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 |
… | |
… | |
333 | * pl is invisible. |
335 | * pl is invisible. |
334 | */ |
336 | */ |
335 | int |
337 | int |
336 | makes_invisible_to (object *pl, object *mon) |
338 | makes_invisible_to (object *pl, object *mon) |
337 | { |
339 | { |
338 | |
|
|
339 | if (!pl->invisible) |
340 | if (!pl->invisible) |
340 | return 0; |
341 | return 0; |
|
|
342 | |
341 | if (pl->type == PLAYER) |
343 | if (pl->type == PLAYER) |
342 | { |
344 | { |
343 | /* If race isn't set, then invisible unless it is undead */ |
345 | /* If race isn't set, then invisible unless it is undead */ |
344 | if (!pl->contr->invis_race) |
346 | if (!pl->contr->invis_race) |
345 | { |
347 | { |
346 | if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
348 | if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
347 | return 0; |
349 | return 0; |
|
|
350 | |
348 | return 1; |
351 | return 1; |
349 | } |
352 | } |
|
|
353 | |
350 | /* invis_race is set if we get here */ |
354 | /* invis_race is set if we get here */ |
351 | if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) |
355 | if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) |
352 | return 1; |
356 | return 1; |
|
|
357 | |
353 | /* No race, can't be invisible to it */ |
358 | /* No race, can't be invisible to it */ |
354 | if (!mon->race) |
359 | if (!mon->race) |
355 | return 0; |
360 | return 0; |
|
|
361 | |
356 | if (strstr (mon->race, pl->contr->invis_race)) |
362 | if (strstr (mon->race, pl->contr->invis_race)) |
357 | return 1; |
363 | return 1; |
|
|
364 | |
358 | /* Nothing matched above, return 0 */ |
365 | /* Nothing matched above, return 0 */ |
359 | return 0; |
366 | return 0; |
360 | } |
367 | } |
361 | else |
368 | else |
362 | { |
369 | { |
… | |
… | |
375 | * normal applies. |
382 | * normal applies. |
376 | */ |
383 | */ |
377 | int |
384 | int |
378 | cast_invisible (object *op, object *caster, object *spell_ob) |
385 | cast_invisible (object *op, object *caster, object *spell_ob) |
379 | { |
386 | { |
380 | object *tmp; |
|
|
381 | |
|
|
382 | if (op->invisible > 1000) |
387 | if (op->invisible > 1000) |
383 | { |
388 | { |
384 | new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); |
389 | new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); |
385 | return 0; |
390 | return 0; |
386 | } |
391 | } |
… | |
… | |
402 | else |
407 | else |
403 | op->contr->tmp_invis = 1; |
408 | op->contr->tmp_invis = 1; |
404 | |
409 | |
405 | op->contr->hidden = 0; |
410 | op->contr->hidden = 0; |
406 | } |
411 | } |
|
|
412 | |
407 | if (makes_invisible_to (op, op)) |
413 | if (makes_invisible_to (op, op)) |
408 | new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); |
414 | new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); |
409 | else |
415 | else |
410 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
416 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
411 | |
417 | |
412 | update_object (op, UP_OBJ_FACE); |
418 | update_object (op, UP_OBJ_CHANGE); |
413 | |
419 | |
414 | /* Only search the active objects - only these should actually do |
420 | /* Only search the active objects - only these should actually do |
415 | * harm to the player. |
421 | * harm to the player. |
416 | */ |
422 | */ |
417 | for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) |
423 | for_all_actives (tmp) |
418 | if (tmp->enemy == op) |
424 | if (tmp->enemy == op) |
419 | tmp->enemy = NULL; |
425 | tmp->enemy = 0; |
|
|
426 | |
420 | return 1; |
427 | return 1; |
421 | } |
428 | } |
422 | |
429 | |
423 | /* earth to dust spell. Basically destroys earthwalls in the area. |
430 | /* earth to dust spell. Basically destroys earthwalls in the area. |
424 | */ |
431 | */ |
… | |
… | |
567 | } |
574 | } |
568 | |
575 | |
569 | int |
576 | int |
570 | perceive_self (object *op) |
577 | perceive_self (object *op) |
571 | { |
578 | { |
572 | char *cp = describe_item (op, op), buf[MAX_BUF]; |
579 | const char *cp = describe_item (op, op); |
573 | archetype *at = archetype::find (ARCH_DEPLETION); |
580 | archetype *at = archetype::find (ARCH_DEPLETION); |
574 | object *tmp; |
|
|
575 | int i; |
|
|
576 | |
581 | |
|
|
582 | dynbuf_text buf; |
|
|
583 | |
|
|
584 | if (player *pl = op->contr) |
|
|
585 | if (object *race = archetype::find (op->race)) |
|
|
586 | buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; |
|
|
587 | |
577 | tmp = find_god (determine_god (op)); |
588 | if (object *god = find_god (determine_god (op))) |
578 | if (tmp) |
589 | buf << "You worship " << &god->name << ".\n"; |
579 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name); |
|
|
580 | else |
590 | else |
581 | new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); |
591 | buf << "You worship no god.\n"; |
582 | |
592 | |
583 | tmp = present_arch_in_ob (at, op); |
593 | object *tmp = present_arch_in_ob (at, op); |
584 | |
594 | |
585 | if (*cp == '\0' && tmp == NULL) |
595 | if (*cp == '\0' && tmp == NULL) |
586 | new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); |
596 | buf << "You feel very mundane. "; |
587 | else |
597 | else |
588 | { |
598 | { |
589 | new_draw_info (NDI_UNIQUE, 0, op, "You have:"); |
599 | buf << "You have: " << cp << ".\n"; |
590 | new_draw_info (NDI_UNIQUE, 0, op, cp); |
600 | |
591 | if (tmp != NULL) |
601 | if (tmp) |
592 | { |
|
|
593 | for (i = 0; i < NUM_STATS; i++) |
602 | for (int i = 0; i < NUM_STATS; i++) |
594 | { |
603 | if (tmp->stats.stat (i) < 0) |
595 | if (get_attr_value (&tmp->stats, i) < 0) |
604 | buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); |
596 | { |
|
|
597 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); |
|
|
598 | } |
|
|
599 | } |
|
|
600 | } |
|
|
601 | } |
605 | } |
602 | |
606 | |
603 | if (is_dragon_pl (op)) |
607 | if (is_dragon_pl (op)) |
604 | { |
|
|
605 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
608 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
606 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
609 | for (tmp = op->inv; tmp; tmp = tmp->below) |
607 | { |
610 | { |
608 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
611 | if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) |
609 | { |
612 | { |
610 | if (tmp->stats.exp == 0) |
613 | if (tmp->stats.exp == 0) |
611 | { |
|
|
612 | sprintf (buf, "Your metabolism isn't focused on anything."); |
614 | buf << "Your metabolism isn't focused on anything.\n"; |
613 | } |
|
|
614 | else |
615 | else |
615 | { |
|
|
616 | sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); |
616 | buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; |
617 | } |
617 | |
618 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
619 | break; |
618 | break; |
620 | } |
619 | } |
621 | } |
620 | } |
622 | } |
|
|
623 | return 1; |
|
|
624 | } |
|
|
625 | |
621 | |
626 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
622 | buf << '\0'; // zero-terminate |
627 | * |
|
|
628 | * This function cast the spell of town portal for op |
|
|
629 | * |
|
|
630 | * The spell operates in two passes. During the first one a place |
|
|
631 | * is marked as a destination for the portal. During the second one, |
|
|
632 | * 2 portals are created, one in the position the player cast it and |
|
|
633 | * one in the destination place. The portal are synchronized and 2 forces |
|
|
634 | * are inserted in the player to destruct the portal next time player |
|
|
635 | * creates a new portal pair. |
|
|
636 | * This spell has a side effect that it allows people to meet each other |
|
|
637 | * in a permanent, private, appartements by making a town portal from it |
|
|
638 | * to the town or another public place. So, check if the map is unique and if |
|
|
639 | * so return an error |
|
|
640 | * |
|
|
641 | * Code by Tchize (david.delbecq@usa.net) |
|
|
642 | */ |
|
|
643 | int |
|
|
644 | cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
|
|
645 | { |
|
|
646 | object *dummy, *force, *old_force; |
|
|
647 | archetype *perm_portal; |
|
|
648 | char portal_name[1024], portal_message[1024]; |
|
|
649 | maptile *exitmap; |
|
|
650 | int op_level; |
|
|
651 | |
623 | |
652 | /* Check to see if the map the player is currently on is a per player unique |
624 | new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ()); |
653 | * map. This can be determined in that per player unique maps have the |
|
|
654 | * full pathname listed. |
|
|
655 | */ |
|
|
656 | if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE) |
|
|
657 | { |
|
|
658 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n"); |
|
|
659 | return 0; |
|
|
660 | } |
|
|
661 | |
|
|
662 | /* The first thing to do is to check if we have a marked destination |
|
|
663 | * dummy is used to make a check inventory for the force |
|
|
664 | */ |
|
|
665 | dummy = arch_to_object (spell->other_arch); |
|
|
666 | if (dummy == NULL) |
|
|
667 | { |
|
|
668 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
669 | LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name); |
|
|
670 | return 0; |
|
|
671 | } |
|
|
672 | |
|
|
673 | force = check_inv_recursive (op, dummy); |
|
|
674 | |
|
|
675 | if (force == NULL) |
|
|
676 | { |
|
|
677 | /* Here we know there is no destination marked up. |
|
|
678 | * We have 2 things to do: |
|
|
679 | * 1. Mark the destination in the player inventory. |
|
|
680 | * 2. Let the player know it worked. |
|
|
681 | */ |
|
|
682 | dummy->name = op->map->path; |
|
|
683 | EXIT_X (dummy) = op->x; |
|
|
684 | EXIT_Y (dummy) = op->y; |
|
|
685 | insert_ob_in_ob (dummy, op); |
|
|
686 | 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."); |
|
|
687 | return 1; |
|
|
688 | } |
|
|
689 | |
|
|
690 | dummy->destroy (); |
|
|
691 | |
|
|
692 | /* Here we know where the town portal should go to |
|
|
693 | * We should kill any existing portal associated with the player. |
|
|
694 | * Than we should create the 2 portals. |
|
|
695 | * For each of them, we need: |
|
|
696 | * - To create the portal with the name of the player+destination map |
|
|
697 | * - set the owner of the town portal |
|
|
698 | * - To mark the position of the portal in the player's inventory |
|
|
699 | * for easier destruction. |
|
|
700 | * |
|
|
701 | * The mark works has follow: |
|
|
702 | * slaying: Existing town portal |
|
|
703 | * hp, sp : x & y of the associated portal |
|
|
704 | * name : name of the portal |
|
|
705 | * race : map the portal is in |
|
|
706 | */ |
|
|
707 | |
|
|
708 | /* First step: killing existing town portals */ |
|
|
709 | dummy = get_archetype (spell->race); |
|
|
710 | if (dummy == NULL) |
|
|
711 | { |
|
|
712 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
713 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
714 | return 0; |
|
|
715 | } |
|
|
716 | |
|
|
717 | perm_portal = archetype::find (spell->slaying); |
|
|
718 | |
|
|
719 | /* To kill a town portal, we go trough the player's inventory, |
|
|
720 | * for each marked portal in player's inventory, |
|
|
721 | * -We try load the associated map (if impossible, consider the portal destructed) |
|
|
722 | * -We find any portal in the specified location. |
|
|
723 | * If it has the good name, we destruct it. |
|
|
724 | * -We destruct the force indicating that portal. |
|
|
725 | */ |
|
|
726 | while ((old_force = check_inv_recursive (op, dummy))) |
|
|
727 | { |
|
|
728 | exitmap = maptile::find_sync (old_force->race, op->map); |
|
|
729 | |
|
|
730 | if (exitmap) |
|
|
731 | { |
|
|
732 | exitmap->load_sync (); |
|
|
733 | |
|
|
734 | int exitx = EXIT_X (old_force); |
|
|
735 | int exity = EXIT_Y (old_force); |
|
|
736 | |
|
|
737 | for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above) |
|
|
738 | { |
|
|
739 | if (tmp->name == old_force->name) |
|
|
740 | { |
|
|
741 | tmp->destroy (); |
|
|
742 | break; |
|
|
743 | } |
|
|
744 | } |
|
|
745 | } |
|
|
746 | |
|
|
747 | old_force->destroy (); |
|
|
748 | } |
|
|
749 | |
|
|
750 | dummy->destroy (); |
|
|
751 | |
|
|
752 | /* Creating the portals. |
|
|
753 | * The very first thing to do is to ensure |
|
|
754 | * access to the destination map. |
|
|
755 | * If we can't, don't fizzle. Simply warn player. |
|
|
756 | * This ensure player pays his mana for the spell |
|
|
757 | * because HE is responsible of forgotting. |
|
|
758 | * 'force' is the destination of the town portal, which we got |
|
|
759 | * from the players inventory above. |
|
|
760 | */ |
|
|
761 | |
|
|
762 | /* Ensure exit map is loaded */ |
|
|
763 | exitmap = maptile::find_sync (force->name); |
|
|
764 | |
|
|
765 | /* If we were unable to load (ex. random map deleted), warn player */ |
|
|
766 | if (!exitmap) |
|
|
767 | { |
|
|
768 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); |
|
|
769 | force->destroy (); |
|
|
770 | return 1; |
|
|
771 | } |
|
|
772 | |
|
|
773 | exitmap->load_sync (); |
|
|
774 | |
|
|
775 | op_level = caster_level (caster, spell); |
|
|
776 | if (op_level < 15) |
|
|
777 | snprintf (portal_message, 1024, |
|
|
778 | "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", |
|
|
779 | &op->name); |
|
|
780 | else if (op_level < 30) |
|
|
781 | snprintf (portal_message, 1024, |
|
|
782 | "\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); |
|
|
783 | else if (op_level < 60) |
|
|
784 | snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); |
|
|
785 | else |
|
|
786 | snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n", |
|
|
787 | &op->name); |
|
|
788 | |
|
|
789 | /* Create a portal in front of player |
|
|
790 | * dummy contain the portal and |
|
|
791 | * force contain the track to kill it later |
|
|
792 | */ |
|
|
793 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); |
|
|
794 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
795 | if (dummy == NULL) |
|
|
796 | { |
|
|
797 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
798 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
799 | return 0; |
|
|
800 | } |
|
|
801 | |
|
|
802 | EXIT_PATH (dummy) = force->name; |
|
|
803 | EXIT_X (dummy) = EXIT_X (force); |
|
|
804 | EXIT_Y (dummy) = EXIT_Y (force); |
|
|
805 | dummy->name = dummy->name_pl = portal_name; |
|
|
806 | dummy->msg = portal_message; |
|
|
807 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
808 | cast_create_obj (op, caster, dummy, 0); |
|
|
809 | |
|
|
810 | /* Now we need to to create a town portal marker inside the player |
|
|
811 | * object, so on future castings, we can know that he has an active |
|
|
812 | * town portal. |
|
|
813 | */ |
|
|
814 | object *tmp = get_archetype (spell->race); |
|
|
815 | |
|
|
816 | if (!tmp) |
|
|
817 | { |
|
|
818 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
819 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
820 | return 0; |
|
|
821 | } |
|
|
822 | |
|
|
823 | tmp->race = op->map->path; |
|
|
824 | tmp->name = portal_name; |
|
|
825 | EXIT_X (tmp) = dummy->x; |
|
|
826 | EXIT_Y (tmp) = dummy->y; |
|
|
827 | op->insert (tmp); |
|
|
828 | |
|
|
829 | /* Create a portal in the destination map |
|
|
830 | * dummy contain the portal and |
|
|
831 | * force the track to kill it later |
|
|
832 | * the 'force' variable still contains the 'reminder' of |
|
|
833 | * where this portal goes to. |
|
|
834 | */ |
|
|
835 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path); |
|
|
836 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
837 | if (dummy == NULL) |
|
|
838 | { |
|
|
839 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
840 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
841 | return 0; |
|
|
842 | } |
|
|
843 | |
|
|
844 | EXIT_PATH (dummy) = op->map->path; |
|
|
845 | EXIT_X (dummy) = op->x; |
|
|
846 | EXIT_Y (dummy) = op->y; |
|
|
847 | dummy->name = dummy->name_pl = portal_name; |
|
|
848 | dummy->msg = portal_message; |
|
|
849 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
850 | exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op); |
|
|
851 | |
|
|
852 | /* Now we create another town portal marker that |
|
|
853 | * points back to the one we just made |
|
|
854 | */ |
|
|
855 | tmp = get_archetype (spell->race); |
|
|
856 | if (tmp == NULL) |
|
|
857 | { |
|
|
858 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
859 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
860 | return 0; |
|
|
861 | } |
|
|
862 | |
|
|
863 | tmp->race = force->name; |
|
|
864 | tmp->name = portal_name; |
|
|
865 | EXIT_X (tmp) = dummy->x; |
|
|
866 | EXIT_Y (tmp) = dummy->y; |
|
|
867 | insert_ob_in_ob (tmp, op); |
|
|
868 | |
|
|
869 | /* Describe the player what happened |
|
|
870 | */ |
|
|
871 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); |
|
|
872 | force->destroy (); |
|
|
873 | |
625 | |
874 | return 1; |
626 | return 1; |
875 | } |
627 | } |
876 | |
628 | |
877 | /* This creates magic walls. Really, it can create most any object, |
629 | /* This creates magic walls. Really, it can create most any object, |
… | |
… | |
975 | new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); |
727 | new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); |
976 | return 0; |
728 | return 0; |
977 | } |
729 | } |
978 | |
730 | |
979 | /* If this is a spellcasting wall, need to insert the spell object */ |
731 | /* If this is a spellcasting wall, need to insert the spell object */ |
980 | if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
732 | if (tmp->other_arch && tmp->other_arch->type == SPELL) |
981 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
733 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
982 | |
734 | |
983 | /* This code causes the wall to extend some distance in |
735 | /* This code causes the wall to extend some distance in |
984 | * each direction, or until an obstruction is encountered. |
736 | * each direction, or until an obstruction is encountered. |
985 | * posblocked and negblocked help determine how far the |
737 | * posblocked and negblocked help determine how far the |
… | |
… | |
1005 | { |
757 | { |
1006 | object *tmp2 = tmp->clone (); |
758 | object *tmp2 = tmp->clone (); |
1007 | m->insert (tmp2, x, y, op); |
759 | m->insert (tmp2, x, y, op); |
1008 | |
760 | |
1009 | /* If this is a spellcasting wall, need to insert the spell object */ |
761 | /* If this is a spellcasting wall, need to insert the spell object */ |
1010 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
762 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1011 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
763 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1012 | |
764 | |
1013 | } |
765 | } |
1014 | else |
766 | else |
1015 | posblocked = 1; |
767 | posblocked = 1; |
… | |
… | |
1022 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
774 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
1023 | { |
775 | { |
1024 | object *tmp2 = tmp->clone (); |
776 | object *tmp2 = tmp->clone (); |
1025 | m->insert (tmp2, x, y, op); |
777 | m->insert (tmp2, x, y, op); |
1026 | |
778 | |
1027 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
779 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1028 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
780 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1029 | } |
781 | } |
1030 | else |
782 | else |
1031 | negblocked = 1; |
783 | negblocked = 1; |
1032 | } |
784 | } |
… | |
… | |
1164 | object *poison; |
916 | object *poison; |
1165 | int heal = 0, success = 0; |
917 | int heal = 0, success = 0; |
1166 | |
918 | |
1167 | tmp = find_target_for_friendly_spell (op, dir); |
919 | tmp = find_target_for_friendly_spell (op, dir); |
1168 | |
920 | |
1169 | if (tmp == NULL) |
921 | if (!tmp) |
1170 | return 0; |
922 | return 0; |
1171 | |
923 | |
1172 | /* Figure out how many hp this spell might cure. |
924 | /* Figure out how many hp this spell might cure. |
1173 | * could be zero if this spell heals effects, not damage. |
925 | * could be zero if this spell heals effects, not damage. |
1174 | */ |
926 | */ |
… | |
… | |
1177 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
929 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
1178 | |
930 | |
1179 | if (heal) |
931 | if (heal) |
1180 | { |
932 | { |
1181 | if (tmp->stats.hp >= tmp->stats.maxhp) |
933 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1182 | { |
|
|
1183 | new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
934 | new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
1184 | } |
|
|
1185 | else |
935 | else |
1186 | { |
936 | { |
1187 | /* See how many points we actually heal. Instead of messages |
937 | /* See how many points we actually heal. Instead of messages |
1188 | * based on type of spell, we instead do messages based |
938 | * based on type of spell, we instead do messages based |
1189 | * on amount of damage healed. |
939 | * on amount of damage healed. |
… | |
… | |
1191 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
941 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
1192 | heal = tmp->stats.maxhp - tmp->stats.hp; |
942 | heal = tmp->stats.maxhp - tmp->stats.hp; |
1193 | tmp->stats.hp += heal; |
943 | tmp->stats.hp += heal; |
1194 | |
944 | |
1195 | if (tmp->stats.hp >= tmp->stats.maxhp) |
945 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1196 | { |
|
|
1197 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
946 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1198 | } |
|
|
1199 | else if (heal > 50) |
947 | else if (heal > 50) |
1200 | { |
|
|
1201 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
948 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1202 | } |
|
|
1203 | else if (heal > 25) |
949 | else if (heal > 25) |
1204 | { |
|
|
1205 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
950 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1206 | } |
|
|
1207 | else if (heal > 10) |
951 | else if (heal > 10) |
1208 | { |
|
|
1209 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
952 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
1210 | } |
|
|
1211 | else |
953 | else |
1212 | { |
|
|
1213 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
954 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
1214 | } |
955 | |
1215 | success = 1; |
956 | success = 1; |
1216 | } |
957 | } |
1217 | } |
958 | } |
|
|
959 | |
1218 | if (spell->attacktype & AT_DISEASE) |
960 | if (spell->attacktype & AT_DISEASE) |
1219 | if (cure_disease (tmp, op)) |
961 | if (cure_disease (tmp, op)) |
1220 | success = 1; |
962 | success = 1; |
1221 | |
963 | |
1222 | if (spell->attacktype & AT_POISON) |
964 | if (spell->attacktype & AT_POISON) |
… | |
… | |
1228 | success = 1; |
970 | success = 1; |
1229 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
971 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1230 | poison->stats.food = 1; |
972 | poison->stats.food = 1; |
1231 | } |
973 | } |
1232 | } |
974 | } |
|
|
975 | |
1233 | if (spell->attacktype & AT_CONFUSION) |
976 | if (spell->attacktype & AT_CONFUSION) |
1234 | { |
977 | { |
1235 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
978 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1236 | if (poison) |
979 | if (poison) |
1237 | { |
980 | { |
1238 | success = 1; |
981 | success = 1; |
1239 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
982 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1240 | poison->duration = 1; |
983 | poison->duration = 1; |
1241 | } |
984 | } |
1242 | } |
985 | } |
|
|
986 | |
1243 | if (spell->attacktype & AT_BLIND) |
987 | if (spell->attacktype & AT_BLIND) |
1244 | { |
988 | { |
1245 | at = archetype::find ("blindness"); |
989 | at = archetype::find ("blindness"); |
1246 | poison = present_arch_in_ob (at, tmp); |
990 | poison = present_arch_in_ob (at, tmp); |
1247 | if (poison) |
991 | if (poison) |
… | |
… | |
1249 | success = 1; |
993 | success = 1; |
1250 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
994 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
1251 | poison->stats.food = 1; |
995 | poison->stats.food = 1; |
1252 | } |
996 | } |
1253 | } |
997 | } |
|
|
998 | |
1254 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
999 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
1255 | { |
1000 | { |
1256 | tmp->stats.sp += spell->last_sp; |
1001 | tmp->stats.sp += spell->last_sp; |
1257 | if (tmp->stats.sp > tmp->stats.maxsp) |
1002 | if (tmp->stats.sp > tmp->stats.maxsp) |
1258 | tmp->stats.sp = tmp->stats.maxsp; |
1003 | tmp->stats.sp = tmp->stats.maxsp; |
1259 | success = 1; |
1004 | success = 1; |
1260 | new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
1005 | new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
1261 | } |
1006 | } |
|
|
1007 | |
1262 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1008 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1263 | { |
1009 | { |
1264 | tmp->stats.grace += spell->last_grace; |
1010 | tmp->stats.grace += spell->last_grace; |
1265 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1011 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1266 | tmp->stats.grace = tmp->stats.maxgrace; |
1012 | tmp->stats.grace = tmp->stats.maxgrace; |
1267 | success = 1; |
1013 | success = 1; |
1268 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
1014 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
1269 | } |
1015 | } |
|
|
1016 | |
1270 | if (spell->stats.food && tmp->stats.food < 999) |
1017 | if (spell->stats.food && tmp->stats.food < 999) |
1271 | { |
1018 | { |
1272 | tmp->stats.food += spell->stats.food; |
1019 | tmp->stats.food += spell->stats.food; |
1273 | if (tmp->stats.food > 999) |
1020 | if (tmp->stats.food > 999) |
1274 | tmp->stats.food = 999; |
1021 | tmp->stats.food = 999; |
1275 | success = 1; |
1022 | success = 1; |
1276 | /* We could do something a bit better like the messages for healing above */ |
1023 | /* We could do something a bit better like the messages for healing above */ |
1277 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1024 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1278 | } |
1025 | } |
|
|
1026 | |
1279 | return success; |
1027 | return success; |
1280 | } |
1028 | } |
1281 | |
|
|
1282 | |
1029 | |
1283 | /* This is used for the spells that gain stats. There are no spells |
1030 | /* This is used for the spells that gain stats. There are no spells |
1284 | * right now that icnrease wis/int/pow on a temp basis, so no |
1031 | * right now that icnrease wis/int/pow on a temp basis, so no |
1285 | * good comments for those. |
1032 | * good comments for those. |
1286 | */ |
1033 | */ |
1287 | static const char *const no_gain_msgs[NUM_STATS] = { |
1034 | static const char *const no_gain_msgs[NUM_STATS] = { |
1288 | "You grow no stronger.", |
1035 | "You grow no stronger.", |
1289 | "You grow no more agile.", |
1036 | "You grow no more agile.", |
1290 | "You don't feel any healthier.", |
1037 | "You don't feel any healthier.", |
1291 | "no wis", |
1038 | "You didn't grow any more intelligent.", |
|
|
1039 | "You do not feel any wiser.", |
|
|
1040 | "You don't feel any more powerful." |
1292 | "You are no easier to look at.", |
1041 | "You are no easier to look at.", |
1293 | "no int", |
|
|
1294 | "no pow" |
|
|
1295 | }; |
1042 | }; |
1296 | |
1043 | |
1297 | int |
1044 | int |
1298 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1045 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1299 | { |
1046 | { |
… | |
… | |
1350 | } |
1097 | } |
1351 | else |
1098 | else |
1352 | { |
1099 | { |
1353 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1100 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1354 | } |
1101 | } |
|
|
1102 | |
1355 | return 1; |
1103 | return 1; |
1356 | } |
1104 | } |
|
|
1105 | |
1357 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1106 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1358 | force->speed = 1.0; |
1107 | force->speed = 1.0; |
1359 | force->speed_left = -1.0; |
1108 | force->speed_left = -1.0; |
1360 | SET_FLAG (force, FLAG_APPLIED); |
1109 | SET_FLAG (force, FLAG_APPLIED); |
1361 | |
1110 | |
… | |
… | |
1367 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1116 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1368 | if (force->resist[i] > 100) |
1117 | if (force->resist[i] > 100) |
1369 | force->resist[i] = 100; |
1118 | force->resist[i] = 100; |
1370 | } |
1119 | } |
1371 | } |
1120 | } |
|
|
1121 | |
1372 | if (spell_ob->stats.hp) |
1122 | if (spell_ob->stats.hp) |
1373 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1123 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1374 | |
1124 | |
1375 | if (tmp->type == PLAYER) |
1125 | if (tmp->type == PLAYER) |
1376 | { |
1126 | { |
1377 | /* Stat adjustment spells */ |
1127 | /* Stat adjustment spells */ |
1378 | for (i = 0; i < NUM_STATS; i++) |
1128 | for (i = 0; i < NUM_STATS; i++) |
1379 | { |
1129 | { |
1380 | sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; |
1130 | if (sint8 stat = spell_ob->stats.stat (i)) |
1381 | |
|
|
1382 | if (stat) |
|
|
1383 | { |
1131 | { |
1384 | sm = 0; |
1132 | sint8 sm = 0; |
1385 | for (k = 0; k < stat; k++) |
1133 | for (sint8 k = 0; k < stat; k++) |
1386 | sm += rndm (1, 3); |
1134 | sm += rndm (1, 3); |
1387 | |
1135 | |
1388 | if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) |
1136 | if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1389 | { |
1137 | sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1390 | sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); |
1138 | |
1391 | if (sm < 0) |
1139 | force->stats.stat (i) = sm; |
1392 | sm = 0; |
1140 | |
1393 | } |
|
|
1394 | set_attr_value (&force->stats, i, sm); |
|
|
1395 | if (!sm) |
1141 | if (!sm) |
1396 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1142 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1397 | } |
1143 | } |
1398 | } |
1144 | } |
1399 | } |
1145 | } |
… | |
… | |
1420 | force->attacktype = spell_ob->attacktype; |
1166 | force->attacktype = spell_ob->attacktype; |
1421 | |
1167 | |
1422 | insert_ob_in_ob (force, tmp); |
1168 | insert_ob_in_ob (force, tmp); |
1423 | change_abil (tmp, force); /* Mostly to display any messages */ |
1169 | change_abil (tmp, force); /* Mostly to display any messages */ |
1424 | tmp->update_stats (); |
1170 | tmp->update_stats (); |
|
|
1171 | |
1425 | return 1; |
1172 | return 1; |
1426 | } |
1173 | } |
1427 | |
1174 | |
1428 | /* This used to be part of cast_change_ability, but it really didn't make |
1175 | /* This used to be part of cast_change_ability, but it really didn't make |
1429 | * a lot of sense, since most of the values it derives are from the god |
1176 | * a lot of sense, since most of the values it derives are from the god |
1430 | * of the caster. |
1177 | * of the caster. |
1431 | */ |
1178 | */ |
1432 | |
|
|
1433 | int |
1179 | int |
1434 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1180 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1435 | { |
1181 | { |
1436 | int i; |
1182 | int i; |
1437 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
1183 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
… | |
… | |
1532 | insert_ob_in_ob (force, tmp); |
1278 | insert_ob_in_ob (force, tmp); |
1533 | tmp->update_stats (); |
1279 | tmp->update_stats (); |
1534 | return 1; |
1280 | return 1; |
1535 | } |
1281 | } |
1536 | |
1282 | |
1537 | |
|
|
1538 | |
|
|
1539 | /* Alchemy code by Mark Wedel |
1283 | /* Alchemy code by Mark Wedel |
1540 | * |
1284 | * |
1541 | * This code adds a new spell, called alchemy. Alchemy will turn |
1285 | * This code adds a new spell, called alchemy. Alchemy will turn |
1542 | * objects to gold nuggets, the value of the gold nuggets being |
1286 | * objects to pyrite ("false gold"), henceforth called gold nuggets. |
1543 | * about 90% of that of the item itself. It uses the value of the |
|
|
1544 | * object before charisma adjustments, because the nuggets themselves |
|
|
1545 | * will be will be adjusted by charisma when sold. |
|
|
1546 | * |
1287 | * |
1547 | * Large nuggets are worth 25 gp each (base). You will always get |
1288 | * The value of the gold nuggets being about 90% of that of the item |
1548 | * the maximum number of large nuggets you could get. |
1289 | * itself. It uses the value of the object before charisma adjustments, |
1549 | * Small nuggets are worth 1 gp each (base). You will get from 0 |
1290 | * because the nuggets themselves will be will be adjusted by charisma |
1550 | * to the max amount of small nuggets as you could get. |
1291 | * when sold. |
1551 | * |
|
|
1552 | * For example, if an item is worth 110 gold, you will get |
|
|
1553 | * 4 large nuggets, and from 0-10 small nuggets. |
|
|
1554 | * |
1292 | * |
1555 | * There is also a chance (1:30) that you will get nothing at all |
1293 | * There is also a chance (1:30) that you will get nothing at all |
1556 | * for the object. There is also a maximum weight that will be |
1294 | * for the object. There is also a maximum weight that will be |
1557 | * alchemied. |
1295 | * alchemised. |
1558 | */ |
1296 | */ |
1559 | |
|
|
1560 | /* I didn't feel like passing these as arguements to the |
|
|
1561 | * two functions that need them. Real values are put in them |
|
|
1562 | * when the spell is cast, and these are freed when the spell |
|
|
1563 | * is finished. |
|
|
1564 | */ |
|
|
1565 | static object *small, *large; |
|
|
1566 | |
|
|
1567 | static void |
1297 | static void |
1568 | alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) |
1298 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1569 | { |
1299 | { |
1570 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1300 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1571 | |
1301 | |
1572 | /* Give third price when we alchemy money (This should hopefully |
1302 | /* Give third price when we alchemy money (This should hopefully |
1573 | * make it so that it isn't worth it to alchemy money, sell |
1303 | * make it so that it isn't worth it to alchemy money, sell |
1574 | * the nuggets, alchemy the gold from that, etc. |
1304 | * the nuggets, alchemy the gold from that, etc. |
1575 | * Otherwise, give 9 silver on the gold for other objects, |
1305 | * Otherwise, give 9 silver on the gold for other objects, |
1576 | * so that it would still be more affordable to haul |
1306 | * so that it would still be more affordable to haul |
1577 | * the stuff back to town. |
1307 | * the stuff back to town. |
1578 | */ |
1308 | */ |
1579 | |
|
|
1580 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1309 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1581 | value = 0; |
1310 | value = 0; |
1582 | else if (obj->type == MONEY || obj->type == GEM) |
1311 | else if (obj->type == MONEY || obj->type == GEM) |
1583 | value /= 3; |
1312 | value /= 3; |
1584 | else |
1313 | else |
1585 | value = (value * 9) / 10; |
1314 | value = value * 9 / 10; |
1586 | |
1315 | |
1587 | value /= 4; // fix by GHJ, don't understand, pcg |
|
|
1588 | |
|
|
1589 | if ((obj->value > 0) && rndm (0, 29)) |
1316 | if (obj->value > 0 && rndm (0, 29)) |
1590 | { |
1317 | total_value += value; |
1591 | int count; |
|
|
1592 | |
1318 | |
1593 | count = value / large->value; |
|
|
1594 | *large_nuggets += count; |
|
|
1595 | value -= (uint64) count *(uint64) large->value; |
|
|
1596 | |
|
|
1597 | count = value / small->value; |
|
|
1598 | *small_nuggets += count; |
|
|
1599 | } |
|
|
1600 | |
|
|
1601 | /* Turn 25 small nuggets into 1 large nugget. If the value |
|
|
1602 | * of large nuggets is not evenly divisable by the small nugget |
|
|
1603 | * value, take off an extra small_nugget (Assuming small_nuggets!=0) |
|
|
1604 | */ |
|
|
1605 | if (*small_nuggets * small->value >= large->value) |
|
|
1606 | { |
|
|
1607 | (*large_nuggets)++; |
|
|
1608 | *small_nuggets -= large->value / small->value; |
|
|
1609 | if (*small_nuggets && large->value % small->value) |
|
|
1610 | (*small_nuggets)--; |
|
|
1611 | } |
|
|
1612 | weight += obj->weight; |
1319 | total_weight += obj->total_weight (); |
|
|
1320 | |
1613 | obj->destroy (); |
1321 | obj->destroy (); |
1614 | } |
1322 | } |
1615 | |
1323 | |
1616 | static void |
|
|
1617 | update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) |
|
|
1618 | { |
|
|
1619 | object *tmp; |
|
|
1620 | int flag = 0; |
|
|
1621 | |
|
|
1622 | /* Put any nuggets below the player, but we can only pass this |
|
|
1623 | * flag if we are on the same space as the player |
|
|
1624 | */ |
|
|
1625 | if (x == op->x && y == op->y && op->map == m) |
|
|
1626 | flag = INS_BELOW_ORIGINATOR; |
|
|
1627 | |
|
|
1628 | if (small_nuggets) |
|
|
1629 | { |
|
|
1630 | tmp = small->clone (); |
|
|
1631 | tmp->nrof = small_nuggets; |
|
|
1632 | m->insert (tmp, x, y, op, flag); |
|
|
1633 | } |
|
|
1634 | |
|
|
1635 | if (large_nuggets) |
|
|
1636 | { |
|
|
1637 | tmp = large->clone (); |
|
|
1638 | tmp->nrof = large_nuggets; |
|
|
1639 | m->insert (tmp, x, y, op, flag); |
|
|
1640 | } |
|
|
1641 | } |
|
|
1642 | |
|
|
1643 | int |
1324 | int |
1644 | alchemy (object *op, object *caster, object *spell_ob) |
1325 | alchemy (object *op, object *caster, object *spell_ob) |
1645 | { |
1326 | { |
1646 | int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags; |
|
|
1647 | sint16 nx, ny; |
|
|
1648 | object *next, *tmp; |
|
|
1649 | maptile *mp; |
|
|
1650 | |
|
|
1651 | if (op->type != PLAYER) |
1327 | if (op->type != PLAYER) |
1652 | return 0; |
1328 | return 0; |
1653 | |
1329 | |
|
|
1330 | archetype *nugget[3]; |
|
|
1331 | |
|
|
1332 | nugget[0] = archetype::find ("pyrite3"); |
|
|
1333 | nugget[1] = archetype::find ("pyrite2"); |
|
|
1334 | nugget[2] = archetype::find ("pyrite"); |
|
|
1335 | |
1654 | /* Put a maximum weight of items that can be alchemied. Limits the power |
1336 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1655 | * some, and also prevents people from alcheming every table/chair/clock |
1337 | * some, and also prevents people from alchemising every table/chair/clock |
1656 | * in sight |
1338 | * in sight |
1657 | */ |
1339 | */ |
1658 | weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); |
1340 | int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1659 | weight_max *= 1000; |
1341 | int weight_max = duration * 1000; |
1660 | small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); |
1342 | uint64 value_max = duration * 1000; |
1661 | |
1343 | |
|
|
1344 | int weight = 0; |
|
|
1345 | |
1662 | for (y = op->y - 1; y <= op->y + 1; y++) |
1346 | for (int y = op->y - 1; y <= op->y + 1; y++) |
1663 | { |
1347 | { |
1664 | for (x = op->x - 1; x <= op->x + 1; x++) |
1348 | for (int x = op->x - 1; x <= op->x + 1; x++) |
1665 | { |
1349 | { |
|
|
1350 | uint64 value = 0; |
|
|
1351 | |
1666 | nx = x; |
1352 | sint16 nx = x; |
1667 | ny = y; |
1353 | sint16 ny = y; |
1668 | |
1354 | |
1669 | mp = op->map; |
1355 | maptile *mp = op->map; |
1670 | |
1356 | |
1671 | mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1357 | int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1672 | |
1358 | |
1673 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1359 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1674 | continue; |
1360 | continue; |
1675 | |
1361 | |
1676 | /* Treat alchemy a little differently - most spell effects |
1362 | /* Treat alchemy a little differently - most spell effects |
… | |
… | |
1678 | * ground level effect. |
1364 | * ground level effect. |
1679 | */ |
1365 | */ |
1680 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1366 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1681 | continue; |
1367 | continue; |
1682 | |
1368 | |
1683 | small_nuggets = 0; |
1369 | for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) |
1684 | large_nuggets = 0; |
|
|
1685 | |
|
|
1686 | for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next) |
|
|
1687 | { |
1370 | { |
1688 | next = tmp->above; |
1371 | next = tmp->above; |
|
|
1372 | |
1689 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1373 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1690 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1374 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1691 | { |
1375 | { |
1692 | |
|
|
1693 | if (tmp->inv) |
1376 | if (tmp->inv) |
1694 | { |
1377 | { |
1695 | object *next1, *tmp1; |
1378 | object *next1, *tmp1; |
1696 | |
1379 | |
1697 | for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) |
1380 | for (tmp1 = tmp->inv; tmp1; tmp1 = next1) |
1698 | { |
1381 | { |
1699 | next1 = tmp1->below; |
1382 | next1 = tmp1->below; |
1700 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1383 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1701 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1384 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1702 | alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); |
1385 | alchemy_object (tmp1, value, weight); |
1703 | } |
1386 | } |
1704 | } |
1387 | } |
|
|
1388 | |
1705 | alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); |
1389 | alchemy_object (tmp, value, weight); |
1706 | |
1390 | |
1707 | if (weight > weight_max) |
1391 | if (weight > weight_max) |
1708 | { |
1392 | break; |
1709 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
|
|
1710 | large->destroy (); |
|
|
1711 | small->destroy (); |
|
|
1712 | return 1; |
|
|
1713 | } |
1393 | } |
1714 | } /* is alchemable object */ |
|
|
1715 | } /* process all objects on this space */ |
|
|
1716 | |
|
|
1717 | /* Insert all the nuggets at one time. This probably saves time, but |
|
|
1718 | * it also prevents us from alcheming nuggets that were just created |
|
|
1719 | * with this spell. |
|
|
1720 | */ |
1394 | } |
1721 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
1395 | |
|
|
1396 | value -= rndm (value >> 4); |
|
|
1397 | value = min (value, value_max); |
|
|
1398 | |
|
|
1399 | for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) |
|
|
1400 | if (int nrof = value / nugget [i]->value) |
|
|
1401 | { |
|
|
1402 | value -= nrof * nugget[i]->value; |
|
|
1403 | |
|
|
1404 | object *tmp = arch_to_object (nugget[i]); |
|
|
1405 | tmp->nrof = nrof; |
|
|
1406 | tmp->flag [FLAG_IDENTIFIED] = true; |
|
|
1407 | op->map->insert (tmp, x, y, op, 0); |
1722 | } |
1408 | } |
1723 | } |
|
|
1724 | |
1409 | |
1725 | large->destroy (); |
1410 | if (weight > weight_max) |
1726 | small->destroy (); |
1411 | goto bailout; |
1727 | /* reset this so that if player standing on a big pile of stuff, |
1412 | } |
1728 | * it is redrawn properly. |
1413 | } |
1729 | */ |
1414 | |
1730 | op->contr->ns->look_position = 0; |
1415 | bailout: |
1731 | return 1; |
1416 | return 1; |
1732 | } |
1417 | } |
1733 | |
1418 | |
1734 | |
1419 | |
1735 | /* This function removes the cursed/damned status on equipped |
1420 | /* This function removes the cursed/damned status on equipped |
… | |
… | |
1762 | } |
1447 | } |
1763 | |
1448 | |
1764 | if (op->type == PLAYER) |
1449 | if (op->type == PLAYER) |
1765 | { |
1450 | { |
1766 | if (success) |
1451 | if (success) |
1767 | { |
|
|
1768 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1452 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1769 | } |
|
|
1770 | else |
1453 | else |
1771 | { |
1454 | { |
1772 | if (was_one) |
1455 | if (was_one) |
1773 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1456 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1774 | else |
1457 | else |
… | |
… | |
1798 | { |
1481 | { |
1799 | identify (tmp); |
1482 | identify (tmp); |
1800 | |
1483 | |
1801 | if (op->type == PLAYER) |
1484 | if (op->type == PLAYER) |
1802 | { |
1485 | { |
1803 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); |
1486 | new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); |
1804 | |
1487 | |
1805 | if (tmp->msg) |
1488 | if (tmp->msg) |
1806 | { |
1489 | { |
1807 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1490 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1808 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1491 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
1820 | * stuff on the floor. Only identify stuff on the floor if the spell |
1503 | * stuff on the floor. Only identify stuff on the floor if the spell |
1821 | * was not fully used. |
1504 | * was not fully used. |
1822 | */ |
1505 | */ |
1823 | if (num_ident) |
1506 | if (num_ident) |
1824 | { |
1507 | { |
1825 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
1508 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
1826 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1509 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1827 | { |
1510 | { |
1828 | identify (tmp); |
1511 | identify (tmp); |
1829 | |
1512 | |
1830 | if (op->type == PLAYER) |
1513 | if (op->type == PLAYER) |
1831 | { |
1514 | { |
1832 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); |
1515 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); |
1833 | |
1516 | |
1834 | if (tmp->msg) |
1517 | if (tmp->msg) |
1835 | { |
1518 | { |
1836 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1519 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1837 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1520 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
2187 | /* Basically, if the object is magical and not counterspell, |
1870 | /* Basically, if the object is magical and not counterspell, |
2188 | * we will more or less remove the object. Don't counterspell |
1871 | * we will more or less remove the object. Don't counterspell |
2189 | * monsters either. |
1872 | * monsters either. |
2190 | */ |
1873 | */ |
2191 | |
1874 | |
2192 | if (head->attacktype & AT_MAGIC && |
1875 | if (head->attacktype & AT_MAGIC |
2193 | !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) |
1876 | && !(head->attacktype & AT_COUNTERSPELL) |
|
|
1877 | && !QUERY_FLAG (head, FLAG_MONSTER) |
|
|
1878 | && (op->level > head->level)) |
2194 | head->destroy (); |
1879 | head->destroy (); |
2195 | else |
1880 | else |
2196 | switch (head->type) |
1881 | switch (head->type) |
2197 | { |
1882 | { |
2198 | case SPELL_EFFECT: |
1883 | case SPELL_EFFECT: |
|
|
1884 | // XXX: Don't affect floor spelleffects. See also XXX comment |
|
|
1885 | // about sanctuary in spell_util.C |
|
|
1886 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
1887 | continue; |
|
|
1888 | |
2199 | if (op->level > head->level) |
1889 | if (op->level > head->level) |
2200 | head->destroy (); |
1890 | head->destroy (); |
2201 | |
1891 | |
2202 | break; |
1892 | break; |
2203 | |
1893 | |
… | |
… | |
2270 | * This code was very odd - code early on would only let players use the spell, |
1960 | * This code was very odd - code early on would only let players use the spell, |
2271 | * yet the code wass full of player checks. I've presumed that the code |
1961 | * yet the code wass full of player checks. I've presumed that the code |
2272 | * that only let players use it was correct, and removed all the other |
1962 | * that only let players use it was correct, and removed all the other |
2273 | * player checks. MSW 2003-01-06 |
1963 | * player checks. MSW 2003-01-06 |
2274 | */ |
1964 | */ |
2275 | |
|
|
2276 | int |
1965 | int |
2277 | animate_weapon (object *op, object *caster, object *spell, int dir) |
1966 | animate_weapon (object *op, object *caster, object *spell, int dir) |
2278 | { |
1967 | { |
2279 | object *weapon, *tmp; |
1968 | object *weapon, *tmp; |
2280 | char buf[MAX_BUF]; |
1969 | char buf[MAX_BUF]; |
2281 | int a, i; |
1970 | int a, i; |
2282 | sint16 x, y; |
1971 | sint16 x, y; |
2283 | maptile *m; |
1972 | maptile *m; |
2284 | materialtype_t *mt; |
|
|
2285 | |
1973 | |
2286 | if (!spell->other_arch) |
1974 | if (!spell->other_arch) |
2287 | { |
1975 | { |
2288 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
1976 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
2289 | LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); |
1977 | LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); |
… | |
… | |
2292 | /* exit if it's not a player using this spell. */ |
1980 | /* exit if it's not a player using this spell. */ |
2293 | if (op->type != PLAYER) |
1981 | if (op->type != PLAYER) |
2294 | return 0; |
1982 | return 0; |
2295 | |
1983 | |
2296 | /* if player already has a golem, abort */ |
1984 | /* if player already has a golem, abort */ |
2297 | if (op->contr->ranges[range_golem]) |
1985 | if (object *golem = op->contr->golem) |
2298 | { |
1986 | { |
2299 | control_golem (op->contr->ranges[range_golem], dir); |
1987 | control_golem (golem, dir); |
2300 | return 0; |
1988 | return 0; |
2301 | } |
1989 | } |
2302 | |
1990 | |
2303 | /* if no direction specified, pick one */ |
1991 | /* if no direction specified, pick one */ |
2304 | if (!dir) |
1992 | if (!dir) |
… | |
… | |
2308 | x = op->x + freearr_x[dir]; |
1996 | x = op->x + freearr_x[dir]; |
2309 | y = op->y + freearr_y[dir]; |
1997 | y = op->y + freearr_y[dir]; |
2310 | |
1998 | |
2311 | /* if there's no place to put the golem, abort */ |
1999 | /* if there's no place to put the golem, abort */ |
2312 | if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || |
2000 | if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || |
2313 | ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) |
2001 | ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) |
2314 | { |
2002 | { |
2315 | new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
2003 | new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
2316 | return 0; |
2004 | return 0; |
2317 | } |
2005 | } |
2318 | |
2006 | |
… | |
… | |
2322 | if (!weapon) |
2010 | if (!weapon) |
2323 | { |
2011 | { |
2324 | new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2012 | new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2325 | return 0; |
2013 | return 0; |
2326 | } |
2014 | } |
2327 | if (spell->race && strcmp (weapon->arch->name, spell->race)) |
2015 | if (spell->race && strcmp (weapon->arch->archname, spell->race)) |
2328 | { |
2016 | { |
2329 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); |
2017 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); |
2330 | return 0; |
2018 | return 0; |
2331 | } |
2019 | } |
2332 | if (weapon->type != WEAPON) |
2020 | if (weapon->type != WEAPON) |
… | |
… | |
2350 | /* create the golem object */ |
2038 | /* create the golem object */ |
2351 | tmp = arch_to_object (spell->other_arch); |
2039 | tmp = arch_to_object (spell->other_arch); |
2352 | |
2040 | |
2353 | /* if animated by a player, give the player control of the golem */ |
2041 | /* if animated by a player, give the player control of the golem */ |
2354 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2042 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2355 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
2356 | tmp->stats.exp = 0; |
2043 | tmp->stats.exp = 0; |
2357 | add_friendly_object (tmp); |
2044 | add_friendly_object (tmp); |
2358 | tmp->type = GOLEM; |
2045 | tmp->type = GOLEM; |
2359 | tmp->set_owner (op); |
2046 | tmp->set_owner (op); |
|
|
2047 | op->contr->golem = tmp; |
2360 | set_spell_skill (op, caster, spell, tmp); |
2048 | set_spell_skill (op, caster, spell, tmp); |
2361 | op->contr->ranges[range_golem] = tmp; |
|
|
2362 | op->contr->shoottype = range_golem; |
|
|
2363 | |
2049 | |
2364 | /* Give the weapon to the golem now. A bit of a hack to check the |
2050 | /* Give the weapon to the golem now. A bit of a hack to check the |
2365 | * removed flag - it should only be set if get_split_object was |
2051 | * removed flag - it should only be set if get_split_object was |
2366 | * used above. |
2052 | * used above. |
2367 | */ |
2053 | */ |
2368 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2054 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2369 | weapon->remove (); |
2055 | weapon->remove (); |
|
|
2056 | |
2370 | insert_ob_in_ob (weapon, tmp); |
2057 | insert_ob_in_ob (weapon, tmp); |
2371 | esrv_send_item (op, weapon); |
2058 | esrv_send_item (op, weapon); |
2372 | /* To do everything necessary to let a golem use the weapon is a pain, |
2059 | /* To do everything necessary to let a golem use the weapon is a pain, |
2373 | * so instead, just set it as equipped (otherwise, we need to update |
2060 | * so instead, just set it as equipped (otherwise, we need to update |
2374 | * body_info, skills, etc) |
2061 | * body_info, skills, etc) |
… | |
… | |
2402 | |
2089 | |
2403 | /* attacktype */ |
2090 | /* attacktype */ |
2404 | if (!tmp->attacktype) |
2091 | if (!tmp->attacktype) |
2405 | tmp->attacktype = AT_PHYSICAL; |
2092 | tmp->attacktype = AT_PHYSICAL; |
2406 | |
2093 | |
2407 | mt = NULL; |
|
|
2408 | if (op->materialname != NULL) |
|
|
2409 | mt = name_to_material (op->materialname); |
2094 | if (materialtype_t *mt = name_to_material (op->materialname)) |
2410 | if (mt != NULL) |
|
|
2411 | { |
2095 | { |
2412 | for (i = 0; i < NROFATTACKS; i++) |
2096 | for (i = 0; i < NROFATTACKS; i++) |
2413 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2097 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2414 | a = mt->save[0]; |
2098 | a = mt->save[0]; |
2415 | } |
2099 | } |
… | |
… | |
2417 | { |
2101 | { |
2418 | for (i = 0; i < NROFATTACKS; i++) |
2102 | for (i = 0; i < NROFATTACKS; i++) |
2419 | tmp->resist[i] = 5; |
2103 | tmp->resist[i] = 5; |
2420 | a = 10; |
2104 | a = 10; |
2421 | } |
2105 | } |
|
|
2106 | |
2422 | /* Set weapon's immunity */ |
2107 | /* Set weapon's immunity */ |
2423 | tmp->resist[ATNR_CONFUSION] = 100; |
2108 | tmp->resist[ATNR_CONFUSION] = 100; |
2424 | tmp->resist[ATNR_POISON] = 100; |
2109 | tmp->resist[ATNR_POISON] = 100; |
2425 | tmp->resist[ATNR_SLOW] = 100; |
2110 | tmp->resist[ATNR_SLOW] = 100; |
2426 | tmp->resist[ATNR_PARALYZE] = 100; |
2111 | tmp->resist[ATNR_PARALYZE] = 100; |
… | |
… | |
2432 | |
2117 | |
2433 | /* Improve weapon's armour value according to best save vs. physical of its material */ |
2118 | /* Improve weapon's armour value according to best save vs. physical of its material */ |
2434 | |
2119 | |
2435 | if (a > 14) |
2120 | if (a > 14) |
2436 | a = 14; |
2121 | a = 14; |
|
|
2122 | |
2437 | tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2123 | tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2438 | |
2124 | |
2439 | /* Determine golem's speed */ |
2125 | /* Determine golem's speed */ |
2440 | tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); |
2126 | tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); |
2441 | |
2127 | |