201 | } |
|
|
1202 | else if (heal > 50) |
942 | else if (heal > 50) |
1203 | { |
|
|
1204 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
943 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1205 | } |
|
|
1206 | else if (heal > 25) |
944 | else if (heal > 25) |
1207 | { |
|
|
1208 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
945 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1209 | } |
|
|
1210 | else if (heal > 10) |
946 | else if (heal > 10) |
1211 | { |
|
|
1212 | 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."); |
1213 | } |
|
|
1214 | else |
948 | else |
1215 | { |
|
|
1216 | 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."); |
1217 | } |
950 | |
1218 | success = 1; |
951 | success = 1; |
1219 | } |
952 | } |
1220 | } |
953 | } |
|
|
954 | |
1221 | if (spell->attacktype & AT_DISEASE) |
955 | if (spell->attacktype & AT_DISEASE) |
1222 | if (cure_disease (tmp, op)) |
956 | if (cure_disease (tmp, op)) |
1223 | success = 1; |
957 | success = 1; |
1224 | |
958 | |
1225 | if (spell->attacktype & AT_POISON) |
959 | if (spell->attacktype & AT_POISON) |
… | |
… | |
1231 | success = 1; |
965 | success = 1; |
1232 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
966 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1233 | poison->stats.food = 1; |
967 | poison->stats.food = 1; |
1234 | } |
968 | } |
1235 | } |
969 | } |
|
|
970 | |
1236 | if (spell->attacktype & AT_CONFUSION) |
971 | if (spell->attacktype & AT_CONFUSION) |
1237 | { |
972 | { |
1238 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
973 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1239 | if (poison) |
974 | if (poison) |
1240 | { |
975 | { |
1241 | success = 1; |
976 | success = 1; |
1242 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
977 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1243 | poison->duration = 1; |
978 | poison->duration = 1; |
1244 | } |
979 | } |
1245 | } |
980 | } |
|
|
981 | |
1246 | if (spell->attacktype & AT_BLIND) |
982 | if (spell->attacktype & AT_BLIND) |
1247 | { |
983 | { |
1248 | at = archetype::find ("blindness"); |
984 | at = archetype::find ("blindness"); |
1249 | poison = present_arch_in_ob (at, tmp); |
985 | poison = present_arch_in_ob (at, tmp); |
1250 | if (poison) |
986 | if (poison) |
… | |
… | |
1252 | success = 1; |
988 | success = 1; |
1253 | 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."); |
1254 | poison->stats.food = 1; |
990 | poison->stats.food = 1; |
1255 | } |
991 | } |
1256 | } |
992 | } |
|
|
993 | |
1257 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
994 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
1258 | { |
995 | { |
1259 | tmp->stats.sp += spell->last_sp; |
996 | tmp->stats.sp += spell->last_sp; |
1260 | if (tmp->stats.sp > tmp->stats.maxsp) |
997 | if (tmp->stats.sp > tmp->stats.maxsp) |
1261 | tmp->stats.sp = tmp->stats.maxsp; |
998 | tmp->stats.sp = tmp->stats.maxsp; |
1262 | success = 1; |
999 | success = 1; |
1263 | 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!"); |
1264 | } |
1001 | } |
|
|
1002 | |
1265 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1003 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1266 | { |
1004 | { |
1267 | tmp->stats.grace += spell->last_grace; |
1005 | tmp->stats.grace += spell->last_grace; |
1268 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1006 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1269 | tmp->stats.grace = tmp->stats.maxgrace; |
1007 | tmp->stats.grace = tmp->stats.maxgrace; |
1270 | success = 1; |
1008 | success = 1; |
1271 | 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!"); |
1272 | } |
1010 | } |
|
|
1011 | |
1273 | if (spell->stats.food && tmp->stats.food < 999) |
1012 | if (spell->stats.food && tmp->stats.food < 999) |
1274 | { |
1013 | { |
1275 | tmp->stats.food += spell->stats.food; |
1014 | tmp->stats.food += spell->stats.food; |
1276 | if (tmp->stats.food > 999) |
1015 | if (tmp->stats.food > 999) |
1277 | tmp->stats.food = 999; |
1016 | tmp->stats.food = 999; |
1278 | success = 1; |
1017 | success = 1; |
1279 | /* 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 */ |
1280 | 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"); |
1281 | } |
1020 | } |
|
|
1021 | |
1282 | return success; |
1022 | return success; |
1283 | } |
1023 | } |
1284 | |
|
|
1285 | |
1024 | |
1286 | /* 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 |
1287 | * 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 |
1288 | * good comments for those. |
1027 | * good comments for those. |
1289 | */ |
1028 | */ |
1290 | static const char *const no_gain_msgs[NUM_STATS] = { |
1029 | static const char *const no_gain_msgs[NUM_STATS] = { |
1291 | "You grow no stronger.", |
1030 | "You grow no stronger.", |
1292 | "You grow no more agile.", |
1031 | "You grow no more agile.", |
1293 | "You don't feel any healthier.", |
1032 | "You don't feel any healthier.", |
1294 | "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." |
1295 | "You are no easier to look at.", |
1036 | "You are no easier to look at.", |
1296 | "no int", |
|
|
1297 | "no pow" |
|
|
1298 | }; |
1037 | }; |
1299 | |
1038 | |
1300 | int |
1039 | int |
1301 | 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) |
1302 | { |
1041 | { |
… | |
… | |
1353 | } |
1092 | } |
1354 | else |
1093 | else |
1355 | { |
1094 | { |
1356 | 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."); |
1357 | } |
1096 | } |
|
|
1097 | |
1358 | return 1; |
1098 | return 1; |
1359 | } |
1099 | } |
|
|
1100 | |
1360 | 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; |
1361 | force->speed = 1.0; |
1102 | force->speed = 1.0; |
1362 | force->speed_left = -1.0; |
1103 | force->speed_left = -1.0; |
1363 | SET_FLAG (force, FLAG_APPLIED); |
1104 | SET_FLAG (force, FLAG_APPLIED); |
1364 | |
1105 | |
… | |
… | |
1370 | 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); |
1371 | if (force->resist[i] > 100) |
1112 | if (force->resist[i] > 100) |
1372 | force->resist[i] = 100; |
1113 | force->resist[i] = 100; |
1373 | } |
1114 | } |
1374 | } |
1115 | } |
|
|
1116 | |
1375 | if (spell_ob->stats.hp) |
1117 | if (spell_ob->stats.hp) |
1376 | 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); |
1377 | |
1119 | |
1378 | if (tmp->type == PLAYER) |
1120 | if (tmp->type == PLAYER) |
1379 | { |
1121 | { |
1380 | /* Stat adjustment spells */ |
1122 | /* Stat adjustment spells */ |
1381 | for (i = 0; i < NUM_STATS; i++) |
1123 | for (i = 0; i < NUM_STATS; i++) |
1382 | { |
1124 | { |
1383 | sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; |
1125 | if (sint8 stat = spell_ob->stats.stat (i)) |
1384 | |
|
|
1385 | if (stat) |
|
|
1386 | { |
1126 | { |
1387 | sm = 0; |
1127 | sint8 sm = 0; |
1388 | for (k = 0; k < stat; k++) |
1128 | for (sint8 k = 0; k < stat; k++) |
1389 | sm += rndm (1, 3); |
1129 | sm += rndm (1, 3); |
1390 | |
1130 | |
1391 | if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) |
1131 | if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1392 | { |
1132 | sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1393 | sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); |
1133 | |
1394 | if (sm < 0) |
1134 | force->stats.stat (i) = sm; |
1395 | sm = 0; |
1135 | |
1396 | } |
|
|
1397 | set_attr_value (&force->stats, i, sm); |
|
|
1398 | if (!sm) |
1136 | if (!sm) |
1399 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1137 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1400 | } |
1138 | } |
1401 | } |
1139 | } |
1402 | } |
1140 | } |
… | |
… | |
1423 | force->attacktype = spell_ob->attacktype; |
1161 | force->attacktype = spell_ob->attacktype; |
1424 | |
1162 | |
1425 | insert_ob_in_ob (force, tmp); |
1163 | insert_ob_in_ob (force, tmp); |
1426 | change_abil (tmp, force); /* Mostly to display any messages */ |
1164 | change_abil (tmp, force); /* Mostly to display any messages */ |
1427 | tmp->update_stats (); |
1165 | tmp->update_stats (); |
|
|
1166 | |
1428 | return 1; |
1167 | return 1; |
1429 | } |
1168 | } |
1430 | |
1169 | |
1431 | /* 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 |
1432 | * 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 |
1433 | * of the caster. |
1172 | * of the caster. |
1434 | */ |
1173 | */ |
1435 | |
|
|
1436 | int |
1174 | int |
1437 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1175 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1438 | { |
1176 | { |
1439 | int i; |
1177 | int i; |
1440 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
1178 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
… | |
… | |
1534 | change_abil (tmp, force); /* Mostly to display any messages */ |
1272 | change_abil (tmp, force); /* Mostly to display any messages */ |
1535 | insert_ob_in_ob (force, tmp); |
1273 | insert_ob_in_ob (force, tmp); |
1536 | tmp->update_stats (); |
1274 | tmp->update_stats (); |
1537 | return 1; |
1275 | return 1; |
1538 | } |
1276 | } |
1539 | |
|
|
1540 | |
|
|
1541 | |
1277 | |
1542 | /* Alchemy code by Mark Wedel |
1278 | /* Alchemy code by Mark Wedel |
1543 | * |
1279 | * |
1544 | * This code adds a new spell, called alchemy. Alchemy will turn |
1280 | * This code adds a new spell, called alchemy. Alchemy will turn |
1545 | * objects to gold nuggets, the value of the gold nuggets being |
1281 | * objects to gold nuggets, the value of the gold nuggets being |
… | |
… | |
1555 | * 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 |
1556 | * 4 large nuggets, and from 0-10 small nuggets. |
1292 | * 4 large nuggets, and from 0-10 small nuggets. |
1557 | * |
1293 | * |
1558 | * 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 |
1559 | * 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 |
1560 | * alchemied. |
1296 | * alchemised. |
1561 | */ |
1297 | */ |
1562 | |
|
|
1563 | /* I didn't feel like passing these as arguements to the |
|
|
1564 | * two functions that need them. Real values are put in them |
|
|
1565 | * when the spell is cast, and these are freed when the spell |
|
|
1566 | * is finished. |
|
|
1567 | */ |
|
|
1568 | static object *small, *large; |
|
|
1569 | |
|
|
1570 | static void |
1298 | static void |
1571 | alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) |
1299 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1572 | { |
1300 | { |
1573 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1301 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1574 | |
1302 | |
1575 | /* Give third price when we alchemy money (This should hopefully |
1303 | /* Give third price when we alchemy money (This should hopefully |
1576 | * 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 |
1577 | * the nuggets, alchemy the gold from that, etc. |
1305 | * the nuggets, alchemy the gold from that, etc. |
1578 | * Otherwise, give 9 silver on the gold for other objects, |
1306 | * Otherwise, give 9 silver on the gold for other objects, |
1579 | * so that it would still be more affordable to haul |
1307 | * so that it would still be more affordable to haul |
1580 | * the stuff back to town. |
1308 | * the stuff back to town. |
1581 | */ |
1309 | */ |
1582 | |
|
|
1583 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1310 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1584 | value = 0; |
1311 | value = 0; |
1585 | else if (obj->type == MONEY || obj->type == GEM) |
1312 | else if (obj->type == MONEY || obj->type == GEM) |
1586 | value /= 3; |
1313 | value /= 3; |
1587 | else |
1314 | else |
1588 | value = (value * 9) / 10; |
1315 | value = value * 9 / 10; |
1589 | |
1316 | |
1590 | value /= 4; // fix by GHJ, don't understand, pcg |
|
|
1591 | |
|
|
1592 | if ((obj->value > 0) && rndm (0, 29)) |
1317 | if (obj->value > 0 && rndm (0, 29)) |
1593 | { |
1318 | total_value += value; |
1594 | int count; |
|
|
1595 | |
1319 | |
1596 | count = value / large->value; |
|
|
1597 | *large_nuggets += count; |
|
|
1598 | value -= (uint64) count *(uint64) large->value; |
|
|
1599 | |
|
|
1600 | count = value / small->value; |
|
|
1601 | *small_nuggets += count; |
|
|
1602 | } |
|
|
1603 | |
|
|
1604 | /* Turn 25 small nuggets into 1 large nugget. If the value |
|
|
1605 | * of large nuggets is not evenly divisable by the small nugget |
|
|
1606 | * value, take off an extra small_nugget (Assuming small_nuggets!=0) |
|
|
1607 | */ |
|
|
1608 | if (*small_nuggets * small->value >= large->value) |
|
|
1609 | { |
|
|
1610 | (*large_nuggets)++; |
|
|
1611 | *small_nuggets -= large->value / small->value; |
|
|
1612 | if (*small_nuggets && large->value % small->value) |
|
|
1613 | (*small_nuggets)--; |
|
|
1614 | } |
|
|
1615 | weight += obj->weight; |
1320 | total_weight += obj->total_weight (); |
|
|
1321 | |
1616 | obj->destroy (); |
1322 | obj->destroy (); |
1617 | } |
1323 | } |
1618 | |
1324 | |
1619 | static void |
1325 | static void |
1620 | 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) |
1621 | { |
1327 | { |
1622 | object *tmp; |
|
|
1623 | int flag = 0; |
1328 | int flag = 0; |
1624 | |
1329 | |
1625 | /* 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 |
1626 | * flag if we are on the same space as the player |
1331 | * flag if we are on the same space as the player |
1627 | */ |
1332 | */ |
1628 | if (x == op->x && y == op->y && op->map == m) |
1333 | if (x == op->x && y == op->y && op->map == m) |
1629 | flag = INS_BELOW_ORIGINATOR; |
1334 | flag = INS_BELOW_ORIGINATOR; |
1630 | |
1335 | |
1631 | if (small_nuggets) |
1336 | if (small_nuggets) |
1632 | { |
1337 | { |
1633 | tmp = small->clone (); |
1338 | object *tmp = small->clone (); |
1634 | tmp->nrof = small_nuggets; |
1339 | tmp->nrof = small_nuggets; |
1635 | m->insert (tmp, x, y, op, flag); |
1340 | m->insert (tmp, x, y, op, flag); |
1636 | } |
1341 | } |
1637 | |
1342 | |
1638 | if (large_nuggets) |
1343 | if (large_nuggets) |
1639 | { |
1344 | { |
1640 | tmp = large->clone (); |
1345 | object *tmp = large->clone (); |
1641 | tmp->nrof = large_nuggets; |
1346 | tmp->nrof = large_nuggets; |
1642 | m->insert (tmp, x, y, op, flag); |
1347 | m->insert (tmp, x, y, op, flag); |
1643 | } |
1348 | } |
|
|
1349 | |
|
|
1350 | if (object *pl = m->at (x, y).player ()) |
|
|
1351 | if (pl->contr->ns) |
|
|
1352 | pl->contr->ns->look_position = 0; |
1644 | } |
1353 | } |
1645 | |
1354 | |
1646 | int |
1355 | int |
1647 | alchemy (object *op, object *caster, object *spell_ob) |
1356 | alchemy (object *op, object *caster, object *spell_ob) |
1648 | { |
1357 | { |
1649 | int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags; |
|
|
1650 | sint16 nx, ny; |
|
|
1651 | object *next, *tmp; |
|
|
1652 | maptile *mp; |
|
|
1653 | |
|
|
1654 | if (op->type != PLAYER) |
1358 | if (op->type != PLAYER) |
1655 | return 0; |
1359 | return 0; |
1656 | |
1360 | |
|
|
1361 | object *large = get_archetype ("largenugget"); |
|
|
1362 | object *small = get_archetype ("smallnugget"); |
|
|
1363 | |
1657 | /* 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 |
1658 | * some, and also prevents people from alcheming every table/chair/clock |
1365 | * some, and also prevents people from alchemising every table/chair/clock |
1659 | * in sight |
1366 | * in sight |
1660 | */ |
1367 | */ |
1661 | 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); |
1662 | weight_max *= 1000; |
1369 | int weight_max = duration * 1000; |
1663 | small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); |
1370 | uint64 value_max = duration * 1000; |
1664 | |
1371 | |
|
|
1372 | int weight = 0; |
|
|
1373 | |
1665 | for (y = op->y - 1; y <= op->y + 1; y++) |
1374 | for (int y = op->y - 1; y <= op->y + 1; y++) |
1666 | { |
1375 | { |
1667 | for (x = op->x - 1; x <= op->x + 1; x++) |
1376 | for (int x = op->x - 1; x <= op->x + 1; x++) |
1668 | { |
1377 | { |
|
|
1378 | uint64 value = 0; |
|
|
1379 | |
1669 | nx = x; |
1380 | sint16 nx = x; |
1670 | ny = y; |
1381 | sint16 ny = y; |
1671 | |
1382 | |
1672 | mp = op->map; |
1383 | maptile *mp = op->map; |
1673 | |
1384 | |
1674 | mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1385 | int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1675 | |
1386 | |
1676 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1387 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1677 | continue; |
1388 | continue; |
1678 | |
1389 | |
1679 | /* Treat alchemy a little differently - most spell effects |
1390 | /* Treat alchemy a little differently - most spell effects |
… | |
… | |
1681 | * ground level effect. |
1392 | * ground level effect. |
1682 | */ |
1393 | */ |
1683 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1394 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1684 | continue; |
1395 | continue; |
1685 | |
1396 | |
1686 | small_nuggets = 0; |
1397 | for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) |
1687 | large_nuggets = 0; |
|
|
1688 | |
|
|
1689 | for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next) |
|
|
1690 | { |
1398 | { |
1691 | next = tmp->above; |
1399 | next = tmp->above; |
|
|
1400 | |
1692 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1401 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1693 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1402 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1694 | { |
1403 | { |
1695 | |
|
|
1696 | if (tmp->inv) |
1404 | if (tmp->inv) |
1697 | { |
1405 | { |
1698 | object *next1, *tmp1; |
1406 | object *next1, *tmp1; |
1699 | |
1407 | |
1700 | for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) |
1408 | for (tmp1 = tmp->inv; tmp1; tmp1 = next1) |
1701 | { |
1409 | { |
1702 | next1 = tmp1->below; |
1410 | next1 = tmp1->below; |
1703 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1411 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1704 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1412 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1705 | alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); |
1413 | alchemy_object (tmp1, value, weight); |
1706 | } |
1414 | } |
1707 | } |
1415 | } |
|
|
1416 | |
1708 | alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); |
1417 | alchemy_object (tmp, value, weight); |
1709 | |
1418 | |
1710 | if (weight > weight_max) |
1419 | if (weight > weight_max) |
1711 | { |
1420 | break; |
1712 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
|
|
1713 | large->destroy (); |
|
|
1714 | small->destroy (); |
|
|
1715 | return 1; |
|
|
1716 | } |
1421 | } |
1717 | } /* is alchemable object */ |
1422 | } |
1718 | } /* 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; |
1719 | |
1432 | |
1720 | /* 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 |
1721 | * it also prevents us from alcheming nuggets that were just created |
1434 | * it also prevents us from alcheming nuggets that were just created |
1722 | * with this spell. |
1435 | * with this spell. |
1723 | */ |
1436 | */ |
1724 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
1437 | update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); |
1725 | } |
|
|
1726 | } |
|
|
1727 | |
1438 | |
|
|
1439 | if (weight > weight_max) |
|
|
1440 | goto bailout; |
|
|
1441 | } |
|
|
1442 | } |
|
|
1443 | |
|
|
1444 | bailout: |
1728 | large->destroy (); |
1445 | large->destroy (); |
1729 | small->destroy (); |
1446 | small->destroy (); |
1730 | /* reset this so that if player standing on a big pile of stuff, |
|
|
1731 | * it is redrawn properly. |
|
|
1732 | */ |
|
|
1733 | op->contr->ns->look_position = 0; |
|
|
1734 | return 1; |
1447 | return 1; |
1735 | } |
1448 | } |
1736 | |
1449 | |
1737 | |
1450 | |
1738 | /* This function removes the cursed/damned status on equipped |
1451 | /* This function removes the cursed/damned status on equipped |
… | |
… | |
1765 | } |
1478 | } |
1766 | |
1479 | |
1767 | if (op->type == PLAYER) |
1480 | if (op->type == PLAYER) |
1768 | { |
1481 | { |
1769 | if (success) |
1482 | if (success) |
1770 | { |
|
|
1771 | 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."); |
1772 | } |
|
|
1773 | else |
1484 | else |
1774 | { |
1485 | { |
1775 | if (was_one) |
1486 | if (was_one) |
1776 | 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."); |
1777 | else |
1488 | else |
… | |
… | |
1801 | { |
1512 | { |
1802 | identify (tmp); |
1513 | identify (tmp); |
1803 | |
1514 | |
1804 | if (op->type == PLAYER) |
1515 | if (op->type == PLAYER) |
1805 | { |
1516 | { |
1806 | 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)); |
1807 | |
1518 | |
1808 | if (tmp->msg) |
1519 | if (tmp->msg) |
1809 | { |
1520 | { |
1810 | 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:"); |
1811 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1522 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
1823 | * 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 |
1824 | * was not fully used. |
1535 | * was not fully used. |
1825 | */ |
1536 | */ |
1826 | if (num_ident) |
1537 | if (num_ident) |
1827 | { |
1538 | { |
1828 | 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) |
1829 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1540 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1830 | { |
1541 | { |
1831 | identify (tmp); |
1542 | identify (tmp); |
1832 | |
1543 | |
1833 | if (op->type == PLAYER) |
1544 | if (op->type == PLAYER) |
1834 | { |
1545 | { |
1835 | 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)); |
1836 | |
1547 | |
1837 | if (tmp->msg) |
1548 | if (tmp->msg) |
1838 | { |
1549 | { |
1839 | 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:"); |
1840 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1551 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
2190 | /* Basically, if the object is magical and not counterspell, |
1901 | /* Basically, if the object is magical and not counterspell, |
2191 | * we will more or less remove the object. Don't counterspell |
1902 | * we will more or less remove the object. Don't counterspell |
2192 | * monsters either. |
1903 | * monsters either. |
2193 | */ |
1904 | */ |
2194 | |
1905 | |
2195 | if (head->attacktype & AT_MAGIC && |
1906 | if (head->attacktype & AT_MAGIC |
2196 | !(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)) |
2197 | head->destroy (); |
1910 | head->destroy (); |
2198 | else |
1911 | else |
2199 | switch (head->type) |
1912 | switch (head->type) |
2200 | { |
1913 | { |
2201 | 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 | |
2202 | if (op->level > head->level) |
1920 | if (op->level > head->level) |
2203 | head->destroy (); |
1921 | head->destroy (); |
2204 | |
1922 | |
2205 | break; |
1923 | break; |
2206 | |
1924 | |
… | |
… | |
2273 | * 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, |
2274 | * 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 |
2275 | * 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 |
2276 | * player checks. MSW 2003-01-06 |
1994 | * player checks. MSW 2003-01-06 |
2277 | */ |
1995 | */ |
2278 | |
|
|
2279 | int |
1996 | int |
2280 | animate_weapon (object *op, object *caster, object *spell, int dir) |
1997 | animate_weapon (object *op, object *caster, object *spell, int dir) |
2281 | { |
1998 | { |
2282 | object *weapon, *tmp; |
1999 | object *weapon, *tmp; |
2283 | char buf[MAX_BUF]; |
2000 | char buf[MAX_BUF]; |
2284 | int a, i; |
2001 | int a, i; |
2285 | sint16 x, y; |
2002 | sint16 x, y; |
2286 | maptile *m; |
2003 | maptile *m; |
2287 | materialtype_t *mt; |
|
|
2288 | |
2004 | |
2289 | if (!spell->other_arch) |
2005 | if (!spell->other_arch) |
2290 | { |
2006 | { |
2291 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
2007 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
2292 | 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); |
… | |
… | |
2295 | /* exit if it's not a player using this spell. */ |
2011 | /* exit if it's not a player using this spell. */ |
2296 | if (op->type != PLAYER) |
2012 | if (op->type != PLAYER) |
2297 | return 0; |
2013 | return 0; |
2298 | |
2014 | |
2299 | /* if player already has a golem, abort */ |
2015 | /* if player already has a golem, abort */ |
2300 | if (op->contr->ranges[range_golem]) |
2016 | if (object *golem = op->contr->golem) |
2301 | { |
2017 | { |
2302 | control_golem (op->contr->ranges[range_golem], dir); |
2018 | control_golem (golem, dir); |
2303 | return 0; |
2019 | return 0; |
2304 | } |
2020 | } |
2305 | |
2021 | |
2306 | /* if no direction specified, pick one */ |
2022 | /* if no direction specified, pick one */ |
2307 | if (!dir) |
2023 | if (!dir) |
… | |
… | |
2311 | x = op->x + freearr_x[dir]; |
2027 | x = op->x + freearr_x[dir]; |
2312 | y = op->y + freearr_y[dir]; |
2028 | y = op->y + freearr_y[dir]; |
2313 | |
2029 | |
2314 | /* if there's no place to put the golem, abort */ |
2030 | /* if there's no place to put the golem, abort */ |
2315 | 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) || |
2316 | ((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)) |
2317 | { |
2033 | { |
2318 | 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."); |
2319 | return 0; |
2035 | return 0; |
2320 | } |
2036 | } |
2321 | |
2037 | |
… | |
… | |
2325 | if (!weapon) |
2041 | if (!weapon) |
2326 | { |
2042 | { |
2327 | 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!"); |
2328 | return 0; |
2044 | return 0; |
2329 | } |
2045 | } |
2330 | if (spell->race && strcmp (weapon->arch->name, spell->race)) |
2046 | if (spell->race && strcmp (weapon->arch->archname, spell->race)) |
2331 | { |
2047 | { |
2332 | 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."); |
2333 | return 0; |
2049 | return 0; |
2334 | } |
2050 | } |
2335 | if (weapon->type != WEAPON) |
2051 | if (weapon->type != WEAPON) |
… | |
… | |
2353 | /* create the golem object */ |
2069 | /* create the golem object */ |
2354 | tmp = arch_to_object (spell->other_arch); |
2070 | tmp = arch_to_object (spell->other_arch); |
2355 | |
2071 | |
2356 | /* 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 */ |
2357 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2073 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2358 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
2359 | tmp->stats.exp = 0; |
2074 | tmp->stats.exp = 0; |
2360 | add_friendly_object (tmp); |
2075 | add_friendly_object (tmp); |
2361 | tmp->type = GOLEM; |
2076 | tmp->type = GOLEM; |
2362 | tmp->set_owner (op); |
2077 | tmp->set_owner (op); |
|
|
2078 | op->contr->golem = tmp; |
2363 | set_spell_skill (op, caster, spell, tmp); |
2079 | set_spell_skill (op, caster, spell, tmp); |
2364 | op->contr->ranges[range_golem] = tmp; |
|
|
2365 | op->contr->shoottype = range_golem; |
|
|
2366 | |
2080 | |
2367 | /* 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 |
2368 | * 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 |
2369 | * used above. |
2083 | * used above. |
2370 | */ |
2084 | */ |
2371 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2085 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2372 | weapon->remove (); |
2086 | weapon->remove (); |
|
|
2087 | |
2373 | insert_ob_in_ob (weapon, tmp); |
2088 | insert_ob_in_ob (weapon, tmp); |
2374 | esrv_send_item (op, weapon); |
2089 | esrv_send_item (op, weapon); |
2375 | /* 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, |
2376 | * 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 |
2377 | * body_info, skills, etc) |
2092 | * body_info, skills, etc) |
… | |
… | |
2405 | |
2120 | |
2406 | /* attacktype */ |
2121 | /* attacktype */ |
2407 | if (!tmp->attacktype) |
2122 | if (!tmp->attacktype) |
2408 | tmp->attacktype = AT_PHYSICAL; |
2123 | tmp->attacktype = AT_PHYSICAL; |
2409 | |
2124 | |
2410 | mt = NULL; |
|
|
2411 | if (op->materialname != NULL) |
|
|
2412 | mt = name_to_material (op->materialname); |
2125 | if (materialtype_t *mt = name_to_material (op->materialname)) |
2413 | if (mt != NULL) |
|
|
2414 | { |
2126 | { |
2415 | for (i = 0; i < NROFATTACKS; i++) |
2127 | for (i = 0; i < NROFATTACKS; i++) |
2416 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2128 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2417 | a = mt->save[0]; |
2129 | a = mt->save[0]; |
2418 | } |
2130 | } |
… | |
… | |
2420 | { |
2132 | { |
2421 | for (i = 0; i < NROFATTACKS; i++) |
2133 | for (i = 0; i < NROFATTACKS; i++) |
2422 | tmp->resist[i] = 5; |
2134 | tmp->resist[i] = 5; |
2423 | a = 10; |
2135 | a = 10; |
2424 | } |
2136 | } |
|
|
2137 | |
2425 | /* Set weapon's immunity */ |
2138 | /* Set weapon's immunity */ |
2426 | tmp->resist[ATNR_CONFUSION] = 100; |
2139 | tmp->resist[ATNR_CONFUSION] = 100; |
2427 | tmp->resist[ATNR_POISON] = 100; |
2140 | tmp->resist[ATNR_POISON] = 100; |
2428 | tmp->resist[ATNR_SLOW] = 100; |
2141 | tmp->resist[ATNR_SLOW] = 100; |
2429 | tmp->resist[ATNR_PARALYZE] = 100; |
2142 | tmp->resist[ATNR_PARALYZE] = 100; |
… | |
… | |
2435 | |
2148 | |
2436 | /* 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 */ |
2437 | |
2150 | |
2438 | if (a > 14) |
2151 | if (a > 14) |
2439 | a = 14; |
2152 | a = 14; |
|
|
2153 | |
2440 | 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)); |
2441 | |
2155 | |
2442 | /* Determine golem's speed */ |
2156 | /* Determine golem's speed */ |
2443 | 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))); |
2444 | |
2158 | |
… | |
… | |
2477 | int success; |
2191 | int success; |
2478 | |
2192 | |
2479 | if (!op->map) |
2193 | if (!op->map) |
2480 | return 0; /* shouldnt happen */ |
2194 | return 0; /* shouldnt happen */ |
2481 | |
2195 | |
2482 | success = change_map_light (op->map, spell->stats.dam); |
2196 | success = op->map->change_map_light (spell->stats.dam); |
|
|
2197 | |
2483 | if (!success) |
2198 | if (!success) |
2484 | { |
2199 | { |
2485 | if (spell->stats.dam < 0) |
2200 | if (spell->stats.dam < 0) |
2486 | 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."); |
2487 | else |
2202 | else |