1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
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 2 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, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
21 | |
|
|
22 | 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> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <object.h> |
25 | #include <object.h> |
27 | #include <living.h> |
26 | #include <living.h> |
28 | #ifndef __CEXTRACT__ |
|
|
29 | # include <sproto.h> |
27 | #include <sproto.h> |
30 | #endif |
|
|
31 | #include <spells.h> |
28 | #include <spells.h> |
32 | #include <sounds.h> |
29 | #include <sounds.h> |
33 | |
30 | |
34 | /* cast_magic_storm: This is really used mostly for spell |
31 | /* cast_magic_storm: This is really used mostly for spell |
35 | * fumbles at the like. tmp is the object to propogate. |
32 | * fumbles at the like. tmp is the object to propogate. |
… | |
… | |
72 | return 0; |
69 | return 0; |
73 | } |
70 | } |
74 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
71 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
75 | { |
72 | { |
76 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); |
73 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); |
77 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); |
74 | op->play_sound (sound_find ("ob_explode")); |
78 | esrv_del_item (op->contr, wand->count); |
75 | esrv_del_item (op->contr, wand->count); |
79 | wand->destroy (); |
76 | wand->destroy (); |
80 | tmp = get_archetype ("fireball"); |
77 | tmp = get_archetype ("fireball"); |
81 | tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
78 | tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
82 | |
79 | |
… | |
… | |
106 | ncharges = 1; |
103 | ncharges = 1; |
107 | |
104 | |
108 | wand->stats.food += ncharges; |
105 | wand->stats.food += ncharges; |
109 | 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)); |
110 | |
107 | |
111 | if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) |
108 | if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) |
112 | { |
109 | { |
113 | SET_FLAG (wand, FLAG_ANIMATE); |
110 | SET_FLAG (wand, FLAG_ANIMATE); |
114 | wand->set_speed (wand->arch->clone.speed); |
111 | wand->set_speed (wand->arch->speed); |
115 | } |
112 | } |
116 | |
113 | |
117 | return 1; |
114 | return 1; |
118 | } |
115 | } |
119 | |
116 | |
… | |
… | |
125 | * great a plus, the default is used. |
122 | * great a plus, the default is used. |
126 | * 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 |
127 | * 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 |
128 | * create nonnmagic arrows, or even -1, etc... |
125 | * create nonnmagic arrows, or even -1, etc... |
129 | */ |
126 | */ |
130 | |
|
|
131 | int |
127 | int |
132 | 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) |
133 | { |
129 | { |
134 | int missile_plus = 0, bonus_plus = 0; |
130 | int missile_plus = 0, bonus_plus = 0; |
135 | const char *missile_name; |
131 | const char *missile_name; |
… | |
… | |
156 | /* If it starts with a letter, presume it is a description */ |
152 | /* If it starts with a letter, presume it is a description */ |
157 | if (isalpha (*stringarg)) |
153 | if (isalpha (*stringarg)) |
158 | { |
154 | { |
159 | artifact *al = find_artifactlist (missile->type)->items; |
155 | artifact *al = find_artifactlist (missile->type)->items; |
160 | |
156 | |
161 | for (; al != NULL; al = al->next) |
157 | for (; al; al = al->next) |
162 | if (!strcasecmp (al->item->name, stringarg)) |
158 | if (!strcasecmp (al->item->name, stringarg)) |
163 | break; |
159 | break; |
164 | |
160 | |
165 | if (!al) |
161 | if (!al) |
166 | { |
162 | { |
… | |
… | |
226 | if (stringarg) |
222 | if (stringarg) |
227 | { |
223 | { |
228 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
224 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
229 | if (at == NULL) |
225 | if (at == NULL) |
230 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
226 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
231 | if (at == NULL || at->clone.stats.food > food_value) |
227 | if (at == NULL || at->stats.food > food_value) |
232 | stringarg = NULL; |
228 | stringarg = NULL; |
233 | } |
229 | } |
234 | |
230 | |
235 | if (!stringarg) |
231 | if (!stringarg) |
236 | { |
232 | { |
… | |
… | |
242 | * 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 |
243 | * to be altered from the donor. |
239 | * to be altered from the donor. |
244 | */ |
240 | */ |
245 | |
241 | |
246 | /* We assume the food items don't have multiple parts */ |
242 | /* We assume the food items don't have multiple parts */ |
247 | for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) |
243 | for_all_archetypes (at_tmp) |
248 | { |
244 | { |
249 | if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) |
245 | if (at_tmp->type == FOOD || at_tmp->type == DRINK) |
250 | { |
246 | { |
251 | /* Basically, if the food value is something that is creatable |
247 | /* Basically, if the food value is something that is creatable |
252 | * under the limits of the spell and it is higher than |
248 | * under the limits of the spell and it is higher than |
253 | * the item we have now, take it instead. |
249 | * the item we have now, take it instead. |
254 | */ |
250 | */ |
255 | 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))) |
256 | at = at_tmp; |
256 | at = at_tmp; |
257 | } |
257 | } |
258 | } |
258 | } |
259 | } |
259 | } |
|
|
260 | |
260 | /* 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 |
261 | * know |
262 | * know |
262 | */ |
263 | */ |
263 | if (!at) |
264 | if (!at) |
264 | { |
265 | { |
265 | 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."); |
266 | return 0; |
267 | return 0; |
267 | } |
268 | } |
268 | |
269 | |
269 | food_value /= at->clone.stats.food; |
270 | food_value /= at->stats.food; |
270 | new_op = arch_to_object (at); |
271 | new_op = arch_to_object (at); |
271 | new_op->nrof = food_value; |
272 | new_op->nrof = food_value; |
272 | |
273 | |
273 | new_op->value = 0; |
274 | new_op->value = 0; |
274 | if (new_op->nrof < 1) |
275 | if (new_op->nrof < 1) |
… | |
… | |
289 | if (!dir) |
290 | if (!dir) |
290 | { |
291 | { |
291 | examine_monster (op, op); |
292 | examine_monster (op, op); |
292 | return 1; |
293 | return 1; |
293 | } |
294 | } |
|
|
295 | |
294 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
296 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
295 | for (r = 1; r < maxrange; r++) |
297 | for (r = 1; r < maxrange; r++) |
296 | { |
298 | { |
297 | 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]; |
298 | |
300 | |
… | |
… | |
318 | examine_monster (op, tmp); |
320 | examine_monster (op, tmp); |
319 | return 1; |
321 | return 1; |
320 | } |
322 | } |
321 | } |
323 | } |
322 | } |
324 | } |
|
|
325 | |
323 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
326 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
324 | return 1; |
327 | return 1; |
325 | } |
328 | } |
326 | |
|
|
327 | |
329 | |
328 | /* This checks to see if 'pl' is invisible to 'mon'. |
330 | /* This checks to see if 'pl' is invisible to 'mon'. |
329 | * does race check, undead check, etc |
331 | * does race check, undead check, etc |
330 | * Returns TRUE if mon can't see pl, false |
332 | * Returns TRUE if mon can't see pl, false |
331 | * otherwise. This doesn't check range, walls, etc. It |
333 | * otherwise. This doesn't check range, walls, etc. It |
… | |
… | |
375 | * normal applies. |
377 | * normal applies. |
376 | */ |
378 | */ |
377 | int |
379 | int |
378 | cast_invisible (object *op, object *caster, object *spell_ob) |
380 | cast_invisible (object *op, object *caster, object *spell_ob) |
379 | { |
381 | { |
380 | object *tmp; |
|
|
381 | |
|
|
382 | if (op->invisible > 1000) |
382 | if (op->invisible > 1000) |
383 | { |
383 | { |
384 | new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); |
384 | new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); |
385 | return 0; |
385 | return 0; |
386 | } |
386 | } |
… | |
… | |
402 | else |
402 | else |
403 | op->contr->tmp_invis = 1; |
403 | op->contr->tmp_invis = 1; |
404 | |
404 | |
405 | op->contr->hidden = 0; |
405 | op->contr->hidden = 0; |
406 | } |
406 | } |
|
|
407 | |
407 | if (makes_invisible_to (op, op)) |
408 | if (makes_invisible_to (op, op)) |
408 | new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); |
409 | new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); |
409 | else |
410 | else |
410 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
411 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
411 | |
412 | |
412 | update_object (op, UP_OBJ_FACE); |
413 | update_object (op, UP_OBJ_CHANGE); |
413 | |
414 | |
414 | /* Only search the active objects - only these should actually do |
415 | /* Only search the active objects - only these should actually do |
415 | * harm to the player. |
416 | * harm to the player. |
416 | */ |
417 | */ |
417 | for_all_actives (tmp) |
418 | for_all_actives (tmp) |
… | |
… | |
568 | } |
569 | } |
569 | |
570 | |
570 | int |
571 | int |
571 | perceive_self (object *op) |
572 | perceive_self (object *op) |
572 | { |
573 | { |
573 | char *cp = describe_item (op, op), buf[MAX_BUF]; |
574 | const char *cp = describe_item (op, op); |
574 | archetype *at = archetype::find (ARCH_DEPLETION); |
575 | archetype *at = archetype::find (ARCH_DEPLETION); |
575 | object *tmp; |
|
|
576 | int i; |
|
|
577 | |
576 | |
|
|
577 | dynbuf_text buf; |
|
|
578 | |
|
|
579 | if (player *pl = op->contr) |
|
|
580 | if (object *race = archetype::find (op->race)) |
|
|
581 | buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; |
|
|
582 | |
578 | tmp = find_god (determine_god (op)); |
583 | if (object *god = find_god (determine_god (op))) |
579 | if (tmp) |
584 | buf << "You worship " << &god->name << ".\n"; |
580 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name); |
|
|
581 | else |
585 | else |
582 | new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); |
586 | buf << "You worship no god.\n"; |
583 | |
587 | |
584 | tmp = present_arch_in_ob (at, op); |
588 | object *tmp = present_arch_in_ob (at, op); |
585 | |
589 | |
586 | if (*cp == '\0' && tmp == NULL) |
590 | if (*cp == '\0' && tmp == NULL) |
587 | new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); |
591 | buf << "You feel very mundane. "; |
588 | else |
592 | else |
589 | { |
593 | { |
590 | new_draw_info (NDI_UNIQUE, 0, op, "You have:"); |
594 | buf << "You have: " << cp << ".\n"; |
591 | new_draw_info (NDI_UNIQUE, 0, op, cp); |
595 | |
592 | if (tmp != NULL) |
596 | if (tmp) |
593 | { |
|
|
594 | for (i = 0; i < NUM_STATS; i++) |
597 | for (int i = 0; i < NUM_STATS; i++) |
595 | { |
598 | if (tmp->stats.stat (i) < 0) |
596 | if (get_attr_value (&tmp->stats, i) < 0) |
599 | buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); |
597 | { |
|
|
598 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); |
|
|
599 | } |
|
|
600 | } |
|
|
601 | } |
|
|
602 | } |
600 | } |
603 | |
601 | |
604 | if (is_dragon_pl (op)) |
602 | if (is_dragon_pl (op)) |
605 | { |
|
|
606 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
603 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
607 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
604 | for (tmp = op->inv; tmp; tmp = tmp->below) |
608 | { |
605 | { |
609 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
606 | if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) |
610 | { |
607 | { |
611 | if (tmp->stats.exp == 0) |
608 | if (tmp->stats.exp == 0) |
612 | { |
|
|
613 | sprintf (buf, "Your metabolism isn't focused on anything."); |
609 | buf << "Your metabolism isn't focused on anything.\n"; |
614 | } |
|
|
615 | else |
610 | else |
616 | { |
|
|
617 | sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); |
611 | buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; |
618 | } |
612 | |
619 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
620 | break; |
613 | break; |
621 | } |
614 | } |
622 | } |
615 | } |
623 | } |
|
|
624 | return 1; |
|
|
625 | } |
|
|
626 | |
616 | |
627 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
617 | buf << '\0'; // zero-terminate |
628 | * |
|
|
629 | * This function cast the spell of town portal for op |
|
|
630 | * |
|
|
631 | * The spell operates in two passes. During the first one a place |
|
|
632 | * is marked as a destination for the portal. During the second one, |
|
|
633 | * 2 portals are created, one in the position the player cast it and |
|
|
634 | * one in the destination place. The portal are synchronized and 2 forces |
|
|
635 | * are inserted in the player to destruct the portal next time player |
|
|
636 | * creates a new portal pair. |
|
|
637 | * This spell has a side effect that it allows people to meet each other |
|
|
638 | * in a permanent, private, appartements by making a town portal from it |
|
|
639 | * to the town or another public place. So, check if the map is unique and if |
|
|
640 | * so return an error |
|
|
641 | * |
|
|
642 | * Code by Tchize (david.delbecq@usa.net) |
|
|
643 | */ |
|
|
644 | int |
|
|
645 | cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
|
|
646 | { |
|
|
647 | object *dummy, *force, *old_force; |
|
|
648 | archetype *perm_portal; |
|
|
649 | char portal_name[1024], portal_message[1024]; |
|
|
650 | maptile *exitmap; |
|
|
651 | int op_level; |
|
|
652 | |
618 | |
653 | /* 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 ()); |
654 | * map. This can be determined in that per player unique maps have the |
|
|
655 | * full pathname listed. |
|
|
656 | */ |
|
|
657 | if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE) |
|
|
658 | { |
|
|
659 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n"); |
|
|
660 | return 0; |
|
|
661 | } |
|
|
662 | |
|
|
663 | /* The first thing to do is to check if we have a marked destination |
|
|
664 | * dummy is used to make a check inventory for the force |
|
|
665 | */ |
|
|
666 | dummy = arch_to_object (spell->other_arch); |
|
|
667 | if (dummy == NULL) |
|
|
668 | { |
|
|
669 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
670 | LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name); |
|
|
671 | return 0; |
|
|
672 | } |
|
|
673 | |
|
|
674 | force = check_inv_recursive (op, dummy); |
|
|
675 | |
|
|
676 | if (force == NULL) |
|
|
677 | { |
|
|
678 | /* Here we know there is no destination marked up. |
|
|
679 | * We have 2 things to do: |
|
|
680 | * 1. Mark the destination in the player inventory. |
|
|
681 | * 2. Let the player know it worked. |
|
|
682 | */ |
|
|
683 | dummy->name = op->map->path; |
|
|
684 | EXIT_X (dummy) = op->x; |
|
|
685 | EXIT_Y (dummy) = op->y; |
|
|
686 | insert_ob_in_ob (dummy, op); |
|
|
687 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere."); |
|
|
688 | return 1; |
|
|
689 | } |
|
|
690 | |
|
|
691 | dummy->destroy (); |
|
|
692 | |
|
|
693 | /* Here we know where the town portal should go to |
|
|
694 | * We should kill any existing portal associated with the player. |
|
|
695 | * Than we should create the 2 portals. |
|
|
696 | * For each of them, we need: |
|
|
697 | * - To create the portal with the name of the player+destination map |
|
|
698 | * - set the owner of the town portal |
|
|
699 | * - To mark the position of the portal in the player's inventory |
|
|
700 | * for easier destruction. |
|
|
701 | * |
|
|
702 | * The mark works has follow: |
|
|
703 | * slaying: Existing town portal |
|
|
704 | * hp, sp : x & y of the associated portal |
|
|
705 | * name : name of the portal |
|
|
706 | * race : map the portal is in |
|
|
707 | */ |
|
|
708 | |
|
|
709 | /* First step: killing existing town portals */ |
|
|
710 | dummy = get_archetype (spell->race); |
|
|
711 | if (dummy == NULL) |
|
|
712 | { |
|
|
713 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
714 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
715 | return 0; |
|
|
716 | } |
|
|
717 | |
|
|
718 | perm_portal = archetype::find (spell->slaying); |
|
|
719 | |
|
|
720 | /* To kill a town portal, we go trough the player's inventory, |
|
|
721 | * for each marked portal in player's inventory, |
|
|
722 | * -We try load the associated map (if impossible, consider the portal destructed) |
|
|
723 | * -We find any portal in the specified location. |
|
|
724 | * If it has the good name, we destruct it. |
|
|
725 | * -We destruct the force indicating that portal. |
|
|
726 | */ |
|
|
727 | while ((old_force = check_inv_recursive (op, dummy))) |
|
|
728 | { |
|
|
729 | exitmap = maptile::find_sync (old_force->race, op->map); |
|
|
730 | |
|
|
731 | if (exitmap) |
|
|
732 | { |
|
|
733 | exitmap->load_sync (); |
|
|
734 | |
|
|
735 | int exitx = EXIT_X (old_force); |
|
|
736 | int exity = EXIT_Y (old_force); |
|
|
737 | |
|
|
738 | for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above) |
|
|
739 | { |
|
|
740 | if (tmp->name == old_force->name) |
|
|
741 | { |
|
|
742 | tmp->destroy (); |
|
|
743 | break; |
|
|
744 | } |
|
|
745 | } |
|
|
746 | } |
|
|
747 | |
|
|
748 | old_force->destroy (); |
|
|
749 | } |
|
|
750 | |
|
|
751 | dummy->destroy (); |
|
|
752 | |
|
|
753 | /* Creating the portals. |
|
|
754 | * The very first thing to do is to ensure |
|
|
755 | * access to the destination map. |
|
|
756 | * If we can't, don't fizzle. Simply warn player. |
|
|
757 | * This ensure player pays his mana for the spell |
|
|
758 | * because HE is responsible of forgotting. |
|
|
759 | * 'force' is the destination of the town portal, which we got |
|
|
760 | * from the players inventory above. |
|
|
761 | */ |
|
|
762 | |
|
|
763 | /* Ensure exit map is loaded */ |
|
|
764 | exitmap = maptile::find_sync (force->name); |
|
|
765 | |
|
|
766 | /* If we were unable to load (ex. random map deleted), warn player */ |
|
|
767 | if (!exitmap) |
|
|
768 | { |
|
|
769 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); |
|
|
770 | force->destroy (); |
|
|
771 | return 1; |
|
|
772 | } |
|
|
773 | |
|
|
774 | exitmap->load_sync (); |
|
|
775 | |
|
|
776 | op_level = caster_level (caster, spell); |
|
|
777 | if (op_level < 15) |
|
|
778 | snprintf (portal_message, 1024, |
|
|
779 | "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", |
|
|
780 | &op->name); |
|
|
781 | else if (op_level < 30) |
|
|
782 | snprintf (portal_message, 1024, |
|
|
783 | "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name); |
|
|
784 | else if (op_level < 60) |
|
|
785 | snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); |
|
|
786 | else |
|
|
787 | snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n", |
|
|
788 | &op->name); |
|
|
789 | |
|
|
790 | /* Create a portal in front of player |
|
|
791 | * dummy contain the portal and |
|
|
792 | * force contain the track to kill it later |
|
|
793 | */ |
|
|
794 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); |
|
|
795 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
796 | if (dummy == NULL) |
|
|
797 | { |
|
|
798 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
799 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
800 | return 0; |
|
|
801 | } |
|
|
802 | |
|
|
803 | EXIT_PATH (dummy) = force->name; |
|
|
804 | EXIT_X (dummy) = EXIT_X (force); |
|
|
805 | EXIT_Y (dummy) = EXIT_Y (force); |
|
|
806 | dummy->name = dummy->name_pl = portal_name; |
|
|
807 | dummy->msg = portal_message; |
|
|
808 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
809 | cast_create_obj (op, caster, dummy, 0); |
|
|
810 | |
|
|
811 | /* Now we need to to create a town portal marker inside the player |
|
|
812 | * object, so on future castings, we can know that he has an active |
|
|
813 | * town portal. |
|
|
814 | */ |
|
|
815 | object *tmp = get_archetype (spell->race); |
|
|
816 | |
|
|
817 | if (!tmp) |
|
|
818 | { |
|
|
819 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
820 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
821 | return 0; |
|
|
822 | } |
|
|
823 | |
|
|
824 | tmp->race = op->map->path; |
|
|
825 | tmp->name = portal_name; |
|
|
826 | EXIT_X (tmp) = dummy->x; |
|
|
827 | EXIT_Y (tmp) = dummy->y; |
|
|
828 | op->insert (tmp); |
|
|
829 | |
|
|
830 | /* Create a portal in the destination map |
|
|
831 | * dummy contain the portal and |
|
|
832 | * force the track to kill it later |
|
|
833 | * the 'force' variable still contains the 'reminder' of |
|
|
834 | * where this portal goes to. |
|
|
835 | */ |
|
|
836 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path); |
|
|
837 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
838 | if (dummy == NULL) |
|
|
839 | { |
|
|
840 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
841 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
842 | return 0; |
|
|
843 | } |
|
|
844 | |
|
|
845 | EXIT_PATH (dummy) = op->map->path; |
|
|
846 | EXIT_X (dummy) = op->x; |
|
|
847 | EXIT_Y (dummy) = op->y; |
|
|
848 | dummy->name = dummy->name_pl = portal_name; |
|
|
849 | dummy->msg = portal_message; |
|
|
850 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
851 | exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op); |
|
|
852 | |
|
|
853 | /* Now we create another town portal marker that |
|
|
854 | * points back to the one we just made |
|
|
855 | */ |
|
|
856 | tmp = get_archetype (spell->race); |
|
|
857 | if (tmp == NULL) |
|
|
858 | { |
|
|
859 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
860 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
861 | return 0; |
|
|
862 | } |
|
|
863 | |
|
|
864 | tmp->race = force->name; |
|
|
865 | tmp->name = portal_name; |
|
|
866 | EXIT_X (tmp) = dummy->x; |
|
|
867 | EXIT_Y (tmp) = dummy->y; |
|
|
868 | insert_ob_in_ob (tmp, op); |
|
|
869 | |
|
|
870 | /* Describe the player what happened |
|
|
871 | */ |
|
|
872 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); |
|
|
873 | force->destroy (); |
|
|
874 | |
620 | |
875 | return 1; |
621 | return 1; |
876 | } |
622 | } |
877 | |
623 | |
878 | /* This creates magic walls. Really, it can create most any object, |
624 | /* This creates magic walls. Really, it can create most any object, |
… | |
… | |
976 | 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); |
977 | return 0; |
723 | return 0; |
978 | } |
724 | } |
979 | |
725 | |
980 | /* 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 */ |
981 | if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
727 | if (tmp->other_arch && tmp->other_arch->type == SPELL) |
982 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
728 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
983 | |
729 | |
984 | /* This code causes the wall to extend some distance in |
730 | /* This code causes the wall to extend some distance in |
985 | * each direction, or until an obstruction is encountered. |
731 | * each direction, or until an obstruction is encountered. |
986 | * posblocked and negblocked help determine how far the |
732 | * posblocked and negblocked help determine how far the |
… | |
… | |
1006 | { |
752 | { |
1007 | object *tmp2 = tmp->clone (); |
753 | object *tmp2 = tmp->clone (); |
1008 | m->insert (tmp2, x, y, op); |
754 | m->insert (tmp2, x, y, op); |
1009 | |
755 | |
1010 | /* 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 */ |
1011 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
757 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1012 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
758 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1013 | |
759 | |
1014 | } |
760 | } |
1015 | else |
761 | else |
1016 | posblocked = 1; |
762 | posblocked = 1; |
… | |
… | |
1023 | ((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) |
1024 | { |
770 | { |
1025 | object *tmp2 = tmp->clone (); |
771 | object *tmp2 = tmp->clone (); |
1026 | m->insert (tmp2, x, y, op); |
772 | m->insert (tmp2, x, y, op); |
1027 | |
773 | |
1028 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
774 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1029 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
775 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1030 | } |
776 | } |
1031 | else |
777 | else |
1032 | negblocked = 1; |
778 | negblocked = 1; |
1033 | } |
779 | } |
… | |
… | |
1165 | object *poison; |
911 | object *poison; |
1166 | int heal = 0, success = 0; |
912 | int heal = 0, success = 0; |
1167 | |
913 | |
1168 | tmp = find_target_for_friendly_spell (op, dir); |
914 | tmp = find_target_for_friendly_spell (op, dir); |
1169 | |
915 | |
1170 | if (tmp == NULL) |
916 | if (!tmp) |
1171 | return 0; |
917 | return 0; |
1172 | |
918 | |
1173 | /* Figure out how many hp this spell might cure. |
919 | /* Figure out how many hp this spell might cure. |
1174 | * could be zero if this spell heals effects, not damage. |
920 | * could be zero if this spell heals effects, not damage. |
1175 | */ |
921 | */ |
… | |
… | |
1178 | 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; |
1179 | |
925 | |
1180 | if (heal) |
926 | if (heal) |
1181 | { |
927 | { |
1182 | if (tmp->stats.hp >= tmp->stats.maxhp) |
928 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1183 | { |
|
|
1184 | 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."); |
1185 | } |
|
|
1186 | else |
930 | else |
1187 | { |
931 | { |
1188 | /* See how many points we actually heal. Instead of messages |
932 | /* See how many points we actually heal. Instead of messages |
1189 | * based on type of spell, we instead do messages based |
933 | * based on type of spell, we instead do messages based |
1190 | * on amount of damage healed. |
934 | * on amount of damage healed. |
… | |
… | |
1192 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
936 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
1193 | heal = tmp->stats.maxhp - tmp->stats.hp; |
937 | heal = tmp->stats.maxhp - tmp->stats.hp; |
1194 | tmp->stats.hp += heal; |
938 | tmp->stats.hp += heal; |
1195 | |
939 | |
1196 | if (tmp->stats.hp >= tmp->stats.maxhp) |
940 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1197 | { |
|
|
1198 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
941 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1199 | } |
|
|
1200 | else if (heal > 50) |
942 | else if (heal > 50) |
1201 | { |
|
|
1202 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
943 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1203 | } |
|
|
1204 | else if (heal > 25) |
944 | else if (heal > 25) |
1205 | { |
|
|
1206 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
945 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1207 | } |
|
|
1208 | else if (heal > 10) |
946 | else if (heal > 10) |
1209 | { |
|
|
1210 | 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."); |
1211 | } |
|
|
1212 | else |
948 | else |
1213 | { |
|
|
1214 | 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."); |
1215 | } |
950 | |
1216 | success = 1; |
951 | success = 1; |
1217 | } |
952 | } |
1218 | } |
953 | } |
|
|
954 | |
1219 | if (spell->attacktype & AT_DISEASE) |
955 | if (spell->attacktype & AT_DISEASE) |
1220 | if (cure_disease (tmp, op)) |
956 | if (cure_disease (tmp, op)) |
1221 | success = 1; |
957 | success = 1; |
1222 | |
958 | |
1223 | if (spell->attacktype & AT_POISON) |
959 | if (spell->attacktype & AT_POISON) |
… | |
… | |
1229 | success = 1; |
965 | success = 1; |
1230 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
966 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1231 | poison->stats.food = 1; |
967 | poison->stats.food = 1; |
1232 | } |
968 | } |
1233 | } |
969 | } |
|
|
970 | |
1234 | if (spell->attacktype & AT_CONFUSION) |
971 | if (spell->attacktype & AT_CONFUSION) |
1235 | { |
972 | { |
1236 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
973 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1237 | if (poison) |
974 | if (poison) |
1238 | { |
975 | { |
1239 | success = 1; |
976 | success = 1; |
1240 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
977 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1241 | poison->duration = 1; |
978 | poison->duration = 1; |
1242 | } |
979 | } |
1243 | } |
980 | } |
|
|
981 | |
1244 | if (spell->attacktype & AT_BLIND) |
982 | if (spell->attacktype & AT_BLIND) |
1245 | { |
983 | { |
1246 | at = archetype::find ("blindness"); |
984 | at = archetype::find ("blindness"); |
1247 | poison = present_arch_in_ob (at, tmp); |
985 | poison = present_arch_in_ob (at, tmp); |
1248 | if (poison) |
986 | if (poison) |
… | |
… | |
1250 | success = 1; |
988 | success = 1; |
1251 | 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."); |
1252 | poison->stats.food = 1; |
990 | poison->stats.food = 1; |
1253 | } |
991 | } |
1254 | } |
992 | } |
|
|
993 | |
1255 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
994 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
1256 | { |
995 | { |
1257 | tmp->stats.sp += spell->last_sp; |
996 | tmp->stats.sp += spell->last_sp; |
1258 | if (tmp->stats.sp > tmp->stats.maxsp) |
997 | if (tmp->stats.sp > tmp->stats.maxsp) |
1259 | tmp->stats.sp = tmp->stats.maxsp; |
998 | tmp->stats.sp = tmp->stats.maxsp; |
1260 | success = 1; |
999 | success = 1; |
1261 | 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!"); |
1262 | } |
1001 | } |
|
|
1002 | |
1263 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1003 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1264 | { |
1004 | { |
1265 | tmp->stats.grace += spell->last_grace; |
1005 | tmp->stats.grace += spell->last_grace; |
1266 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1006 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1267 | tmp->stats.grace = tmp->stats.maxgrace; |
1007 | tmp->stats.grace = tmp->stats.maxgrace; |
1268 | success = 1; |
1008 | success = 1; |
1269 | 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!"); |
1270 | } |
1010 | } |
|
|
1011 | |
1271 | if (spell->stats.food && tmp->stats.food < 999) |
1012 | if (spell->stats.food && tmp->stats.food < 999) |
1272 | { |
1013 | { |
1273 | tmp->stats.food += spell->stats.food; |
1014 | tmp->stats.food += spell->stats.food; |
1274 | if (tmp->stats.food > 999) |
1015 | if (tmp->stats.food > 999) |
1275 | tmp->stats.food = 999; |
1016 | tmp->stats.food = 999; |
1276 | success = 1; |
1017 | success = 1; |
1277 | /* 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 */ |
1278 | 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"); |
1279 | } |
1020 | } |
|
|
1021 | |
1280 | return success; |
1022 | return success; |
1281 | } |
1023 | } |
1282 | |
|
|
1283 | |
1024 | |
1284 | /* 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 |
1285 | * 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 |
1286 | * good comments for those. |
1027 | * good comments for those. |
1287 | */ |
1028 | */ |
1288 | static const char *const no_gain_msgs[NUM_STATS] = { |
1029 | static const char *const no_gain_msgs[NUM_STATS] = { |
1289 | "You grow no stronger.", |
1030 | "You grow no stronger.", |
1290 | "You grow no more agile.", |
1031 | "You grow no more agile.", |
1291 | "You don't feel any healthier.", |
1032 | "You don't feel any healthier.", |
1292 | "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." |
1293 | "You are no easier to look at.", |
1036 | "You are no easier to look at.", |
1294 | "no int", |
|
|
1295 | "no pow" |
|
|
1296 | }; |
1037 | }; |
1297 | |
1038 | |
1298 | int |
1039 | int |
1299 | 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) |
1300 | { |
1041 | { |
… | |
… | |
1351 | } |
1092 | } |
1352 | else |
1093 | else |
1353 | { |
1094 | { |
1354 | 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."); |
1355 | } |
1096 | } |
|
|
1097 | |
1356 | return 1; |
1098 | return 1; |
1357 | } |
1099 | } |
|
|
1100 | |
1358 | 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; |
1359 | force->speed = 1.0; |
1102 | force->speed = 1.0; |
1360 | force->speed_left = -1.0; |
1103 | force->speed_left = -1.0; |
1361 | SET_FLAG (force, FLAG_APPLIED); |
1104 | SET_FLAG (force, FLAG_APPLIED); |
1362 | |
1105 | |
… | |
… | |
1368 | 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); |
1369 | if (force->resist[i] > 100) |
1112 | if (force->resist[i] > 100) |
1370 | force->resist[i] = 100; |
1113 | force->resist[i] = 100; |
1371 | } |
1114 | } |
1372 | } |
1115 | } |
|
|
1116 | |
1373 | if (spell_ob->stats.hp) |
1117 | if (spell_ob->stats.hp) |
1374 | 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); |
1375 | |
1119 | |
1376 | if (tmp->type == PLAYER) |
1120 | if (tmp->type == PLAYER) |
1377 | { |
1121 | { |
1378 | /* Stat adjustment spells */ |
1122 | /* Stat adjustment spells */ |
1379 | for (i = 0; i < NUM_STATS; i++) |
1123 | for (i = 0; i < NUM_STATS; i++) |
1380 | { |
1124 | { |
1381 | sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; |
1125 | if (sint8 stat = spell_ob->stats.stat (i)) |
1382 | |
|
|
1383 | if (stat) |
|
|
1384 | { |
1126 | { |
1385 | sm = 0; |
1127 | sint8 sm = 0; |
1386 | for (k = 0; k < stat; k++) |
1128 | for (sint8 k = 0; k < stat; k++) |
1387 | sm += rndm (1, 3); |
1129 | sm += rndm (1, 3); |
1388 | |
1130 | |
1389 | if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) |
1131 | if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1390 | { |
1132 | sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1391 | sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); |
1133 | |
1392 | if (sm < 0) |
1134 | force->stats.stat (i) = sm; |
1393 | sm = 0; |
1135 | |
1394 | } |
|
|
1395 | set_attr_value (&force->stats, i, sm); |
|
|
1396 | if (!sm) |
1136 | if (!sm) |
1397 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1137 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1398 | } |
1138 | } |
1399 | } |
1139 | } |
1400 | } |
1140 | } |
… | |
… | |
1421 | force->attacktype = spell_ob->attacktype; |
1161 | force->attacktype = spell_ob->attacktype; |
1422 | |
1162 | |
1423 | insert_ob_in_ob (force, tmp); |
1163 | insert_ob_in_ob (force, tmp); |
1424 | change_abil (tmp, force); /* Mostly to display any messages */ |
1164 | change_abil (tmp, force); /* Mostly to display any messages */ |
1425 | tmp->update_stats (); |
1165 | tmp->update_stats (); |
|
|
1166 | |
1426 | return 1; |
1167 | return 1; |
1427 | } |
1168 | } |
1428 | |
1169 | |
1429 | /* 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 |
1430 | * 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 |
1431 | * of the caster. |
1172 | * of the caster. |
1432 | */ |
1173 | */ |
1433 | |
|
|
1434 | int |
1174 | int |
1435 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1175 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1436 | { |
1176 | { |
1437 | int i; |
1177 | int i; |
1438 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
1178 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
… | |
… | |
1533 | insert_ob_in_ob (force, tmp); |
1273 | insert_ob_in_ob (force, tmp); |
1534 | tmp->update_stats (); |
1274 | tmp->update_stats (); |
1535 | return 1; |
1275 | return 1; |
1536 | } |
1276 | } |
1537 | |
1277 | |
1538 | |
|
|
1539 | |
|
|
1540 | /* Alchemy code by Mark Wedel |
1278 | /* Alchemy code by Mark Wedel |
1541 | * |
1279 | * |
1542 | * This code adds a new spell, called alchemy. Alchemy will turn |
1280 | * This code adds a new spell, called alchemy. Alchemy will turn |
1543 | * objects to gold nuggets, the value of the gold nuggets being |
1281 | * objects to pyrite ("false gold"), henceforth called gold nuggets. |
1544 | * about 90% of that of the item itself. It uses the value of the |
|
|
1545 | * object before charisma adjustments, because the nuggets themselves |
|
|
1546 | * will be will be adjusted by charisma when sold. |
|
|
1547 | * |
1282 | * |
1548 | * Large nuggets are worth 25 gp each (base). You will always get |
1283 | * The value of the gold nuggets being about 90% of that of the item |
1549 | * the maximum number of large nuggets you could get. |
1284 | * itself. It uses the value of the object before charisma adjustments, |
1550 | * Small nuggets are worth 1 gp each (base). You will get from 0 |
1285 | * because the nuggets themselves will be will be adjusted by charisma |
1551 | * to the max amount of small nuggets as you could get. |
1286 | * when sold. |
1552 | * |
|
|
1553 | * For example, if an item is worth 110 gold, you will get |
|
|
1554 | * 4 large nuggets, and from 0-10 small nuggets. |
|
|
1555 | * |
1287 | * |
1556 | * There is also a chance (1:30) that you will get nothing at all |
1288 | * There is also a chance (1:30) that you will get nothing at all |
1557 | * for the object. There is also a maximum weight that will be |
1289 | * for the object. There is also a maximum weight that will be |
1558 | * alchemied. |
1290 | * alchemised. |
1559 | */ |
1291 | */ |
1560 | |
|
|
1561 | /* I didn't feel like passing these as arguements to the |
|
|
1562 | * two functions that need them. Real values are put in them |
|
|
1563 | * when the spell is cast, and these are freed when the spell |
|
|
1564 | * is finished. |
|
|
1565 | */ |
|
|
1566 | static object *small, *large; |
|
|
1567 | |
|
|
1568 | static void |
1292 | static void |
1569 | alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) |
1293 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1570 | { |
1294 | { |
1571 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1295 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1572 | |
1296 | |
1573 | /* Give third price when we alchemy money (This should hopefully |
1297 | /* Give third price when we alchemy money (This should hopefully |
1574 | * make it so that it isn't worth it to alchemy money, sell |
1298 | * make it so that it isn't worth it to alchemy money, sell |
1575 | * the nuggets, alchemy the gold from that, etc. |
1299 | * the nuggets, alchemy the gold from that, etc. |
1576 | * Otherwise, give 9 silver on the gold for other objects, |
1300 | * Otherwise, give 9 silver on the gold for other objects, |
1577 | * so that it would still be more affordable to haul |
1301 | * so that it would still be more affordable to haul |
1578 | * the stuff back to town. |
1302 | * the stuff back to town. |
1579 | */ |
1303 | */ |
1580 | |
|
|
1581 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1304 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1582 | value = 0; |
1305 | value = 0; |
1583 | else if (obj->type == MONEY || obj->type == GEM) |
1306 | else if (obj->type == MONEY || obj->type == GEM) |
1584 | value /= 3; |
1307 | value /= 3; |
1585 | else |
1308 | else |
1586 | value = (value * 9) / 10; |
1309 | value = value * 9 / 10; |
1587 | |
1310 | |
1588 | value /= 4; // fix by GHJ, don't understand, pcg |
|
|
1589 | |
|
|
1590 | if ((obj->value > 0) && rndm (0, 29)) |
1311 | if (obj->value > 0 && rndm (0, 29)) |
1591 | { |
1312 | total_value += value; |
1592 | int count; |
|
|
1593 | |
1313 | |
1594 | count = value / large->value; |
|
|
1595 | *large_nuggets += count; |
|
|
1596 | value -= (uint64) count *(uint64) large->value; |
|
|
1597 | |
|
|
1598 | count = value / small->value; |
|
|
1599 | *small_nuggets += count; |
|
|
1600 | } |
|
|
1601 | |
|
|
1602 | /* Turn 25 small nuggets into 1 large nugget. If the value |
|
|
1603 | * of large nuggets is not evenly divisable by the small nugget |
|
|
1604 | * value, take off an extra small_nugget (Assuming small_nuggets!=0) |
|
|
1605 | */ |
|
|
1606 | if (*small_nuggets * small->value >= large->value) |
|
|
1607 | { |
|
|
1608 | (*large_nuggets)++; |
|
|
1609 | *small_nuggets -= large->value / small->value; |
|
|
1610 | if (*small_nuggets && large->value % small->value) |
|
|
1611 | (*small_nuggets)--; |
|
|
1612 | } |
|
|
1613 | weight += obj->weight; |
1314 | total_weight += obj->total_weight (); |
|
|
1315 | |
1614 | obj->destroy (); |
1316 | obj->destroy (); |
1615 | } |
1317 | } |
1616 | |
1318 | |
1617 | static void |
|
|
1618 | update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) |
|
|
1619 | { |
|
|
1620 | object *tmp; |
|
|
1621 | int flag = 0; |
|
|
1622 | |
|
|
1623 | /* Put any nuggets below the player, but we can only pass this |
|
|
1624 | * flag if we are on the same space as the player |
|
|
1625 | */ |
|
|
1626 | if (x == op->x && y == op->y && op->map == m) |
|
|
1627 | flag = INS_BELOW_ORIGINATOR; |
|
|
1628 | |
|
|
1629 | if (small_nuggets) |
|
|
1630 | { |
|
|
1631 | tmp = small->clone (); |
|
|
1632 | tmp->nrof = small_nuggets; |
|
|
1633 | m->insert (tmp, x, y, op, flag); |
|
|
1634 | } |
|
|
1635 | |
|
|
1636 | if (large_nuggets) |
|
|
1637 | { |
|
|
1638 | tmp = large->clone (); |
|
|
1639 | tmp->nrof = large_nuggets; |
|
|
1640 | m->insert (tmp, x, y, op, flag); |
|
|
1641 | } |
|
|
1642 | } |
|
|
1643 | |
|
|
1644 | int |
1319 | int |
1645 | alchemy (object *op, object *caster, object *spell_ob) |
1320 | alchemy (object *op, object *caster, object *spell_ob) |
1646 | { |
1321 | { |
1647 | int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags; |
|
|
1648 | sint16 nx, ny; |
|
|
1649 | object *next, *tmp; |
|
|
1650 | maptile *mp; |
|
|
1651 | |
|
|
1652 | if (op->type != PLAYER) |
1322 | if (op->type != PLAYER) |
1653 | return 0; |
1323 | return 0; |
1654 | |
1324 | |
|
|
1325 | archetype *nugget[3]; |
|
|
1326 | |
|
|
1327 | nugget[0] = archetype::find ("pyrite3"); |
|
|
1328 | nugget[1] = archetype::find ("pyrite2"); |
|
|
1329 | nugget[2] = archetype::find ("pyrite"); |
|
|
1330 | |
1655 | /* Put a maximum weight of items that can be alchemied. Limits the power |
1331 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1656 | * some, and also prevents people from alcheming every table/chair/clock |
1332 | * some, and also prevents people from alchemising every table/chair/clock |
1657 | * in sight |
1333 | * in sight |
1658 | */ |
1334 | */ |
1659 | weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); |
1335 | int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1660 | weight_max *= 1000; |
1336 | int weight_max = duration * 1000; |
1661 | small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); |
1337 | uint64 value_max = duration * 1000; |
1662 | |
1338 | |
|
|
1339 | int weight = 0; |
|
|
1340 | |
1663 | for (y = op->y - 1; y <= op->y + 1; y++) |
1341 | for (int y = op->y - 1; y <= op->y + 1; y++) |
1664 | { |
1342 | { |
1665 | for (x = op->x - 1; x <= op->x + 1; x++) |
1343 | for (int x = op->x - 1; x <= op->x + 1; x++) |
1666 | { |
1344 | { |
|
|
1345 | uint64 value = 0; |
|
|
1346 | |
1667 | nx = x; |
1347 | sint16 nx = x; |
1668 | ny = y; |
1348 | sint16 ny = y; |
1669 | |
1349 | |
1670 | mp = op->map; |
1350 | maptile *mp = op->map; |
1671 | |
1351 | |
1672 | mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1352 | int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1673 | |
1353 | |
1674 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1354 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1675 | continue; |
1355 | continue; |
1676 | |
1356 | |
1677 | /* Treat alchemy a little differently - most spell effects |
1357 | /* Treat alchemy a little differently - most spell effects |
… | |
… | |
1679 | * ground level effect. |
1359 | * ground level effect. |
1680 | */ |
1360 | */ |
1681 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1361 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1682 | continue; |
1362 | continue; |
1683 | |
1363 | |
1684 | small_nuggets = 0; |
1364 | for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) |
1685 | large_nuggets = 0; |
|
|
1686 | |
|
|
1687 | for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next) |
|
|
1688 | { |
1365 | { |
1689 | next = tmp->above; |
1366 | next = tmp->above; |
|
|
1367 | |
1690 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1368 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1691 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1369 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1692 | { |
1370 | { |
1693 | |
|
|
1694 | if (tmp->inv) |
1371 | if (tmp->inv) |
1695 | { |
1372 | { |
1696 | object *next1, *tmp1; |
1373 | object *next1, *tmp1; |
1697 | |
1374 | |
1698 | for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) |
1375 | for (tmp1 = tmp->inv; tmp1; tmp1 = next1) |
1699 | { |
1376 | { |
1700 | next1 = tmp1->below; |
1377 | next1 = tmp1->below; |
1701 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1378 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1702 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1379 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1703 | alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); |
1380 | alchemy_object (tmp1, value, weight); |
1704 | } |
1381 | } |
1705 | } |
1382 | } |
|
|
1383 | |
1706 | alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); |
1384 | alchemy_object (tmp, value, weight); |
1707 | |
1385 | |
1708 | if (weight > weight_max) |
1386 | if (weight > weight_max) |
1709 | { |
1387 | break; |
1710 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
|
|
1711 | large->destroy (); |
|
|
1712 | small->destroy (); |
|
|
1713 | return 1; |
|
|
1714 | } |
1388 | } |
1715 | } /* is alchemable object */ |
|
|
1716 | } /* process all objects on this space */ |
|
|
1717 | |
|
|
1718 | /* Insert all the nuggets at one time. This probably saves time, but |
|
|
1719 | * it also prevents us from alcheming nuggets that were just created |
|
|
1720 | * with this spell. |
|
|
1721 | */ |
1389 | } |
1722 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
1390 | |
|
|
1391 | value -= rndm (value >> 4); |
|
|
1392 | value = min (value, value_max); |
|
|
1393 | |
|
|
1394 | for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) |
|
|
1395 | if (int nrof = value / nugget [i]->value) |
|
|
1396 | { |
|
|
1397 | value -= nrof * nugget[i]->value; |
|
|
1398 | |
|
|
1399 | object *tmp = arch_to_object (nugget[i]); |
|
|
1400 | tmp->nrof = nrof; |
|
|
1401 | tmp->flag [FLAG_IDENTIFIED] = true; |
|
|
1402 | caster->map->insert (tmp, x, y, caster, 0); |
1723 | } |
1403 | } |
1724 | } |
|
|
1725 | |
1404 | |
1726 | large->destroy (); |
1405 | if (weight > weight_max) |
1727 | small->destroy (); |
1406 | goto bailout; |
1728 | /* reset this so that if player standing on a big pile of stuff, |
1407 | } |
1729 | * it is redrawn properly. |
1408 | } |
1730 | */ |
1409 | |
1731 | op->contr->ns->look_position = 0; |
1410 | bailout: |
1732 | return 1; |
1411 | return 1; |
1733 | } |
1412 | } |
1734 | |
1413 | |
1735 | |
1414 | |
1736 | /* This function removes the cursed/damned status on equipped |
1415 | /* This function removes the cursed/damned status on equipped |
… | |
… | |
1763 | } |
1442 | } |
1764 | |
1443 | |
1765 | if (op->type == PLAYER) |
1444 | if (op->type == PLAYER) |
1766 | { |
1445 | { |
1767 | if (success) |
1446 | if (success) |
1768 | { |
|
|
1769 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1447 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1770 | } |
|
|
1771 | else |
1448 | else |
1772 | { |
1449 | { |
1773 | if (was_one) |
1450 | if (was_one) |
1774 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1451 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1775 | else |
1452 | else |
… | |
… | |
1799 | { |
1476 | { |
1800 | identify (tmp); |
1477 | identify (tmp); |
1801 | |
1478 | |
1802 | if (op->type == PLAYER) |
1479 | if (op->type == PLAYER) |
1803 | { |
1480 | { |
1804 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); |
1481 | new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); |
1805 | |
1482 | |
1806 | if (tmp->msg) |
1483 | if (tmp->msg) |
1807 | { |
1484 | { |
1808 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1485 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1809 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1486 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
1821 | * stuff on the floor. Only identify stuff on the floor if the spell |
1498 | * stuff on the floor. Only identify stuff on the floor if the spell |
1822 | * was not fully used. |
1499 | * was not fully used. |
1823 | */ |
1500 | */ |
1824 | if (num_ident) |
1501 | if (num_ident) |
1825 | { |
1502 | { |
1826 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
1503 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
1827 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1504 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1828 | { |
1505 | { |
1829 | identify (tmp); |
1506 | identify (tmp); |
1830 | |
1507 | |
1831 | if (op->type == PLAYER) |
1508 | if (op->type == PLAYER) |
1832 | { |
1509 | { |
1833 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); |
1510 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); |
1834 | |
1511 | |
1835 | if (tmp->msg) |
1512 | if (tmp->msg) |
1836 | { |
1513 | { |
1837 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1514 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1838 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1515 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
2188 | /* Basically, if the object is magical and not counterspell, |
1865 | /* Basically, if the object is magical and not counterspell, |
2189 | * we will more or less remove the object. Don't counterspell |
1866 | * we will more or less remove the object. Don't counterspell |
2190 | * monsters either. |
1867 | * monsters either. |
2191 | */ |
1868 | */ |
2192 | |
1869 | |
2193 | if (head->attacktype & AT_MAGIC && |
1870 | if (head->attacktype & AT_MAGIC |
2194 | !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) |
1871 | && !(head->attacktype & AT_COUNTERSPELL) |
|
|
1872 | && !QUERY_FLAG (head, FLAG_MONSTER) |
|
|
1873 | && (op->level > head->level)) |
2195 | head->destroy (); |
1874 | head->destroy (); |
2196 | else |
1875 | else |
2197 | switch (head->type) |
1876 | switch (head->type) |
2198 | { |
1877 | { |
2199 | case SPELL_EFFECT: |
1878 | case SPELL_EFFECT: |
|
|
1879 | // XXX: Don't affect floor spelleffects. See also XXX comment |
|
|
1880 | // about sanctuary in spell_util.C |
|
|
1881 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
1882 | continue; |
|
|
1883 | |
2200 | if (op->level > head->level) |
1884 | if (op->level > head->level) |
2201 | head->destroy (); |
1885 | head->destroy (); |
2202 | |
1886 | |
2203 | break; |
1887 | break; |
2204 | |
1888 | |
… | |
… | |
2271 | * This code was very odd - code early on would only let players use the spell, |
1955 | * This code was very odd - code early on would only let players use the spell, |
2272 | * yet the code wass full of player checks. I've presumed that the code |
1956 | * yet the code wass full of player checks. I've presumed that the code |
2273 | * that only let players use it was correct, and removed all the other |
1957 | * that only let players use it was correct, and removed all the other |
2274 | * player checks. MSW 2003-01-06 |
1958 | * player checks. MSW 2003-01-06 |
2275 | */ |
1959 | */ |
2276 | |
|
|
2277 | int |
1960 | int |
2278 | animate_weapon (object *op, object *caster, object *spell, int dir) |
1961 | animate_weapon (object *op, object *caster, object *spell, int dir) |
2279 | { |
1962 | { |
2280 | object *weapon, *tmp; |
1963 | object *weapon, *tmp; |
2281 | char buf[MAX_BUF]; |
1964 | char buf[MAX_BUF]; |
2282 | int a, i; |
1965 | int a, i; |
2283 | sint16 x, y; |
1966 | sint16 x, y; |
2284 | maptile *m; |
1967 | maptile *m; |
2285 | materialtype_t *mt; |
|
|
2286 | |
1968 | |
2287 | if (!spell->other_arch) |
1969 | if (!spell->other_arch) |
2288 | { |
1970 | { |
2289 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
1971 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
2290 | LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); |
1972 | LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); |
… | |
… | |
2293 | /* exit if it's not a player using this spell. */ |
1975 | /* exit if it's not a player using this spell. */ |
2294 | if (op->type != PLAYER) |
1976 | if (op->type != PLAYER) |
2295 | return 0; |
1977 | return 0; |
2296 | |
1978 | |
2297 | /* if player already has a golem, abort */ |
1979 | /* if player already has a golem, abort */ |
2298 | if (op->contr->ranges[range_golem]) |
1980 | if (object *golem = op->contr->golem) |
2299 | { |
1981 | { |
2300 | control_golem (op->contr->ranges[range_golem], dir); |
1982 | control_golem (golem, dir); |
2301 | return 0; |
1983 | return 0; |
2302 | } |
1984 | } |
2303 | |
1985 | |
2304 | /* if no direction specified, pick one */ |
1986 | /* if no direction specified, pick one */ |
2305 | if (!dir) |
1987 | if (!dir) |
… | |
… | |
2309 | x = op->x + freearr_x[dir]; |
1991 | x = op->x + freearr_x[dir]; |
2310 | y = op->y + freearr_y[dir]; |
1992 | y = op->y + freearr_y[dir]; |
2311 | |
1993 | |
2312 | /* if there's no place to put the golem, abort */ |
1994 | /* if there's no place to put the golem, abort */ |
2313 | if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || |
1995 | if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || |
2314 | ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) |
1996 | ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) |
2315 | { |
1997 | { |
2316 | new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
1998 | new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
2317 | return 0; |
1999 | return 0; |
2318 | } |
2000 | } |
2319 | |
2001 | |
… | |
… | |
2323 | if (!weapon) |
2005 | if (!weapon) |
2324 | { |
2006 | { |
2325 | new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2007 | new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2326 | return 0; |
2008 | return 0; |
2327 | } |
2009 | } |
2328 | if (spell->race && strcmp (weapon->arch->name, spell->race)) |
2010 | if (spell->race && strcmp (weapon->arch->archname, spell->race)) |
2329 | { |
2011 | { |
2330 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); |
2012 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); |
2331 | return 0; |
2013 | return 0; |
2332 | } |
2014 | } |
2333 | if (weapon->type != WEAPON) |
2015 | if (weapon->type != WEAPON) |
… | |
… | |
2351 | /* create the golem object */ |
2033 | /* create the golem object */ |
2352 | tmp = arch_to_object (spell->other_arch); |
2034 | tmp = arch_to_object (spell->other_arch); |
2353 | |
2035 | |
2354 | /* if animated by a player, give the player control of the golem */ |
2036 | /* if animated by a player, give the player control of the golem */ |
2355 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2037 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2356 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
2357 | tmp->stats.exp = 0; |
2038 | tmp->stats.exp = 0; |
2358 | add_friendly_object (tmp); |
2039 | add_friendly_object (tmp); |
2359 | tmp->type = GOLEM; |
2040 | tmp->type = GOLEM; |
2360 | tmp->set_owner (op); |
2041 | tmp->set_owner (op); |
|
|
2042 | op->contr->golem = tmp; |
2361 | set_spell_skill (op, caster, spell, tmp); |
2043 | set_spell_skill (op, caster, spell, tmp); |
2362 | op->contr->ranges[range_golem] = tmp; |
|
|
2363 | op->contr->shoottype = range_golem; |
|
|
2364 | |
2044 | |
2365 | /* Give the weapon to the golem now. A bit of a hack to check the |
2045 | /* Give the weapon to the golem now. A bit of a hack to check the |
2366 | * removed flag - it should only be set if get_split_object was |
2046 | * removed flag - it should only be set if get_split_object was |
2367 | * used above. |
2047 | * used above. |
2368 | */ |
2048 | */ |
2369 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2049 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2370 | weapon->remove (); |
2050 | weapon->remove (); |
|
|
2051 | |
2371 | insert_ob_in_ob (weapon, tmp); |
2052 | insert_ob_in_ob (weapon, tmp); |
2372 | esrv_send_item (op, weapon); |
2053 | esrv_send_item (op, weapon); |
2373 | /* To do everything necessary to let a golem use the weapon is a pain, |
2054 | /* To do everything necessary to let a golem use the weapon is a pain, |
2374 | * so instead, just set it as equipped (otherwise, we need to update |
2055 | * so instead, just set it as equipped (otherwise, we need to update |
2375 | * body_info, skills, etc) |
2056 | * body_info, skills, etc) |
… | |
… | |
2403 | |
2084 | |
2404 | /* attacktype */ |
2085 | /* attacktype */ |
2405 | if (!tmp->attacktype) |
2086 | if (!tmp->attacktype) |
2406 | tmp->attacktype = AT_PHYSICAL; |
2087 | tmp->attacktype = AT_PHYSICAL; |
2407 | |
2088 | |
2408 | mt = NULL; |
|
|
2409 | if (op->materialname != NULL) |
|
|
2410 | mt = name_to_material (op->materialname); |
2089 | if (materialtype_t *mt = name_to_material (op->materialname)) |
2411 | if (mt != NULL) |
|
|
2412 | { |
2090 | { |
2413 | for (i = 0; i < NROFATTACKS; i++) |
2091 | for (i = 0; i < NROFATTACKS; i++) |
2414 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2092 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2415 | a = mt->save[0]; |
2093 | a = mt->save[0]; |
2416 | } |
2094 | } |
… | |
… | |
2418 | { |
2096 | { |
2419 | for (i = 0; i < NROFATTACKS; i++) |
2097 | for (i = 0; i < NROFATTACKS; i++) |
2420 | tmp->resist[i] = 5; |
2098 | tmp->resist[i] = 5; |
2421 | a = 10; |
2099 | a = 10; |
2422 | } |
2100 | } |
|
|
2101 | |
2423 | /* Set weapon's immunity */ |
2102 | /* Set weapon's immunity */ |
2424 | tmp->resist[ATNR_CONFUSION] = 100; |
2103 | tmp->resist[ATNR_CONFUSION] = 100; |
2425 | tmp->resist[ATNR_POISON] = 100; |
2104 | tmp->resist[ATNR_POISON] = 100; |
2426 | tmp->resist[ATNR_SLOW] = 100; |
2105 | tmp->resist[ATNR_SLOW] = 100; |
2427 | tmp->resist[ATNR_PARALYZE] = 100; |
2106 | tmp->resist[ATNR_PARALYZE] = 100; |
… | |
… | |
2433 | |
2112 | |
2434 | /* Improve weapon's armour value according to best save vs. physical of its material */ |
2113 | /* Improve weapon's armour value according to best save vs. physical of its material */ |
2435 | |
2114 | |
2436 | if (a > 14) |
2115 | if (a > 14) |
2437 | a = 14; |
2116 | a = 14; |
|
|
2117 | |
2438 | tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2118 | tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2439 | |
2119 | |
2440 | /* Determine golem's speed */ |
2120 | /* Determine golem's speed */ |
2441 | tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); |
2121 | tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); |
2442 | |
2122 | |