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. |
|
|
21 | * |
20 | * |
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> |
… | |
… | |
70 | return 0; |
69 | return 0; |
71 | } |
70 | } |
72 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
71 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
73 | { |
72 | { |
74 | 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)); |
75 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); |
74 | op->play_sound (sound_find ("ob_explode")); |
76 | esrv_del_item (op->contr, wand->count); |
75 | esrv_del_item (op->contr, wand->count); |
77 | wand->destroy (); |
76 | wand->destroy (); |
78 | tmp = get_archetype ("fireball"); |
77 | tmp = get_archetype ("fireball"); |
79 | 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; |
80 | |
79 | |
… | |
… | |
104 | ncharges = 1; |
103 | ncharges = 1; |
105 | |
104 | |
106 | wand->stats.food += ncharges; |
105 | wand->stats.food += ncharges; |
107 | 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)); |
108 | |
107 | |
109 | if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) |
108 | if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) |
110 | { |
109 | { |
111 | SET_FLAG (wand, FLAG_ANIMATE); |
110 | SET_FLAG (wand, FLAG_ANIMATE); |
112 | wand->set_speed (wand->arch->clone.speed); |
111 | wand->set_speed (wand->arch->speed); |
113 | } |
112 | } |
114 | |
113 | |
115 | return 1; |
114 | return 1; |
116 | } |
115 | } |
117 | |
116 | |
… | |
… | |
123 | * great a plus, the default is used. |
122 | * great a plus, the default is used. |
124 | * 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 |
125 | * 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 |
126 | * create nonnmagic arrows, or even -1, etc... |
125 | * create nonnmagic arrows, or even -1, etc... |
127 | */ |
126 | */ |
128 | |
|
|
129 | int |
127 | int |
130 | 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) |
131 | { |
129 | { |
132 | int missile_plus = 0, bonus_plus = 0; |
130 | int missile_plus = 0, bonus_plus = 0; |
133 | const char *missile_name; |
131 | const char *missile_name; |
… | |
… | |
154 | /* If it starts with a letter, presume it is a description */ |
152 | /* If it starts with a letter, presume it is a description */ |
155 | if (isalpha (*stringarg)) |
153 | if (isalpha (*stringarg)) |
156 | { |
154 | { |
157 | artifact *al = find_artifactlist (missile->type)->items; |
155 | artifact *al = find_artifactlist (missile->type)->items; |
158 | |
156 | |
159 | for (; al != NULL; al = al->next) |
157 | for (; al; al = al->next) |
160 | if (!strcasecmp (al->item->name, stringarg)) |
158 | if (!strcasecmp (al->item->name, stringarg)) |
161 | break; |
159 | break; |
162 | |
160 | |
163 | if (!al) |
161 | if (!al) |
164 | { |
162 | { |
… | |
… | |
224 | if (stringarg) |
222 | if (stringarg) |
225 | { |
223 | { |
226 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
224 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
227 | if (at == NULL) |
225 | if (at == NULL) |
228 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
226 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
229 | if (at == NULL || at->clone.stats.food > food_value) |
227 | if (at == NULL || at->stats.food > food_value) |
230 | stringarg = NULL; |
228 | stringarg = NULL; |
231 | } |
229 | } |
232 | |
230 | |
233 | if (!stringarg) |
231 | if (!stringarg) |
234 | { |
232 | { |
… | |
… | |
240 | * 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 |
241 | * to be altered from the donor. |
239 | * to be altered from the donor. |
242 | */ |
240 | */ |
243 | |
241 | |
244 | /* We assume the food items don't have multiple parts */ |
242 | /* We assume the food items don't have multiple parts */ |
245 | for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) |
243 | for_all_archetypes (at_tmp) |
246 | { |
244 | { |
247 | if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) |
245 | if (at_tmp->type == FOOD || at_tmp->type == DRINK) |
248 | { |
246 | { |
249 | /* Basically, if the food value is something that is creatable |
247 | /* Basically, if the food value is something that is creatable |
250 | * under the limits of the spell and it is higher than |
248 | * under the limits of the spell and it is higher than |
251 | * the item we have now, take it instead. |
249 | * the item we have now, take it instead. |
252 | */ |
250 | */ |
253 | 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))) |
254 | at = at_tmp; |
256 | at = at_tmp; |
255 | } |
257 | } |
256 | } |
258 | } |
257 | } |
259 | } |
|
|
260 | |
258 | /* 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 |
259 | * know |
262 | * know |
260 | */ |
263 | */ |
261 | if (!at) |
264 | if (!at) |
262 | { |
265 | { |
263 | 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."); |
264 | return 0; |
267 | return 0; |
265 | } |
268 | } |
266 | |
269 | |
267 | food_value /= at->clone.stats.food; |
270 | food_value /= at->stats.food; |
268 | new_op = arch_to_object (at); |
271 | new_op = arch_to_object (at); |
269 | new_op->nrof = food_value; |
272 | new_op->nrof = food_value; |
270 | |
273 | |
271 | new_op->value = 0; |
274 | new_op->value = 0; |
272 | if (new_op->nrof < 1) |
275 | if (new_op->nrof < 1) |
… | |
… | |
287 | if (!dir) |
290 | if (!dir) |
288 | { |
291 | { |
289 | examine_monster (op, op); |
292 | examine_monster (op, op); |
290 | return 1; |
293 | return 1; |
291 | } |
294 | } |
|
|
295 | |
292 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
296 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
293 | for (r = 1; r < maxrange; r++) |
297 | for (r = 1; r < maxrange; r++) |
294 | { |
298 | { |
295 | 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]; |
296 | |
300 | |
… | |
… | |
316 | examine_monster (op, tmp); |
320 | examine_monster (op, tmp); |
317 | return 1; |
321 | return 1; |
318 | } |
322 | } |
319 | } |
323 | } |
320 | } |
324 | } |
|
|
325 | |
321 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
326 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
322 | return 1; |
327 | return 1; |
323 | } |
328 | } |
324 | |
|
|
325 | |
329 | |
326 | /* This checks to see if 'pl' is invisible to 'mon'. |
330 | /* This checks to see if 'pl' is invisible to 'mon'. |
327 | * does race check, undead check, etc |
331 | * does race check, undead check, etc |
328 | * Returns TRUE if mon can't see pl, false |
332 | * Returns TRUE if mon can't see pl, false |
329 | * otherwise. This doesn't check range, walls, etc. It |
333 | * otherwise. This doesn't check range, walls, etc. It |
… | |
… | |
398 | else |
402 | else |
399 | op->contr->tmp_invis = 1; |
403 | op->contr->tmp_invis = 1; |
400 | |
404 | |
401 | op->contr->hidden = 0; |
405 | op->contr->hidden = 0; |
402 | } |
406 | } |
|
|
407 | |
403 | if (makes_invisible_to (op, op)) |
408 | if (makes_invisible_to (op, op)) |
404 | 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!"); |
405 | else |
410 | else |
406 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
411 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
407 | |
412 | |
408 | update_object (op, UP_OBJ_FACE); |
413 | update_object (op, UP_OBJ_CHANGE); |
409 | |
414 | |
410 | /* Only search the active objects - only these should actually do |
415 | /* Only search the active objects - only these should actually do |
411 | * harm to the player. |
416 | * harm to the player. |
412 | */ |
417 | */ |
413 | for_all_actives (tmp) |
418 | for_all_actives (tmp) |
… | |
… | |
564 | } |
569 | } |
565 | |
570 | |
566 | int |
571 | int |
567 | perceive_self (object *op) |
572 | perceive_self (object *op) |
568 | { |
573 | { |
569 | char *cp = describe_item (op, op), buf[MAX_BUF]; |
574 | const char *cp = describe_item (op, op); |
570 | archetype *at = archetype::find (ARCH_DEPLETION); |
575 | archetype *at = archetype::find (ARCH_DEPLETION); |
571 | object *tmp; |
|
|
572 | int i; |
|
|
573 | |
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 | |
574 | tmp = find_god (determine_god (op)); |
583 | if (object *god = find_god (determine_god (op))) |
575 | if (tmp) |
584 | buf << "You worship " << &god->name << ".\n"; |
576 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name); |
|
|
577 | else |
585 | else |
578 | new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); |
586 | buf << "You worship no god.\n"; |
579 | |
587 | |
580 | tmp = present_arch_in_ob (at, op); |
588 | object *tmp = present_arch_in_ob (at, op); |
581 | |
589 | |
582 | if (*cp == '\0' && tmp == NULL) |
590 | if (*cp == '\0' && tmp == NULL) |
583 | new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); |
591 | buf << "You feel very mundane. "; |
584 | else |
592 | else |
585 | { |
593 | { |
586 | new_draw_info (NDI_UNIQUE, 0, op, "You have:"); |
594 | buf << "You have: " << cp << ".\n"; |
587 | new_draw_info (NDI_UNIQUE, 0, op, cp); |
595 | |
588 | if (tmp != NULL) |
596 | if (tmp) |
589 | { |
|
|
590 | for (i = 0; i < NUM_STATS; i++) |
597 | for (int i = 0; i < NUM_STATS; i++) |
591 | { |
598 | if (tmp->stats.stat (i) < 0) |
592 | if (get_attr_value (&tmp->stats, i) < 0) |
599 | buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); |
593 | { |
|
|
594 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); |
|
|
595 | } |
|
|
596 | } |
|
|
597 | } |
|
|
598 | } |
600 | } |
599 | |
601 | |
600 | if (is_dragon_pl (op)) |
602 | if (is_dragon_pl (op)) |
601 | { |
|
|
602 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
603 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
603 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
604 | for (tmp = op->inv; tmp; tmp = tmp->below) |
604 | { |
605 | { |
605 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
606 | if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) |
606 | { |
607 | { |
607 | if (tmp->stats.exp == 0) |
608 | if (tmp->stats.exp == 0) |
608 | sprintf (buf, "Your metabolism isn't focused on anything."); |
609 | buf << "Your metabolism isn't focused on anything.\n"; |
609 | else |
610 | else |
610 | 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"; |
611 | |
612 | |
612 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
613 | break; |
613 | break; |
614 | } |
614 | } |
615 | } |
615 | } |
616 | } |
|
|
617 | |
616 | |
618 | return 1; |
617 | buf << '\0'; // zero-terminate |
619 | } |
|
|
620 | |
618 | |
621 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
619 | new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ()); |
622 | * |
|
|
623 | * This function cast the spell of town portal for op |
|
|
624 | * |
|
|
625 | * The spell operates in two passes. During the first one a place |
|
|
626 | * is marked as a destination for the portal. During the second one, |
|
|
627 | * 2 portals are created, one in the position the player cast it and |
|
|
628 | * one in the destination place. The portal are synchronized and 2 forces |
|
|
629 | * are inserted in the player to destruct the portal next time player |
|
|
630 | * creates a new portal pair. |
|
|
631 | * This spell has a side effect that it allows people to meet each other |
|
|
632 | * in a permanent, private, appartements by making a town portal from it |
|
|
633 | * to the town or another public place. So, check if the map is unique and if |
|
|
634 | * so return an error |
|
|
635 | * |
|
|
636 | * Code by Tchize (david.delbecq@usa.net) |
|
|
637 | */ |
|
|
638 | int |
|
|
639 | cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
|
|
640 | { |
|
|
641 | object *dummy, *force, *old_force; |
|
|
642 | archetype *perm_portal; |
|
|
643 | char portal_name[1024], portal_message[1024]; |
|
|
644 | maptile *exitmap; |
|
|
645 | int op_level; |
|
|
646 | |
|
|
647 | /* Check to see if the map the player is currently on is a per player unique |
|
|
648 | * map. This can be determined in that per player unique maps have the |
|
|
649 | * full pathname listed. |
|
|
650 | */ |
|
|
651 | if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE) |
|
|
652 | { |
|
|
653 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n"); |
|
|
654 | return 0; |
|
|
655 | } |
|
|
656 | |
|
|
657 | /* The first thing to do is to check if we have a marked destination |
|
|
658 | * dummy is used to make a check inventory for the force |
|
|
659 | */ |
|
|
660 | dummy = arch_to_object (spell->other_arch); |
|
|
661 | if (dummy == NULL) |
|
|
662 | { |
|
|
663 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
664 | LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name); |
|
|
665 | return 0; |
|
|
666 | } |
|
|
667 | |
|
|
668 | force = check_inv_recursive (op, dummy); |
|
|
669 | |
|
|
670 | if (force == NULL) |
|
|
671 | { |
|
|
672 | /* Here we know there is no destination marked up. |
|
|
673 | * We have 2 things to do: |
|
|
674 | * 1. Mark the destination in the player inventory. |
|
|
675 | * 2. Let the player know it worked. |
|
|
676 | */ |
|
|
677 | dummy->name = op->map->path; |
|
|
678 | EXIT_X (dummy) = op->x; |
|
|
679 | EXIT_Y (dummy) = op->y; |
|
|
680 | insert_ob_in_ob (dummy, op); |
|
|
681 | 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."); |
|
|
682 | return 1; |
|
|
683 | } |
|
|
684 | |
|
|
685 | dummy->destroy (); |
|
|
686 | |
|
|
687 | /* Here we know where the town portal should go to |
|
|
688 | * We should kill any existing portal associated with the player. |
|
|
689 | * Than we should create the 2 portals. |
|
|
690 | * For each of them, we need: |
|
|
691 | * - To create the portal with the name of the player+destination map |
|
|
692 | * - set the owner of the town portal |
|
|
693 | * - To mark the position of the portal in the player's inventory |
|
|
694 | * for easier destruction. |
|
|
695 | * |
|
|
696 | * The mark works has follow: |
|
|
697 | * slaying: Existing town portal |
|
|
698 | * hp, sp : x & y of the associated portal |
|
|
699 | * name : name of the portal |
|
|
700 | * race : map the portal is in |
|
|
701 | */ |
|
|
702 | |
|
|
703 | /* First step: killing existing town portals */ |
|
|
704 | dummy = get_archetype (spell->race); |
|
|
705 | if (dummy == NULL) |
|
|
706 | { |
|
|
707 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
708 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
709 | return 0; |
|
|
710 | } |
|
|
711 | |
|
|
712 | perm_portal = archetype::find (spell->slaying); |
|
|
713 | |
|
|
714 | /* To kill a town portal, we go trough the player's inventory, |
|
|
715 | * for each marked portal in player's inventory, |
|
|
716 | * -We try load the associated map (if impossible, consider the portal destructed) |
|
|
717 | * -We find any portal in the specified location. |
|
|
718 | * If it has the good name, we destruct it. |
|
|
719 | * -We destruct the force indicating that portal. |
|
|
720 | */ |
|
|
721 | while ((old_force = check_inv_recursive (op, dummy))) |
|
|
722 | { |
|
|
723 | exitmap = maptile::find_sync (old_force->race, op->map); |
|
|
724 | |
|
|
725 | if (exitmap) |
|
|
726 | { |
|
|
727 | exitmap->load_sync (); |
|
|
728 | |
|
|
729 | int exitx = EXIT_X (old_force); |
|
|
730 | int exity = EXIT_Y (old_force); |
|
|
731 | |
|
|
732 | for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above) |
|
|
733 | { |
|
|
734 | if (tmp->name == old_force->name) |
|
|
735 | { |
|
|
736 | tmp->destroy (); |
|
|
737 | break; |
|
|
738 | } |
|
|
739 | } |
|
|
740 | } |
|
|
741 | |
|
|
742 | old_force->destroy (); |
|
|
743 | } |
|
|
744 | |
|
|
745 | dummy->destroy (); |
|
|
746 | |
|
|
747 | /* Creating the portals. |
|
|
748 | * The very first thing to do is to ensure |
|
|
749 | * access to the destination map. |
|
|
750 | * If we can't, don't fizzle. Simply warn player. |
|
|
751 | * This ensure player pays his mana for the spell |
|
|
752 | * because HE is responsible of forgotting. |
|
|
753 | * 'force' is the destination of the town portal, which we got |
|
|
754 | * from the players inventory above. |
|
|
755 | */ |
|
|
756 | |
|
|
757 | /* Ensure exit map is loaded */ |
|
|
758 | exitmap = maptile::find_sync (force->name); |
|
|
759 | |
|
|
760 | /* If we were unable to load (ex. random map deleted), warn player */ |
|
|
761 | if (!exitmap) |
|
|
762 | { |
|
|
763 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); |
|
|
764 | force->destroy (); |
|
|
765 | return 1; |
|
|
766 | } |
|
|
767 | |
|
|
768 | exitmap->load_sync (); |
|
|
769 | |
|
|
770 | op_level = caster_level (caster, spell); |
|
|
771 | if (op_level < 15) |
|
|
772 | snprintf (portal_message, 1024, |
|
|
773 | "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", |
|
|
774 | &op->name); |
|
|
775 | else if (op_level < 30) |
|
|
776 | snprintf (portal_message, 1024, |
|
|
777 | "\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); |
|
|
778 | else if (op_level < 60) |
|
|
779 | snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); |
|
|
780 | else |
|
|
781 | snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n", |
|
|
782 | &op->name); |
|
|
783 | |
|
|
784 | /* Create a portal in front of player |
|
|
785 | * dummy contain the portal and |
|
|
786 | * force contain the track to kill it later |
|
|
787 | */ |
|
|
788 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); |
|
|
789 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
790 | if (dummy == NULL) |
|
|
791 | { |
|
|
792 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
793 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
794 | return 0; |
|
|
795 | } |
|
|
796 | |
|
|
797 | EXIT_PATH (dummy) = force->name; |
|
|
798 | EXIT_X (dummy) = EXIT_X (force); |
|
|
799 | EXIT_Y (dummy) = EXIT_Y (force); |
|
|
800 | dummy->name = dummy->name_pl = portal_name; |
|
|
801 | dummy->msg = portal_message; |
|
|
802 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
803 | cast_create_obj (op, caster, dummy, 0); |
|
|
804 | |
|
|
805 | /* Now we need to to create a town portal marker inside the player |
|
|
806 | * object, so on future castings, we can know that he has an active |
|
|
807 | * town portal. |
|
|
808 | */ |
|
|
809 | object *tmp = get_archetype (spell->race); |
|
|
810 | |
|
|
811 | if (!tmp) |
|
|
812 | { |
|
|
813 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
814 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
815 | return 0; |
|
|
816 | } |
|
|
817 | |
|
|
818 | tmp->race = op->map->path; |
|
|
819 | tmp->name = portal_name; |
|
|
820 | EXIT_X (tmp) = dummy->x; |
|
|
821 | EXIT_Y (tmp) = dummy->y; |
|
|
822 | op->insert (tmp); |
|
|
823 | |
|
|
824 | /* Create a portal in the destination map |
|
|
825 | * dummy contain the portal and |
|
|
826 | * force the track to kill it later |
|
|
827 | * the 'force' variable still contains the 'reminder' of |
|
|
828 | * where this portal goes to. |
|
|
829 | */ |
|
|
830 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path); |
|
|
831 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
832 | if (dummy == NULL) |
|
|
833 | { |
|
|
834 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
835 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
836 | return 0; |
|
|
837 | } |
|
|
838 | |
|
|
839 | EXIT_PATH (dummy) = op->map->path; |
|
|
840 | EXIT_X (dummy) = op->x; |
|
|
841 | EXIT_Y (dummy) = op->y; |
|
|
842 | dummy->name = dummy->name_pl = portal_name; |
|
|
843 | dummy->msg = portal_message; |
|
|
844 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
845 | exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op); |
|
|
846 | |
|
|
847 | /* Now we create another town portal marker that |
|
|
848 | * points back to the one we just made |
|
|
849 | */ |
|
|
850 | tmp = get_archetype (spell->race); |
|
|
851 | if (tmp == NULL) |
|
|
852 | { |
|
|
853 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
854 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
855 | return 0; |
|
|
856 | } |
|
|
857 | |
|
|
858 | tmp->race = force->name; |
|
|
859 | tmp->name = portal_name; |
|
|
860 | EXIT_X (tmp) = dummy->x; |
|
|
861 | EXIT_Y (tmp) = dummy->y; |
|
|
862 | insert_ob_in_ob (tmp, op); |
|
|
863 | |
|
|
864 | /* Describe the player what happened |
|
|
865 | */ |
|
|
866 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); |
|
|
867 | force->destroy (); |
|
|
868 | |
620 | |
869 | return 1; |
621 | return 1; |
870 | } |
622 | } |
871 | |
623 | |
872 | /* This creates magic walls. Really, it can create most any object, |
624 | /* This creates magic walls. Really, it can create most any object, |
… | |
… | |
970 | 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); |
971 | return 0; |
723 | return 0; |
972 | } |
724 | } |
973 | |
725 | |
974 | /* 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 */ |
975 | if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
727 | if (tmp->other_arch && tmp->other_arch->type == SPELL) |
976 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
728 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
977 | |
729 | |
978 | /* This code causes the wall to extend some distance in |
730 | /* This code causes the wall to extend some distance in |
979 | * each direction, or until an obstruction is encountered. |
731 | * each direction, or until an obstruction is encountered. |
980 | * posblocked and negblocked help determine how far the |
732 | * posblocked and negblocked help determine how far the |
… | |
… | |
1000 | { |
752 | { |
1001 | object *tmp2 = tmp->clone (); |
753 | object *tmp2 = tmp->clone (); |
1002 | m->insert (tmp2, x, y, op); |
754 | m->insert (tmp2, x, y, op); |
1003 | |
755 | |
1004 | /* 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 */ |
1005 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
757 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1006 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
758 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1007 | |
759 | |
1008 | } |
760 | } |
1009 | else |
761 | else |
1010 | posblocked = 1; |
762 | posblocked = 1; |
… | |
… | |
1017 | ((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) |
1018 | { |
770 | { |
1019 | object *tmp2 = tmp->clone (); |
771 | object *tmp2 = tmp->clone (); |
1020 | m->insert (tmp2, x, y, op); |
772 | m->insert (tmp2, x, y, op); |
1021 | |
773 | |
1022 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
774 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1023 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
775 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1024 | } |
776 | } |
1025 | else |
777 | else |
1026 | negblocked = 1; |
778 | negblocked = 1; |
1027 | } |
779 | } |
… | |
… | |
1268 | } |
1020 | } |
1269 | |
1021 | |
1270 | return success; |
1022 | return success; |
1271 | } |
1023 | } |
1272 | |
1024 | |
1273 | |
|
|
1274 | /* 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 |
1275 | * 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 |
1276 | * good comments for those. |
1027 | * good comments for those. |
1277 | */ |
1028 | */ |
1278 | static const char *const no_gain_msgs[NUM_STATS] = { |
1029 | static const char *const no_gain_msgs[NUM_STATS] = { |
1279 | "You grow no stronger.", |
1030 | "You grow no stronger.", |
1280 | "You grow no more agile.", |
1031 | "You grow no more agile.", |
1281 | "You don't feel any healthier.", |
1032 | "You don't feel any healthier.", |
1282 | "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." |
1283 | "You are no easier to look at.", |
1036 | "You are no easier to look at.", |
1284 | "no int", |
|
|
1285 | "no pow" |
|
|
1286 | }; |
1037 | }; |
1287 | |
1038 | |
1288 | int |
1039 | int |
1289 | 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) |
1290 | { |
1041 | { |
… | |
… | |
1341 | } |
1092 | } |
1342 | else |
1093 | else |
1343 | { |
1094 | { |
1344 | 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."); |
1345 | } |
1096 | } |
|
|
1097 | |
1346 | return 1; |
1098 | return 1; |
1347 | } |
1099 | } |
|
|
1100 | |
1348 | 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; |
1349 | force->speed = 1.0; |
1102 | force->speed = 1.0; |
1350 | force->speed_left = -1.0; |
1103 | force->speed_left = -1.0; |
1351 | SET_FLAG (force, FLAG_APPLIED); |
1104 | SET_FLAG (force, FLAG_APPLIED); |
1352 | |
1105 | |
… | |
… | |
1358 | 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); |
1359 | if (force->resist[i] > 100) |
1112 | if (force->resist[i] > 100) |
1360 | force->resist[i] = 100; |
1113 | force->resist[i] = 100; |
1361 | } |
1114 | } |
1362 | } |
1115 | } |
|
|
1116 | |
1363 | if (spell_ob->stats.hp) |
1117 | if (spell_ob->stats.hp) |
1364 | 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); |
1365 | |
1119 | |
1366 | if (tmp->type == PLAYER) |
1120 | if (tmp->type == PLAYER) |
1367 | { |
1121 | { |
1368 | /* Stat adjustment spells */ |
1122 | /* Stat adjustment spells */ |
1369 | for (i = 0; i < NUM_STATS; i++) |
1123 | for (i = 0; i < NUM_STATS; i++) |
1370 | { |
1124 | { |
1371 | sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; |
1125 | if (sint8 stat = spell_ob->stats.stat (i)) |
1372 | |
|
|
1373 | if (stat) |
|
|
1374 | { |
1126 | { |
1375 | sm = 0; |
1127 | sint8 sm = 0; |
1376 | for (k = 0; k < stat; k++) |
1128 | for (sint8 k = 0; k < stat; k++) |
1377 | sm += rndm (1, 3); |
1129 | sm += rndm (1, 3); |
1378 | |
1130 | |
1379 | if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) |
1131 | if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1380 | { |
1132 | sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1381 | sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); |
1133 | |
1382 | if (sm < 0) |
1134 | force->stats.stat (i) = sm; |
1383 | sm = 0; |
1135 | |
1384 | } |
|
|
1385 | set_attr_value (&force->stats, i, sm); |
|
|
1386 | if (!sm) |
1136 | if (!sm) |
1387 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1137 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1388 | } |
1138 | } |
1389 | } |
1139 | } |
1390 | } |
1140 | } |
… | |
… | |
1411 | force->attacktype = spell_ob->attacktype; |
1161 | force->attacktype = spell_ob->attacktype; |
1412 | |
1162 | |
1413 | insert_ob_in_ob (force, tmp); |
1163 | insert_ob_in_ob (force, tmp); |
1414 | change_abil (tmp, force); /* Mostly to display any messages */ |
1164 | change_abil (tmp, force); /* Mostly to display any messages */ |
1415 | tmp->update_stats (); |
1165 | tmp->update_stats (); |
|
|
1166 | |
1416 | return 1; |
1167 | return 1; |
1417 | } |
1168 | } |
1418 | |
1169 | |
1419 | /* 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 |
1420 | * 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 |
1421 | * of the caster. |
1172 | * of the caster. |
1422 | */ |
1173 | */ |
1423 | |
|
|
1424 | int |
1174 | int |
1425 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1175 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1426 | { |
1176 | { |
1427 | int i; |
1177 | int i; |
1428 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
1178 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
… | |
… | |
1526 | } |
1276 | } |
1527 | |
1277 | |
1528 | /* Alchemy code by Mark Wedel |
1278 | /* Alchemy code by Mark Wedel |
1529 | * |
1279 | * |
1530 | * This code adds a new spell, called alchemy. Alchemy will turn |
1280 | * This code adds a new spell, called alchemy. Alchemy will turn |
1531 | * objects to gold nuggets, the value of the gold nuggets being |
1281 | * objects to pyrite ("false gold"), henceforth called gold nuggets. |
1532 | * about 90% of that of the item itself. It uses the value of the |
|
|
1533 | * object before charisma adjustments, because the nuggets themselves |
|
|
1534 | * will be will be adjusted by charisma when sold. |
|
|
1535 | * |
1282 | * |
1536 | * 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 |
1537 | * the maximum number of large nuggets you could get. |
1284 | * itself. It uses the value of the object before charisma adjustments, |
1538 | * 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 |
1539 | * to the max amount of small nuggets as you could get. |
1286 | * when sold. |
1540 | * |
|
|
1541 | * For example, if an item is worth 110 gold, you will get |
|
|
1542 | * 4 large nuggets, and from 0-10 small nuggets. |
|
|
1543 | * |
1287 | * |
1544 | * 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 |
1545 | * 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 |
1546 | * alchemised. |
1290 | * alchemised. |
1547 | */ |
1291 | */ |
… | |
… | |
1570 | total_weight += obj->total_weight (); |
1314 | total_weight += obj->total_weight (); |
1571 | |
1315 | |
1572 | obj->destroy (); |
1316 | obj->destroy (); |
1573 | } |
1317 | } |
1574 | |
1318 | |
1575 | static void |
|
|
1576 | update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y) |
|
|
1577 | { |
|
|
1578 | int flag = 0; |
|
|
1579 | |
|
|
1580 | /* Put any nuggets below the player, but we can only pass this |
|
|
1581 | * flag if we are on the same space as the player |
|
|
1582 | */ |
|
|
1583 | if (x == op->x && y == op->y && op->map == m) |
|
|
1584 | flag = INS_BELOW_ORIGINATOR; |
|
|
1585 | |
|
|
1586 | if (small_nuggets) |
|
|
1587 | { |
|
|
1588 | object *tmp = small->clone (); |
|
|
1589 | tmp->nrof = small_nuggets; |
|
|
1590 | m->insert (tmp, x, y, op, flag); |
|
|
1591 | } |
|
|
1592 | |
|
|
1593 | if (large_nuggets) |
|
|
1594 | { |
|
|
1595 | object *tmp = large->clone (); |
|
|
1596 | tmp->nrof = large_nuggets; |
|
|
1597 | m->insert (tmp, x, y, op, flag); |
|
|
1598 | } |
|
|
1599 | |
|
|
1600 | if (object *pl = m->at (x, y).player ()) |
|
|
1601 | if (pl->contr->ns) |
|
|
1602 | pl->contr->ns->look_position = 0; |
|
|
1603 | } |
|
|
1604 | |
|
|
1605 | int |
1319 | int |
1606 | alchemy (object *op, object *caster, object *spell_ob) |
1320 | alchemy (object *op, object *caster, object *spell_ob) |
1607 | { |
1321 | { |
1608 | if (op->type != PLAYER) |
1322 | if (op->type != PLAYER) |
1609 | return 0; |
1323 | return 0; |
1610 | |
1324 | |
1611 | object *large = get_archetype ("largenugget"); |
1325 | archetype *nugget[3]; |
1612 | object *small = get_archetype ("smallnugget"); |
1326 | |
|
|
1327 | nugget[0] = archetype::find ("pyrite3"); |
|
|
1328 | nugget[1] = archetype::find ("pyrite2"); |
|
|
1329 | nugget[2] = archetype::find ("pyrite"); |
1613 | |
1330 | |
1614 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1331 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1615 | * some, and also prevents people from alchemising every table/chair/clock |
1332 | * some, and also prevents people from alchemising every table/chair/clock |
1616 | * in sight |
1333 | * in sight |
1617 | */ |
1334 | */ |
… | |
… | |
1669 | if (weight > weight_max) |
1386 | if (weight > weight_max) |
1670 | break; |
1387 | break; |
1671 | } |
1388 | } |
1672 | } |
1389 | } |
1673 | |
1390 | |
|
|
1391 | value -= rndm (value >> 4); |
1674 | value = min (value, value_max); |
1392 | value = min (value, value_max); |
1675 | |
1393 | |
1676 | uint64 count = value / large->value; |
1394 | for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) |
1677 | int large_nuggets = count; |
1395 | if (int nrof = value / nugget [i]->value) |
1678 | value -= count * large->value; |
|
|
1679 | |
|
|
1680 | count = value / small->value; |
|
|
1681 | int small_nuggets = count; |
|
|
1682 | |
|
|
1683 | /* Insert all the nuggets at one time. This probably saves time, but |
|
|
1684 | * it also prevents us from alcheming nuggets that were just created |
|
|
1685 | * with this spell. |
|
|
1686 | */ |
1396 | { |
1687 | update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); |
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); |
|
|
1403 | } |
1688 | |
1404 | |
1689 | if (weight > weight_max) |
1405 | if (weight > weight_max) |
1690 | goto bailout; |
1406 | goto bailout; |
1691 | } |
1407 | } |
1692 | } |
1408 | } |
1693 | |
1409 | |
1694 | bailout: |
1410 | bailout: |
1695 | large->destroy (); |
|
|
1696 | small->destroy (); |
|
|
1697 | return 1; |
1411 | return 1; |
1698 | } |
1412 | } |
1699 | |
1413 | |
1700 | |
1414 | |
1701 | /* This function removes the cursed/damned status on equipped |
1415 | /* This function removes the cursed/damned status on equipped |
… | |
… | |
1762 | { |
1476 | { |
1763 | identify (tmp); |
1477 | identify (tmp); |
1764 | |
1478 | |
1765 | if (op->type == PLAYER) |
1479 | if (op->type == PLAYER) |
1766 | { |
1480 | { |
1767 | 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)); |
1768 | |
1482 | |
1769 | if (tmp->msg) |
1483 | if (tmp->msg) |
1770 | { |
1484 | { |
1771 | 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:"); |
1772 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1486 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
1784 | * 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 |
1785 | * was not fully used. |
1499 | * was not fully used. |
1786 | */ |
1500 | */ |
1787 | if (num_ident) |
1501 | if (num_ident) |
1788 | { |
1502 | { |
1789 | 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) |
1790 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1504 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1791 | { |
1505 | { |
1792 | identify (tmp); |
1506 | identify (tmp); |
1793 | |
1507 | |
1794 | if (op->type == PLAYER) |
1508 | if (op->type == PLAYER) |
1795 | { |
1509 | { |
1796 | 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)); |
1797 | |
1511 | |
1798 | if (tmp->msg) |
1512 | if (tmp->msg) |
1799 | { |
1513 | { |
1800 | 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:"); |
1801 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1515 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
2151 | /* Basically, if the object is magical and not counterspell, |
1865 | /* Basically, if the object is magical and not counterspell, |
2152 | * we will more or less remove the object. Don't counterspell |
1866 | * we will more or less remove the object. Don't counterspell |
2153 | * monsters either. |
1867 | * monsters either. |
2154 | */ |
1868 | */ |
2155 | |
1869 | |
2156 | if (head->attacktype & AT_MAGIC && |
1870 | if (head->attacktype & AT_MAGIC |
2157 | !(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)) |
2158 | head->destroy (); |
1874 | head->destroy (); |
2159 | else |
1875 | else |
2160 | switch (head->type) |
1876 | switch (head->type) |
2161 | { |
1877 | { |
2162 | 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 | |
2163 | if (op->level > head->level) |
1884 | if (op->level > head->level) |
2164 | head->destroy (); |
1885 | head->destroy (); |
2165 | |
1886 | |
2166 | break; |
1887 | break; |
2167 | |
1888 | |
… | |
… | |
2234 | * 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, |
2235 | * 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 |
2236 | * 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 |
2237 | * player checks. MSW 2003-01-06 |
1958 | * player checks. MSW 2003-01-06 |
2238 | */ |
1959 | */ |
2239 | |
|
|
2240 | int |
1960 | int |
2241 | animate_weapon (object *op, object *caster, object *spell, int dir) |
1961 | animate_weapon (object *op, object *caster, object *spell, int dir) |
2242 | { |
1962 | { |
2243 | object *weapon, *tmp; |
1963 | object *weapon, *tmp; |
2244 | char buf[MAX_BUF]; |
1964 | char buf[MAX_BUF]; |
2245 | int a, i; |
1965 | int a, i; |
2246 | sint16 x, y; |
1966 | sint16 x, y; |
2247 | maptile *m; |
1967 | maptile *m; |
2248 | materialtype_t *mt; |
|
|
2249 | |
1968 | |
2250 | if (!spell->other_arch) |
1969 | if (!spell->other_arch) |
2251 | { |
1970 | { |
2252 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
1971 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
2253 | 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); |
… | |
… | |
2256 | /* exit if it's not a player using this spell. */ |
1975 | /* exit if it's not a player using this spell. */ |
2257 | if (op->type != PLAYER) |
1976 | if (op->type != PLAYER) |
2258 | return 0; |
1977 | return 0; |
2259 | |
1978 | |
2260 | /* if player already has a golem, abort */ |
1979 | /* if player already has a golem, abort */ |
2261 | if (op->contr->ranges[range_golem]) |
1980 | if (object *golem = op->contr->golem) |
2262 | { |
1981 | { |
2263 | control_golem (op->contr->ranges[range_golem], dir); |
1982 | control_golem (golem, dir); |
2264 | return 0; |
1983 | return 0; |
2265 | } |
1984 | } |
2266 | |
1985 | |
2267 | /* if no direction specified, pick one */ |
1986 | /* if no direction specified, pick one */ |
2268 | if (!dir) |
1987 | if (!dir) |
… | |
… | |
2272 | x = op->x + freearr_x[dir]; |
1991 | x = op->x + freearr_x[dir]; |
2273 | y = op->y + freearr_y[dir]; |
1992 | y = op->y + freearr_y[dir]; |
2274 | |
1993 | |
2275 | /* if there's no place to put the golem, abort */ |
1994 | /* if there's no place to put the golem, abort */ |
2276 | 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) || |
2277 | ((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)) |
2278 | { |
1997 | { |
2279 | 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."); |
2280 | return 0; |
1999 | return 0; |
2281 | } |
2000 | } |
2282 | |
2001 | |
… | |
… | |
2286 | if (!weapon) |
2005 | if (!weapon) |
2287 | { |
2006 | { |
2288 | 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!"); |
2289 | return 0; |
2008 | return 0; |
2290 | } |
2009 | } |
2291 | if (spell->race && strcmp (weapon->arch->name, spell->race)) |
2010 | if (spell->race && strcmp (weapon->arch->archname, spell->race)) |
2292 | { |
2011 | { |
2293 | 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."); |
2294 | return 0; |
2013 | return 0; |
2295 | } |
2014 | } |
2296 | if (weapon->type != WEAPON) |
2015 | if (weapon->type != WEAPON) |
… | |
… | |
2318 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2037 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2319 | tmp->stats.exp = 0; |
2038 | tmp->stats.exp = 0; |
2320 | add_friendly_object (tmp); |
2039 | add_friendly_object (tmp); |
2321 | tmp->type = GOLEM; |
2040 | tmp->type = GOLEM; |
2322 | tmp->set_owner (op); |
2041 | tmp->set_owner (op); |
|
|
2042 | op->contr->golem = tmp; |
2323 | set_spell_skill (op, caster, spell, tmp); |
2043 | set_spell_skill (op, caster, spell, tmp); |
2324 | op->contr->ranges[range_golem] = tmp; |
|
|
2325 | op->contr->shoottype = range_golem; |
|
|
2326 | |
2044 | |
2327 | /* 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 |
2328 | * 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 |
2329 | * used above. |
2047 | * used above. |
2330 | */ |
2048 | */ |
2331 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2049 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2332 | weapon->remove (); |
2050 | weapon->remove (); |
|
|
2051 | |
2333 | insert_ob_in_ob (weapon, tmp); |
2052 | insert_ob_in_ob (weapon, tmp); |
2334 | esrv_send_item (op, weapon); |
2053 | esrv_send_item (op, weapon); |
2335 | /* 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, |
2336 | * 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 |
2337 | * body_info, skills, etc) |
2056 | * body_info, skills, etc) |
… | |
… | |
2365 | |
2084 | |
2366 | /* attacktype */ |
2085 | /* attacktype */ |
2367 | if (!tmp->attacktype) |
2086 | if (!tmp->attacktype) |
2368 | tmp->attacktype = AT_PHYSICAL; |
2087 | tmp->attacktype = AT_PHYSICAL; |
2369 | |
2088 | |
2370 | mt = NULL; |
|
|
2371 | if (op->materialname != NULL) |
|
|
2372 | mt = name_to_material (op->materialname); |
2089 | if (materialtype_t *mt = name_to_material (op->materialname)) |
2373 | if (mt != NULL) |
|
|
2374 | { |
2090 | { |
2375 | for (i = 0; i < NROFATTACKS; i++) |
2091 | for (i = 0; i < NROFATTACKS; i++) |
2376 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2092 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2377 | a = mt->save[0]; |
2093 | a = mt->save[0]; |
2378 | } |
2094 | } |
… | |
… | |
2380 | { |
2096 | { |
2381 | for (i = 0; i < NROFATTACKS; i++) |
2097 | for (i = 0; i < NROFATTACKS; i++) |
2382 | tmp->resist[i] = 5; |
2098 | tmp->resist[i] = 5; |
2383 | a = 10; |
2099 | a = 10; |
2384 | } |
2100 | } |
|
|
2101 | |
2385 | /* Set weapon's immunity */ |
2102 | /* Set weapon's immunity */ |
2386 | tmp->resist[ATNR_CONFUSION] = 100; |
2103 | tmp->resist[ATNR_CONFUSION] = 100; |
2387 | tmp->resist[ATNR_POISON] = 100; |
2104 | tmp->resist[ATNR_POISON] = 100; |
2388 | tmp->resist[ATNR_SLOW] = 100; |
2105 | tmp->resist[ATNR_SLOW] = 100; |
2389 | tmp->resist[ATNR_PARALYZE] = 100; |
2106 | tmp->resist[ATNR_PARALYZE] = 100; |
… | |
… | |
2395 | |
2112 | |
2396 | /* 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 */ |
2397 | |
2114 | |
2398 | if (a > 14) |
2115 | if (a > 14) |
2399 | a = 14; |
2116 | a = 14; |
|
|
2117 | |
2400 | 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)); |
2401 | |
2119 | |
2402 | /* Determine golem's speed */ |
2120 | /* Determine golem's speed */ |
2403 | 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))); |
2404 | |
2122 | |