1 | /* |
1 | /* |
2 | * static char *rcsid_spell_effect_c = |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * "$Id: spell_effect.C,v 1.6 2006/08/29 11:58:02 elmex Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
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5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation, either version 3 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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20 | * |
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21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
4 | */ |
22 | */ |
5 | |
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6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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11 | Copyright (C) 1992 Frank Tore Johansen |
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12 | |
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13 | This program is free software; you can redistribute it and/or modify |
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14 | it under the terms of the GNU General Public License as published by |
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15 | the Free Software Foundation; either version 2 of the License, or |
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16 | (at your option) any later version. |
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17 | |
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18 | This program is distributed in the hope that it will be useful, |
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19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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21 | GNU General Public License for more details. |
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22 | |
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23 | You should have received a copy of the GNU General Public License |
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24 | along with this program; if not, write to the Free Software |
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25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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26 | |
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27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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28 | */ |
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29 | |
23 | |
30 | #include <global.h> |
24 | #include <global.h> |
31 | #include <object.h> |
25 | #include <object.h> |
32 | #include <living.h> |
26 | #include <living.h> |
33 | #ifndef __CEXTRACT__ |
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34 | #include <sproto.h> |
27 | #include <sproto.h> |
35 | #endif |
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36 | #include <spells.h> |
28 | #include <spells.h> |
37 | #include <sounds.h> |
29 | #include <sounds.h> |
38 | |
30 | |
39 | /* cast_magic_storm: This is really used mostly for spell |
31 | /* cast_magic_storm: This is really used mostly for spell |
40 | * fumbles at the like. tmp is the object to propogate. |
32 | * fumbles at the like. tmp is the object to propogate. |
41 | * op is what is casting this. |
33 | * op is what is casting this. |
42 | */ |
34 | */ |
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35 | void |
43 | void cast_magic_storm(object *op, object *tmp, int lvl) |
36 | cast_magic_storm (object *op, object *tmp, int lvl) |
44 | { |
37 | { |
45 | if (!tmp) return; /* error */ |
38 | if (!tmp) |
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39 | return; /* error */ |
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40 | |
46 | tmp->level=op->level; |
41 | tmp->level = op->level; |
47 | tmp->x=op->x; |
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48 | tmp->y=op->y; |
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49 | tmp->range+=lvl/5; /* increase the area of destruction */ |
42 | tmp->range += lvl / 5; /* increase the area of destruction */ |
50 | tmp->duration+=lvl/5; |
43 | tmp->duration += lvl / 5; |
51 | |
44 | |
52 | /* Put a cap on duration for this - if the player fails in their |
45 | /* Put a cap on duration for this - if the player fails in their |
53 | * apartment, don't want it to go on so long that it kills them |
46 | * apartment, don't want it to go on so long that it kills them |
54 | * multiple times. Also, damge already increases with level, |
47 | * multiple times. Also, damge already increases with level, |
55 | * so don't really need to increase the duration as much either. |
48 | * so don't really need to increase the duration as much either. |
56 | */ |
49 | */ |
57 | if (tmp->duration>=40) tmp->duration=40; |
50 | if (tmp->duration >= 40) |
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51 | tmp->duration = 40; |
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52 | |
58 | tmp->stats.dam=lvl; /* nasty recoils! */ |
53 | tmp->stats.dam = lvl; /* nasty recoils! */ |
59 | tmp->stats.maxhp=tmp->count; /* tract single parent */ |
54 | tmp->stats.maxhp = tmp->count; /* tract single parent */ |
60 | insert_ob_in_map(tmp,op->map,op,0); |
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61 | |
55 | |
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56 | tmp->insert_at (op, op); |
62 | } |
57 | } |
63 | |
58 | |
64 | |
59 | int |
65 | int recharge(object *op, object *caster, object *spell_ob) { |
60 | recharge (object *op, object *caster, object *spell_ob) |
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61 | { |
66 | object *wand, *tmp; |
62 | object *wand, *tmp; |
67 | int ncharges; |
63 | int ncharges; |
68 | |
64 | |
69 | wand = find_marked_object(op); |
65 | wand = find_marked_object (op); |
70 | if(wand == NULL || wand->type != WAND) { |
66 | if (wand == NULL || wand->type != WAND) |
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67 | { |
71 | new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); |
68 | new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); |
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 | new_draw_info_format(NDI_UNIQUE, 0, op, |
72 | { |
76 | "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 | remove_ob(wand); |
76 | wand->destroy (); |
80 | free_object(wand); |
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81 | tmp = get_archetype("fireball"); |
77 | tmp = get_archetype ("fireball"); |
82 | 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; |
83 | if (!tmp->stats.dam) tmp->stats.dam = 1; |
79 | |
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80 | if (!tmp->stats.dam) |
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81 | tmp->stats.dam = 1; |
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82 | |
84 | tmp->stats.hp = tmp->stats.dam / 2; |
83 | tmp->stats.hp = tmp->stats.dam / 2; |
85 | if (tmp->stats.hp < 2) tmp->stats.hp = 2; |
84 | |
86 | tmp->x = op->x; |
85 | if (tmp->stats.hp < 2) |
87 | tmp->y = op->y; |
86 | tmp->stats.hp = 2; |
88 | insert_ob_in_map(tmp, op->map, NULL, 0); |
87 | |
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88 | tmp->insert_at (op); |
89 | return 1; |
89 | return 1; |
90 | } |
90 | } |
91 | |
91 | |
92 | ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); |
92 | ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); |
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93 | |
93 | if (wand->inv && wand->inv->level) |
94 | if (wand->inv && wand->inv->level) |
94 | ncharges /= wand->inv->level; |
95 | ncharges /= wand->inv->level; |
95 | else { |
96 | else |
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97 | { |
96 | new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", |
98 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); |
97 | query_name(wand)); |
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98 | return 0; |
99 | return 0; |
99 | } |
100 | } |
100 | if (!ncharges) ncharges = 1; |
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101 | |
101 | |
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102 | if (!ncharges) |
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103 | ncharges = 1; |
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104 | |
102 | wand->stats.food += ncharges; |
105 | wand->stats.food += ncharges; |
103 | new_draw_info_format(NDI_UNIQUE, 0, op, |
106 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); |
104 | "The %s glows with power.",query_name(wand)); |
107 | |
105 | if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { |
108 | if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) |
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109 | { |
106 | SET_FLAG(wand, FLAG_ANIMATE); |
110 | SET_FLAG (wand, FLAG_ANIMATE); |
107 | wand->speed = wand->arch->clone.speed; |
111 | wand->set_speed (wand->arch->speed); |
108 | update_ob_speed(wand); |
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109 | } |
112 | } |
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113 | |
110 | return 1; |
114 | return 1; |
111 | } |
115 | } |
112 | |
116 | |
113 | /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows |
117 | /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows |
114 | * based on whether a crossbow or bow is equiped. If neither, it defaults to |
118 | * based on whether a crossbow or bow is equiped. If neither, it defaults to |
115 | * arrows. |
119 | * arrows. |
… | |
… | |
118 | * great a plus, the default is used. |
122 | * great a plus, the default is used. |
119 | * 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 |
120 | * 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 |
121 | * create nonnmagic arrows, or even -1, etc... |
125 | * create nonnmagic arrows, or even -1, etc... |
122 | */ |
126 | */ |
123 | |
127 | int |
124 | int 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) |
125 | { |
129 | { |
126 | int missile_plus=0, bonus_plus=0; |
130 | int missile_plus = 0, bonus_plus = 0; |
127 | const char *missile_name; |
131 | const char *missile_name; |
128 | object *tmp, *missile; |
132 | object *tmp, *missile; |
129 | tag_t tag; |
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130 | |
133 | |
131 | missile_name = "arrow"; |
134 | missile_name = "arrow"; |
132 | |
135 | |
133 | for (tmp=op->inv; tmp != NULL; tmp=tmp->below) |
136 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
134 | if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { |
137 | if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) |
135 | missile_name=tmp->race; |
138 | missile_name = tmp->race; |
136 | } |
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137 | |
139 | |
138 | missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); |
140 | missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
139 | |
141 | |
140 | if (find_archetype(missile_name)==NULL) { |
142 | if (archetype::find (missile_name) == NULL) |
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143 | { |
141 | LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", |
144 | LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); |
142 | missile_name); |
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143 | return 0; |
145 | return 0; |
144 | } |
146 | } |
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147 | |
145 | missile = get_archetype(missile_name); |
148 | missile = get_archetype (missile_name); |
146 | |
149 | |
147 | if (stringarg) { |
150 | if (stringarg) |
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151 | { |
148 | /* If it starts with a letter, presume it is a description */ |
152 | /* If it starts with a letter, presume it is a description */ |
149 | if (isalpha(*stringarg)) { |
153 | if (isalpha (*stringarg)) |
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154 | { |
150 | artifact *al = find_artifactlist(missile->type)->items; |
155 | artifact *al = find_artifactlist (missile->type)->items; |
151 | |
156 | |
152 | for ( ; al != NULL; al=al->next) |
157 | for (; al; al = al->next) |
153 | if (!strcasecmp(al->item->name, stringarg)) break; |
158 | if (!strcasecmp (al->item->name, stringarg)) |
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159 | break; |
154 | |
160 | |
155 | if (!al) { |
161 | if (!al) |
156 | free_object(missile); |
162 | { |
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163 | missile->destroy (); |
157 | new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, |
164 | new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); |
158 | stringarg); |
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159 | return 0; |
165 | return 0; |
160 | } |
166 | } |
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167 | |
161 | if (al->item->slaying) { |
168 | if (al->item->slaying) |
162 | free_object(missile); |
169 | { |
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170 | missile->destroy (); |
163 | new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", |
171 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); |
164 | missile_name, stringarg); |
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165 | return 0; |
172 | return 0; |
166 | } |
173 | } |
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174 | |
167 | give_artifact_abilities(missile, al->item); |
175 | give_artifact_abilities (missile, al->item); |
168 | /* These special arrows cost something extra. Don't have them also be magical - |
176 | /* These special arrows cost something extra. Don't have them also be magical - |
169 | * otherwise, in most cases, not enough will be created. I don't want to get into |
177 | * otherwise, in most cases, not enough will be created. I don't want to get into |
170 | * the parsing of having to do both plus and type. |
178 | * the parsing of having to do both plus and type. |
171 | */ |
179 | */ |
172 | bonus_plus = 1 + (al->item->value / 5); |
180 | bonus_plus = 1 + (al->item->value / 5); |
173 | missile_plus=0; |
181 | missile_plus = 0; |
174 | } else |
182 | } |
175 | if (atoi(stringarg) < missile_plus) |
183 | else if (atoi (stringarg) < missile_plus) |
176 | missile_plus = atoi(stringarg); |
184 | missile_plus = atoi (stringarg); |
177 | } |
185 | } |
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186 | |
178 | if (missile_plus > 4) |
187 | if (missile_plus > 4) |
179 | missile_plus = 4; |
188 | missile_plus = 4; |
180 | else if (missile_plus < -4) |
189 | else if (missile_plus < -4) |
181 | missile_plus = -4; |
190 | missile_plus = -4; |
182 | |
191 | |
183 | missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); |
192 | missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); |
184 | missile->nrof -= 3 * (missile_plus + bonus_plus); |
193 | missile->nrof -= 3 * (missile_plus + bonus_plus); |
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194 | |
185 | if (missile->nrof < 1) |
195 | if (missile->nrof < 1) |
186 | missile->nrof=1; |
196 | missile->nrof = 1; |
187 | |
197 | |
188 | missile->magic = missile_plus; |
198 | missile->magic = missile_plus; |
189 | /* Can't get any money for these objects */ |
199 | /* Can't get any money for these objects */ |
190 | missile->value=0; |
200 | missile->value = 0; |
191 | |
201 | |
192 | SET_FLAG(missile, FLAG_IDENTIFIED); |
202 | SET_FLAG (missile, FLAG_IDENTIFIED); |
193 | tag = missile->count; |
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194 | |
203 | |
195 | if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER |
204 | if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) |
196 | && ! was_destroyed (missile, tag)) |
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197 | { |
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198 | pick_up(op, missile); |
205 | pick_up (op, missile); |
199 | } |
206 | |
200 | return 1; |
207 | return 1; |
201 | } |
208 | } |
202 | |
209 | |
203 | |
210 | |
204 | /* allows the choice of what sort of food object to make. |
211 | /* allows the choice of what sort of food object to make. |
205 | * If stringarg is NULL, it will create food dependent on level --PeterM*/ |
212 | * If stringarg is NULL, it will create food dependent on level --PeterM*/ |
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213 | int |
206 | int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) |
214 | cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) |
207 | { |
215 | { |
208 | int food_value; |
216 | int food_value; |
209 | archetype *at=NULL; |
217 | archetype *at = NULL; |
210 | object *new_op; |
218 | object *new_op; |
211 | |
219 | |
212 | food_value=spell_ob->stats.food + |
220 | food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); |
213 | + 50 * SP_level_duration_adjust(caster,spell_ob); |
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214 | |
221 | |
215 | if(stringarg) { |
222 | if (stringarg) |
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223 | { |
216 | at = find_archetype_by_object_type_name(FOOD, stringarg); |
224 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
217 | if (at == NULL) |
225 | if (at == NULL) |
218 | at = find_archetype_by_object_type_name(DRINK, stringarg); |
226 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
219 | if (at == NULL || at->clone.stats.food > food_value) |
227 | if (at == NULL || at->stats.food > food_value) |
220 | stringarg = NULL; |
228 | stringarg = NULL; |
221 | } |
229 | } |
222 | |
230 | |
223 | if(!stringarg) { |
231 | if (!stringarg) |
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232 | { |
224 | archetype *at_tmp; |
233 | archetype *at_tmp; |
225 | |
234 | |
226 | /* We try to find the archetype with the maximum food value. |
235 | /* We try to find the archetype with the maximum food value. |
227 | * This removes the dependancy of hard coded food values in this |
236 | * This removes the dependancy of hard coded food values in this |
228 | * function, and addition of new food types is automatically added. |
237 | * function, and addition of new food types is automatically added. |
229 | * 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 |
230 | * to be altered from the donor. |
239 | * to be altered from the donor. |
231 | */ |
240 | */ |
232 | |
241 | |
233 | /* We assume the food items don't have multiple parts */ |
242 | /* We assume the food items don't have multiple parts */ |
234 | for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { |
243 | for_all_archetypes (at_tmp) |
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244 | { |
235 | if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { |
245 | if (at_tmp->type == FOOD || at_tmp->type == DRINK) |
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246 | { |
236 | /* Basically, if the food value is something that is creatable |
247 | /* Basically, if the food value is something that is creatable |
237 | * under the limits of the spell and it is higher than |
248 | * under the limits of the spell and it is higher than |
238 | * the item we have now, take it instead. |
249 | * the item we have now, take it instead. |
239 | */ |
250 | */ |
240 | if (at_tmp->clone.stats.food<=food_value && |
251 | if (at_tmp->stats.food <= food_value |
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252 | && (!at |
241 | (!at || at_tmp->clone.stats.food>at->clone.stats.food)) |
253 | || at_tmp->stats.food > at->stats.food |
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254 | || (at_tmp->stats.food == at->stats.food |
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255 | && at_tmp->weight < at->weight))) |
242 | at=at_tmp; |
256 | at = at_tmp; |
243 | } |
257 | } |
244 | } |
258 | } |
245 | } |
259 | } |
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260 | |
246 | /* 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 |
247 | * know |
262 | * know |
248 | */ |
263 | */ |
249 | if (!at) { |
264 | if (!at) |
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265 | { |
250 | 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."); |
251 | return 0; |
267 | return 0; |
252 | } |
268 | } |
253 | |
269 | |
254 | food_value/=at->clone.stats.food; |
270 | food_value /= at->stats.food; |
255 | new_op = arch_to_object (at); |
271 | new_op = arch_to_object (at); |
256 | new_op->nrof = food_value; |
272 | new_op->nrof = food_value; |
257 | |
273 | |
258 | new_op->value = 0; |
274 | new_op->value = 0; |
259 | if (new_op->nrof<1) new_op->nrof = 1; |
275 | if (new_op->nrof < 1) |
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276 | new_op->nrof = 1; |
260 | |
277 | |
261 | cast_create_obj(op, caster,new_op, dir); |
278 | cast_create_obj (op, caster, new_op, dir); |
262 | return 1; |
279 | return 1; |
263 | } |
280 | } |
264 | |
281 | |
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282 | int |
265 | int probe(object *op, object *caster, object *spell_ob, int dir) { |
283 | probe (object *op, object *caster, object *spell_ob, int dir) |
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284 | { |
266 | int r, mflags, maxrange; |
285 | int r, mflags, maxrange; |
267 | object *tmp; |
286 | object *tmp; |
268 | mapstruct *m; |
287 | maptile *m; |
269 | |
288 | |
270 | |
289 | |
271 | if(!dir) { |
290 | if (!dir) |
|
|
291 | { |
272 | examine_monster(op,op); |
292 | examine_monster (op, op); |
273 | return 1; |
293 | return 1; |
274 | } |
294 | } |
|
|
295 | |
275 | maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); |
296 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
276 | for(r=1;r < maxrange; r++) { |
297 | for (r = 1; r < maxrange; r++) |
|
|
298 | { |
277 | 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]; |
278 | |
300 | |
279 | m = op->map; |
301 | m = op->map; |
280 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
302 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
281 | |
303 | |
282 | if (mflags & P_OUT_OF_MAP) break; |
304 | if (mflags & P_OUT_OF_MAP) |
|
|
305 | break; |
283 | |
306 | |
284 | if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { |
307 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) |
|
|
308 | { |
285 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); |
309 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); |
286 | return 0; |
310 | return 0; |
287 | } |
311 | } |
288 | if (mflags & P_IS_ALIVE) { |
312 | if (mflags & P_IS_ALIVE) |
|
|
313 | { |
289 | for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) |
314 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
290 | if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { |
315 | if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
|
|
316 | { |
291 | new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); |
317 | new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); |
292 | if(tmp->head!=NULL) |
318 | if (tmp->head != NULL) |
293 | tmp=tmp->head; |
319 | tmp = tmp->head; |
294 | examine_monster(op,tmp); |
320 | examine_monster (op, tmp); |
295 | return 1; |
321 | return 1; |
296 | } |
322 | } |
297 | } |
323 | } |
298 | } |
324 | } |
|
|
325 | |
299 | new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); |
326 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
300 | return 1; |
327 | return 1; |
301 | } |
328 | } |
302 | |
|
|
303 | |
329 | |
304 | /* This checks to see if 'pl' is invisible to 'mon'. |
330 | /* This checks to see if 'pl' is invisible to 'mon'. |
305 | * does race check, undead check, etc |
331 | * does race check, undead check, etc |
306 | * Returns TRUE if mon can't see pl, false |
332 | * Returns TRUE if mon can't see pl, false |
307 | * otherwise. This doesn't check range, walls, etc. It |
333 | * otherwise. This doesn't check range, walls, etc. It |
308 | * only checks the racial adjustments, and in fact that |
334 | * only checks the racial adjustments, and in fact that |
309 | * pl is invisible. |
335 | * pl is invisible. |
310 | */ |
336 | */ |
|
|
337 | int |
311 | int makes_invisible_to(object *pl, object *mon) |
338 | makes_invisible_to (object *pl, object *mon) |
312 | { |
339 | { |
313 | |
|
|
314 | if (!pl->invisible) return 0; |
340 | if (!pl->invisible) |
|
|
341 | return 0; |
|
|
342 | |
315 | if (pl->type == PLAYER ) { |
343 | if (pl->type == PLAYER) |
|
|
344 | { |
316 | /* If race isn't set, then invisible unless it is undead */ |
345 | /* If race isn't set, then invisible unless it is undead */ |
317 | if (!pl->contr->invis_race) { |
346 | if (!pl->contr->invis_race) |
|
|
347 | { |
318 | if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; |
348 | if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
319 | return 1; |
349 | return 0; |
|
|
350 | |
|
|
351 | return 1; |
320 | } |
352 | } |
|
|
353 | |
321 | /* invis_race is set if we get here */ |
354 | /* invis_race is set if we get here */ |
322 | if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) |
355 | if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) |
323 | return 1; |
356 | return 1; |
|
|
357 | |
324 | /* No race, can't be invisible to it */ |
358 | /* No race, can't be invisible to it */ |
325 | if (!mon->race) return 0; |
359 | if (!mon->race) |
326 | if (strstr(mon->race, pl->contr->invis_race)) return 1; |
|
|
327 | /* Nothing matched above, return 0 */ |
|
|
328 | return 0; |
360 | return 0; |
329 | } else { |
361 | |
330 | /* monsters are invisible to everything */ |
362 | if (strstr (mon->race, pl->contr->invis_race)) |
331 | return 1; |
363 | return 1; |
|
|
364 | |
|
|
365 | /* Nothing matched above, return 0 */ |
|
|
366 | return 0; |
|
|
367 | } |
|
|
368 | else |
|
|
369 | { |
|
|
370 | /* monsters are invisible to everything */ |
|
|
371 | return 1; |
332 | } |
372 | } |
333 | } |
373 | } |
334 | |
374 | |
335 | /* Makes the player or character invisible. |
375 | /* Makes the player or character invisible. |
336 | * Note the spells to 'stack', but perhaps in odd ways. |
376 | * Note the spells to 'stack', but perhaps in odd ways. |
… | |
… | |
339 | * will determine if you are invisible to undead or normal monsters. |
379 | * will determine if you are invisible to undead or normal monsters. |
340 | * For improved invis, if you cast it with a one of the others, you |
380 | * For improved invis, if you cast it with a one of the others, you |
341 | * lose the improved part of it, and the above statement about undead/ |
381 | * lose the improved part of it, and the above statement about undead/ |
342 | * normal applies. |
382 | * normal applies. |
343 | */ |
383 | */ |
|
|
384 | int |
344 | int cast_invisible(object *op, object *caster, object *spell_ob) { |
385 | cast_invisible (object *op, object *caster, object *spell_ob) |
345 | object *tmp; |
386 | { |
346 | |
|
|
347 | if(op->invisible>1000) { |
387 | if (op->invisible > 1000) |
|
|
388 | { |
348 | 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"); |
349 | return 0; |
390 | return 0; |
350 | } |
391 | } |
351 | |
392 | |
352 | /* Remove the switch with 90% duplicate code - just handle the differences with |
393 | /* Remove the switch with 90% duplicate code - just handle the differences with |
353 | * and if statement or two. |
394 | * and if statement or two. |
354 | */ |
395 | */ |
355 | op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); |
396 | op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
356 | /* max duration */ |
397 | /* max duration */ |
357 | if(op->invisible>1000) op->invisible = 1000; |
398 | if (op->invisible > 1000) |
|
|
399 | op->invisible = 1000; |
358 | |
400 | |
359 | if (op->type == PLAYER) { |
401 | if (op->type == PLAYER) |
360 | if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); |
402 | { |
361 | if (spell_ob->race) |
|
|
362 | op->contr->invis_race = add_refcount(spell_ob->race); |
403 | op->contr->invis_race = spell_ob->race; |
|
|
404 | |
363 | if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) |
405 | if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) |
364 | op->contr->tmp_invis=0; |
406 | op->contr->tmp_invis = 0; |
365 | else |
407 | else |
366 | op->contr->tmp_invis=1; |
408 | op->contr->tmp_invis = 1; |
367 | |
409 | |
368 | op->contr->hidden = 0; |
410 | op->contr->hidden = 0; |
369 | } |
411 | } |
|
|
412 | |
370 | if (makes_invisible_to(op, op)) |
413 | if (makes_invisible_to (op, op)) |
371 | 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!"); |
372 | else |
415 | else |
373 | new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); |
416 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
374 | |
417 | |
375 | update_object(op,UP_OBJ_FACE); |
418 | update_object (op, UP_OBJ_CHANGE); |
376 | |
419 | |
377 | /* Only search the active objects - only these should actually do |
420 | /* Only search the active objects - only these should actually do |
378 | * harm to the player. |
421 | * harm to the player. |
379 | */ |
422 | */ |
380 | for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) |
423 | for_all_actives (tmp) |
381 | if (tmp->enemy == op) |
424 | if (tmp->enemy == op) |
382 | tmp->enemy = NULL; |
425 | tmp->enemy = 0; |
|
|
426 | |
383 | return 1; |
427 | return 1; |
384 | } |
428 | } |
385 | |
429 | |
386 | /* earth to dust spell. Basically destroys earthwalls in the area. |
430 | /* earth to dust spell. Basically destroys earthwalls in the area. |
387 | */ |
431 | */ |
|
|
432 | int |
388 | int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { |
433 | cast_earth_to_dust (object *op, object *caster, object *spell_ob) |
|
|
434 | { |
389 | object *tmp, *next; |
435 | object *tmp, *next; |
390 | int range,i,j, mflags; |
436 | int range, i, j, mflags; |
391 | sint16 sx, sy; |
437 | sint16 sx, sy; |
392 | mapstruct *m; |
438 | maptile *m; |
393 | |
439 | |
394 | if(op->type!=PLAYER) |
440 | if (op->type != PLAYER) |
395 | return 0; |
441 | return 0; |
396 | |
442 | |
397 | range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); |
443 | range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
398 | |
444 | |
399 | for(i= -range;i<=range;i++) |
445 | for (i = -range; i <= range; i++) |
400 | for(j= -range;j<=range;j++) { |
446 | for (j = -range; j <= range; j++) |
|
|
447 | { |
401 | sx = op->x + i; |
448 | sx = op->x + i; |
402 | sy = op->y + j; |
449 | sy = op->y + j; |
403 | m = op->map; |
450 | m = op->map; |
404 | mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); |
451 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
405 | |
452 | |
406 | if (mflags & P_OUT_OF_MAP) continue; |
453 | if (mflags & P_OUT_OF_MAP) |
|
|
454 | continue; |
407 | |
455 | |
408 | // earth to dust tears down everything that can be teared down |
456 | // earth to dust tears down everything that can be teared down |
409 | for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) |
457 | for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) |
410 | { |
458 | { |
411 | next = tmp->above; |
459 | next = tmp->above; |
412 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
460 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
413 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
461 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
414 | } |
|
|
415 | } |
462 | } |
|
|
463 | } |
|
|
464 | |
416 | return 1; |
465 | return 1; |
417 | } |
466 | } |
418 | |
467 | |
419 | |
468 | void |
420 | void execute_word_of_recall(object *op) { |
469 | execute_word_of_recall (object *op) |
421 | object *wor=op; |
470 | { |
422 | while(op!=NULL && op->type!=PLAYER) |
471 | if (object *pl = op->in_player ()) |
423 | op=op->env; |
472 | { |
424 | |
473 | if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) |
425 | if(op!=NULL && op->map) { |
|
|
426 | if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST))) |
|
|
427 | new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); |
474 | new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); |
428 | else |
475 | else |
|
|
476 | { |
|
|
477 | // remove first so we do not call update_stats |
|
|
478 | op->remove (); |
429 | enter_exit(op,wor); |
479 | pl->enter_exit (op); |
|
|
480 | } |
430 | } |
481 | } |
431 | remove_ob(wor); |
482 | |
432 | free_object(wor); |
483 | op->destroy (); |
433 | } |
484 | } |
434 | |
485 | |
435 | /* Word of recall causes the player to return 'home'. |
486 | /* Word of recall causes the player to return 'home'. |
436 | * we put a force into the player object, so that there is a |
487 | * we put a force into the player object, so that there is a |
437 | * time delay effect. |
488 | * time delay effect. |
438 | */ |
489 | */ |
|
|
490 | int |
439 | int cast_word_of_recall(object *op, object *caster, object *spell_ob) { |
491 | cast_word_of_recall (object *op, object *caster, object *spell_ob) |
|
|
492 | { |
440 | object *dummy; |
493 | object *dummy; |
441 | int time; |
494 | int time; |
442 | |
495 | |
443 | if(op->type!=PLAYER) |
496 | if (op->type != PLAYER) |
444 | return 0; |
497 | return 0; |
445 | |
498 | |
446 | if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) |
499 | if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) |
447 | { |
500 | { |
448 | new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); |
501 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
449 | return 1; |
502 | return 1; |
450 | } |
503 | } |
451 | |
504 | |
452 | dummy=get_archetype(FORCE_NAME); |
505 | dummy = get_archetype (FORCE_NAME); |
453 | if(dummy == NULL){ |
506 | if (dummy == NULL) |
|
|
507 | { |
454 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
508 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
455 | LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); |
509 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
456 | return 0; |
510 | return 0; |
457 | } |
511 | } |
|
|
512 | |
458 | time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); |
513 | time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
459 | if (time <1 ) time=1; |
514 | if (time < 1) |
|
|
515 | time = 1; |
460 | |
516 | |
461 | /* value of speed really doesn't make much difference, as long as it is |
517 | /* value of speed really doesn't make much difference, as long as it is |
462 | * positive. Lower value may be useful so that the problem doesn't |
518 | * positive. Lower value may be useful so that the problem doesn't |
463 | * do anything really odd if it say a -1000 or something. |
519 | * do anything really odd if it say a -1000 or something. |
464 | */ |
520 | */ |
465 | dummy->speed = 0.002; |
521 | dummy->set_speed (0.002); |
466 | update_ob_speed(dummy); |
|
|
467 | dummy->speed_left = -dummy->speed * time; |
522 | dummy->speed_left = -dummy->speed * time; |
468 | dummy->type=SPELL_EFFECT; |
523 | dummy->type = SPELL_EFFECT; |
469 | dummy->subtype = SP_WORD_OF_RECALL; |
524 | dummy->subtype = SP_WORD_OF_RECALL; |
470 | |
525 | |
471 | /* If we could take advantage of enter_player_savebed() here, it would be |
526 | /* If we could take advantage of enter_player_savebed() here, it would be |
472 | * nice, but until the map load fails, we can't. |
527 | * nice, but until the map load fails, we can't. |
473 | */ |
528 | */ |
474 | EXIT_PATH(dummy) = add_string(op->contr->savebed_map); |
529 | EXIT_PATH (dummy) = op->contr->savebed_map; |
475 | EXIT_X(dummy) = op->contr->bed_x; |
530 | EXIT_X (dummy) = op->contr->bed_x; |
476 | EXIT_Y(dummy) = op->contr->bed_y; |
531 | EXIT_Y (dummy) = op->contr->bed_y; |
477 | |
532 | |
478 | (void) insert_ob_in_ob(dummy,op); |
533 | op->insert (dummy); |
|
|
534 | |
479 | new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); |
535 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
|
|
536 | |
480 | return 1; |
537 | return 1; |
481 | } |
538 | } |
482 | |
539 | |
483 | /* cast_wonder |
540 | /* cast_wonder |
484 | * wonder is really just a spell that will likely cast another |
541 | * wonder is really just a spell that will likely cast another |
485 | * spell. |
542 | * spell. |
486 | */ |
543 | */ |
|
|
544 | int |
487 | int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { |
545 | cast_wonder (object *op, object *caster, int dir, object *spell_ob) |
|
|
546 | { |
488 | object *newspell; |
547 | object *newspell; |
489 | |
548 | |
490 | if(!rndm(0, 3)) |
549 | if (!rndm (0, 3)) |
491 | return cast_cone(op,caster,dir, spell_ob); |
550 | return cast_cone (op, caster, dir, spell_ob); |
492 | |
551 | |
493 | if (spell_ob->randomitems) { |
552 | if (spell_ob->randomitems) |
|
|
553 | { |
494 | newspell = generate_treasure(spell_ob->randomitems, caster->level); |
554 | newspell = generate_treasure (spell_ob->randomitems, caster->level); |
495 | if (!newspell) { |
555 | if (!newspell) |
|
|
556 | { |
496 | LOG(llevError,"cast_wonder: Unable to get a spell!\n"); |
557 | LOG (llevError, "cast_wonder: Unable to get a spell!\n"); |
497 | return 0; |
558 | return 0; |
498 | } |
559 | } |
499 | if (newspell->type != SPELL) { |
560 | if (newspell->type != SPELL) |
|
|
561 | { |
500 | LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", |
562 | LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name); |
501 | newspell->type, newspell->name); |
|
|
502 | return 0; |
563 | return 0; |
503 | } |
564 | } |
504 | /* Prevent inifinit recursion */ |
565 | /* Prevent inifinit recursion */ |
505 | if (newspell->subtype == SP_WONDER) { |
566 | if (newspell->subtype == SP_WONDER) |
|
|
567 | { |
506 | LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); |
568 | LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n"); |
507 | return 0; |
569 | return 0; |
508 | } |
570 | } |
509 | return cast_spell(op,caster,dir,newspell, NULL); |
571 | return cast_spell (op, caster, dir, newspell, NULL); |
510 | } |
572 | } |
511 | return 1; |
573 | return 1; |
512 | } |
574 | } |
513 | |
575 | |
514 | |
576 | int |
515 | int perceive_self(object *op) { |
577 | perceive_self (object *op) |
516 | char *cp=describe_item(op, op), buf[MAX_BUF]; |
578 | { |
|
|
579 | const char *cp = describe_item (op, op); |
517 | archetype *at=find_archetype(ARCH_DEPLETION); |
580 | archetype *at = archetype::find (ARCH_DEPLETION); |
518 | object *tmp; |
|
|
519 | int i; |
|
|
520 | |
581 | |
521 | tmp=find_god(determine_god(op)); |
582 | dynbuf_text buf; |
522 | if (tmp) |
583 | |
523 | new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name); |
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 | |
|
|
588 | if (object *god = find_god (determine_god (op))) |
|
|
589 | buf << "You worship " << &god->name << ".\n"; |
524 | else |
590 | else |
525 | new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); |
591 | buf << "You worship no god.\n"; |
526 | |
592 | |
527 | tmp=present_arch_in_ob(at,op); |
593 | object *tmp = present_arch_in_ob (at, op); |
528 | |
594 | |
529 | if(*cp=='\0' && tmp==NULL) |
595 | if (*cp == '\0' && tmp == NULL) |
530 | new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); |
596 | buf << "You feel very mundane. "; |
531 | else { |
597 | else |
532 | new_draw_info(NDI_UNIQUE, 0,op,"You have:"); |
598 | { |
533 | new_draw_info(NDI_UNIQUE, 0,op,cp); |
599 | buf << "You have: " << cp << ".\n"; |
534 | if (tmp!=NULL) { |
600 | |
|
|
601 | if (tmp) |
535 | for (i=0; i<NUM_STATS; i++) { |
602 | for (int i = 0; i < NUM_STATS; i++) |
536 | if (get_attr_value(&tmp->stats, i)<0) { |
603 | if (tmp->stats.stat (i) < 0) |
537 | new_draw_info_format(NDI_UNIQUE, 0,op, |
604 | buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); |
538 | "Your %s is depleted by %d", statname[i], |
|
|
539 | -(get_attr_value(&tmp->stats,i))); |
|
|
540 | } |
|
|
541 | } |
|
|
542 | } |
|
|
543 | } |
605 | } |
544 | |
606 | |
545 | if (is_dragon_pl(op)) { |
607 | if (is_dragon_pl (op)) |
546 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
608 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
547 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { |
609 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
610 | { |
548 | if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { |
611 | if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) |
|
|
612 | { |
549 | if(tmp->stats.exp == 0) { |
613 | if (tmp->stats.exp == 0) |
550 | sprintf(buf, "Your metabolism isn't focused on anything."); |
614 | buf << "Your metabolism isn't focused on anything.\n"; |
551 | } else { |
615 | else |
552 | 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"; |
553 | } |
617 | |
554 | new_draw_info(NDI_UNIQUE, 0,op, buf); |
|
|
555 | break; |
618 | break; |
556 | } |
619 | } |
557 | } |
620 | } |
558 | } |
621 | |
|
|
622 | buf << '\0'; // zero-terminate |
|
|
623 | |
|
|
624 | new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ()); |
|
|
625 | |
559 | return 1; |
626 | return 1; |
560 | } |
627 | } |
561 | |
|
|
562 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
|
|
563 | * |
|
|
564 | * This function cast the spell of town portal for op |
|
|
565 | * |
|
|
566 | * The spell operates in two passes. During the first one a place |
|
|
567 | * is marked as a destination for the portal. During the second one, |
|
|
568 | * 2 portals are created, one in the position the player cast it and |
|
|
569 | * one in the destination place. The portal are synchronized and 2 forces |
|
|
570 | * are inserted in the player to destruct the portal next time player |
|
|
571 | * creates a new portal pair. |
|
|
572 | * This spell has a side effect that it allows people to meet each other |
|
|
573 | * in a permanent, private, appartements by making a town portal from it |
|
|
574 | * to the town or another public place. So, check if the map is unique and if |
|
|
575 | * so return an error |
|
|
576 | * |
|
|
577 | * Code by Tchize (david.delbecq@usa.net) |
|
|
578 | */ |
|
|
579 | int cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
|
|
580 | { |
|
|
581 | object *dummy, *force, *old_force, *tmp; |
|
|
582 | archetype *perm_portal; |
|
|
583 | char portal_name [1024], portal_message [1024]; |
|
|
584 | sint16 exitx, exity; |
|
|
585 | mapstruct *exitmap; |
|
|
586 | int op_level; |
|
|
587 | |
|
|
588 | |
|
|
589 | /* Check to see if the map the player is currently on is a per player unique |
|
|
590 | * map. This can be determined in that per player unique maps have the |
|
|
591 | * full pathname listed. |
|
|
592 | */ |
|
|
593 | if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) && |
|
|
594 | settings.create_home_portals != TRUE ) |
|
|
595 | { |
|
|
596 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n"); |
|
|
597 | return 0; |
|
|
598 | } |
|
|
599 | |
|
|
600 | /* The first thing to do is to check if we have a marked destination |
|
|
601 | * dummy is used to make a check inventory for the force |
|
|
602 | */ |
|
|
603 | dummy=arch_to_object(spell->other_arch); |
|
|
604 | if(dummy == NULL){ |
|
|
605 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
|
|
606 | LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",op->name); |
|
|
607 | return 0; |
|
|
608 | } |
|
|
609 | force=check_inv_recursive (op,dummy); |
|
|
610 | |
|
|
611 | if (force==NULL) { |
|
|
612 | /* Here we know there is no destination marked up. |
|
|
613 | * We have 2 things to do: |
|
|
614 | * 1. Mark the destination in the player inventory. |
|
|
615 | * 2. Let the player know it worked. |
|
|
616 | */ |
|
|
617 | free_string (dummy->name); |
|
|
618 | dummy->name = add_string (op->map->path); |
|
|
619 | EXIT_X(dummy)= op->x; |
|
|
620 | EXIT_Y(dummy)= op->y; |
|
|
621 | insert_ob_in_ob (dummy,op); |
|
|
622 | 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."); |
|
|
623 | return 1; |
|
|
624 | } |
|
|
625 | free_object (dummy); |
|
|
626 | |
|
|
627 | /* Here we know where the town portal should go to |
|
|
628 | * We should kill any existing portal associated with the player. |
|
|
629 | * Than we should create the 2 portals. |
|
|
630 | * For each of them, we need: |
|
|
631 | * - To create the portal with the name of the player+destination map |
|
|
632 | * - set the owner of the town portal |
|
|
633 | * - To mark the position of the portal in the player's inventory |
|
|
634 | * for easier destruction. |
|
|
635 | * |
|
|
636 | * The mark works has follow: |
|
|
637 | * slaying: Existing town portal |
|
|
638 | * hp, sp : x & y of the associated portal |
|
|
639 | * name : name of the portal |
|
|
640 | * race : map the portal is in |
|
|
641 | */ |
|
|
642 | |
|
|
643 | /* First step: killing existing town portals */ |
|
|
644 | dummy=get_archetype(spell->race); |
|
|
645 | if(dummy == NULL){ |
|
|
646 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
|
|
647 | LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name); |
|
|
648 | return 0; |
|
|
649 | } |
|
|
650 | perm_portal = find_archetype (spell->slaying); |
|
|
651 | |
|
|
652 | /* To kill a town portal, we go trough the player's inventory, |
|
|
653 | * for each marked portal in player's inventory, |
|
|
654 | * -We try load the associated map (if impossible, consider the portal destructed) |
|
|
655 | * -We find any portal in the specified location. |
|
|
656 | * If it has the good name, we destruct it. |
|
|
657 | * -We destruct the force indicating that portal. |
|
|
658 | */ |
|
|
659 | while ( (old_force=check_inv_recursive (op,dummy))) { |
|
|
660 | exitx=EXIT_X(old_force); |
|
|
661 | exity=EXIT_Y(old_force); |
|
|
662 | LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",old_force->race,exitx,exity); |
|
|
663 | |
|
|
664 | if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir))) |
|
|
665 | exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE); |
|
|
666 | else exitmap = ready_map_name(old_force->race, 0); |
|
|
667 | |
|
|
668 | if (exitmap) { |
|
|
669 | tmp=present_arch (perm_portal,exitmap,exitx,exity); |
|
|
670 | while (tmp) { |
|
|
671 | if (tmp->name == old_force->name) { |
|
|
672 | remove_ob (tmp); |
|
|
673 | free_object (tmp); |
|
|
674 | break; |
|
|
675 | } else { |
|
|
676 | tmp = tmp->above; |
|
|
677 | } |
|
|
678 | } |
|
|
679 | } |
|
|
680 | remove_ob (old_force); |
|
|
681 | free_object (old_force); |
|
|
682 | LOG (llevDebug,"\n"); |
|
|
683 | } |
|
|
684 | free_object (dummy); |
|
|
685 | |
|
|
686 | /* Creating the portals. |
|
|
687 | * The very first thing to do is to ensure |
|
|
688 | * access to the destination map. |
|
|
689 | * If we can't, don't fizzle. Simply warn player. |
|
|
690 | * This ensure player pays his mana for the spell |
|
|
691 | * because HE is responsible of forgotting. |
|
|
692 | * 'force' is the destination of the town portal, which we got |
|
|
693 | * from the players inventory above. |
|
|
694 | */ |
|
|
695 | |
|
|
696 | /* Ensure exit map is loaded*/ |
|
|
697 | if (!strncmp(force->name, settings.localdir, strlen(settings.localdir))) |
|
|
698 | exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE); |
|
|
699 | else |
|
|
700 | exitmap = ready_map_name(force->name, 0); |
|
|
701 | |
|
|
702 | /* If we were unable to load (ex. random map deleted), warn player*/ |
|
|
703 | if (exitmap==NULL) { |
|
|
704 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?"); |
|
|
705 | remove_ob(force); |
|
|
706 | free_object(force); |
|
|
707 | return 1; |
|
|
708 | } |
|
|
709 | |
|
|
710 | op_level = caster_level(caster, spell); |
|
|
711 | if (op_level<15) |
|
|
712 | snprintf (portal_message,1024,"\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",op->name); |
|
|
713 | else if (op_level<30) |
|
|
714 | snprintf (portal_message,1024,"\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); |
|
|
715 | else if (op_level<60) |
|
|
716 | snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); |
|
|
717 | else snprintf (portal_message,1024,"\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",op->name); |
|
|
718 | |
|
|
719 | /* Create a portal in front of player |
|
|
720 | * dummy contain the portal and |
|
|
721 | * force contain the track to kill it later |
|
|
722 | */ |
|
|
723 | |
|
|
724 | snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name); |
|
|
725 | dummy=get_archetype(spell->slaying); /*The portal*/ |
|
|
726 | if(dummy == NULL) { |
|
|
727 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
|
|
728 | LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name); |
|
|
729 | return 0; |
|
|
730 | } |
|
|
731 | EXIT_PATH(dummy) = add_string (force->name); |
|
|
732 | EXIT_X(dummy)=EXIT_X(force); |
|
|
733 | EXIT_Y(dummy)=EXIT_Y(force); |
|
|
734 | FREE_AND_COPY(dummy->name, portal_name); |
|
|
735 | FREE_AND_COPY(dummy->name_pl, portal_name); |
|
|
736 | dummy->msg=add_string (portal_message); |
|
|
737 | dummy->race=add_string (op->name); /*Save the owner of the portal*/ |
|
|
738 | cast_create_obj (op, caster, dummy, 0); |
|
|
739 | |
|
|
740 | /* Now we need to to create a town portal marker inside the player |
|
|
741 | * object, so on future castings, we can know that he has an active |
|
|
742 | * town portal. |
|
|
743 | */ |
|
|
744 | tmp=get_archetype(spell->race); |
|
|
745 | if(tmp == NULL){ |
|
|
746 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
|
|
747 | LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name); |
|
|
748 | return 0; |
|
|
749 | } |
|
|
750 | tmp->race=add_string (op->map->path); |
|
|
751 | FREE_AND_COPY(tmp->name, portal_name); |
|
|
752 | EXIT_X(tmp)=dummy->x; |
|
|
753 | EXIT_Y(tmp)=dummy->y; |
|
|
754 | insert_ob_in_ob (tmp,op); |
|
|
755 | |
|
|
756 | /* Create a portal in the destination map |
|
|
757 | * dummy contain the portal and |
|
|
758 | * force the track to kill it later |
|
|
759 | * the 'force' variable still contains the 'reminder' of |
|
|
760 | * where this portal goes to. |
|
|
761 | */ |
|
|
762 | snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path); |
|
|
763 | dummy=get_archetype (spell->slaying); /*The portal*/ |
|
|
764 | if(dummy == NULL) { |
|
|
765 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
|
|
766 | LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name); |
|
|
767 | return 0; |
|
|
768 | } |
|
|
769 | EXIT_PATH(dummy) = add_string (op->map->path); |
|
|
770 | EXIT_X(dummy)=op->x; |
|
|
771 | EXIT_Y(dummy)=op->y; |
|
|
772 | FREE_AND_COPY(dummy->name, portal_name); |
|
|
773 | FREE_AND_COPY(dummy->name_pl, portal_name); |
|
|
774 | dummy->msg=add_string (portal_message); |
|
|
775 | dummy->x=EXIT_X(force); |
|
|
776 | dummy->y=EXIT_Y(force); |
|
|
777 | dummy->race=add_string (op->name); /*Save the owner of the portal*/ |
|
|
778 | insert_ob_in_map(dummy,exitmap,op,0); |
|
|
779 | |
|
|
780 | /* Now we create another town portal marker that |
|
|
781 | * points back to the one we just made |
|
|
782 | */ |
|
|
783 | tmp=get_archetype(spell->race); |
|
|
784 | if(tmp == NULL){ |
|
|
785 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
|
|
786 | LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name); |
|
|
787 | return 0; |
|
|
788 | } |
|
|
789 | tmp->race=add_string(force->name); |
|
|
790 | FREE_AND_COPY(tmp->name, portal_name); |
|
|
791 | EXIT_X(tmp)=dummy->x; |
|
|
792 | EXIT_Y(tmp)=dummy->y; |
|
|
793 | insert_ob_in_ob (tmp,op); |
|
|
794 | |
|
|
795 | /* Describe the player what happened |
|
|
796 | */ |
|
|
797 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home."); |
|
|
798 | remove_ob(force); /* Delete the force inside the player*/ |
|
|
799 | free_object(force); |
|
|
800 | return 1; |
|
|
801 | } |
|
|
802 | |
|
|
803 | |
628 | |
804 | /* This creates magic walls. Really, it can create most any object, |
629 | /* This creates magic walls. Really, it can create most any object, |
805 | * within some reason. |
630 | * within some reason. |
806 | */ |
631 | */ |
807 | |
632 | int |
808 | int magic_wall(object *op,object *caster,int dir,object *spell_ob) { |
633 | magic_wall (object *op, object *caster, int dir, object *spell_ob) |
809 | object *tmp, *tmp2; |
634 | { |
|
|
635 | object *tmp; |
810 | int i,posblocked,negblocked, maxrange; |
636 | int i, posblocked, negblocked, maxrange; |
811 | sint16 x, y; |
637 | sint16 x, y; |
812 | mapstruct *m; |
638 | maptile *m; |
813 | const char *name; |
639 | const char *name; |
814 | archetype *at; |
640 | archetype *at; |
815 | |
641 | |
816 | if(!dir) { |
642 | if (!dir) |
|
|
643 | { |
817 | dir=op->facing; |
644 | dir = op->facing; |
818 | x = op->x; |
645 | x = op->x; |
819 | y = op->y; |
646 | y = op->y; |
820 | } else { |
647 | } |
|
|
648 | else |
|
|
649 | { |
821 | x = op->x+freearr_x[dir]; |
650 | x = op->x + freearr_x[dir]; |
822 | y = op->y+freearr_y[dir]; |
651 | y = op->y + freearr_y[dir]; |
823 | } |
652 | } |
|
|
653 | |
824 | m = op->map; |
654 | m = op->map; |
825 | |
655 | |
826 | if ((spell_ob->move_block || x != op->x || y != op->y) && |
656 | if ((spell_ob->move_block || x != op->x || y != op->y) && |
827 | (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) || |
657 | (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || |
828 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) { |
658 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) |
|
|
659 | { |
829 | new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
660 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
830 | return 0; |
661 | return 0; |
831 | } |
662 | } |
|
|
663 | |
832 | if (spell_ob->other_arch) { |
664 | if (spell_ob->other_arch) |
833 | tmp = arch_to_object(spell_ob->other_arch); |
665 | tmp = arch_to_object (spell_ob->other_arch); |
834 | } else if (spell_ob->race) { |
666 | else if (spell_ob->race) |
|
|
667 | { |
835 | char buf1[MAX_BUF]; |
668 | char buf1[MAX_BUF]; |
836 | |
669 | |
837 | sprintf(buf1,spell_ob->race,dir); |
670 | sprintf (buf1, spell_ob->race, dir); |
838 | at = find_archetype(buf1); |
671 | at = archetype::find (buf1); |
839 | if (!at) { |
672 | if (!at) |
|
|
673 | { |
840 | LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); |
674 | LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); |
841 | new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); |
675 | new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); |
842 | return 0; |
676 | return 0; |
843 | } |
677 | } |
|
|
678 | |
844 | tmp = arch_to_object(at); |
679 | tmp = arch_to_object (at); |
845 | } else { |
680 | } |
|
|
681 | else |
|
|
682 | { |
846 | LOG(llevError,"magic_wall: spell %s lacks other_arch\n", |
683 | LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); |
847 | spell_ob->name); |
|
|
848 | return 0; |
684 | return 0; |
849 | } |
685 | } |
850 | |
686 | |
851 | if (tmp->type == SPELL_EFFECT) { |
687 | if (tmp->type == SPELL_EFFECT) |
|
|
688 | { |
852 | tmp->attacktype = spell_ob->attacktype; |
689 | tmp->attacktype = spell_ob->attacktype; |
853 | tmp->duration = spell_ob->duration + |
690 | tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
854 | SP_level_duration_adjust(caster, spell_ob); |
691 | tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
855 | tmp->stats.dam = spell_ob->stats.dam + |
|
|
856 | SP_level_dam_adjust(caster, spell_ob); |
|
|
857 | tmp->range = 0; |
692 | tmp->range = 0; |
|
|
693 | } |
858 | } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { |
694 | else if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
859 | tmp->stats.hp = spell_ob->duration + |
695 | { |
860 | SP_level_duration_adjust(caster, spell_ob); |
696 | tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
861 | tmp->stats.maxhp = tmp->stats.hp; |
697 | tmp->stats.maxhp = tmp->stats.hp; |
862 | set_owner(tmp,op); |
|
|
863 | set_spell_skill(op, caster, spell_ob, tmp); |
|
|
864 | } |
698 | } |
|
|
699 | |
865 | if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { |
700 | if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) |
866 | tmp->stats.food = spell_ob->duration + |
701 | { |
867 | SP_level_duration_adjust(caster, spell_ob); |
702 | tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
868 | SET_FLAG(tmp, FLAG_IS_USED_UP); |
703 | SET_FLAG (tmp, FLAG_IS_USED_UP); |
869 | } |
704 | } |
|
|
705 | |
870 | if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { |
706 | if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) |
|
|
707 | { |
871 | tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); |
708 | tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
872 | tmp->stats.maxhp = tmp->stats.hp; |
709 | tmp->stats.maxhp = tmp->stats.hp; |
873 | SET_FLAG(tmp, FLAG_TEAR_DOWN); |
710 | SET_FLAG (tmp, FLAG_TEAR_DOWN); |
874 | SET_FLAG(tmp, FLAG_ALIVE); |
711 | SET_FLAG (tmp, FLAG_ALIVE); |
875 | } |
712 | } |
876 | |
713 | |
877 | /* This can't really hurt - if the object doesn't kill anything, |
714 | /* This can't really hurt - if the object doesn't kill anything, |
878 | * these fields just won't be used. |
715 | * these fields just won't be used. Do not set the owner for |
|
|
716 | * earthwalls, though, so they survive restarts. |
879 | */ |
717 | */ |
|
|
718 | if (tmp->type != EARTHWALL) //TODO |
880 | set_owner(tmp,op); |
719 | tmp->set_owner (op); |
|
|
720 | |
881 | set_spell_skill(op, caster, spell_ob, tmp); |
721 | set_spell_skill (op, caster, spell_ob, tmp); |
882 | tmp->x = x; |
|
|
883 | tmp->y = y; |
|
|
884 | tmp->level = caster_level(caster, spell_ob) / 2; |
722 | tmp->level = caster_level (caster, spell_ob) / 2; |
885 | |
723 | |
886 | name = tmp->name; |
724 | name = tmp->name; |
887 | if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { |
725 | if (!(tmp = m->insert (tmp, x, y, op))) |
|
|
726 | { |
888 | 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); |
889 | return 0; |
728 | return 0; |
890 | } |
729 | } |
|
|
730 | |
891 | /* 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 */ |
892 | if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
732 | if (tmp->other_arch && tmp->other_arch->type == SPELL) |
893 | insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); |
733 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
894 | |
734 | |
895 | /* This code causes the wall to extend some distance in |
735 | /* This code causes the wall to extend some distance in |
896 | * each direction, or until an obstruction is encountered. |
736 | * each direction, or until an obstruction is encountered. |
897 | * posblocked and negblocked help determine how far the |
737 | * posblocked and negblocked help determine how far the |
898 | * created wall can extend, it won't go extend through |
738 | * created wall can extend, it won't go extend through |
899 | * blocked spaces. |
739 | * blocked spaces. |
900 | */ |
740 | */ |
901 | maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); |
741 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
902 | posblocked=0; |
742 | posblocked = 0; |
903 | negblocked=0; |
743 | negblocked = 0; |
904 | |
744 | |
905 | for(i=1; i<=maxrange; i++) { |
745 | for (i = 1; i <= maxrange; i++) |
|
|
746 | { |
906 | int dir2; |
747 | int dir2; |
907 | |
748 | |
908 | dir2 = (dir<4)?(dir+2):dir-2; |
749 | dir2 = (dir < 4) ? (dir + 2) : dir - 2; |
909 | |
750 | |
910 | x = tmp->x+i*freearr_x[dir2]; |
751 | x = tmp->x + i * freearr_x[dir2]; |
911 | y = tmp->y+i*freearr_y[dir2]; |
752 | y = tmp->y + i * freearr_y[dir2]; |
912 | m = tmp->map; |
753 | m = tmp->map; |
913 | |
754 | |
914 | if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && |
755 | if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
915 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && |
756 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) |
916 | !posblocked) { |
757 | { |
917 | tmp2 = get_object(); |
758 | object *tmp2 = tmp->clone (); |
918 | copy_object(tmp,tmp2); |
759 | m->insert (tmp2, x, y, op); |
919 | tmp2->x = x; |
760 | |
920 | tmp2->y = y; |
|
|
921 | insert_ob_in_map(tmp2,m,op,0); |
|
|
922 | /* 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 */ |
923 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
762 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
924 | insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); |
763 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
925 | |
764 | |
|
|
765 | } |
|
|
766 | else |
926 | } else posblocked=1; |
767 | posblocked = 1; |
927 | |
768 | |
928 | x = tmp->x-i*freearr_x[dir2]; |
769 | x = tmp->x - i * freearr_x[dir2]; |
929 | y = tmp->y-i*freearr_y[dir2]; |
770 | y = tmp->y - i * freearr_y[dir2]; |
930 | m = tmp->map; |
771 | m = tmp->map; |
931 | |
772 | |
932 | if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && |
773 | if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
933 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && |
774 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
934 | !negblocked) { |
775 | { |
935 | tmp2 = get_object(); |
776 | object *tmp2 = tmp->clone (); |
936 | copy_object(tmp,tmp2); |
777 | m->insert (tmp2, x, y, op); |
937 | tmp2->x = x; |
778 | |
938 | tmp2->y = y; |
|
|
939 | insert_ob_in_map(tmp2,m,op,0); |
|
|
940 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
779 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
941 | insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); |
780 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
|
|
781 | } |
|
|
782 | else |
942 | } else negblocked=1; |
783 | negblocked = 1; |
943 | } |
784 | } |
944 | |
785 | |
945 | if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) |
786 | if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) |
946 | update_all_los(op->map, op->x, op->y); |
787 | update_all_los (op->map, op->x, op->y); |
947 | |
788 | |
|
|
789 | return 1; |
|
|
790 | } |
|
|
791 | |
|
|
792 | int |
|
|
793 | dimension_door (object *op, object *caster, object *spob, int dir) |
|
|
794 | { |
|
|
795 | uint32 dist, maxdist; |
|
|
796 | int mflags; |
|
|
797 | maptile *m; |
|
|
798 | sint16 sx, sy; |
|
|
799 | |
|
|
800 | if (op->type != PLAYER) |
|
|
801 | return 0; |
|
|
802 | |
|
|
803 | if (!dir) |
|
|
804 | { |
|
|
805 | new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); |
|
|
806 | return 0; |
|
|
807 | } |
|
|
808 | |
|
|
809 | /* Given the new outdoor maps, can't let players dimension door for |
|
|
810 | * ever, so put limits in. |
|
|
811 | */ |
|
|
812 | maxdist = spob->range + SP_level_range_adjust (caster, spob); |
|
|
813 | |
|
|
814 | if (op->contr->count) |
|
|
815 | { |
|
|
816 | if (op->contr->count > maxdist) |
|
|
817 | { |
|
|
818 | new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); |
|
|
819 | return 0; |
|
|
820 | } |
|
|
821 | |
|
|
822 | for (dist = 0; dist < op->contr->count; dist++) |
|
|
823 | { |
|
|
824 | mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); |
|
|
825 | |
|
|
826 | if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) |
|
|
827 | break; |
|
|
828 | |
|
|
829 | if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
|
|
830 | break; |
|
|
831 | } |
|
|
832 | |
|
|
833 | if (dist < op->contr->count) |
|
|
834 | { |
|
|
835 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); |
|
|
836 | op->contr->count = 0; |
|
|
837 | return 0; |
|
|
838 | } |
|
|
839 | |
|
|
840 | op->contr->count = 0; |
|
|
841 | |
|
|
842 | /* Remove code that puts player on random space on maps. IMO, |
|
|
843 | * a lot of maps probably have areas the player should not get to, |
|
|
844 | * but may not be marked as NO_MAGIC (as they may be bounded |
|
|
845 | * by such squares). Also, there are probably treasure rooms and |
|
|
846 | * lots of other maps that protect areas with no magic, but the |
|
|
847 | * areas themselves don't contain no magic spaces. |
|
|
848 | */ |
|
|
849 | /* This call here is really just to normalize the coordinates */ |
|
|
850 | mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy); |
|
|
851 | if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
|
|
852 | { |
|
|
853 | new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n"); |
|
|
854 | return 1; /* Maybe the penalty should be more severe... */ |
|
|
855 | } |
|
|
856 | } |
|
|
857 | else |
|
|
858 | { |
|
|
859 | /* Player didn't specify a distance, so lets see how far |
|
|
860 | * we can move the player. Don't know why this stopped on |
|
|
861 | * spaces that blocked the players view. |
|
|
862 | */ |
|
|
863 | |
|
|
864 | for (dist = 0; dist < maxdist; dist++) |
|
|
865 | { |
|
|
866 | mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); |
|
|
867 | |
|
|
868 | if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) |
|
|
869 | break; |
|
|
870 | |
|
|
871 | if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
|
|
872 | break; |
|
|
873 | |
|
|
874 | } |
|
|
875 | |
|
|
876 | /* If the destination is blocked, keep backing up until we |
|
|
877 | * find a place for the player. |
|
|
878 | */ |
|
|
879 | for (; dist > 0; dist--) |
|
|
880 | { |
|
|
881 | if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, |
|
|
882 | &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) |
|
|
883 | continue; |
|
|
884 | |
|
|
885 | |
|
|
886 | if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
|
|
887 | break; |
|
|
888 | |
|
|
889 | } |
|
|
890 | if (!dist) |
|
|
891 | { |
|
|
892 | new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); |
|
|
893 | return 0; |
|
|
894 | } |
|
|
895 | } |
|
|
896 | |
|
|
897 | /* Actually move the player now */ |
|
|
898 | if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) |
948 | return 1; |
899 | return 1; |
949 | } |
|
|
950 | |
900 | |
951 | int dimension_door(object *op,object *caster, object *spob, int dir) { |
|
|
952 | uint32 dist, maxdist; |
|
|
953 | int mflags; |
|
|
954 | mapstruct *m; |
|
|
955 | sint16 sx, sy; |
|
|
956 | |
|
|
957 | if(op->type!=PLAYER) |
|
|
958 | return 0; |
|
|
959 | |
|
|
960 | if(!dir) { |
|
|
961 | new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); |
|
|
962 | return 0; |
|
|
963 | } |
|
|
964 | |
|
|
965 | /* Given the new outdoor maps, can't let players dimension door for |
|
|
966 | * ever, so put limits in. |
|
|
967 | */ |
|
|
968 | maxdist = spob->range + |
|
|
969 | SP_level_range_adjust(caster, spob); |
|
|
970 | |
|
|
971 | if(op->contr->count) { |
|
|
972 | if (op->contr->count > maxdist) { |
|
|
973 | new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!"); |
|
|
974 | return 0; |
|
|
975 | } |
|
|
976 | |
|
|
977 | for(dist=0;dist<op->contr->count; dist++) { |
|
|
978 | mflags = get_map_flags(op->map, &m, |
|
|
979 | op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1), |
|
|
980 | &sx, &sy); |
|
|
981 | |
|
|
982 | if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break; |
|
|
983 | |
|
|
984 | if ((mflags & P_BLOCKSVIEW) && |
|
|
985 | OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break; |
|
|
986 | } |
|
|
987 | |
|
|
988 | if(dist<op->contr->count) { |
|
|
989 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n"); |
|
|
990 | op->contr->count=0; |
|
|
991 | return 0; |
|
|
992 | } |
|
|
993 | op->contr->count=0; |
|
|
994 | |
|
|
995 | /* Remove code that puts player on random space on maps. IMO, |
|
|
996 | * a lot of maps probably have areas the player should not get to, |
|
|
997 | * but may not be marked as NO_MAGIC (as they may be bounded |
|
|
998 | * by such squares). Also, there are probably treasure rooms and |
|
|
999 | * lots of other maps that protect areas with no magic, but the |
|
|
1000 | * areas themselves don't contain no magic spaces. |
|
|
1001 | */ |
|
|
1002 | /* This call here is really just to normalize the coordinates */ |
|
|
1003 | mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist, |
|
|
1004 | &sx, &sy); |
|
|
1005 | if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) { |
|
|
1006 | new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n"); |
|
|
1007 | return 1; /* Maybe the penalty should be more severe... */ |
|
|
1008 | } |
|
|
1009 | } else { |
|
|
1010 | /* Player didn't specify a distance, so lets see how far |
|
|
1011 | * we can move the player. Don't know why this stopped on |
|
|
1012 | * spaces that blocked the players view. |
|
|
1013 | */ |
|
|
1014 | |
|
|
1015 | for(dist=0; dist < maxdist; dist++) { |
|
|
1016 | mflags = get_map_flags(op->map, &m, |
|
|
1017 | op->x+freearr_x[dir] * (dist+1), |
|
|
1018 | op->y+freearr_y[dir] * (dist+1), |
|
|
1019 | &sx, &sy); |
|
|
1020 | |
|
|
1021 | if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break; |
|
|
1022 | |
|
|
1023 | if ((mflags & P_BLOCKSVIEW) && |
|
|
1024 | OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break; |
|
|
1025 | |
|
|
1026 | } |
|
|
1027 | |
|
|
1028 | /* If the destination is blocked, keep backing up until we |
|
|
1029 | * find a place for the player. |
|
|
1030 | */ |
|
|
1031 | for(;dist>0; dist--) { |
|
|
1032 | if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist, |
|
|
1033 | &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue; |
|
|
1034 | |
|
|
1035 | |
|
|
1036 | if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break; |
|
|
1037 | |
|
|
1038 | } |
|
|
1039 | if(!dist) { |
|
|
1040 | new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n"); |
|
|
1041 | return 0; |
|
|
1042 | } |
|
|
1043 | } |
|
|
1044 | |
|
|
1045 | /* Actually move the player now */ |
|
|
1046 | remove_ob(op); |
|
|
1047 | op->x+=freearr_x[dir]*dist; |
|
|
1048 | op->y+=freearr_y[dir]*dist; |
|
|
1049 | if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL) |
|
|
1050 | return 1; |
|
|
1051 | |
|
|
1052 | op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ |
901 | op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
1053 | return 1; |
902 | return 1; |
1054 | } |
903 | } |
1055 | |
904 | |
1056 | |
905 | |
1057 | /* cast_heal: Heals something. |
906 | /* cast_heal: Heals something. |
1058 | * op is the caster. |
907 | * op is the caster. |
1059 | * dir is the direction he is casting it in. |
908 | * dir is the direction he is casting it in. |
1060 | * spell is the spell object. |
909 | * spell is the spell object. |
1061 | */ |
910 | */ |
|
|
911 | int |
1062 | int cast_heal(object *op,object *caster, object *spell, int dir) { |
912 | cast_heal (object *op, object *caster, object *spell, int dir) |
|
|
913 | { |
1063 | object *tmp; |
914 | object *tmp; |
1064 | archetype *at; |
915 | archetype *at; |
1065 | object *poison; |
916 | object *poison; |
1066 | int heal = 0, success = 0; |
917 | int heal = 0, success = 0; |
1067 | |
918 | |
1068 | tmp = find_target_for_friendly_spell(op,dir); |
919 | tmp = find_target_for_friendly_spell (op, dir); |
1069 | |
920 | |
1070 | if (tmp==NULL) return 0; |
921 | if (!tmp) |
|
|
922 | return 0; |
1071 | |
923 | |
1072 | /* Figure out how many hp this spell might cure. |
924 | /* Figure out how many hp this spell might cure. |
1073 | * could be zero if this spell heals effects, not damage. |
925 | * could be zero if this spell heals effects, not damage. |
1074 | */ |
926 | */ |
1075 | heal = spell->stats.dam; |
927 | heal = spell->stats.dam; |
1076 | if (spell->stats.hp) |
928 | if (spell->stats.hp) |
1077 | heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + |
929 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
1078 | spell->stats.hp; |
|
|
1079 | |
930 | |
1080 | if (heal) { |
931 | if (heal) |
|
|
932 | { |
1081 | if (tmp->stats.hp >= tmp->stats.maxhp) { |
933 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1082 | 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."); |
|
|
935 | else |
1083 | } |
936 | { |
1084 | else { |
|
|
1085 | /* See how many points we actually heal. Instead of messages |
937 | /* See how many points we actually heal. Instead of messages |
1086 | * based on type of spell, we instead do messages based |
938 | * based on type of spell, we instead do messages based |
1087 | * on amount of damage healed. |
939 | * on amount of damage healed. |
1088 | */ |
940 | */ |
1089 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
941 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
1090 | heal = tmp->stats.maxhp - tmp->stats.hp; |
942 | heal = tmp->stats.maxhp - tmp->stats.hp; |
1091 | tmp->stats.hp += heal; |
943 | tmp->stats.hp += heal; |
1092 | |
944 | |
1093 | if (tmp->stats.hp >= tmp->stats.maxhp) { |
945 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1094 | new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); |
946 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1095 | } else if (heal > 50) { |
947 | else if (heal > 50) |
1096 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); |
948 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1097 | } else if (heal > 25) { |
949 | else if (heal > 25) |
1098 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); |
950 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1099 | } else if (heal > 10) { |
951 | else if (heal > 10) |
1100 | 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."); |
1101 | } else { |
953 | else |
1102 | 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."); |
1103 | } |
955 | |
1104 | success=1; |
|
|
1105 | } |
|
|
1106 | } |
|
|
1107 | if (spell->attacktype & AT_DISEASE) |
|
|
1108 | if (cure_disease (tmp, op)) |
|
|
1109 | success = 1; |
956 | success = 1; |
|
|
957 | } |
|
|
958 | } |
1110 | |
959 | |
|
|
960 | if (spell->attacktype & AT_DISEASE) |
|
|
961 | if (cure_disease (tmp, op)) |
|
|
962 | success = 1; |
|
|
963 | |
1111 | if (spell->attacktype & AT_POISON) { |
964 | if (spell->attacktype & AT_POISON) |
|
|
965 | { |
1112 | at = find_archetype("poisoning"); |
966 | at = archetype::find ("poisoning"); |
1113 | poison=present_arch_in_ob(at,tmp); |
967 | poison = present_arch_in_ob (at, tmp); |
1114 | if (poison) { |
968 | if (poison) |
|
|
969 | { |
1115 | success = 1; |
970 | success = 1; |
1116 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); |
971 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1117 | poison->stats.food = 1; |
972 | poison->stats.food = 1; |
1118 | } |
973 | } |
1119 | } |
974 | } |
|
|
975 | |
1120 | if (spell->attacktype & AT_CONFUSION) { |
976 | if (spell->attacktype & AT_CONFUSION) |
|
|
977 | { |
1121 | poison=present_in_ob_by_name(FORCE,"confusion", tmp); |
978 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1122 | if (poison) { |
979 | if (poison) |
|
|
980 | { |
1123 | success = 1; |
981 | success = 1; |
1124 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
982 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1125 | poison->duration = 1; |
983 | poison->duration = 1; |
1126 | } |
984 | } |
1127 | } |
985 | } |
|
|
986 | |
1128 | if (spell->attacktype & AT_BLIND) { |
987 | if (spell->attacktype & AT_BLIND) |
|
|
988 | { |
1129 | at=find_archetype("blindness"); |
989 | at = archetype::find ("blindness"); |
1130 | poison=present_arch_in_ob(at,tmp); |
990 | poison = present_arch_in_ob (at, tmp); |
1131 | if (poison) { |
991 | if (poison) |
|
|
992 | { |
1132 | success = 1; |
993 | success = 1; |
1133 | 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."); |
1134 | poison->stats.food = 1; |
995 | poison->stats.food = 1; |
1135 | } |
996 | } |
1136 | } |
997 | } |
|
|
998 | |
1137 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { |
999 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
|
|
1000 | { |
1138 | tmp->stats.sp += spell->last_sp; |
1001 | tmp->stats.sp += spell->last_sp; |
1139 | if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; |
1002 | if (tmp->stats.sp > tmp->stats.maxsp) |
|
|
1003 | tmp->stats.sp = tmp->stats.maxsp; |
1140 | success = 1; |
1004 | success = 1; |
1141 | 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!"); |
1142 | } |
1006 | } |
|
|
1007 | |
1143 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { |
1008 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
|
|
1009 | { |
1144 | tmp->stats.grace += spell->last_grace; |
1010 | tmp->stats.grace += spell->last_grace; |
1145 | if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; |
1011 | if (tmp->stats.grace > tmp->stats.maxgrace) |
|
|
1012 | tmp->stats.grace = tmp->stats.maxgrace; |
1146 | success = 1; |
1013 | success = 1; |
1147 | 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!"); |
1148 | } |
1015 | } |
|
|
1016 | |
1149 | if (spell->stats.food && tmp->stats.food < 999) { |
1017 | if (spell->stats.food && tmp->stats.food < 999) |
|
|
1018 | { |
1150 | tmp->stats.food += spell->stats.food; |
1019 | tmp->stats.food += spell->stats.food; |
1151 | if (tmp->stats.food > 999) tmp->stats.food=999; |
1020 | if (tmp->stats.food > 999) |
|
|
1021 | tmp->stats.food = 999; |
1152 | success = 1; |
1022 | success = 1; |
1153 | /* 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 */ |
1154 | 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"); |
1155 | } |
1025 | } |
|
|
1026 | |
1156 | return success; |
1027 | return success; |
1157 | } |
1028 | } |
1158 | |
|
|
1159 | |
1029 | |
1160 | /* 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 |
1161 | * 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 |
1162 | * good comments for those. |
1032 | * good comments for those. |
1163 | */ |
1033 | */ |
1164 | static const char* const no_gain_msgs[NUM_STATS] = { |
1034 | static const char *const no_gain_msgs[NUM_STATS] = { |
1165 | "You grow no stronger.", |
1035 | "You grow no stronger.", |
1166 | "You grow no more agile.", |
1036 | "You grow no more agile.", |
1167 | "You don't feel any healthier.", |
1037 | "You don't feel any healthier.", |
1168 | "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." |
1169 | "You are no easier to look at.", |
1041 | "You are no easier to look at.", |
1170 | "no int", |
|
|
1171 | "no pow" |
|
|
1172 | }; |
1042 | }; |
1173 | |
1043 | |
|
|
1044 | int |
1174 | int 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) |
1175 | object *tmp, *tmp2=NULL; |
1046 | { |
1176 | object *force=NULL; |
1047 | object *force = NULL; |
1177 | int i; |
1048 | int i; |
1178 | |
1049 | |
1179 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1050 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1180 | if(dir!=0) { |
1051 | object *tmp = dir |
1181 | tmp=find_target_for_friendly_spell(op,dir); |
1052 | ? find_target_for_friendly_spell (op, dir) |
1182 | } else { |
1053 | : op; |
1183 | tmp = op; |
|
|
1184 | } |
|
|
1185 | |
1054 | |
1186 | if(tmp==NULL) return 0; |
1055 | if (!tmp) |
1187 | |
1056 | return 0; |
|
|
1057 | |
1188 | /* If we've already got a force of this type, don't add a new one. */ |
1058 | /* If we've already got a force of this type, don't add a new one. */ |
1189 | for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { |
1059 | for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
|
|
1060 | { |
1190 | if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { |
1061 | if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) |
|
|
1062 | { |
1191 | if (tmp2->name == spell_ob->name) { |
1063 | if (tmp2->name == spell_ob->name) |
|
|
1064 | { |
1192 | force=tmp2; /* the old effect will be "refreshed" */ |
1065 | force = tmp2; /* the old effect will be "refreshed" */ |
1193 | break; |
1066 | break; |
1194 | } |
1067 | } |
1195 | else if (spell_ob->race && spell_ob->race == tmp2->name) { |
1068 | else if (spell_ob->race && spell_ob->race == tmp2->name) |
|
|
1069 | { |
1196 | if ( !silent ) |
1070 | if (!silent) |
1197 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1071 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); |
1198 | "You can not cast %s while %s is in effect", |
|
|
1199 | spell_ob->name, tmp2->name_pl); |
|
|
1200 | return 0; |
1072 | return 0; |
1201 | } |
1073 | } |
1202 | } |
1074 | } |
1203 | } |
1075 | } |
1204 | if(force==NULL) { |
1076 | if (force == NULL) |
|
|
1077 | { |
1205 | force=get_archetype(FORCE_NAME); |
1078 | force = get_archetype (FORCE_NAME); |
1206 | force->subtype = FORCE_CHANGE_ABILITY; |
1079 | force->subtype = FORCE_CHANGE_ABILITY; |
1207 | free_string(force->name); |
|
|
1208 | if (spell_ob->race) |
1080 | if (spell_ob->race) |
1209 | force->name = add_refcount(spell_ob->race); |
1081 | force->name = spell_ob->race; |
1210 | else |
1082 | else |
1211 | force->name = add_refcount(spell_ob->name); |
1083 | force->name = spell_ob->name; |
1212 | free_string(force->name_pl); |
|
|
1213 | force->name_pl = add_refcount(spell_ob->name); |
1084 | force->name_pl = spell_ob->name; |
1214 | new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
1085 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
1215 | |
1086 | |
1216 | } else { |
1087 | } |
|
|
1088 | else |
|
|
1089 | { |
1217 | int duration; |
1090 | int duration; |
1218 | |
1091 | |
1219 | duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; |
1092 | duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1220 | if (duration > force->duration) { |
1093 | if (duration > force->duration) |
|
|
1094 | { |
1221 | force->duration = duration; |
1095 | force->duration = duration; |
1222 | new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1096 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
|
|
1097 | } |
1223 | } else { |
1098 | else |
|
|
1099 | { |
1224 | 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."); |
1225 | } |
1101 | } |
|
|
1102 | |
1226 | return 1; |
1103 | return 1; |
1227 | } |
1104 | } |
|
|
1105 | |
1228 | 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; |
1229 | force->speed = 1.0; |
1107 | force->speed = 1.0; |
1230 | force->speed_left = -1.0; |
1108 | force->speed_left = -1.0; |
1231 | SET_FLAG(force, FLAG_APPLIED); |
1109 | SET_FLAG (force, FLAG_APPLIED); |
1232 | |
1110 | |
1233 | /* Now start processing the effects. First, protections */ |
1111 | /* Now start processing the effects. First, protections */ |
1234 | for (i=0; i < NROFATTACKS; i++) { |
1112 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1113 | { |
1235 | if (spell_ob->resist[i]) { |
1114 | if (spell_ob->resist[i]) |
|
|
1115 | { |
1236 | 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); |
1237 | if (force->resist[i] > 100) force->resist[i] = 100; |
1117 | if (force->resist[i] > 100) |
|
|
1118 | force->resist[i] = 100; |
1238 | } |
1119 | } |
1239 | } |
1120 | } |
|
|
1121 | |
1240 | if (spell_ob->stats.hp) |
1122 | if (spell_ob->stats.hp) |
1241 | 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); |
1242 | |
1124 | |
1243 | if (tmp->type == PLAYER) { |
1125 | if (tmp->type == PLAYER) |
|
|
1126 | { |
1244 | /* Stat adjustment spells */ |
1127 | /* Stat adjustment spells */ |
1245 | for (i=0; i < NUM_STATS; i++) { |
1128 | for (i = 0; i < NUM_STATS; i++) |
1246 | sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; |
1129 | { |
1247 | if (stat) { |
1130 | if (sint8 stat = spell_ob->stats.stat (i)) |
|
|
1131 | { |
1248 | sm=0; |
1132 | sint8 sm = 0; |
1249 | for (k=0; k<stat; k++) |
1133 | for (sint8 k = 0; k < stat; k++) |
1250 | sm += rndm(1, 3); |
1134 | sm += rndm (1, 3); |
1251 | |
1135 | |
1252 | if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { |
1136 | if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1253 | sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); |
1137 | sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1254 | if (sm<0) sm = 0; |
1138 | |
1255 | } |
1139 | force->stats.stat (i) = sm; |
1256 | set_attr_value(&force->stats, i, sm); |
1140 | |
1257 | if (!sm) |
1141 | if (!sm) |
1258 | new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); |
1142 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1259 | } |
1143 | } |
1260 | } |
1144 | } |
1261 | } |
1145 | } |
1262 | |
1146 | |
1263 | force->move_type = spell_ob->move_type; |
1147 | force->move_type = spell_ob->move_type; |
1264 | |
1148 | |
1265 | if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) |
1149 | if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) |
1266 | SET_FLAG(force, FLAG_SEE_IN_DARK); |
1150 | SET_FLAG (force, FLAG_SEE_IN_DARK); |
1267 | |
1151 | |
1268 | if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) |
1152 | if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) |
1269 | SET_FLAG(force, FLAG_XRAYS); |
1153 | SET_FLAG (force, FLAG_XRAYS); |
1270 | |
1154 | |
1271 | /* Haste/bonus speed */ |
1155 | /* Haste/bonus speed */ |
1272 | if (spell_ob->stats.exp) { |
1156 | if (spell_ob->stats.exp) |
|
|
1157 | { |
|
|
1158 | if (op->speed > 0.5f) |
1273 | if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); |
1159 | force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); |
1274 | else |
1160 | else |
1275 | force->stats.exp = spell_ob->stats.exp; |
1161 | force->stats.exp = spell_ob->stats.exp; |
1276 | } |
1162 | } |
1277 | |
1163 | |
1278 | force->stats.wc = spell_ob->stats.wc; |
1164 | force->stats.wc = spell_ob->stats.wc; |
1279 | force->stats.ac = spell_ob->stats.ac; |
1165 | force->stats.ac = spell_ob->stats.ac; |
1280 | force->attacktype = spell_ob->attacktype; |
1166 | force->attacktype = spell_ob->attacktype; |
1281 | |
1167 | |
1282 | insert_ob_in_ob(force,tmp); |
1168 | insert_ob_in_ob (force, tmp); |
1283 | change_abil(tmp,force); /* Mostly to display any messages */ |
1169 | change_abil (tmp, force); /* Mostly to display any messages */ |
1284 | fix_player(tmp); |
1170 | tmp->update_stats (); |
|
|
1171 | |
1285 | return 1; |
1172 | return 1; |
1286 | } |
1173 | } |
1287 | |
1174 | |
1288 | /* 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 |
1289 | * 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 |
1290 | * of the caster. |
1177 | * of the caster. |
1291 | */ |
1178 | */ |
1292 | |
1179 | int |
1293 | int cast_bless(object *op,object *caster,object *spell_ob, int dir) { |
1180 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
|
|
1181 | { |
1294 | int i; |
1182 | int i; |
1295 | object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; |
1183 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
1296 | |
1184 | |
1297 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1185 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1298 | if(dir!=0) { |
1186 | if (dir != 0) |
|
|
1187 | { |
1299 | tmp=find_target_for_friendly_spell(op,dir); |
1188 | tmp = find_target_for_friendly_spell (op, dir); |
1300 | } else { |
1189 | } |
|
|
1190 | else |
|
|
1191 | { |
1301 | tmp = op; |
1192 | tmp = op; |
1302 | } |
1193 | } |
1303 | |
1194 | |
1304 | /* If we've already got a force of this type, don't add a new one. */ |
1195 | /* If we've already got a force of this type, don't add a new one. */ |
1305 | for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { |
1196 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
|
|
1197 | { |
1306 | if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { |
1198 | if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) |
|
|
1199 | { |
1307 | if (tmp2->name == spell_ob->name) { |
1200 | if (tmp2->name == spell_ob->name) |
|
|
1201 | { |
1308 | force=tmp2; /* the old effect will be "refreshed" */ |
1202 | force = tmp2; /* the old effect will be "refreshed" */ |
1309 | break; |
1203 | break; |
1310 | } |
1204 | } |
1311 | else if (spell_ob->race && spell_ob->race == tmp2->name) { |
1205 | else if (spell_ob->race && spell_ob->race == tmp2->name) |
1312 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1206 | { |
1313 | "You can not cast %s while %s is in effect", |
1207 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); |
1314 | spell_ob->name, tmp2->name_pl); |
|
|
1315 | return 0; |
1208 | return 0; |
1316 | } |
1209 | } |
1317 | } |
1210 | } |
1318 | } |
1211 | } |
1319 | if(force==NULL) { |
1212 | if (force == NULL) |
|
|
1213 | { |
1320 | force=get_archetype(FORCE_NAME); |
1214 | force = get_archetype (FORCE_NAME); |
1321 | force->subtype = FORCE_CHANGE_ABILITY; |
1215 | force->subtype = FORCE_CHANGE_ABILITY; |
1322 | free_string(force->name); |
|
|
1323 | if (spell_ob->race) |
1216 | if (spell_ob->race) |
1324 | force->name = add_refcount(spell_ob->race); |
1217 | force->name = spell_ob->race; |
1325 | else |
1218 | else |
1326 | force->name = add_refcount(spell_ob->name); |
1219 | force->name = spell_ob->name; |
1327 | free_string(force->name_pl); |
|
|
1328 | force->name_pl = add_refcount(spell_ob->name); |
1220 | force->name_pl = spell_ob->name; |
1329 | new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
1221 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
1330 | } else { |
1222 | } |
|
|
1223 | else |
|
|
1224 | { |
1331 | int duration; |
1225 | int duration; |
1332 | |
1226 | |
1333 | duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; |
1227 | duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1334 | if (duration > force->duration) { |
1228 | if (duration > force->duration) |
|
|
1229 | { |
1335 | force->duration = duration; |
1230 | force->duration = duration; |
1336 | new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1231 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
|
|
1232 | } |
1337 | } else { |
1233 | else |
|
|
1234 | { |
1338 | new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1235 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1339 | } |
1236 | } |
1340 | return 0; |
1237 | return 0; |
1341 | } |
1238 | } |
1342 | force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; |
1239 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1343 | force->speed = 1.0; |
1240 | force->speed = 1.0; |
1344 | force->speed_left = -1.0; |
1241 | force->speed_left = -1.0; |
1345 | SET_FLAG(force, FLAG_APPLIED); |
1242 | SET_FLAG (force, FLAG_APPLIED); |
1346 | |
1243 | |
1347 | if(!god) { |
1244 | if (!god) |
|
|
1245 | { |
1348 | new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); |
1246 | new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); |
1349 | } else { |
1247 | } |
|
|
1248 | else |
|
|
1249 | { |
1350 | /* Only give out good benefits, and put a max on it */ |
1250 | /* Only give out good benefits, and put a max on it */ |
1351 | for (i=0; i<NROFATTACKS; i++) { |
1251 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1252 | { |
1352 | if (god->resist[i]>0) { |
1253 | if (god->resist[i] > 0) |
|
|
1254 | { |
1353 | force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); |
1255 | force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); |
1354 | } |
1256 | } |
1355 | } |
1257 | } |
1356 | force->path_attuned|=god->path_attuned; |
1258 | force->path_attuned |= god->path_attuned; |
|
|
1259 | |
1357 | if (spell_ob->attacktype) { |
1260 | if (spell_ob->attacktype) |
1358 | force->attacktype|=god->attacktype | AT_PHYSICAL; |
1261 | force->slaying = god->slaying; |
1359 | if(god->slaying) force->slaying = add_string(god->slaying); |
1262 | |
1360 | } |
|
|
1361 | if (tmp != op) { |
1263 | if (tmp != op) |
|
|
1264 | { |
1362 | new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); |
1265 | new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name); |
1363 | new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name); |
1266 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name); |
|
|
1267 | } |
1364 | } else { |
1268 | else |
1365 | new_draw_info_format(NDI_UNIQUE, 0,tmp, |
|
|
1366 | "You are blessed by %s!",god->name); |
|
|
1367 | } |
1269 | { |
|
|
1270 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name); |
|
|
1271 | } |
1368 | |
1272 | |
1369 | } |
1273 | } |
1370 | force->stats.wc = spell_ob->stats.wc; |
1274 | force->stats.wc = spell_ob->stats.wc; |
1371 | force->stats.ac = spell_ob->stats.ac; |
1275 | force->stats.ac = spell_ob->stats.ac; |
1372 | |
1276 | |
1373 | change_abil(tmp,force); /* Mostly to display any messages */ |
1277 | change_abil (tmp, force); /* Mostly to display any messages */ |
1374 | insert_ob_in_ob(force,tmp); |
1278 | insert_ob_in_ob (force, tmp); |
1375 | fix_player(tmp); |
1279 | tmp->update_stats (); |
1376 | return 1; |
1280 | return 1; |
1377 | } |
1281 | } |
1378 | |
|
|
1379 | |
|
|
1380 | |
1282 | |
1381 | /* Alchemy code by Mark Wedel |
1283 | /* Alchemy code by Mark Wedel |
1382 | * |
1284 | * |
1383 | * This code adds a new spell, called alchemy. Alchemy will turn |
1285 | * This code adds a new spell, called alchemy. Alchemy will turn |
1384 | * objects to gold nuggets, the value of the gold nuggets being |
1286 | * objects to pyrite ("false gold"), henceforth called gold nuggets. |
1385 | * about 90% of that of the item itself. It uses the value of the |
|
|
1386 | * object before charisma adjustments, because the nuggets themselves |
|
|
1387 | * will be will be adjusted by charisma when sold. |
|
|
1388 | * |
1287 | * |
1389 | * 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 |
1390 | * the maximum number of large nuggets you could get. |
1289 | * itself. It uses the value of the object before charisma adjustments, |
1391 | * 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 |
1392 | * to the max amount of small nuggets as you could get. |
1291 | * when sold. |
1393 | * |
|
|
1394 | * For example, if an item is worth 110 gold, you will get |
|
|
1395 | * 4 large nuggets, and from 0-10 small nuggets. |
|
|
1396 | * |
1292 | * |
1397 | * 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 |
1398 | * 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 |
1399 | * alchemied. |
1295 | * alchemised. |
1400 | */ |
1296 | */ |
1401 | |
1297 | static void |
1402 | /* I didn't feel like passing these as arguements to the |
1298 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1403 | * two functions that need them. Real values are put in them |
|
|
1404 | * when the spell is cast, and these are freed when the spell |
|
|
1405 | * is finished. |
|
|
1406 | */ |
|
|
1407 | static object *small, *large; |
|
|
1408 | |
|
|
1409 | static void alchemy_object(object *obj, int *small_nuggets, |
|
|
1410 | int *large_nuggets, int *weight) |
|
|
1411 | { |
1299 | { |
1412 | uint64 value=query_cost(obj, NULL, F_TRUE); |
1300 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1413 | |
1301 | |
1414 | /* Give third price when we alchemy money (This should hopefully |
1302 | /* Give third price when we alchemy money (This should hopefully |
1415 | * 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 |
1416 | * the nuggets, alchemy the gold from that, etc. |
1304 | * the nuggets, alchemy the gold from that, etc. |
1417 | * Otherwise, give 9 silver on the gold for other objects, |
1305 | * Otherwise, give 9 silver on the gold for other objects, |
1418 | * so that it would still be more affordable to haul |
1306 | * so that it would still be more affordable to haul |
1419 | * the stuff back to town. |
1307 | * the stuff back to town. |
1420 | */ |
1308 | */ |
1421 | |
|
|
1422 | if (QUERY_FLAG(obj, FLAG_UNPAID)) |
1309 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1423 | value=0; |
1310 | value = 0; |
1424 | else if (obj->type==MONEY || obj->type==GEM) |
1311 | else if (obj->type == MONEY || obj->type == GEM) |
1425 | value /=3; |
1312 | value /= 3; |
1426 | else |
1313 | else |
1427 | value = (value*9)/10; |
1314 | value = value * 9 / 10; |
1428 | |
1315 | |
1429 | value /= 4; // fix by GHJ, don't understand, pcg |
|
|
1430 | |
|
|
1431 | if ((obj->value>0) && rndm(0, 29)) { |
1316 | if (obj->value > 0 && rndm (0, 29)) |
1432 | int count; |
1317 | total_value += value; |
1433 | |
1318 | |
1434 | count = value / large->value; |
1319 | total_weight += obj->total_weight (); |
1435 | *large_nuggets += count; |
|
|
1436 | value -= (uint64)count * (uint64)large->value; |
|
|
1437 | count = value / small->value; |
|
|
1438 | *small_nuggets += count; |
|
|
1439 | } |
|
|
1440 | |
1320 | |
1441 | /* Turn 25 small nuggets into 1 large nugget. If the value |
1321 | obj->destroy (); |
1442 | * of large nuggets is not evenly divisable by the small nugget |
|
|
1443 | * value, take off an extra small_nugget (Assuming small_nuggets!=0) |
|
|
1444 | */ |
|
|
1445 | if (*small_nuggets * small->value >= large->value) { |
|
|
1446 | (*large_nuggets)++; |
|
|
1447 | *small_nuggets -= large->value / small->value; |
|
|
1448 | if (*small_nuggets && large->value % small->value) |
|
|
1449 | (*small_nuggets)--; |
|
|
1450 | } |
|
|
1451 | weight += obj->weight; |
|
|
1452 | remove_ob(obj); |
|
|
1453 | free_object(obj); |
|
|
1454 | } |
1322 | } |
1455 | |
1323 | |
1456 | static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, |
1324 | int |
1457 | int x, int y) |
|
|
1458 | { |
|
|
1459 | object *tmp; |
|
|
1460 | int flag=0; |
|
|
1461 | |
|
|
1462 | /* Put any nuggets below the player, but we can only pass this |
|
|
1463 | * flag if we are on the same space as the player |
|
|
1464 | */ |
|
|
1465 | if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR; |
|
|
1466 | |
|
|
1467 | if (small_nuggets) { |
|
|
1468 | tmp = get_object(); |
|
|
1469 | copy_object(small, tmp); |
|
|
1470 | tmp-> nrof = small_nuggets; |
|
|
1471 | tmp->x = x; |
|
|
1472 | tmp->y = y; |
|
|
1473 | insert_ob_in_map(tmp, m, op, flag); |
|
|
1474 | } |
|
|
1475 | if (large_nuggets) { |
|
|
1476 | tmp = get_object(); |
|
|
1477 | copy_object(large, tmp); |
|
|
1478 | tmp-> nrof = large_nuggets; |
|
|
1479 | tmp->x = x; |
|
|
1480 | tmp->y = y; |
|
|
1481 | insert_ob_in_map(tmp, m, op, flag); |
|
|
1482 | } |
|
|
1483 | } |
|
|
1484 | |
|
|
1485 | int alchemy(object *op, object *caster, object *spell_ob) |
1325 | alchemy (object *op, object *caster, object *spell_ob) |
1486 | { |
1326 | { |
1487 | int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags; |
|
|
1488 | sint16 nx, ny; |
|
|
1489 | object *next,*tmp; |
|
|
1490 | mapstruct *mp; |
|
|
1491 | |
|
|
1492 | if(op->type!=PLAYER) |
1327 | if (op->type != PLAYER) |
1493 | return 0; |
1328 | return 0; |
1494 | |
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 | |
1495 | /* 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 |
1496 | * some, and also prevents people from alcheming every table/chair/clock |
1337 | * some, and also prevents people from alchemising every table/chair/clock |
1497 | * in sight |
1338 | * in sight |
1498 | */ |
1339 | */ |
1499 | 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); |
1500 | weight_max *= 1000; |
1341 | int weight_max = duration * 1000; |
1501 | small=get_archetype("smallnugget"), |
1342 | uint64 value_max = duration * 1000; |
1502 | large=get_archetype("largenugget"); |
|
|
1503 | |
1343 | |
|
|
1344 | int weight = 0; |
|
|
1345 | |
1504 | for(y= op->y-1;y<=op->y+1;y++) { |
1346 | for (int y = op->y - 1; y <= op->y + 1; y++) |
|
|
1347 | { |
1505 | for(x= op->x-1;x<=op->x+1;x++) { |
1348 | for (int x = op->x - 1; x <= op->x + 1; x++) |
|
|
1349 | { |
|
|
1350 | uint64 value = 0; |
|
|
1351 | |
1506 | nx = x; |
1352 | sint16 nx = x; |
1507 | ny = y; |
1353 | sint16 ny = y; |
1508 | |
1354 | |
1509 | mp = op->map; |
1355 | maptile *mp = op->map; |
1510 | |
1356 | |
1511 | mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); |
1357 | int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1512 | |
1358 | |
1513 | if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1359 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1514 | continue; |
1360 | continue; |
1515 | |
1361 | |
1516 | /* Treat alchemy a little differently - most spell effects |
1362 | /* Treat alchemy a little differently - most spell effects |
1517 | * use fly as the movement type - for alchemy, consider it |
1363 | * use fly as the movement type - for alchemy, consider it |
1518 | * ground level effect. |
1364 | * ground level effect. |
1519 | */ |
1365 | */ |
1520 | if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) |
1366 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1521 | continue; |
1367 | continue; |
1522 | |
1368 | |
1523 | small_nuggets=0; |
1369 | for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) |
1524 | large_nuggets=0; |
1370 | { |
1525 | |
|
|
1526 | for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) { |
|
|
1527 | next=tmp->above; |
1371 | next = tmp->above; |
|
|
1372 | |
1528 | if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && |
1373 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1529 | !QUERY_FLAG(tmp, FLAG_ALIVE) && |
1374 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1530 | !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { |
1375 | { |
1531 | |
|
|
1532 | if (tmp->inv) { |
1376 | if (tmp->inv) |
|
|
1377 | { |
1533 | object *next1, *tmp1; |
1378 | object *next1, *tmp1; |
|
|
1379 | |
1534 | for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { |
1380 | for (tmp1 = tmp->inv; tmp1; tmp1 = next1) |
|
|
1381 | { |
1535 | next1 = tmp1->below; |
1382 | next1 = tmp1->below; |
1536 | if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && |
1383 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1537 | !QUERY_FLAG(tmp1, FLAG_ALIVE) && |
|
|
1538 | !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) |
1384 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1539 | alchemy_object(tmp1, &small_nuggets, &large_nuggets, |
1385 | alchemy_object (tmp1, value, weight); |
1540 | &weight); |
|
|
1541 | } |
1386 | } |
1542 | } |
1387 | } |
|
|
1388 | |
1543 | alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); |
1389 | alchemy_object (tmp, value, weight); |
|
|
1390 | |
|
|
1391 | if (weight > weight_max) |
|
|
1392 | break; |
|
|
1393 | } |
1544 | |
1394 | } |
1545 | if (weight>weight_max) { |
|
|
1546 | update_map(op, mp, small_nuggets, large_nuggets, nx, ny); |
|
|
1547 | free_object(large); |
|
|
1548 | free_object(small); |
|
|
1549 | return 1; |
|
|
1550 | } |
|
|
1551 | } /* is alchemable object */ |
|
|
1552 | } /* process all objects on this space */ |
|
|
1553 | |
1395 | |
1554 | /* Insert all the nuggets at one time. This probably saves time, but |
1396 | value -= rndm (value >> 4); |
1555 | * it also prevents us from alcheming nuggets that were just created |
1397 | value = min (value, value_max); |
1556 | * with this spell. |
1398 | |
|
|
1399 | for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) |
|
|
1400 | if (int nrof = value / nugget [i]->value) |
1557 | */ |
1401 | { |
1558 | update_map(op, mp, small_nuggets, large_nuggets, nx, ny); |
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); |
1559 | } |
1408 | } |
|
|
1409 | |
|
|
1410 | if (weight > weight_max) |
|
|
1411 | goto bailout; |
|
|
1412 | } |
1560 | } |
1413 | } |
1561 | free_object(large); |
1414 | |
1562 | free_object(small); |
1415 | bailout: |
1563 | /* reset this so that if player standing on a big pile of stuff, |
|
|
1564 | * it is redrawn properly. |
|
|
1565 | */ |
|
|
1566 | op->contr->socket.look_position = 0; |
|
|
1567 | return 1; |
1416 | return 1; |
1568 | } |
1417 | } |
1569 | |
1418 | |
1570 | |
1419 | |
1571 | /* This function removes the cursed/damned status on equipped |
1420 | /* This function removes the cursed/damned status on equipped |
1572 | * items. |
1421 | * items. |
1573 | */ |
1422 | */ |
|
|
1423 | int |
1574 | int remove_curse(object *op, object *caster, object *spell) { |
1424 | remove_curse (object *op, object *caster, object *spell) |
|
|
1425 | { |
1575 | object *tmp; |
1426 | object *tmp; |
1576 | int success = 0, was_one = 0; |
1427 | int success = 0, was_one = 0; |
1577 | |
1428 | |
1578 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1429 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1579 | if (QUERY_FLAG(tmp, FLAG_APPLIED) && |
1430 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && |
1580 | ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || |
1431 | ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || |
1581 | (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { |
1432 | (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) |
1582 | |
1433 | { |
1583 | was_one++; |
1434 | was_one++; |
1584 | if (tmp->level <= caster_level(caster, spell)) { |
1435 | if (tmp->level <= caster_level (caster, spell)) |
|
|
1436 | { |
1585 | success++; |
1437 | success++; |
1586 | if (QUERY_FLAG(spell, FLAG_DAMNED)) |
1438 | if (QUERY_FLAG (spell, FLAG_DAMNED)) |
1587 | CLEAR_FLAG(tmp, FLAG_DAMNED); |
1439 | CLEAR_FLAG (tmp, FLAG_DAMNED); |
1588 | |
1440 | |
1589 | CLEAR_FLAG(tmp, FLAG_CURSED); |
1441 | CLEAR_FLAG (tmp, FLAG_CURSED); |
1590 | CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); |
1442 | CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); |
1591 | tmp->value = 0; /* Still can't sell it */ |
1443 | tmp->value = 0; /* Still can't sell it */ |
1592 | if (op->type == PLAYER) |
1444 | if (op->type == PLAYER) |
1593 | esrv_send_item(op, tmp); |
1445 | esrv_send_item (op, tmp); |
1594 | } |
1446 | } |
1595 | } |
1447 | } |
1596 | |
1448 | |
1597 | if (op->type==PLAYER) { |
1449 | if (op->type == PLAYER) |
|
|
1450 | { |
1598 | if (success) { |
1451 | if (success) |
1599 | 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."); |
1600 | } else { |
1453 | else |
|
|
1454 | { |
1601 | if (was_one) |
1455 | if (was_one) |
1602 | 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."); |
1603 | else |
1457 | else |
1604 | new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); |
1458 | new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); |
1605 | } |
1459 | } |
1606 | } |
1460 | } |
|
|
1461 | |
1607 | return success; |
1462 | return success; |
1608 | } |
1463 | } |
1609 | |
1464 | |
1610 | /* Identifies objects in the players inventory/on the ground */ |
1465 | /* Identifies objects in the players inventory/on the ground */ |
1611 | |
1466 | |
|
|
1467 | int |
1612 | int cast_identify(object *op, object *caster, object *spell) { |
1468 | cast_identify (object *op, object *caster, object *spell) |
|
|
1469 | { |
1613 | object *tmp; |
1470 | object *tmp; |
1614 | int success = 0, num_ident; |
1471 | int success = 0, num_ident; |
1615 | |
1472 | |
1616 | num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); |
1473 | num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1617 | |
1474 | |
1618 | if (num_ident < 1) num_ident=1; |
1475 | if (num_ident < 1) |
|
|
1476 | num_ident = 1; |
1619 | |
1477 | |
1620 | |
|
|
1621 | for (tmp = op->inv; tmp ; tmp = tmp->below) { |
1478 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1479 | { |
1622 | if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { |
1480 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
|
|
1481 | { |
1623 | identify(tmp); |
1482 | identify (tmp); |
|
|
1483 | |
1624 | if (op->type==PLAYER) { |
1484 | if (op->type == PLAYER) |
1625 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1485 | { |
1626 | "You have %s.", long_desc(tmp, op)); |
1486 | new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); |
|
|
1487 | |
1627 | if (tmp->msg) { |
1488 | if (tmp->msg) |
|
|
1489 | { |
1628 | 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:"); |
1629 | new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); |
1491 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1630 | } |
1492 | } |
1631 | } |
1493 | } |
|
|
1494 | |
|
|
1495 | num_ident--; |
|
|
1496 | success = 1; |
|
|
1497 | if (!num_ident) |
|
|
1498 | break; |
|
|
1499 | } |
|
|
1500 | } |
|
|
1501 | |
|
|
1502 | /* If all the power of the spell has been used up, don't go and identify |
|
|
1503 | * stuff on the floor. Only identify stuff on the floor if the spell |
|
|
1504 | * was not fully used. |
|
|
1505 | */ |
|
|
1506 | if (num_ident) |
|
|
1507 | { |
|
|
1508 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
|
|
1509 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
|
|
1510 | { |
|
|
1511 | identify (tmp); |
|
|
1512 | |
|
|
1513 | if (op->type == PLAYER) |
|
|
1514 | { |
|
|
1515 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); |
|
|
1516 | |
|
|
1517 | if (tmp->msg) |
|
|
1518 | { |
|
|
1519 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
|
|
1520 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
|
|
1521 | } |
|
|
1522 | |
|
|
1523 | esrv_send_item (op, tmp); |
|
|
1524 | } |
|
|
1525 | |
1632 | num_ident--; |
1526 | num_ident--; |
1633 | success=1; |
1527 | success = 1; |
1634 | if (!num_ident) break; |
1528 | if (!num_ident) |
|
|
1529 | break; |
1635 | } |
1530 | } |
1636 | } |
1531 | } |
1637 | /* If all the power of the spell has been used up, don't go and identify |
1532 | |
1638 | * stuff on the floor. Only identify stuff on the floor if the spell |
1533 | if (!success) |
1639 | * was not fully used. |
1534 | new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); |
|
|
1535 | else |
|
|
1536 | spell_effect (spell, op->x, op->y, op->map, op); |
|
|
1537 | |
|
|
1538 | return success; |
|
|
1539 | } |
|
|
1540 | |
|
|
1541 | int |
|
|
1542 | cast_detection (object *op, object *caster, object *spell, object *skill) |
|
|
1543 | { |
|
|
1544 | object *tmp, *last, *god, *detect; |
|
|
1545 | int done_one, range, mflags, floor, level; |
|
|
1546 | sint16 x, y, nx, ny; |
|
|
1547 | maptile *m; |
|
|
1548 | |
|
|
1549 | /* We precompute some values here so that we don't have to keep |
|
|
1550 | * doing it over and over again. |
1640 | */ |
1551 | */ |
1641 | if (num_ident) { |
1552 | god = find_god (determine_god (op)); |
1642 | for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) |
1553 | level = caster_level (caster, spell); |
1643 | if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && |
1554 | range = spell->range + SP_level_range_adjust (caster, spell); |
1644 | need_identify(tmp)) { |
|
|
1645 | |
1555 | |
1646 | identify(tmp); |
1556 | if (!skill) |
|
|
1557 | skill = caster; |
|
|
1558 | |
|
|
1559 | for (x = op->x - range; x <= op->x + range; x++) |
|
|
1560 | for (y = op->y - range; y <= op->y + range; y++) |
|
|
1561 | { |
|
|
1562 | m = op->map; |
|
|
1563 | mflags = get_map_flags (m, &m, x, y, &nx, &ny); |
|
|
1564 | if (mflags & P_OUT_OF_MAP) |
|
|
1565 | continue; |
|
|
1566 | |
|
|
1567 | /* For most of the detections, we only detect objects above the |
|
|
1568 | * floor. But this is not true for show invisible. |
|
|
1569 | * Basically, we just go and find the top object and work |
|
|
1570 | * down - that is easier than working up. |
|
|
1571 | */ |
|
|
1572 | |
|
|
1573 | for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) |
|
|
1574 | last = tmp; |
|
|
1575 | |
|
|
1576 | /* Shouldn't happen, but if there are no objects on a space, this |
|
|
1577 | * would happen. |
|
|
1578 | */ |
|
|
1579 | if (!last) |
|
|
1580 | continue; |
|
|
1581 | |
|
|
1582 | done_one = 0; |
|
|
1583 | floor = 0; |
|
|
1584 | detect = NULL; |
|
|
1585 | for (tmp = last; tmp; tmp = tmp->below) |
|
|
1586 | { |
|
|
1587 | /* show invisible */ |
|
|
1588 | if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && |
|
|
1589 | /* Might there be other objects that we can make visible? */ |
|
|
1590 | (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || |
|
|
1591 | (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || |
|
|
1592 | tmp->type == CF_HANDLE || |
|
|
1593 | tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || |
|
|
1594 | tmp->type == BUTTON || tmp->type == TELEPORTER || |
|
|
1595 | tmp->type == GATE || tmp->type == LOCKED_DOOR || |
|
|
1596 | tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || |
|
|
1597 | tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || |
|
|
1598 | tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) |
|
|
1599 | { |
|
|
1600 | if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) |
|
|
1601 | { |
|
|
1602 | tmp->invisible = 0; |
|
|
1603 | done_one = 1; |
|
|
1604 | } |
|
|
1605 | } |
|
|
1606 | |
|
|
1607 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
1608 | floor = 1; |
|
|
1609 | |
|
|
1610 | /* All detections below this point don't descend beneath the floor, |
|
|
1611 | * so just continue on. We could be clever and look at the type of |
|
|
1612 | * detection to completely break out if we don't care about objects beneath |
|
|
1613 | * the floor, but once we get to the floor, not likely a very big issue anyways. |
|
|
1614 | */ |
|
|
1615 | if (floor) |
|
|
1616 | continue; |
|
|
1617 | |
|
|
1618 | /* I had thought about making detect magic and detect curse |
|
|
1619 | * show the flash the magic item like it does for detect monster. |
|
|
1620 | * however, if the object is within sight, this would then make it |
|
|
1621 | * difficult to see what object is magical/cursed, so the |
|
|
1622 | * effect wouldn't be as apparant. |
|
|
1623 | */ |
|
|
1624 | |
|
|
1625 | /* detect magic */ |
|
|
1626 | if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && |
|
|
1627 | !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) |
|
|
1628 | { |
|
|
1629 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
|
|
1630 | /* make runes more visibile */ |
|
|
1631 | if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) |
|
|
1632 | tmp->stats.Cha /= 4; |
|
|
1633 | done_one = 1; |
|
|
1634 | } |
|
|
1635 | /* detect monster */ |
|
|
1636 | if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) |
|
|
1637 | { |
|
|
1638 | done_one = 2; |
|
|
1639 | if (!detect) |
|
|
1640 | detect = tmp; |
|
|
1641 | } |
|
|
1642 | /* Basically, if race is set in the spell, then the creatures race must |
|
|
1643 | * match that. if the spell race is set to GOD, then the gods opposing |
|
|
1644 | * race must match. |
|
|
1645 | */ |
|
|
1646 | if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && |
|
|
1647 | ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || |
|
|
1648 | (strstr (spell->race, tmp->race)))) |
|
|
1649 | { |
|
|
1650 | done_one = 2; |
|
|
1651 | if (!detect) |
|
|
1652 | detect = tmp; |
|
|
1653 | } |
|
|
1654 | if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && |
|
|
1655 | (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
|
|
1656 | { |
|
|
1657 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
|
|
1658 | done_one = 1; |
|
|
1659 | } |
|
|
1660 | } /* for stack of objects on this space */ |
|
|
1661 | |
|
|
1662 | /* Code here puts an effect of the spell on the space, so you can see |
|
|
1663 | * where the magic is. |
|
|
1664 | */ |
|
|
1665 | if (done_one) |
|
|
1666 | { |
|
|
1667 | object *detect_ob = arch_to_object (spell->other_arch); |
|
|
1668 | |
|
|
1669 | /* if this is set, we want to copy the face */ |
|
|
1670 | if (done_one == 2 && detect) |
|
|
1671 | { |
|
|
1672 | detect_ob->face = detect->face; |
|
|
1673 | detect_ob->animation_id = detect->animation_id; |
|
|
1674 | detect_ob->anim_speed = detect->anim_speed; |
|
|
1675 | detect_ob->last_anim = 0; |
|
|
1676 | /* by default, the detect_ob is already animated */ |
|
|
1677 | if (!QUERY_FLAG (detect, FLAG_ANIMATE)) |
|
|
1678 | CLEAR_FLAG (detect_ob, FLAG_ANIMATE); |
|
|
1679 | } |
|
|
1680 | |
|
|
1681 | m->insert (detect_ob, nx, ny, op); |
|
|
1682 | } |
|
|
1683 | } /* for processing the surrounding spaces */ |
|
|
1684 | |
|
|
1685 | |
|
|
1686 | /* Now process objects in the players inventory if detect curse or magic */ |
|
|
1687 | if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) |
|
|
1688 | { |
|
|
1689 | done_one = 0; |
|
|
1690 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1691 | { |
|
|
1692 | if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
|
|
1693 | { |
|
|
1694 | if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) |
|
|
1695 | { |
|
|
1696 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
1647 | if (op->type==PLAYER) { |
1697 | if (op->type == PLAYER) |
1648 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1698 | esrv_send_item (op, tmp); |
1649 | "On the ground is %s.", long_desc(tmp, op)); |
|
|
1650 | if (tmp->msg) { |
|
|
1651 | new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); |
|
|
1652 | new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); |
|
|
1653 | } |
1699 | } |
|
|
1700 | if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && |
|
|
1701 | (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
|
|
1702 | { |
|
|
1703 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
|
|
1704 | if (op->type == PLAYER) |
1654 | esrv_send_item(op, tmp); |
1705 | esrv_send_item (op, tmp); |
1655 | } |
|
|
1656 | num_ident--; |
|
|
1657 | success=1; |
|
|
1658 | if (!num_ident) break; |
|
|
1659 | } |
|
|
1660 | } |
|
|
1661 | if (!success) |
|
|
1662 | new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified."); |
|
|
1663 | else { |
|
|
1664 | spell_effect(spell, op->x, op->y, op->map, op); |
|
|
1665 | } |
|
|
1666 | return success; |
|
|
1667 | } |
|
|
1668 | |
|
|
1669 | |
|
|
1670 | int cast_detection(object *op, object *caster, object *spell, object *skill) { |
|
|
1671 | object *tmp, *last, *god, *detect; |
|
|
1672 | int done_one, range, mflags, floor, level; |
|
|
1673 | sint16 x, y, nx, ny; |
|
|
1674 | mapstruct *m; |
|
|
1675 | |
|
|
1676 | /* We precompute some values here so that we don't have to keep |
|
|
1677 | * doing it over and over again. |
|
|
1678 | */ |
|
|
1679 | god=find_god(determine_god(op)); |
|
|
1680 | level=caster_level(caster, spell); |
|
|
1681 | range = spell->range + SP_level_range_adjust(caster, spell); |
|
|
1682 | |
|
|
1683 | if (!skill) skill=caster; |
|
|
1684 | |
|
|
1685 | for (x = op->x - range; x <= op->x + range; x++) |
|
|
1686 | for (y = op->y - range; y <= op->y + range; y++) { |
|
|
1687 | |
|
|
1688 | m = op->map; |
|
|
1689 | mflags = get_map_flags(m, &m, x, y, &nx, &ny); |
|
|
1690 | if (mflags & P_OUT_OF_MAP) continue; |
|
|
1691 | |
|
|
1692 | /* For most of the detections, we only detect objects above the |
|
|
1693 | * floor. But this is not true for show invisible. |
|
|
1694 | * Basically, we just go and find the top object and work |
|
|
1695 | * down - that is easier than working up. |
|
|
1696 | */ |
|
|
1697 | |
|
|
1698 | for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; |
|
|
1699 | /* Shouldn't happen, but if there are no objects on a space, this |
|
|
1700 | * would happen. |
|
|
1701 | */ |
|
|
1702 | if (!last) continue; |
|
|
1703 | |
|
|
1704 | done_one=0; |
|
|
1705 | floor=0; |
|
|
1706 | detect = NULL; |
|
|
1707 | for (tmp=last; tmp; tmp=tmp->below) { |
|
|
1708 | |
|
|
1709 | /* show invisible */ |
|
|
1710 | if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && |
|
|
1711 | /* Might there be other objects that we can make visibile? */ |
|
|
1712 | (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) || |
|
|
1713 | (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) || |
|
|
1714 | tmp->type==CF_HANDLE || |
|
|
1715 | tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE || |
|
|
1716 | tmp->type==BUTTON || tmp->type==TELEPORTER || |
|
|
1717 | tmp->type==GATE || tmp->type==LOCKED_DOOR || |
|
|
1718 | tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN || |
|
|
1719 | tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY || |
|
|
1720 | tmp->type==TREASURE || tmp->type==BOOK || |
|
|
1721 | tmp->type==HOLY_ALTAR))) { |
|
|
1722 | if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) { |
|
|
1723 | tmp->invisible=0; |
|
|
1724 | done_one = 1; |
|
|
1725 | } |
|
|
1726 | } |
1706 | } |
1727 | if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1; |
|
|
1728 | |
|
|
1729 | /* All detections below this point don't descend beneath the floor, |
|
|
1730 | * so just continue on. We could be clever and look at the type of |
|
|
1731 | * detection to completely break out if we don't care about objects beneath |
|
|
1732 | * the floor, but once we get to the floor, not likely a very big issue anyways. |
|
|
1733 | */ |
|
|
1734 | if (floor) continue; |
|
|
1735 | |
|
|
1736 | /* I had thought about making detect magic and detect curse |
|
|
1737 | * show the flash the magic item like it does for detect monster. |
|
|
1738 | * however, if the object is within sight, this would then make it |
|
|
1739 | * difficult to see what object is magical/cursed, so the |
|
|
1740 | * effect wouldn't be as apparant. |
|
|
1741 | */ |
|
|
1742 | |
|
|
1743 | /* detect magic */ |
|
|
1744 | if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && |
|
|
1745 | !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) && |
|
|
1746 | !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && |
|
|
1747 | is_magical(tmp)) { |
|
|
1748 | SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); |
|
|
1749 | /* make runes more visibile */ |
|
|
1750 | if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC) |
|
|
1751 | tmp->stats.Cha/=4; |
|
|
1752 | done_one = 1; |
|
|
1753 | } |
|
|
1754 | /* detect monster */ |
|
|
1755 | if (QUERY_FLAG(spell, FLAG_MONSTER) && |
|
|
1756 | (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) { |
|
|
1757 | done_one = 2; |
|
|
1758 | if (!detect) detect=tmp; |
|
|
1759 | } |
|
|
1760 | /* Basically, if race is set in the spell, then the creatures race must |
|
|
1761 | * match that. if the spell race is set to GOD, then the gods opposing |
|
|
1762 | * race must match. |
|
|
1763 | */ |
|
|
1764 | if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race && |
|
|
1765 | ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) || |
|
|
1766 | (strstr(spell->race, tmp->race)))) { |
|
|
1767 | done_one = 2; |
|
|
1768 | if (!detect) detect=tmp; |
|
|
1769 | } |
|
|
1770 | if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && |
|
|
1771 | (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { |
|
|
1772 | SET_FLAG(tmp, FLAG_KNOWN_CURSED); |
|
|
1773 | done_one = 1; |
|
|
1774 | } |
|
|
1775 | } /* for stack of objects on this space */ |
|
|
1776 | |
|
|
1777 | /* Code here puts an effect of the spell on the space, so you can see |
|
|
1778 | * where the magic is. |
|
|
1779 | */ |
|
|
1780 | if (done_one) { |
|
|
1781 | object *detect_ob = arch_to_object(spell->other_arch); |
|
|
1782 | detect_ob->x = nx; |
|
|
1783 | detect_ob->y = ny; |
|
|
1784 | /* if this is set, we want to copy the face */ |
|
|
1785 | if (done_one == 2 && detect) { |
|
|
1786 | detect_ob->face = detect->face; |
|
|
1787 | detect_ob->animation_id = detect->animation_id; |
|
|
1788 | detect_ob->anim_speed = detect->anim_speed; |
|
|
1789 | detect_ob->last_anim=0; |
|
|
1790 | /* by default, the detect_ob is already animated */ |
|
|
1791 | if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE); |
|
|
1792 | } |
|
|
1793 | insert_ob_in_map(detect_ob, m, op,0); |
|
|
1794 | } |
|
|
1795 | } /* for processing the surrounding spaces */ |
|
|
1796 | |
|
|
1797 | |
|
|
1798 | /* Now process objects in the players inventory if detect curse or magic */ |
|
|
1799 | if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) { |
|
|
1800 | done_one = 0; |
|
|
1801 | for (tmp = op->inv; tmp; tmp = tmp->below) { |
|
|
1802 | if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { |
|
|
1803 | if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && |
|
|
1804 | is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) { |
|
|
1805 | SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); |
|
|
1806 | if (op->type==PLAYER) |
|
|
1807 | esrv_send_item (op, tmp); |
|
|
1808 | } |
|
|
1809 | if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && |
|
|
1810 | (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { |
|
|
1811 | SET_FLAG(tmp, FLAG_KNOWN_CURSED); |
|
|
1812 | if (op->type==PLAYER) |
|
|
1813 | esrv_send_item (op, tmp); |
|
|
1814 | } |
|
|
1815 | } /* if item is not identified */ |
1707 | } /* if item is not identified */ |
1816 | } /* for the players inventory */ |
1708 | } /* for the players inventory */ |
1817 | } /* if detect magic/curse and object is a player */ |
1709 | } /* if detect magic/curse and object is a player */ |
1818 | return 1; |
1710 | return 1; |
1819 | } |
1711 | } |
1820 | |
1712 | |
1821 | |
1713 | |
1822 | /** |
1714 | /** |
1823 | * Checks if victim has overcharged mana. caster_level is the caster's (skill) |
1715 | * Checks if victim has overcharged mana. caster_level is the caster's (skill) |
1824 | * level whos spell did cause the overcharge. |
1716 | * level whos spell did cause the overcharge. |
1825 | */ |
1717 | */ |
|
|
1718 | static void |
1826 | static void charge_mana_effect(object *victim, int caster_level) |
1719 | charge_mana_effect (object *victim, int caster_level) |
1827 | { |
1720 | { |
1828 | |
1721 | |
1829 | /* Prevent explosions for objects without mana. Without this check, doors |
1722 | /* Prevent explosions for objects without mana. Without this check, doors |
1830 | * will explode, too. |
1723 | * will explode, too. |
1831 | */ |
1724 | */ |
1832 | if (victim->stats.maxsp <= 0) |
1725 | if (victim->stats.maxsp <= 0) |
1833 | return; |
1726 | return; |
1834 | |
1727 | |
1835 | new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); |
1728 | new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); |
1836 | |
1729 | |
1837 | if (victim->stats.sp >= victim->stats.maxsp*2) { |
1730 | if (victim->stats.sp >= victim->stats.maxsp * 2) |
|
|
1731 | { |
1838 | object *tmp; |
1732 | object *tmp; |
1839 | |
1733 | |
1840 | new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); |
1734 | new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); |
1841 | |
1735 | |
1842 | /* Explodes a fireball centered at player */ |
1736 | /* Explodes a fireball centered at player */ |
1843 | tmp = get_archetype(EXPLODING_FIREBALL); |
1737 | tmp = get_archetype (EXPLODING_FIREBALL); |
1844 | tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; |
1738 | tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; |
1845 | tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2; |
1739 | tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; |
1846 | tmp->x = victim->x; |
1740 | |
1847 | tmp->y = victim->y; |
1741 | tmp->insert_at (victim); |
1848 | insert_ob_in_map(tmp, victim->map, NULL, 0); |
|
|
1849 | victim->stats.sp = 2*victim->stats.maxsp; |
1742 | victim->stats.sp = 2 * victim->stats.maxsp; |
1850 | } |
1743 | } |
1851 | else if (victim->stats.sp >= victim->stats.maxsp*1.88) { |
1744 | else if (victim->stats.sp >= victim->stats.maxsp * 1.88) |
1852 | new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); |
1745 | new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); |
1853 | } |
|
|
1854 | else if (victim->stats.sp >= victim->stats.maxsp*1.66) { |
1746 | else if (victim->stats.sp >= victim->stats.maxsp * 1.66) |
1855 | new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); |
1747 | new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); |
1856 | } |
|
|
1857 | else if (victim->stats.sp >= victim->stats.maxsp*1.5) { |
1748 | else if (victim->stats.sp >= victim->stats.maxsp * 1.5) |
|
|
1749 | { |
1858 | new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); |
1750 | new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); |
1859 | confuse_player(victim, victim, 99); |
1751 | confuse_player (victim, victim, 99); |
1860 | } |
1752 | } |
1861 | else if (victim->stats.sp >= victim->stats.maxsp*1.25) { |
1753 | else if (victim->stats.sp >= victim->stats.maxsp * 1.25) |
1862 | new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); |
1754 | new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); |
1863 | } |
|
|
1864 | } |
1755 | } |
1865 | |
1756 | |
1866 | /* cast_transfer |
1757 | /* cast_transfer |
1867 | * This spell transfers sp from the player to another person. |
1758 | * This spell transfers sp from the player to another person. |
1868 | * We let the target go above their normal maximum SP. |
1759 | * We let the target go above their normal maximum SP. |
1869 | */ |
1760 | */ |
1870 | |
1761 | |
|
|
1762 | int |
1871 | int cast_transfer(object *op,object *caster, object *spell, int dir) { |
1763 | cast_transfer (object *op, object *caster, object *spell, int dir) |
|
|
1764 | { |
1872 | object *plyr=NULL; |
1765 | object *plyr = NULL; |
1873 | sint16 x, y; |
1766 | sint16 x, y; |
1874 | mapstruct *m; |
1767 | maptile *m; |
1875 | int mflags; |
1768 | int mflags; |
1876 | |
1769 | |
1877 | m = op->map; |
1770 | m = op->map; |
1878 | x = op->x+freearr_x[dir]; |
1771 | x = op->x + freearr_x[dir]; |
1879 | y = op->y+freearr_y[dir]; |
1772 | y = op->y + freearr_y[dir]; |
1880 | |
1773 | |
1881 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
1774 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1882 | |
1775 | |
1883 | if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { |
1776 | if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) |
|
|
1777 | { |
1884 | for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) |
1778 | for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) |
1885 | if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) |
1779 | if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) |
1886 | break; |
1780 | break; |
1887 | } |
1781 | } |
1888 | |
1782 | |
1889 | |
1783 | |
1890 | /* If we did not find a player in the specified direction, transfer |
1784 | /* If we did not find a player in the specified direction, transfer |
1891 | * to anyone on top of us. This is used for the rune of transference mostly. |
1785 | * to anyone on top of us. This is used for the rune of transference mostly. |
1892 | */ |
1786 | */ |
1893 | if(plyr==NULL) |
1787 | if (plyr == NULL) |
1894 | for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) |
1788 | for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) |
1895 | if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) |
1789 | if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) |
1896 | break; |
1790 | break; |
1897 | |
1791 | |
1898 | if (!plyr) { |
1792 | if (!plyr) |
|
|
1793 | { |
1899 | new_draw_info(NDI_BLACK, 0, op, "There is no one there."); |
1794 | new_draw_info (NDI_BLACK, 0, op, "There is no one there."); |
1900 | return 0; |
1795 | return 0; |
1901 | } |
1796 | } |
1902 | /* give sp */ |
1797 | /* give sp */ |
1903 | if(spell->stats.dam > 0) { |
1798 | if (spell->stats.dam > 0) |
|
|
1799 | { |
1904 | plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); |
1800 | plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1905 | charge_mana_effect(plyr, caster_level(caster, spell)); |
1801 | charge_mana_effect (plyr, caster_level (caster, spell)); |
1906 | return 1; |
1802 | return 1; |
1907 | } |
1803 | } |
1908 | /* suck sp away. Can't suck sp from yourself */ |
1804 | /* suck sp away. Can't suck sp from yourself */ |
1909 | else if (op != plyr) { |
1805 | else if (op != plyr) |
|
|
1806 | { |
1910 | /* old dragin magic used floats. easier to just use ints and divide by 100 */ |
1807 | /* old dragin magic used floats. easier to just use ints and divide by 100 */ |
1911 | |
1808 | |
1912 | int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; |
1809 | int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked; |
1913 | |
1810 | |
1914 | if (rate > 95) rate=95; |
1811 | if (rate > 95) |
|
|
1812 | rate = 95; |
1915 | |
1813 | |
1916 | sucked = (plyr->stats.sp * rate) / 100; |
1814 | sucked = (plyr->stats.sp * rate) / 100; |
1917 | plyr->stats.sp -= sucked; |
1815 | plyr->stats.sp -= sucked; |
1918 | if (QUERY_FLAG(op, FLAG_ALIVE)) { |
1816 | if (QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1817 | { |
1919 | /* Player doesn't get full credit */ |
1818 | /* Player doesn't get full credit */ |
1920 | sucked = (sucked * rate) / 100; |
1819 | sucked = (sucked * rate) / 100; |
1921 | op->stats.sp += sucked; |
1820 | op->stats.sp += sucked; |
1922 | if (sucked > 0) { |
1821 | if (sucked > 0) |
|
|
1822 | { |
1923 | charge_mana_effect(op, caster_level(caster, spell)); |
1823 | charge_mana_effect (op, caster_level (caster, spell)); |
1924 | } |
1824 | } |
1925 | } |
1825 | } |
1926 | return 1; |
1826 | return 1; |
1927 | } |
1827 | } |
1928 | return 0; |
1828 | return 0; |
1929 | } |
1829 | } |
1930 | |
1830 | |
1931 | |
1831 | |
1932 | /* counterspell: nullifies spell effects. |
1832 | /* counterspell: nullifies spell effects. |
1933 | * op is the counterspell object, dir is the direction |
1833 | * op is the counterspell object, dir is the direction |
1934 | * it was cast in. |
1834 | * it was cast in. |
1935 | * Basically, if the object has a magic attacktype, |
1835 | * Basically, if the object has a magic attacktype, |
1936 | * this may nullify it. |
1836 | * this may nullify it. |
1937 | */ |
1837 | */ |
|
|
1838 | void |
1938 | void counterspell(object *op,int dir) |
1839 | counterspell (object *op, int dir) |
1939 | { |
1840 | { |
1940 | object *tmp, *head, *next; |
1841 | object *tmp, *head, *next; |
1941 | int mflags; |
1842 | int mflags; |
1942 | mapstruct *m; |
1843 | maptile *m; |
1943 | sint16 sx,sy; |
1844 | sint16 sx, sy; |
1944 | |
1845 | |
1945 | sx = op->x + freearr_x[dir]; |
1846 | sx = op->x + freearr_x[dir]; |
1946 | sy = op->y + freearr_y[dir]; |
1847 | sy = op->y + freearr_y[dir]; |
1947 | m = op->map; |
1848 | m = op->map; |
1948 | mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); |
1849 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
1949 | if (mflags & P_OUT_OF_MAP) return; |
1850 | if (mflags & P_OUT_OF_MAP) |
|
|
1851 | return; |
|
|
1852 | |
|
|
1853 | for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) |
1950 | |
1854 | { |
1951 | for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) { |
|
|
1952 | next = tmp->above; |
1855 | next = tmp->above; |
1953 | |
1856 | |
1954 | /* Need to look at the head object - otherwise, if tmp |
1857 | /* Need to look at the head object - otherwise, if tmp |
1955 | * points to a monster, we don't have all the necessary |
1858 | * points to a monster, we don't have all the necessary |
1956 | * info for it. |
1859 | * info for it. |
1957 | */ |
1860 | */ |
|
|
1861 | if (tmp->head) |
1958 | if (tmp->head) head = tmp->head; |
1862 | head = tmp->head; |
|
|
1863 | else |
1959 | else head = tmp; |
1864 | head = tmp; |
1960 | |
1865 | |
1961 | /* don't attack our own spells */ |
1866 | /* don't attack our own spells */ |
1962 | if(tmp->owner && tmp->owner == op->owner) continue; |
1867 | if (tmp->owner && tmp->owner == op->owner) |
|
|
1868 | continue; |
1963 | |
1869 | |
1964 | /* Basically, if the object is magical and not counterspell, |
1870 | /* Basically, if the object is magical and not counterspell, |
1965 | * we will more or less remove the object. Don't counterspell |
1871 | * we will more or less remove the object. Don't counterspell |
1966 | * monsters either. |
1872 | * monsters either. |
1967 | */ |
1873 | */ |
1968 | |
1874 | |
1969 | if (head->attacktype & AT_MAGIC && |
1875 | if (head->attacktype & AT_MAGIC |
1970 | !(head->attacktype & AT_COUNTERSPELL) && |
1876 | && !(head->attacktype & AT_COUNTERSPELL) |
1971 | !QUERY_FLAG(head,FLAG_MONSTER) && |
1877 | && !QUERY_FLAG (head, FLAG_MONSTER) |
1972 | (op->level > head->level)) { |
1878 | && (op->level > head->level)) |
1973 | remove_ob(head); |
1879 | head->destroy (); |
1974 | free_object(head); |
1880 | else |
1975 | } else switch(head->type) { |
1881 | switch (head->type) |
|
|
1882 | { |
1976 | 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 | |
1977 | if(op->level > head->level) { |
1889 | if (op->level > head->level) |
1978 | remove_ob(head); |
1890 | head->destroy (); |
1979 | free_object(head); |
1891 | |
1980 | } |
|
|
1981 | break; |
1892 | break; |
1982 | |
1893 | |
1983 | /* I really don't get this rune code that much - that |
1894 | /* I really don't get this rune code that much - that |
1984 | * random chance seems really low. |
1895 | * random chance seems really low. |
1985 | */ |
1896 | */ |
1986 | case RUNE: |
1897 | case RUNE: |
1987 | if(rndm(0, 149) == 0) { |
1898 | if (rndm (0, 149) == 0) |
|
|
1899 | { |
1988 | head->stats.hp--; /* weaken the rune */ |
1900 | head->stats.hp--; /* weaken the rune */ |
1989 | if(!head->stats.hp) { |
1901 | if (!head->stats.hp) |
1990 | remove_ob(head); |
1902 | head->destroy (); |
1991 | free_object(head); |
|
|
1992 | } |
1903 | } |
1993 | } |
|
|
1994 | break; |
1904 | break; |
1995 | } |
1905 | } |
1996 | } |
1906 | } |
1997 | } |
1907 | } |
1998 | |
1908 | |
1999 | |
1909 | |
2000 | |
1910 | |
2001 | /* cast_consecrate() - a spell to make an altar your god's */ |
1911 | /* cast_consecrate() - a spell to make an altar your god's */ |
|
|
1912 | int |
2002 | int cast_consecrate(object *op, object *caster, object *spell) { |
1913 | cast_consecrate (object *op, object *caster, object *spell) |
|
|
1914 | { |
2003 | char buf[MAX_BUF]; |
1915 | char buf[MAX_BUF]; |
2004 | |
1916 | |
2005 | object *tmp, *god=find_god(determine_god(op)); |
1917 | object *tmp, *god = find_god (determine_god (op)); |
2006 | |
1918 | |
2007 | if(!god) { |
1919 | if (!god) |
2008 | new_draw_info(NDI_UNIQUE, 0,op, |
1920 | { |
2009 | "You can't consecrate anything if you don't worship a god!"); |
1921 | new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); |
2010 | return 0; |
1922 | return 0; |
2011 | } |
1923 | } |
2012 | |
1924 | |
2013 | for(tmp=op->below;tmp;tmp=tmp->below) { |
1925 | for (tmp = op->below; tmp; tmp = tmp->below) |
|
|
1926 | { |
2014 | if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; |
1927 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
1928 | break; |
2015 | if(tmp->type==HOLY_ALTAR) { |
1929 | if (tmp->type == HOLY_ALTAR) |
|
|
1930 | { |
2016 | |
1931 | |
2017 | if(tmp->level > caster_level(caster, spell)) { |
1932 | if (tmp->level > caster_level (caster, spell)) |
2018 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1933 | { |
2019 | "You are not powerful enough to reconsecrate the %s", tmp->name); |
1934 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); |
2020 | return 0; |
1935 | return 0; |
2021 | } else { |
|
|
2022 | /* If we got here, we are consecrating an altar */ |
|
|
2023 | if(tmp->name) free_string(tmp->name); |
|
|
2024 | sprintf(buf,"Altar of %s",god->name); |
|
|
2025 | tmp->name = add_string(buf); |
|
|
2026 | tmp->level = caster_level(caster, spell); |
|
|
2027 | tmp->other_arch = god->arch; |
|
|
2028 | if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp); |
|
|
2029 | new_draw_info_format(NDI_UNIQUE,0, op, |
|
|
2030 | "You consecrated the altar to %s!",god->name); |
|
|
2031 | return 1; |
|
|
2032 | } |
1936 | } |
|
|
1937 | else |
|
|
1938 | { |
|
|
1939 | /* If we got here, we are consecrating an altar */ |
|
|
1940 | sprintf (buf, "Altar of %s", &god->name); |
|
|
1941 | tmp->name = buf; |
|
|
1942 | tmp->level = caster_level (caster, spell); |
|
|
1943 | tmp->other_arch = god->arch; |
|
|
1944 | if (op->type == PLAYER) |
|
|
1945 | esrv_update_item (UPD_NAME, op, tmp); |
|
|
1946 | new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); |
|
|
1947 | return 1; |
2033 | } |
1948 | } |
|
|
1949 | } |
2034 | } |
1950 | } |
2035 | new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); |
1951 | new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); |
2036 | return 0; |
1952 | return 0; |
2037 | } |
1953 | } |
2038 | |
1954 | |
2039 | /* animate_weapon - |
1955 | /* animate_weapon - |
2040 | * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. |
1956 | * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. |
2041 | * The golem is based on the archetype specified, modified by the caster's level |
1957 | * The golem is based on the archetype specified, modified by the caster's level |
… | |
… | |
2044 | * 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, |
2045 | * 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 |
2046 | * 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 |
2047 | * player checks. MSW 2003-01-06 |
1963 | * player checks. MSW 2003-01-06 |
2048 | */ |
1964 | */ |
2049 | |
1965 | int |
2050 | int animate_weapon(object *op,object *caster,object *spell, int dir) { |
1966 | animate_weapon (object *op, object *caster, object *spell, int dir) |
|
|
1967 | { |
2051 | object *weapon, *tmp; |
1968 | object *weapon, *tmp; |
2052 | char buf[MAX_BUF]; |
1969 | char buf[MAX_BUF]; |
2053 | int a, i; |
1970 | int a, i; |
2054 | sint16 x, y; |
1971 | sint16 x, y; |
2055 | mapstruct *m; |
1972 | maptile *m; |
2056 | materialtype_t *mt; |
1973 | |
2057 | |
|
|
2058 | if(!spell->other_arch){ |
1974 | if (!spell->other_arch) |
|
|
1975 | { |
2059 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
1976 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
2060 | 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); |
2061 | return 0; |
1978 | return 0; |
2062 | } |
1979 | } |
2063 | /* exit if it's not a player using this spell. */ |
1980 | /* exit if it's not a player using this spell. */ |
2064 | if(op->type!=PLAYER) return 0; |
1981 | if (op->type != PLAYER) |
|
|
1982 | return 0; |
2065 | |
1983 | |
2066 | /* if player already has a golem, abort */ |
1984 | /* if player already has a golem, abort */ |
2067 | if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { |
1985 | if (object *golem = op->contr->golem) |
2068 | control_golem(op->contr->ranges[range_golem],dir); |
1986 | { |
|
|
1987 | control_golem (golem, dir); |
2069 | return 0; |
1988 | return 0; |
2070 | } |
1989 | } |
2071 | |
1990 | |
2072 | /* if no direction specified, pick one */ |
1991 | /* if no direction specified, pick one */ |
2073 | if(!dir) |
1992 | if (!dir) |
2074 | dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); |
1993 | dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); |
2075 | |
1994 | |
2076 | m = op->map; |
1995 | m = op->map; |
2077 | x = op->x+freearr_x[dir]; |
1996 | x = op->x + freearr_x[dir]; |
2078 | y = op->y+freearr_y[dir]; |
1997 | y = op->y + freearr_y[dir]; |
2079 | |
1998 | |
2080 | /* if there's no place to put the golem, abort */ |
1999 | /* if there's no place to put the golem, abort */ |
2081 | 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) || |
2082 | ((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)) |
|
|
2002 | { |
2083 | 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."); |
2084 | return 0; |
2004 | return 0; |
2085 | } |
2005 | } |
2086 | |
2006 | |
2087 | /* Use the weapon marked by the player. */ |
2007 | /* Use the weapon marked by the player. */ |
2088 | weapon = find_marked_object(op); |
2008 | weapon = find_marked_object (op); |
2089 | |
2009 | |
2090 | if (!weapon) { |
2010 | if (!weapon) |
|
|
2011 | { |
2091 | 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!"); |
2092 | return 0; |
2013 | return 0; |
2093 | } |
2014 | } |
2094 | if (spell->race && strcmp(weapon->arch->name, spell->race)) { |
2015 | if (spell->race && strcmp (weapon->arch->archname, spell->race)) |
|
|
2016 | { |
2095 | 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."); |
2096 | return 0; |
2018 | return 0; |
2097 | } |
2019 | } |
2098 | if (weapon->type != WEAPON) { |
2020 | if (weapon->type != WEAPON) |
|
|
2021 | { |
2099 | new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); |
2022 | new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); |
2100 | return 0; |
2023 | return 0; |
2101 | } |
2024 | } |
2102 | if (QUERY_FLAG(weapon, FLAG_APPLIED)) { |
2025 | if (QUERY_FLAG (weapon, FLAG_APPLIED)) |
|
|
2026 | { |
2103 | new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", |
2027 | new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); |
2104 | query_name(weapon)); |
|
|
2105 | return 0; |
2028 | return 0; |
2106 | } |
2029 | } |
2107 | |
2030 | |
2108 | if (weapon->nrof > 1) { |
2031 | if (weapon->nrof > 1) |
|
|
2032 | { |
2109 | tmp = get_split_ob(weapon, 1); |
2033 | tmp = get_split_ob (weapon, 1); |
2110 | esrv_send_item(op, weapon); |
2034 | esrv_send_item (op, weapon); |
2111 | weapon = tmp; |
2035 | weapon = tmp; |
2112 | } |
2036 | } |
2113 | |
2037 | |
2114 | /* create the golem object */ |
2038 | /* create the golem object */ |
2115 | tmp=arch_to_object(spell->other_arch); |
2039 | tmp = arch_to_object (spell->other_arch); |
2116 | |
2040 | |
2117 | /* 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 */ |
2118 | CLEAR_FLAG(tmp, FLAG_MONSTER); |
2042 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2119 | SET_FLAG(tmp, FLAG_FRIENDLY); |
|
|
2120 | tmp->stats.exp=0; |
2043 | tmp->stats.exp = 0; |
2121 | add_friendly_object(tmp); |
2044 | add_friendly_object (tmp); |
2122 | tmp->type=GOLEM; |
2045 | tmp->type = GOLEM; |
2123 | set_owner(tmp,op); |
2046 | tmp->set_owner (op); |
|
|
2047 | op->contr->golem = tmp; |
2124 | set_spell_skill(op, caster, spell, tmp); |
2048 | set_spell_skill (op, caster, spell, tmp); |
2125 | op->contr->ranges[range_golem]=tmp; |
|
|
2126 | op->contr->shoottype=range_golem; |
|
|
2127 | op->contr->golem_count = tmp->count; |
|
|
2128 | |
2049 | |
2129 | /* 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 |
2130 | * 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 |
2131 | * used above. |
2052 | * used above. |
2132 | */ |
2053 | */ |
2133 | if (!QUERY_FLAG(weapon, FLAG_REMOVED)) |
2054 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2134 | remove_ob (weapon); |
2055 | weapon->remove (); |
|
|
2056 | |
2135 | insert_ob_in_ob (weapon, tmp); |
2057 | insert_ob_in_ob (weapon, tmp); |
2136 | esrv_send_item(op, weapon); |
2058 | esrv_send_item (op, weapon); |
2137 | /* 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, |
2138 | * 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 |
2139 | * body_info, skills, etc) |
2061 | * body_info, skills, etc) |
2140 | */ |
2062 | */ |
2141 | SET_FLAG (tmp, FLAG_USE_WEAPON); |
2063 | SET_FLAG (tmp, FLAG_USE_WEAPON); |
2142 | SET_FLAG(weapon, FLAG_APPLIED); |
2064 | SET_FLAG (weapon, FLAG_APPLIED); |
2143 | fix_player(tmp); |
2065 | tmp->update_stats (); |
2144 | |
2066 | |
2145 | /* There used to be 'odd' code that basically seemed to take the absolute |
2067 | /* There used to be 'odd' code that basically seemed to take the absolute |
2146 | * value of the weapon->magic an use that. IMO, that doesn't make sense - |
2068 | * value of the weapon->magic an use that. IMO, that doesn't make sense - |
2147 | * if you're using a crappy weapon, it shouldn't be as good. |
2069 | * if you're using a crappy weapon, it shouldn't be as good. |
2148 | */ |
2070 | */ |
2149 | |
2071 | |
2150 | /* modify weapon's animated wc */ |
2072 | /* modify weapon's animated wc */ |
2151 | tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) |
2073 | tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; |
2152 | - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; |
2074 | if (tmp->stats.wc < -127) |
2153 | if(tmp->stats.wc<-127) tmp->stats.wc = -127; |
2075 | tmp->stats.wc = -127; |
2154 | |
2076 | |
2155 | /* Modify hit points for weapon */ |
2077 | /* Modify hit points for weapon */ |
2156 | tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + |
2078 | tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + |
2157 | SP_level_duration_adjust(caster, spell) + |
2079 | SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con; |
2158 | + 8 * weapon->magic + 12 * weapon->stats.Con; |
2080 | if (tmp->stats.maxhp < 0) |
2159 | if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; |
2081 | tmp->stats.maxhp = 10; |
2160 | tmp->stats.hp = tmp->stats.maxhp; |
2082 | tmp->stats.hp = tmp->stats.maxhp; |
2161 | |
2083 | |
2162 | /* Modify weapon's damage */ |
2084 | /* Modify weapon's damage */ |
2163 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) |
2085 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str; |
2164 | + weapon->stats.dam |
2086 | if (tmp->stats.dam < 0) |
2165 | + weapon->magic |
2087 | tmp->stats.dam = 127; |
2166 | + 5 * weapon->stats.Str; |
|
|
2167 | if(tmp->stats.dam<0) tmp->stats.dam=127; |
|
|
2168 | |
2088 | |
2169 | |
2089 | |
2170 | /* attacktype */ |
2090 | /* attacktype */ |
2171 | if ( ! tmp->attacktype) |
2091 | if (!tmp->attacktype) |
2172 | tmp->attacktype = AT_PHYSICAL; |
2092 | tmp->attacktype = AT_PHYSICAL; |
2173 | |
2093 | |
2174 | mt = NULL; |
2094 | if (materialtype_t *mt = name_to_material (op->materialname)) |
2175 | if (op->materialname != NULL) |
2095 | { |
2176 | mt = name_to_material(op->materialname); |
|
|
2177 | if (mt != NULL) { |
|
|
2178 | for (i=0; i < NROFATTACKS; i++) |
2096 | for (i = 0; i < NROFATTACKS; i++) |
2179 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2097 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2180 | a = mt->save[0]; |
2098 | a = mt->save[0]; |
2181 | } else { |
2099 | } |
|
|
2100 | else |
|
|
2101 | { |
2182 | for (i=0; i < NROFATTACKS; i++) |
2102 | for (i = 0; i < NROFATTACKS; i++) |
2183 | tmp->resist[i] = 5; |
2103 | tmp->resist[i] = 5; |
2184 | a = 10; |
2104 | a = 10; |
2185 | } |
2105 | } |
|
|
2106 | |
2186 | /* Set weapon's immunity */ |
2107 | /* Set weapon's immunity */ |
2187 | tmp->resist[ATNR_CONFUSION] = 100; |
2108 | tmp->resist[ATNR_CONFUSION] = 100; |
2188 | tmp->resist[ATNR_POISON] = 100; |
2109 | tmp->resist[ATNR_POISON] = 100; |
2189 | tmp->resist[ATNR_SLOW] = 100; |
2110 | tmp->resist[ATNR_SLOW] = 100; |
2190 | tmp->resist[ATNR_PARALYZE] = 100; |
2111 | tmp->resist[ATNR_PARALYZE] = 100; |
2191 | tmp->resist[ATNR_TURN_UNDEAD] = 100; |
2112 | tmp->resist[ATNR_TURN_UNDEAD] = 100; |
2192 | tmp->resist[ATNR_FEAR] = 100; |
2113 | tmp->resist[ATNR_FEAR] = 100; |
2193 | tmp->resist[ATNR_DEPLETE] = 100; |
2114 | tmp->resist[ATNR_DEPLETE] = 100; |
2194 | tmp->resist[ATNR_DEATH] = 100; |
2115 | tmp->resist[ATNR_DEATH] = 100; |
2195 | tmp->resist[ATNR_BLIND] = 100; |
2116 | tmp->resist[ATNR_BLIND] = 100; |
2196 | |
2117 | |
2197 | /* 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 */ |
2198 | |
2119 | |
2199 | if (a > 14) a = 14; |
2120 | if (a > 14) |
|
|
2121 | a = 14; |
|
|
2122 | |
2200 | 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)); |
2201 | |
2124 | |
2202 | /* Determine golem's speed */ |
2125 | /* Determine golem's speed */ |
2203 | tmp->speed = 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))); |
2204 | |
2127 | |
2205 | if(tmp->speed > 3.33) tmp->speed = 3.33; |
|
|
2206 | |
|
|
2207 | if (!spell->race) { |
2128 | if (!spell->race) |
|
|
2129 | { |
2208 | sprintf(buf, "animated %s", weapon->name); |
2130 | sprintf (buf, "animated %s", &weapon->name); |
2209 | if(tmp->name) free_string(tmp->name); |
|
|
2210 | tmp->name = add_string(buf); |
2131 | tmp->name = buf; |
2211 | |
2132 | |
2212 | tmp->face = weapon->face; |
2133 | tmp->face = weapon->face; |
2213 | tmp->animation_id = weapon->animation_id; |
2134 | tmp->animation_id = weapon->animation_id; |
2214 | tmp->anim_speed = weapon->anim_speed; |
2135 | tmp->anim_speed = weapon->anim_speed; |
2215 | tmp->last_anim = weapon->last_anim; |
2136 | tmp->last_anim = weapon->last_anim; |
2216 | tmp->state = weapon->state; |
2137 | tmp->state = weapon->state; |
2217 | if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { |
2138 | tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; |
2218 | SET_FLAG(tmp,FLAG_ANIMATE); |
|
|
2219 | } else { |
|
|
2220 | CLEAR_FLAG(tmp,FLAG_ANIMATE); |
|
|
2221 | } |
|
|
2222 | update_ob_speed(tmp); |
|
|
2223 | } |
2139 | } |
2224 | |
2140 | |
2225 | /* make experience increase in proportion to the strength of the summoned creature. */ |
2141 | /* make experience increase in proportion to the strength of the summoned creature. */ |
2226 | tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell)); |
2142 | tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); |
2227 | |
2143 | |
2228 | tmp->speed_left= -1; |
2144 | tmp->speed_left = -1; |
2229 | tmp->x=x; |
|
|
2230 | tmp->y=y; |
|
|
2231 | tmp->direction=dir; |
2145 | tmp->direction = dir; |
2232 | insert_ob_in_map(tmp,m,op,0); |
2146 | |
|
|
2147 | m->insert (tmp, x, y, op); |
2233 | return 1; |
2148 | return 1; |
2234 | } |
2149 | } |
2235 | |
2150 | |
2236 | /* cast_daylight() - changes the map darkness level *lower* */ |
2151 | /* cast_daylight() - changes the map darkness level *lower* */ |
2237 | |
2152 | |
2238 | /* cast_change_map_lightlevel: Was cast_daylight/nightfall. |
2153 | /* cast_change_map_lightlevel: Was cast_daylight/nightfall. |
2239 | * This changes the light level for the entire map. |
2154 | * This changes the light level for the entire map. |
2240 | */ |
2155 | */ |
2241 | |
2156 | |
|
|
2157 | int |
2242 | int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { |
2158 | cast_change_map_lightlevel (object *op, object *caster, object *spell) |
|
|
2159 | { |
2243 | int success; |
2160 | int success; |
2244 | |
2161 | |
2245 | if(!op->map) return 0; /* shouldnt happen */ |
2162 | if (!op->map) |
|
|
2163 | return 0; /* shouldnt happen */ |
2246 | |
2164 | |
2247 | success=change_map_light(op->map,spell->stats.dam); |
2165 | success = op->map->change_map_light (spell->stats.dam); |
|
|
2166 | |
2248 | if(!success) { |
2167 | if (!success) |
|
|
2168 | { |
2249 | if (spell->stats.dam < 0) |
2169 | if (spell->stats.dam < 0) |
2250 | new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); |
2170 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); |
2251 | else |
2171 | else |
2252 | new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); |
2172 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); |
2253 | } |
2173 | } |
2254 | return success; |
2174 | return success; |
2255 | } |
2175 | } |
2256 | |
2176 | |
2257 | |
2177 | |
2258 | |
2178 | |
2259 | |
2179 | |
2260 | |
2180 | |
2261 | /* create an aura spell object and put it in the player's inventory. |
2181 | /* create an aura spell object and put it in the player's inventory. |
2262 | * as usual, op is player, caster is the object casting the spell, |
2182 | * as usual, op is player, caster is the object casting the spell, |
2263 | * spell is the spell object itself. |
2183 | * spell is the spell object itself. |
2264 | */ |
2184 | */ |
|
|
2185 | int |
2265 | int create_aura(object *op, object *caster, object *spell) |
2186 | create_aura (object *op, object *caster, object *spell) |
2266 | { |
2187 | { |
2267 | int refresh=0; |
2188 | int refresh = 0; |
2268 | object *new_aura; |
2189 | object *new_aura; |
2269 | |
2190 | |
2270 | new_aura = present_arch_in_ob(spell->other_arch, op); |
2191 | new_aura = present_arch_in_ob (spell->other_arch, op); |
2271 | if (new_aura) refresh=1; |
2192 | if (new_aura) |
|
|
2193 | refresh = 1; |
|
|
2194 | else |
2272 | else new_aura = arch_to_object(spell->other_arch); |
2195 | new_aura = arch_to_object (spell->other_arch); |
2273 | |
2196 | |
2274 | new_aura->duration = spell->duration + |
2197 | new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); |
2275 | 10* SP_level_duration_adjust(caster,spell); |
|
|
2276 | |
2198 | |
2277 | new_aura->stats.dam = spell->stats.dam |
2199 | new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2278 | +SP_level_dam_adjust(caster,spell); |
|
|
2279 | |
2200 | |
2280 | set_owner(new_aura,op); |
2201 | new_aura->set_owner (op); |
2281 | set_spell_skill(op, caster, spell, new_aura); |
2202 | set_spell_skill (op, caster, spell, new_aura); |
2282 | new_aura->attacktype= spell->attacktype; |
2203 | new_aura->attacktype = spell->attacktype; |
2283 | |
2204 | |
2284 | new_aura->level = caster_level(caster, spell); |
2205 | new_aura->level = caster_level (caster, spell); |
2285 | if (refresh) |
2206 | if (refresh) |
2286 | new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2207 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2287 | else |
2208 | else |
2288 | new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
2209 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
2289 | insert_ob_in_ob(new_aura, op); |
2210 | insert_ob_in_ob (new_aura, op); |
2290 | return 1; |
2211 | return 1; |
2291 | } |
2212 | } |
2292 | |
2213 | |
2293 | |
2214 | |
2294 | /* move aura function. An aura is a part of someone's inventory, |
2215 | /* move aura function. An aura is a part of someone's inventory, |
2295 | * which he carries with him, but which acts on the map immediately |
2216 | * which he carries with him, but which acts on the map immediately |
… | |
… | |
2298 | * duration: duration counter. |
2219 | * duration: duration counter. |
2299 | * attacktype: aura's attacktype |
2220 | * attacktype: aura's attacktype |
2300 | * other_arch: archetype to drop where we attack |
2221 | * other_arch: archetype to drop where we attack |
2301 | */ |
2222 | */ |
2302 | |
2223 | |
|
|
2224 | void |
2303 | void move_aura(object *aura) { |
2225 | move_aura (object *aura) |
|
|
2226 | { |
2304 | int i, mflags; |
2227 | int i, mflags; |
2305 | object *env; |
2228 | object *env; |
2306 | mapstruct *m; |
2229 | maptile *m; |
2307 | |
2230 | |
2308 | /* auras belong in inventories */ |
2231 | /* auras belong in inventories */ |
2309 | env = aura->env; |
2232 | env = aura->env; |
2310 | |
2233 | |
2311 | /* no matter what we've gotta remove the aura... |
2234 | /* no matter what we've gotta remove the aura... |
2312 | * we'll put it back if its time isn't up. |
2235 | * we'll put it back if its time isn't up. |
2313 | */ |
2236 | */ |
2314 | remove_ob(aura); |
2237 | aura->remove (); |
2315 | |
2238 | |
2316 | /* exit if we're out of gas */ |
2239 | /* exit if we're out of gas */ |
2317 | if(aura->duration--< 0) { |
2240 | if (aura->duration-- < 0) |
2318 | free_object(aura); |
2241 | { |
|
|
2242 | aura->destroy (); |
2319 | return; |
2243 | return; |
2320 | } |
2244 | } |
2321 | |
2245 | |
2322 | /* auras only exist in inventories */ |
2246 | /* auras only exist in inventories */ |
2323 | if(env == NULL || env->map==NULL) { |
2247 | if (env == NULL || env->map == NULL) |
2324 | free_object(aura); |
2248 | { |
|
|
2249 | aura->destroy (); |
2325 | return; |
2250 | return; |
2326 | } |
2251 | } |
2327 | aura->x = env->x; |
|
|
2328 | aura->y = env->y; |
|
|
2329 | |
2252 | |
2330 | /* we need to jump out of the inventory for a bit |
2253 | /* we need to jump out of the inventory for a bit |
2331 | * in order to hit the map conveniently. |
2254 | * in order to hit the map conveniently. |
2332 | */ |
2255 | */ |
2333 | insert_ob_in_map(aura,env->map,aura,0); |
2256 | aura->insert_at (env, aura); |
2334 | |
2257 | |
2335 | for(i=1;i<9;i++) { |
2258 | for (i = 1; i < 9; i++) |
|
|
2259 | { |
2336 | sint16 nx, ny; |
2260 | sint16 nx, ny; |
|
|
2261 | |
2337 | nx = aura->x + freearr_x[i]; |
2262 | nx = aura->x + freearr_x[i]; |
2338 | ny = aura->y + freearr_y[i]; |
2263 | ny = aura->y + freearr_y[i]; |
2339 | mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); |
2264 | mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny); |
2340 | |
2265 | |
2341 | /* Consider the movement tyep of the person with the aura as |
2266 | /* Consider the movement tyep of the person with the aura as |
2342 | * movement type of the aura. Eg, if the player is flying, the aura |
2267 | * movement type of the aura. Eg, if the player is flying, the aura |
2343 | * is flying also, if player is walking, it is on the ground, etc. |
2268 | * is flying also, if player is walking, it is on the ground, etc. |
2344 | */ |
2269 | */ |
2345 | if (!(mflags & P_OUT_OF_MAP) |
|
|
2346 | && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) |
2270 | if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) |
2347 | { |
2271 | { |
2348 | hit_map(aura,i,aura->attacktype,0); |
2272 | hit_map (aura, i, aura->attacktype, 0); |
2349 | |
2273 | |
2350 | if(aura->other_arch) { |
2274 | if (aura->other_arch) |
2351 | object *new_ob; |
2275 | m->insert (arch_to_object (aura->other_arch), nx, ny, aura); |
2352 | |
|
|
2353 | new_ob = arch_to_object(aura->other_arch); |
|
|
2354 | new_ob->x = nx; |
|
|
2355 | new_ob->y = ny; |
|
|
2356 | insert_ob_in_map(new_ob,m,aura,0); |
|
|
2357 | } |
2276 | } |
2358 | } |
|
|
2359 | } |
2277 | } |
|
|
2278 | |
2360 | /* put the aura back in the player's inventory */ |
2279 | /* put the aura back in the player's inventory */ |
2361 | remove_ob(aura); |
2280 | aura->remove (); |
2362 | insert_ob_in_ob(aura, env); |
2281 | insert_ob_in_ob (aura, env); |
2363 | } |
2282 | } |
2364 | |
2283 | |
2365 | /* moves the peacemaker spell. |
2284 | /* moves the peacemaker spell. |
2366 | * op is the piece object. |
2285 | * op is the piece object. |
2367 | */ |
2286 | */ |
2368 | |
2287 | |
|
|
2288 | void |
2369 | void move_peacemaker(object *op) { |
2289 | move_peacemaker (object *op) |
|
|
2290 | { |
2370 | object *tmp; |
2291 | object *tmp; |
2371 | |
2292 | |
2372 | for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { |
2293 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
|
|
2294 | { |
2373 | int atk_lev, def_lev; |
2295 | int atk_lev, def_lev; |
2374 | object *victim=tmp; |
2296 | object *victim = tmp; |
2375 | |
2297 | |
2376 | if (tmp->head) victim=tmp->head; |
2298 | if (tmp->head) |
|
|
2299 | victim = tmp->head; |
2377 | if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; |
2300 | if (!QUERY_FLAG (victim, FLAG_MONSTER)) |
|
|
2301 | continue; |
2378 | if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; |
2302 | if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
|
|
2303 | continue; |
2379 | if (victim->stats.exp == 0) continue; |
2304 | if (victim->stats.exp == 0) |
|
|
2305 | continue; |
2380 | |
2306 | |
2381 | def_lev = MAX(1,victim->level); |
2307 | def_lev = MAX (1, victim->level); |
2382 | atk_lev = MAX(1,op->level); |
2308 | atk_lev = MAX (1, op->level); |
2383 | |
2309 | |
2384 | if (rndm(0, atk_lev-1) > def_lev) { |
2310 | if (rndm (0, atk_lev - 1) > def_lev) |
|
|
2311 | { |
2385 | /* make this sucker peaceful. */ |
2312 | /* make this sucker peaceful. */ |
2386 | |
2313 | |
2387 | change_exp(get_owner(op),victim->stats.exp, op->skill, 0); |
2314 | change_exp (op->owner, victim->stats.exp, op->skill, 0); |
2388 | victim->stats.exp=0; |
2315 | victim->stats.exp = 0; |
2389 | #if 0 |
2316 | #if 0 |
2390 | /* No idea why these were all set to zero - if something |
2317 | /* No idea why these were all set to zero - if something |
2391 | * makes this creature agressive, he should still do damage. |
2318 | * makes this creature agressive, he should still do damage. |
2392 | */ |
2319 | */ |
2393 | victim->stats.dam = 0; |
2320 | victim->stats.dam = 0; |
2394 | victim->stats.sp = 0; |
2321 | victim->stats.sp = 0; |
2395 | victim->stats.grace = 0; |
2322 | victim->stats.grace = 0; |
2396 | victim->stats.Pow = 0; |
2323 | victim->stats.Pow = 0; |
2397 | #endif |
2324 | #endif |
2398 | victim->attack_movement = RANDO2; |
2325 | victim->attack_movement = RANDO2; |
2399 | SET_FLAG(victim,FLAG_UNAGGRESSIVE); |
2326 | SET_FLAG (victim, FLAG_UNAGGRESSIVE); |
2400 | SET_FLAG(victim,FLAG_RUN_AWAY); |
2327 | SET_FLAG (victim, FLAG_RUN_AWAY); |
2401 | SET_FLAG(victim,FLAG_RANDOM_MOVE); |
2328 | SET_FLAG (victim, FLAG_RANDOM_MOVE); |
2402 | CLEAR_FLAG(victim,FLAG_MONSTER); |
2329 | CLEAR_FLAG (victim, FLAG_MONSTER); |
2403 | if(victim->name) { |
2330 | if (victim->name) |
|
|
2331 | { |
2404 | new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); |
2332 | new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); |
2405 | } |
2333 | } |
2406 | } |
2334 | } |
2407 | } |
2335 | } |
2408 | } |
2336 | } |
2409 | |
2337 | |
2410 | |
2338 | |
2411 | /* This writes a rune that contains the appropriate message. |
2339 | /* This writes a rune that contains the appropriate message. |
2412 | * There really isn't any adjustments we make. |
2340 | * There really isn't any adjustments we make. |
2413 | */ |
2341 | */ |
2414 | |
2342 | |
|
|
2343 | int |
2415 | int write_mark(object *op, object *spell, const char *msg) { |
2344 | write_mark (object *op, object *spell, const char *msg) |
|
|
2345 | { |
2416 | char rune[HUGE_BUF]; |
2346 | char rune[HUGE_BUF]; |
2417 | object *tmp; |
2347 | object *tmp; |
2418 | |
2348 | |
2419 | if (!msg || msg[0] == 0) { |
2349 | if (!msg || msg[0] == 0) |
|
|
2350 | { |
2420 | new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); |
2351 | new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); |
2421 | return 0; |
2352 | return 0; |
2422 | } |
2353 | } |
2423 | |
2354 | |
2424 | if (strcasestr_local(msg, "endmsg")) { |
2355 | if (strcasestr_local (msg, "endmsg")) |
|
|
2356 | { |
2425 | new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); |
2357 | new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); |
2426 | LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", op->name, msg); |
2358 | LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); |
2427 | return 0; |
2359 | return 0; |
2428 | } |
2360 | } |
2429 | if (!spell->other_arch) return 0; |
2361 | if (!spell->other_arch) |
|
|
2362 | return 0; |
2430 | tmp = arch_to_object(spell->other_arch); |
2363 | tmp = arch_to_object (spell->other_arch); |
2431 | strncpy(rune, msg, HUGE_BUF-2); |
2364 | |
2432 | rune[HUGE_BUF-2] = 0; |
2365 | snprintf (rune, sizeof (rune), "%s\n", msg); |
2433 | strcat(rune, "\n"); |
2366 | |
2434 | tmp->race = add_string (op->name); /*Save the owner of the rune*/ |
2367 | tmp->race = op->name; /*Save the owner of the rune */ |
2435 | tmp->msg = add_string(rune); |
2368 | tmp->msg = rune; |
2436 | tmp->x = op->x; |
2369 | |
2437 | tmp->y = op->y; |
2370 | tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); |
2438 | insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
2439 | return 1; |
2371 | return 1; |
2440 | } |
2372 | } |