1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
… | |
… | |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
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> |
… | |
… | |
125 | * create nonnmagic arrows, or even -1, etc... |
125 | * create nonnmagic arrows, or even -1, etc... |
126 | */ |
126 | */ |
127 | int |
127 | int |
128 | 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) |
129 | { |
129 | { |
130 | int missile_plus = 0, bonus_plus = 0; |
130 | int bonus_plus = 0; |
131 | const char *missile_name; |
131 | const char *missile_name = "arrow"; |
132 | object *tmp, *missile; |
|
|
133 | |
132 | |
134 | missile_name = "arrow"; |
|
|
135 | |
|
|
136 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
133 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
137 | if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) |
134 | if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) |
138 | missile_name = tmp->race; |
135 | missile_name = tmp->race; |
139 | |
136 | |
140 | missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
137 | int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
141 | |
138 | |
142 | if (archetype::find (missile_name) == NULL) |
139 | archetype *missile_arch = archetype::find (missile_name); |
|
|
140 | |
|
|
141 | if (!missile_arch) |
143 | { |
142 | { |
144 | LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); |
143 | LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); |
145 | return 0; |
144 | return 0; |
146 | } |
145 | } |
147 | |
146 | |
148 | missile = get_archetype (missile_name); |
147 | object *missile = missile_arch->instance (); |
149 | |
148 | |
150 | if (stringarg) |
149 | if (stringarg) |
151 | { |
150 | { |
152 | /* If it starts with a letter, presume it is a description */ |
151 | /* If it starts with a letter, presume it is a description */ |
153 | if (isalpha (*stringarg)) |
152 | if (isalpha (*stringarg)) |
… | |
… | |
171 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); |
170 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); |
172 | return 0; |
171 | return 0; |
173 | } |
172 | } |
174 | |
173 | |
175 | give_artifact_abilities (missile, al->item); |
174 | give_artifact_abilities (missile, al->item); |
176 | /* These special arrows cost something extra. Don't have them also be magical - |
175 | /* These special arrows cost something extra. Don't have them also be magical - |
177 | * otherwise, in most cases, not enough will be created. I don't want to get into |
176 | * otherwise, in most cases, not enough will be created. I don't want to get into |
178 | * the parsing of having to do both plus and type. |
177 | * the parsing of having to do both plus and type. |
179 | */ |
178 | */ |
180 | bonus_plus = 1 + (al->item->value / 5); |
179 | bonus_plus = 1 + (al->item->value / 5); |
181 | missile_plus = 0; |
180 | missile_plus = 0; |
182 | } |
181 | } |
183 | else if (atoi (stringarg) < missile_plus) |
182 | else if (atoi (stringarg) < missile_plus) |
184 | missile_plus = atoi (stringarg); |
183 | missile_plus = atoi (stringarg); |
185 | } |
184 | } |
186 | |
185 | |
187 | if (missile_plus > 4) |
186 | missile_plus = clamp (missile_plus, -4, 4); |
188 | missile_plus = 4; |
|
|
189 | else if (missile_plus < -4) |
|
|
190 | missile_plus = -4; |
|
|
191 | |
187 | |
192 | missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); |
188 | missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); |
193 | missile->nrof -= 3 * (missile_plus + bonus_plus); |
189 | missile->nrof -= 3 * (missile_plus + bonus_plus); |
194 | |
190 | |
195 | if (missile->nrof < 1) |
191 | if (missile->nrof < 1) |
… | |
… | |
215 | { |
211 | { |
216 | int food_value; |
212 | int food_value; |
217 | archetype *at = NULL; |
213 | archetype *at = NULL; |
218 | object *new_op; |
214 | object *new_op; |
219 | |
215 | |
220 | food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); |
216 | food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob); |
221 | |
217 | |
222 | if (stringarg) |
218 | if (stringarg) |
223 | { |
219 | { |
224 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
220 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
225 | if (at == NULL) |
221 | if (at == NULL) |
… | |
… | |
335 | * pl is invisible. |
331 | * pl is invisible. |
336 | */ |
332 | */ |
337 | int |
333 | int |
338 | makes_invisible_to (object *pl, object *mon) |
334 | makes_invisible_to (object *pl, object *mon) |
339 | { |
335 | { |
340 | |
|
|
341 | if (!pl->invisible) |
336 | if (!pl->invisible) |
342 | return 0; |
337 | return 0; |
|
|
338 | |
343 | if (pl->type == PLAYER) |
339 | if (pl->type == PLAYER) |
344 | { |
340 | { |
345 | /* If race isn't set, then invisible unless it is undead */ |
341 | /* If race isn't set, then invisible unless it is undead */ |
346 | if (!pl->contr->invis_race) |
342 | if (!pl->contr->invis_race) |
347 | { |
343 | { |
348 | if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
344 | if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
349 | return 0; |
345 | return 0; |
|
|
346 | |
350 | return 1; |
347 | return 1; |
351 | } |
348 | } |
|
|
349 | |
352 | /* invis_race is set if we get here */ |
350 | /* invis_race is set if we get here */ |
353 | if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) |
351 | if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) |
354 | return 1; |
352 | return 1; |
|
|
353 | |
355 | /* No race, can't be invisible to it */ |
354 | /* No race, can't be invisible to it */ |
356 | if (!mon->race) |
355 | if (!mon->race) |
357 | return 0; |
356 | return 0; |
|
|
357 | |
358 | if (strstr (mon->race, pl->contr->invis_race)) |
358 | if (strstr (mon->race, pl->contr->invis_race)) |
359 | return 1; |
359 | return 1; |
|
|
360 | |
360 | /* Nothing matched above, return 0 */ |
361 | /* Nothing matched above, return 0 */ |
361 | return 0; |
362 | return 0; |
362 | } |
363 | } |
363 | else |
364 | else |
364 | { |
365 | { |
… | |
… | |
601 | |
602 | |
602 | if (is_dragon_pl (op)) |
603 | if (is_dragon_pl (op)) |
603 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
604 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
604 | for (tmp = op->inv; tmp; tmp = tmp->below) |
605 | for (tmp = op->inv; tmp; tmp = tmp->below) |
605 | { |
606 | { |
606 | if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) |
607 | if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) |
607 | { |
608 | { |
608 | if (tmp->stats.exp == 0) |
609 | if (tmp->stats.exp == 0) |
609 | buf << "Your metabolism isn't focused on anything.\n"; |
610 | buf << "Your metabolism isn't focused on anything.\n"; |
610 | else |
611 | else |
611 | buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; |
612 | buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; |
… | |
… | |
895 | |
896 | |
896 | op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
897 | op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
897 | return 1; |
898 | return 1; |
898 | } |
899 | } |
899 | |
900 | |
900 | |
|
|
901 | /* cast_heal: Heals something. |
901 | /* cast_heal: Heals something. |
902 | * op is the caster. |
902 | * op is the caster. |
903 | * dir is the direction he is casting it in. |
903 | * dir is the direction he is casting it in. |
904 | * spell is the spell object. |
904 | * spell is the spell object. |
905 | */ |
905 | */ |
… | |
… | |
931 | { |
931 | { |
932 | /* See how many points we actually heal. Instead of messages |
932 | /* See how many points we actually heal. Instead of messages |
933 | * based on type of spell, we instead do messages based |
933 | * based on type of spell, we instead do messages based |
934 | * on amount of damage healed. |
934 | * on amount of damage healed. |
935 | */ |
935 | */ |
936 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
936 | if (heal > tmp->stats.maxhp - tmp->stats.hp) |
937 | heal = tmp->stats.maxhp - tmp->stats.hp; |
937 | heal = tmp->stats.maxhp - tmp->stats.hp; |
|
|
938 | |
938 | tmp->stats.hp += heal; |
939 | tmp->stats.hp += heal; |
939 | |
940 | |
940 | if (tmp->stats.hp >= tmp->stats.maxhp) |
941 | if (tmp->stats.hp >= tmp->stats.maxhp) |
941 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
942 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
942 | else if (heal > 50) |
943 | else if (heal > 50) |
… | |
… | |
951 | success = 1; |
952 | success = 1; |
952 | } |
953 | } |
953 | } |
954 | } |
954 | |
955 | |
955 | if (spell->attacktype & AT_DISEASE) |
956 | if (spell->attacktype & AT_DISEASE) |
956 | if (cure_disease (tmp, op)) |
957 | if (cure_disease (tmp, op, spell)) |
957 | success = 1; |
958 | success = 1; |
958 | |
959 | |
959 | if (spell->attacktype & AT_POISON) |
960 | if (spell->attacktype & AT_POISON) |
960 | { |
961 | { |
961 | at = archetype::find ("poisoning"); |
962 | at = archetype::find ("poisoning"); |
… | |
… | |
1010 | } |
1011 | } |
1011 | |
1012 | |
1012 | if (spell->stats.food && tmp->stats.food < 999) |
1013 | if (spell->stats.food && tmp->stats.food < 999) |
1013 | { |
1014 | { |
1014 | tmp->stats.food += spell->stats.food; |
1015 | tmp->stats.food += spell->stats.food; |
|
|
1016 | |
1015 | if (tmp->stats.food > 999) |
1017 | if (tmp->stats.food > 999) |
1016 | tmp->stats.food = 999; |
1018 | tmp->stats.food = 999; |
|
|
1019 | |
1017 | success = 1; |
1020 | success = 1; |
1018 | /* We could do something a bit better like the messages for healing above */ |
1021 | /* We could do something a bit better like the messages for healing above */ |
1019 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1022 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1020 | } |
1023 | } |
1021 | |
1024 | |
… | |
… | |
1276 | } |
1279 | } |
1277 | |
1280 | |
1278 | /* Alchemy code by Mark Wedel |
1281 | /* Alchemy code by Mark Wedel |
1279 | * |
1282 | * |
1280 | * This code adds a new spell, called alchemy. Alchemy will turn |
1283 | * This code adds a new spell, called alchemy. Alchemy will turn |
1281 | * objects to gold nuggets, the value of the gold nuggets being |
1284 | * objects to pyrite ("false gold"), henceforth called gold nuggets. |
1282 | * about 90% of that of the item itself. It uses the value of the |
|
|
1283 | * object before charisma adjustments, because the nuggets themselves |
|
|
1284 | * will be will be adjusted by charisma when sold. |
|
|
1285 | * |
1285 | * |
1286 | * Large nuggets are worth 25 gp each (base). You will always get |
1286 | * The value of the gold nuggets being about 90% of that of the item |
1287 | * the maximum number of large nuggets you could get. |
1287 | * itself. It uses the value of the object before charisma adjustments, |
1288 | * Small nuggets are worth 1 gp each (base). You will get from 0 |
1288 | * because the nuggets themselves will be will be adjusted by charisma |
1289 | * to the max amount of small nuggets as you could get. |
1289 | * when sold. |
1290 | * |
|
|
1291 | * For example, if an item is worth 110 gold, you will get |
|
|
1292 | * 4 large nuggets, and from 0-10 small nuggets. |
|
|
1293 | * |
1290 | * |
1294 | * There is also a chance (1:30) that you will get nothing at all |
1291 | * There is also a chance (1:30) that you will get nothing at all |
1295 | * for the object. There is also a maximum weight that will be |
1292 | * for the object. There is also a maximum weight that will be |
1296 | * alchemised. |
1293 | * alchemised. |
1297 | */ |
1294 | */ |
1298 | static void |
1295 | static void |
1299 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1296 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1300 | { |
1297 | { |
1301 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1298 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1302 | |
1299 | |
1303 | /* Give third price when we alchemy money (This should hopefully |
1300 | /* Give third price when we alchemy money (this should hopefully |
1304 | * make it so that it isn't worth it to alchemy money, sell |
1301 | * make it so that it isn't worth it to alchemy money, sell |
1305 | * the nuggets, alchemy the gold from that, etc. |
1302 | * the nuggets, alchemy the gold from that, etc. |
1306 | * Otherwise, give 9 silver on the gold for other objects, |
1303 | * Otherwise, give 9 silver on the gold for other objects, |
1307 | * so that it would still be more affordable to haul |
1304 | * so that it would still be more affordable to haul |
1308 | * the stuff back to town. |
1305 | * the stuff back to town. |
… | |
… | |
1320 | total_weight += obj->total_weight (); |
1317 | total_weight += obj->total_weight (); |
1321 | |
1318 | |
1322 | obj->destroy (); |
1319 | obj->destroy (); |
1323 | } |
1320 | } |
1324 | |
1321 | |
1325 | static void |
|
|
1326 | update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y) |
|
|
1327 | { |
|
|
1328 | int flag = 0; |
|
|
1329 | |
|
|
1330 | /* Put any nuggets below the player, but we can only pass this |
|
|
1331 | * flag if we are on the same space as the player |
|
|
1332 | */ |
|
|
1333 | if (x == op->x && y == op->y && op->map == m) |
|
|
1334 | flag = INS_BELOW_ORIGINATOR; |
|
|
1335 | |
|
|
1336 | if (small_nuggets) |
|
|
1337 | { |
|
|
1338 | object *tmp = small->clone (); |
|
|
1339 | tmp->nrof = small_nuggets; |
|
|
1340 | m->insert (tmp, x, y, op, flag); |
|
|
1341 | } |
|
|
1342 | |
|
|
1343 | if (large_nuggets) |
|
|
1344 | { |
|
|
1345 | object *tmp = large->clone (); |
|
|
1346 | tmp->nrof = large_nuggets; |
|
|
1347 | m->insert (tmp, x, y, op, flag); |
|
|
1348 | } |
|
|
1349 | |
|
|
1350 | if (object *pl = m->at (x, y).player ()) |
|
|
1351 | if (pl->contr->ns) |
|
|
1352 | pl->contr->ns->look_position = 0; |
|
|
1353 | } |
|
|
1354 | |
|
|
1355 | int |
1322 | int |
1356 | alchemy (object *op, object *caster, object *spell_ob) |
1323 | alchemy (object *op, object *caster, object *spell_ob) |
1357 | { |
1324 | { |
1358 | if (op->type != PLAYER) |
1325 | if (op->type != PLAYER) |
1359 | return 0; |
1326 | return 0; |
1360 | |
1327 | |
1361 | object *large = get_archetype ("largenugget"); |
1328 | archetype *nugget[3]; |
1362 | object *small = get_archetype ("smallnugget"); |
1329 | |
|
|
1330 | nugget[0] = archetype::find ("pyrite3"); |
|
|
1331 | nugget[1] = archetype::find ("pyrite2"); |
|
|
1332 | nugget[2] = archetype::find ("pyrite"); |
1363 | |
1333 | |
1364 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1334 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1365 | * some, and also prevents people from alchemising every table/chair/clock |
1335 | * some, and also prevents people from alchemising every table/chair/clock |
1366 | * in sight |
1336 | * in sight |
1367 | */ |
1337 | */ |
… | |
… | |
1419 | if (weight > weight_max) |
1389 | if (weight > weight_max) |
1420 | break; |
1390 | break; |
1421 | } |
1391 | } |
1422 | } |
1392 | } |
1423 | |
1393 | |
|
|
1394 | value -= rndm (value >> 4); |
1424 | value = min (value, value_max); |
1395 | value = min (value, value_max); |
1425 | |
1396 | |
1426 | uint64 count = value / large->value; |
1397 | for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) |
1427 | int large_nuggets = count; |
1398 | if (int nrof = value / nugget [i]->value) |
1428 | value -= count * large->value; |
|
|
1429 | |
|
|
1430 | count = value / small->value; |
|
|
1431 | int small_nuggets = count; |
|
|
1432 | |
|
|
1433 | /* Insert all the nuggets at one time. This probably saves time, but |
|
|
1434 | * it also prevents us from alcheming nuggets that were just created |
|
|
1435 | * with this spell. |
|
|
1436 | */ |
1399 | { |
1437 | update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); |
1400 | value -= nrof * nugget[i]->value; |
|
|
1401 | |
|
|
1402 | object *tmp = arch_to_object (nugget[i]); |
|
|
1403 | tmp->nrof = nrof; |
|
|
1404 | tmp->flag [FLAG_IDENTIFIED] = true; |
|
|
1405 | op->map->insert (tmp, x, y, op, 0); |
|
|
1406 | } |
1438 | |
1407 | |
1439 | if (weight > weight_max) |
1408 | if (weight > weight_max) |
1440 | goto bailout; |
1409 | goto bailout; |
1441 | } |
1410 | } |
1442 | } |
1411 | } |
1443 | |
1412 | |
1444 | bailout: |
1413 | bailout: |
1445 | large->destroy (); |
|
|
1446 | small->destroy (); |
|
|
1447 | return 1; |
1414 | return 1; |
1448 | } |
1415 | } |
1449 | |
1416 | |
1450 | |
1417 | |
1451 | /* This function removes the cursed/damned status on equipped |
1418 | /* This function removes the cursed/damned status on equipped |
… | |
… | |
1492 | |
1459 | |
1493 | return success; |
1460 | return success; |
1494 | } |
1461 | } |
1495 | |
1462 | |
1496 | /* Identifies objects in the players inventory/on the ground */ |
1463 | /* Identifies objects in the players inventory/on the ground */ |
1497 | |
|
|
1498 | int |
1464 | int |
1499 | cast_identify (object *op, object *caster, object *spell) |
1465 | cast_identify (object *op, object *caster, object *spell) |
1500 | { |
1466 | { |
|
|
1467 | dynbuf_text buf; |
1501 | object *tmp; |
1468 | object *tmp; |
1502 | int success = 0, num_ident; |
|
|
1503 | |
1469 | |
1504 | num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1470 | int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1505 | |
1471 | |
1506 | if (num_ident < 1) |
1472 | if (num_ident < 1) |
1507 | num_ident = 1; |
1473 | num_ident = 1; |
1508 | |
1474 | |
1509 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1475 | for (tmp = op->inv; tmp; tmp = tmp->below) |
… | |
… | |
1512 | { |
1478 | { |
1513 | identify (tmp); |
1479 | identify (tmp); |
1514 | |
1480 | |
1515 | if (op->type == PLAYER) |
1481 | if (op->type == PLAYER) |
1516 | { |
1482 | { |
1517 | new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); |
1483 | buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); |
1518 | |
1484 | |
1519 | if (tmp->msg) |
1485 | if (tmp->msg) |
1520 | { |
1486 | buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; |
1521 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
|
|
1522 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
|
|
1523 | } |
|
|
1524 | } |
1487 | } |
1525 | |
1488 | |
1526 | num_ident--; |
1489 | num_ident--; |
1527 | success = 1; |
|
|
1528 | if (!num_ident) |
1490 | if (!num_ident) |
1529 | break; |
1491 | break; |
1530 | } |
1492 | } |
1531 | } |
1493 | } |
1532 | |
1494 | |
… | |
… | |
1541 | { |
1503 | { |
1542 | identify (tmp); |
1504 | identify (tmp); |
1543 | |
1505 | |
1544 | if (op->type == PLAYER) |
1506 | if (op->type == PLAYER) |
1545 | { |
1507 | { |
1546 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); |
1508 | buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op)); |
1547 | |
1509 | |
1548 | if (tmp->msg) |
1510 | if (tmp->msg) |
1549 | { |
1511 | buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; |
1550 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
|
|
1551 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
|
|
1552 | } |
|
|
1553 | |
1512 | |
1554 | esrv_send_item (op, tmp); |
1513 | esrv_send_item (op, tmp); |
1555 | } |
1514 | } |
1556 | |
1515 | |
1557 | num_ident--; |
1516 | num_ident--; |
1558 | success = 1; |
|
|
1559 | if (!num_ident) |
1517 | if (!num_ident) |
1560 | break; |
1518 | break; |
1561 | } |
1519 | } |
1562 | } |
1520 | } |
1563 | |
1521 | |
1564 | if (!success) |
1522 | if (buf.empty ()) |
1565 | new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); |
1523 | { |
|
|
1524 | op->failmsg ("You can't reach anything unidentified."); |
|
|
1525 | return 0; |
|
|
1526 | } |
1566 | else |
1527 | else |
|
|
1528 | { |
|
|
1529 | if (op->contr) |
|
|
1530 | op->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
|
1531 | |
1567 | spell_effect (spell, op->x, op->y, op->map, op); |
1532 | spell_effect (spell, op->x, op->y, op->map, op); |
1568 | |
1533 | return 1; |
1569 | return success; |
1534 | } |
1570 | } |
1535 | } |
1571 | |
1536 | |
1572 | int |
1537 | int |
1573 | cast_detection (object *op, object *caster, object *spell, object *skill) |
1538 | cast_detection (object *op, object *caster, object *spell, object *skill) |
1574 | { |
1539 | { |
… | |
… | |
2203 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); |
2168 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); |
2204 | } |
2169 | } |
2205 | return success; |
2170 | return success; |
2206 | } |
2171 | } |
2207 | |
2172 | |
2208 | |
|
|
2209 | |
|
|
2210 | |
|
|
2211 | |
|
|
2212 | /* create an aura spell object and put it in the player's inventory. |
2173 | /* create an aura spell object and put it in the player's inventory. |
2213 | * as usual, op is player, caster is the object casting the spell, |
2174 | * as usual, op is player, caster is the object casting the spell, |
2214 | * spell is the spell object itself. |
2175 | * spell is the spell object itself. |
2215 | */ |
2176 | */ |
2216 | int |
2177 | int |
… | |
… | |
2227 | |
2188 | |
2228 | new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); |
2189 | new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); |
2229 | |
2190 | |
2230 | new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2191 | new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2231 | |
2192 | |
2232 | new_aura->set_owner (op); |
|
|
2233 | set_spell_skill (op, caster, spell, new_aura); |
2193 | set_spell_skill (op, caster, spell, new_aura); |
2234 | new_aura->attacktype = spell->attacktype; |
2194 | new_aura->attacktype = spell->attacktype; |
2235 | |
2195 | |
2236 | new_aura->level = caster_level (caster, spell); |
2196 | new_aura->level = caster_level (caster, spell); |
|
|
2197 | |
2237 | if (refresh) |
2198 | if (refresh) |
2238 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2199 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2239 | else |
2200 | else |
2240 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
2201 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
|
|
2202 | |
2241 | insert_ob_in_ob (new_aura, op); |
2203 | insert_ob_in_ob (new_aura, op); |
|
|
2204 | new_aura->set_owner (op); |
|
|
2205 | |
2242 | return 1; |
2206 | return 1; |
2243 | } |
2207 | } |
2244 | |
|
|
2245 | |
2208 | |
2246 | /* move aura function. An aura is a part of someone's inventory, |
2209 | /* move aura function. An aura is a part of someone's inventory, |
2247 | * which he carries with him, but which acts on the map immediately |
2210 | * which he carries with him, but which acts on the map immediately |
2248 | * around him. |
2211 | * around him. |
2249 | * Aura parameters: |
2212 | * Aura parameters: |
2250 | * duration: duration counter. |
2213 | * duration: duration counter. |
2251 | * attacktype: aura's attacktype |
2214 | * attacktype: aura's attacktype |
2252 | * other_arch: archetype to drop where we attack |
2215 | * other_arch: archetype to drop where we attack |
2253 | */ |
2216 | */ |
2254 | |
|
|
2255 | void |
2217 | void |
2256 | move_aura (object *aura) |
2218 | move_aura (object *aura) |
2257 | { |
2219 | { |
2258 | int i, mflags; |
|
|
2259 | object *env; |
|
|
2260 | maptile *m; |
|
|
2261 | |
|
|
2262 | /* auras belong in inventories */ |
2220 | /* auras belong in inventories */ |
2263 | env = aura->env; |
2221 | object *env = aura->env; |
|
|
2222 | object *owner = aura->owner; |
2264 | |
2223 | |
2265 | /* no matter what we've gotta remove the aura... |
2224 | /* no matter what we've gotta remove the aura... |
2266 | * we'll put it back if its time isn't up. |
2225 | * we'll put it back if its time isn't up. |
2267 | */ |
2226 | */ |
2268 | aura->remove (); |
2227 | aura->remove (); |
… | |
… | |
2273 | aura->destroy (); |
2232 | aura->destroy (); |
2274 | return; |
2233 | return; |
2275 | } |
2234 | } |
2276 | |
2235 | |
2277 | /* auras only exist in inventories */ |
2236 | /* auras only exist in inventories */ |
2278 | if (env == NULL || env->map == NULL) |
2237 | if (!env || !env->map) |
2279 | { |
2238 | { |
2280 | aura->destroy (); |
2239 | aura->destroy (); |
2281 | return; |
2240 | return; |
2282 | } |
2241 | } |
2283 | |
2242 | |
2284 | /* we need to jump out of the inventory for a bit |
2243 | /* we need to jump out of the inventory for a bit |
2285 | * in order to hit the map conveniently. |
2244 | * in order to hit the map conveniently. |
2286 | */ |
2245 | */ |
2287 | aura->insert_at (env, aura); |
2246 | aura->insert_at (env, aura); |
2288 | |
2247 | |
2289 | for (i = 1; i < 9; i++) |
2248 | for (int i = 1; i < 9; i++) |
2290 | { |
2249 | { |
2291 | sint16 nx, ny; |
2250 | mapxy pos (env); |
|
|
2251 | pos.move (i); |
2292 | |
2252 | |
2293 | nx = aura->x + freearr_x[i]; |
|
|
2294 | ny = aura->y + freearr_y[i]; |
|
|
2295 | mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny); |
|
|
2296 | |
|
|
2297 | /* Consider the movement tyep of the person with the aura as |
2253 | /* Consider the movement type of the person with the aura as |
2298 | * movement type of the aura. Eg, if the player is flying, the aura |
2254 | * movement type of the aura. Eg, if the player is flying, the aura |
2299 | * is flying also, if player is walking, it is on the ground, etc. |
2255 | * is flying also, if player is walking, it is on the ground, etc. |
2300 | */ |
2256 | */ |
2301 | if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) |
2257 | if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) |
2302 | { |
2258 | { |
2303 | hit_map (aura, i, aura->attacktype, 0); |
2259 | hit_map (aura, i, aura->attacktype, 0); |
2304 | |
2260 | |
2305 | if (aura->other_arch) |
2261 | if (aura->other_arch) |
2306 | m->insert (arch_to_object (aura->other_arch), nx, ny, aura); |
2262 | pos.insert (arch_to_object (aura->other_arch), aura); |
2307 | } |
2263 | } |
2308 | } |
2264 | } |
2309 | |
2265 | |
2310 | /* put the aura back in the player's inventory */ |
2266 | /* put the aura back in the player's inventory */ |
2311 | aura->remove (); |
2267 | env->insert (aura); |
2312 | insert_ob_in_ob (aura, env); |
2268 | aura->set_owner (owner); |
2313 | } |
2269 | } |
2314 | |
2270 | |
2315 | /* moves the peacemaker spell. |
2271 | /* moves the peacemaker spell. |
2316 | * op is the piece object. |
2272 | * op is the piece object. |
2317 | */ |
2273 | */ |
2318 | |
|
|
2319 | void |
2274 | void |
2320 | move_peacemaker (object *op) |
2275 | move_peacemaker (object *op) |
2321 | { |
2276 | { |
2322 | object *tmp; |
2277 | object *tmp; |
2323 | |
2278 | |