1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
|
|
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <object.h> |
25 | #include <object.h> |
26 | #include <living.h> |
26 | #include <living.h> |
27 | #ifndef __CEXTRACT__ |
|
|
28 | # include <sproto.h> |
27 | #include <sproto.h> |
29 | #endif |
|
|
30 | #include <spells.h> |
28 | #include <spells.h> |
31 | #include <sounds.h> |
29 | #include <sounds.h> |
32 | |
30 | |
33 | /* cast_magic_storm: This is really used mostly for spell |
31 | /* cast_magic_storm: This is really used mostly for spell |
34 | * fumbles at the like. tmp is the object to propogate. |
32 | * fumbles at the like. tmp is the object to propogate. |
… | |
… | |
37 | void |
35 | void |
38 | cast_magic_storm (object *op, object *tmp, int lvl) |
36 | cast_magic_storm (object *op, object *tmp, int lvl) |
39 | { |
37 | { |
40 | if (!tmp) |
38 | if (!tmp) |
41 | return; /* error */ |
39 | return; /* error */ |
|
|
40 | |
42 | tmp->level = op->level; |
41 | tmp->level = op->level; |
43 | tmp->x = op->x; |
|
|
44 | tmp->y = op->y; |
|
|
45 | tmp->range += lvl / 5; /* increase the area of destruction */ |
42 | tmp->range += lvl / 5; /* increase the area of destruction */ |
46 | tmp->duration += lvl / 5; |
43 | tmp->duration += lvl / 5; |
47 | |
44 | |
48 | /* 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 |
49 | * 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 |
50 | * multiple times. Also, damge already increases with level, |
47 | * multiple times. Also, damge already increases with level, |
51 | * 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. |
52 | */ |
49 | */ |
53 | if (tmp->duration >= 40) |
50 | if (tmp->duration >= 40) |
54 | tmp->duration = 40; |
51 | tmp->duration = 40; |
|
|
52 | |
55 | tmp->stats.dam = lvl; /* nasty recoils! */ |
53 | tmp->stats.dam = lvl; /* nasty recoils! */ |
56 | tmp->stats.maxhp = tmp->count; /* tract single parent */ |
54 | tmp->stats.maxhp = tmp->count; /* tract single parent */ |
57 | insert_ob_in_map (tmp, op->map, op, 0); |
|
|
58 | |
55 | |
|
|
56 | tmp->insert_at (op, op); |
59 | } |
57 | } |
60 | |
|
|
61 | |
58 | |
62 | int |
59 | int |
63 | recharge (object *op, object *caster, object *spell_ob) |
60 | recharge (object *op, object *caster, object *spell_ob) |
64 | { |
61 | { |
65 | object *wand, *tmp; |
62 | object *wand, *tmp; |
… | |
… | |
72 | return 0; |
69 | return 0; |
73 | } |
70 | } |
74 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
71 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
75 | { |
72 | { |
76 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); |
73 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); |
77 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); |
74 | op->play_sound (sound_find ("ob_explode")); |
78 | esrv_del_item (op->contr, wand->count); |
75 | esrv_del_item (op->contr, wand->count); |
79 | wand->destroy (); |
76 | wand->destroy (); |
80 | tmp = get_archetype ("fireball"); |
77 | tmp = get_archetype ("fireball"); |
81 | tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
78 | tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
|
|
79 | |
82 | if (!tmp->stats.dam) |
80 | if (!tmp->stats.dam) |
83 | tmp->stats.dam = 1; |
81 | tmp->stats.dam = 1; |
|
|
82 | |
84 | tmp->stats.hp = tmp->stats.dam / 2; |
83 | tmp->stats.hp = tmp->stats.dam / 2; |
|
|
84 | |
85 | if (tmp->stats.hp < 2) |
85 | if (tmp->stats.hp < 2) |
86 | tmp->stats.hp = 2; |
86 | tmp->stats.hp = 2; |
87 | tmp->x = op->x; |
87 | |
88 | tmp->y = op->y; |
88 | tmp->insert_at (op); |
89 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
90 | return 1; |
89 | return 1; |
91 | } |
90 | } |
92 | |
91 | |
93 | 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)); |
|
|
93 | |
94 | if (wand->inv && wand->inv->level) |
94 | if (wand->inv && wand->inv->level) |
95 | ncharges /= wand->inv->level; |
95 | ncharges /= wand->inv->level; |
96 | else |
96 | else |
97 | { |
97 | { |
98 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); |
98 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); |
99 | return 0; |
99 | return 0; |
100 | } |
100 | } |
|
|
101 | |
101 | if (!ncharges) |
102 | if (!ncharges) |
102 | ncharges = 1; |
103 | ncharges = 1; |
103 | |
104 | |
104 | wand->stats.food += ncharges; |
105 | wand->stats.food += ncharges; |
105 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); |
106 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); |
|
|
107 | |
106 | if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) |
108 | if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) |
107 | { |
109 | { |
108 | SET_FLAG (wand, FLAG_ANIMATE); |
110 | SET_FLAG (wand, FLAG_ANIMATE); |
109 | wand->speed = wand->arch->clone.speed; |
111 | wand->set_speed (wand->arch->speed); |
110 | update_ob_speed (wand); |
|
|
111 | } |
112 | } |
|
|
113 | |
112 | return 1; |
114 | return 1; |
113 | } |
115 | } |
114 | |
116 | |
115 | /* 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 |
116 | * 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 |
… | |
… | |
120 | * great a plus, the default is used. |
122 | * great a plus, the default is used. |
121 | * 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 |
122 | * 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 |
123 | * create nonnmagic arrows, or even -1, etc... |
125 | * create nonnmagic arrows, or even -1, etc... |
124 | */ |
126 | */ |
125 | |
|
|
126 | int |
127 | int |
127 | 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) |
128 | { |
129 | { |
129 | int missile_plus = 0, bonus_plus = 0; |
130 | int missile_plus = 0, bonus_plus = 0; |
130 | const char *missile_name; |
131 | const char *missile_name; |
… | |
… | |
151 | /* If it starts with a letter, presume it is a description */ |
152 | /* If it starts with a letter, presume it is a description */ |
152 | if (isalpha (*stringarg)) |
153 | if (isalpha (*stringarg)) |
153 | { |
154 | { |
154 | artifact *al = find_artifactlist (missile->type)->items; |
155 | artifact *al = find_artifactlist (missile->type)->items; |
155 | |
156 | |
156 | for (; al != NULL; al = al->next) |
157 | for (; al; al = al->next) |
157 | if (!strcasecmp (al->item->name, stringarg)) |
158 | if (!strcasecmp (al->item->name, stringarg)) |
158 | break; |
159 | break; |
159 | |
160 | |
160 | if (!al) |
161 | if (!al) |
161 | { |
162 | { |
… | |
… | |
221 | if (stringarg) |
222 | if (stringarg) |
222 | { |
223 | { |
223 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
224 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
224 | if (at == NULL) |
225 | if (at == NULL) |
225 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
226 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
226 | if (at == NULL || at->clone.stats.food > food_value) |
227 | if (at == NULL || at->stats.food > food_value) |
227 | stringarg = NULL; |
228 | stringarg = NULL; |
228 | } |
229 | } |
229 | |
230 | |
230 | if (!stringarg) |
231 | if (!stringarg) |
231 | { |
232 | { |
… | |
… | |
237 | * 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 |
238 | * to be altered from the donor. |
239 | * to be altered from the donor. |
239 | */ |
240 | */ |
240 | |
241 | |
241 | /* We assume the food items don't have multiple parts */ |
242 | /* We assume the food items don't have multiple parts */ |
242 | for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) |
243 | for_all_archetypes (at_tmp) |
243 | { |
244 | { |
244 | if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) |
245 | if (at_tmp->type == FOOD || at_tmp->type == DRINK) |
245 | { |
246 | { |
246 | /* Basically, if the food value is something that is creatable |
247 | /* Basically, if the food value is something that is creatable |
247 | * under the limits of the spell and it is higher than |
248 | * under the limits of the spell and it is higher than |
248 | * the item we have now, take it instead. |
249 | * the item we have now, take it instead. |
249 | */ |
250 | */ |
250 | if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) |
251 | if (at_tmp->stats.food <= food_value |
|
|
252 | && (!at |
|
|
253 | || at_tmp->stats.food > at->stats.food |
|
|
254 | || (at_tmp->stats.food == at->stats.food |
|
|
255 | && at_tmp->weight < at->weight))) |
251 | at = at_tmp; |
256 | at = at_tmp; |
252 | } |
257 | } |
253 | } |
258 | } |
254 | } |
259 | } |
|
|
260 | |
255 | /* 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 |
256 | * know |
262 | * know |
257 | */ |
263 | */ |
258 | if (!at) |
264 | if (!at) |
259 | { |
265 | { |
260 | 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."); |
261 | return 0; |
267 | return 0; |
262 | } |
268 | } |
263 | |
269 | |
264 | food_value /= at->clone.stats.food; |
270 | food_value /= at->stats.food; |
265 | new_op = arch_to_object (at); |
271 | new_op = arch_to_object (at); |
266 | new_op->nrof = food_value; |
272 | new_op->nrof = food_value; |
267 | |
273 | |
268 | new_op->value = 0; |
274 | new_op->value = 0; |
269 | if (new_op->nrof < 1) |
275 | if (new_op->nrof < 1) |
… | |
… | |
284 | if (!dir) |
290 | if (!dir) |
285 | { |
291 | { |
286 | examine_monster (op, op); |
292 | examine_monster (op, op); |
287 | return 1; |
293 | return 1; |
288 | } |
294 | } |
|
|
295 | |
289 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
296 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
290 | for (r = 1; r < maxrange; r++) |
297 | for (r = 1; r < maxrange; r++) |
291 | { |
298 | { |
292 | 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]; |
293 | |
300 | |
… | |
… | |
302 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); |
309 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); |
303 | return 0; |
310 | return 0; |
304 | } |
311 | } |
305 | if (mflags & P_IS_ALIVE) |
312 | if (mflags & P_IS_ALIVE) |
306 | { |
313 | { |
307 | 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) |
308 | 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))) |
309 | { |
316 | { |
310 | new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); |
317 | new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); |
311 | if (tmp->head != NULL) |
318 | if (tmp->head != NULL) |
312 | tmp = tmp->head; |
319 | tmp = tmp->head; |
313 | examine_monster (op, tmp); |
320 | examine_monster (op, tmp); |
314 | return 1; |
321 | return 1; |
315 | } |
322 | } |
316 | } |
323 | } |
317 | } |
324 | } |
|
|
325 | |
318 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
326 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
319 | return 1; |
327 | return 1; |
320 | } |
328 | } |
321 | |
|
|
322 | |
329 | |
323 | /* This checks to see if 'pl' is invisible to 'mon'. |
330 | /* This checks to see if 'pl' is invisible to 'mon'. |
324 | * does race check, undead check, etc |
331 | * does race check, undead check, etc |
325 | * Returns TRUE if mon can't see pl, false |
332 | * Returns TRUE if mon can't see pl, false |
326 | * otherwise. This doesn't check range, walls, etc. It |
333 | * otherwise. This doesn't check range, walls, etc. It |
… | |
… | |
328 | * pl is invisible. |
335 | * pl is invisible. |
329 | */ |
336 | */ |
330 | int |
337 | int |
331 | makes_invisible_to (object *pl, object *mon) |
338 | makes_invisible_to (object *pl, object *mon) |
332 | { |
339 | { |
333 | |
|
|
334 | if (!pl->invisible) |
340 | if (!pl->invisible) |
335 | return 0; |
341 | return 0; |
|
|
342 | |
336 | if (pl->type == PLAYER) |
343 | if (pl->type == PLAYER) |
337 | { |
344 | { |
338 | /* If race isn't set, then invisible unless it is undead */ |
345 | /* If race isn't set, then invisible unless it is undead */ |
339 | if (!pl->contr->invis_race) |
346 | if (!pl->contr->invis_race) |
340 | { |
347 | { |
341 | if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
348 | if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
342 | return 0; |
349 | return 0; |
|
|
350 | |
343 | return 1; |
351 | return 1; |
344 | } |
352 | } |
|
|
353 | |
345 | /* invis_race is set if we get here */ |
354 | /* invis_race is set if we get here */ |
346 | if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) |
355 | if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) |
347 | return 1; |
356 | return 1; |
|
|
357 | |
348 | /* No race, can't be invisible to it */ |
358 | /* No race, can't be invisible to it */ |
349 | if (!mon->race) |
359 | if (!mon->race) |
350 | return 0; |
360 | return 0; |
|
|
361 | |
351 | if (strstr (mon->race, pl->contr->invis_race)) |
362 | if (strstr (mon->race, pl->contr->invis_race)) |
352 | return 1; |
363 | return 1; |
|
|
364 | |
353 | /* Nothing matched above, return 0 */ |
365 | /* Nothing matched above, return 0 */ |
354 | return 0; |
366 | return 0; |
355 | } |
367 | } |
356 | else |
368 | else |
357 | { |
369 | { |
… | |
… | |
370 | * normal applies. |
382 | * normal applies. |
371 | */ |
383 | */ |
372 | int |
384 | int |
373 | cast_invisible (object *op, object *caster, object *spell_ob) |
385 | cast_invisible (object *op, object *caster, object *spell_ob) |
374 | { |
386 | { |
375 | object *tmp; |
|
|
376 | |
|
|
377 | if (op->invisible > 1000) |
387 | if (op->invisible > 1000) |
378 | { |
388 | { |
379 | 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"); |
380 | return 0; |
390 | return 0; |
381 | } |
391 | } |
… | |
… | |
397 | else |
407 | else |
398 | op->contr->tmp_invis = 1; |
408 | op->contr->tmp_invis = 1; |
399 | |
409 | |
400 | op->contr->hidden = 0; |
410 | op->contr->hidden = 0; |
401 | } |
411 | } |
|
|
412 | |
402 | if (makes_invisible_to (op, op)) |
413 | if (makes_invisible_to (op, op)) |
403 | 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!"); |
404 | else |
415 | else |
405 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
416 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
406 | |
417 | |
407 | update_object (op, UP_OBJ_FACE); |
418 | update_object (op, UP_OBJ_CHANGE); |
408 | |
419 | |
409 | /* Only search the active objects - only these should actually do |
420 | /* Only search the active objects - only these should actually do |
410 | * harm to the player. |
421 | * harm to the player. |
411 | */ |
422 | */ |
412 | for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) |
423 | for_all_actives (tmp) |
413 | if (tmp->enemy == op) |
424 | if (tmp->enemy == op) |
414 | tmp->enemy = NULL; |
425 | tmp->enemy = 0; |
|
|
426 | |
415 | return 1; |
427 | return 1; |
416 | } |
428 | } |
417 | |
429 | |
418 | /* earth to dust spell. Basically destroys earthwalls in the area. |
430 | /* earth to dust spell. Basically destroys earthwalls in the area. |
419 | */ |
431 | */ |
… | |
… | |
440 | |
452 | |
441 | if (mflags & P_OUT_OF_MAP) |
453 | if (mflags & P_OUT_OF_MAP) |
442 | continue; |
454 | continue; |
443 | |
455 | |
444 | // earth to dust tears down everything that can be teared down |
456 | // earth to dust tears down everything that can be teared down |
445 | 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) |
446 | { |
458 | { |
447 | next = tmp->above; |
459 | next = tmp->above; |
448 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
460 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
449 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
461 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
450 | } |
462 | } |
451 | } |
463 | } |
|
|
464 | |
452 | return 1; |
465 | return 1; |
453 | } |
466 | } |
454 | |
|
|
455 | |
467 | |
456 | void |
468 | void |
457 | execute_word_of_recall (object *op) |
469 | execute_word_of_recall (object *op) |
458 | { |
470 | { |
459 | object *wor = op; |
471 | if (object *pl = op->in_player ()) |
460 | |
472 | { |
461 | while (op != NULL && op->type != PLAYER) |
473 | if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) |
462 | op = op->env; |
|
|
463 | |
|
|
464 | if (op != NULL && op->map) |
|
|
465 | if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) |
|
|
466 | 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."); |
467 | else |
475 | else |
|
|
476 | { |
|
|
477 | // remove first so we do not call update_stats |
|
|
478 | op->remove (); |
468 | enter_exit (op, wor); |
479 | pl->enter_exit (op); |
|
|
480 | } |
|
|
481 | } |
469 | |
482 | |
470 | wor->destroy (); |
483 | op->destroy (); |
471 | } |
484 | } |
472 | |
485 | |
473 | /* Word of recall causes the player to return 'home'. |
486 | /* Word of recall causes the player to return 'home'. |
474 | * 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 |
475 | * time delay effect. |
488 | * time delay effect. |
… | |
… | |
494 | { |
507 | { |
495 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
508 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
496 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
509 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
497 | return 0; |
510 | return 0; |
498 | } |
511 | } |
|
|
512 | |
499 | time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
513 | time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
500 | if (time < 1) |
514 | if (time < 1) |
501 | time = 1; |
515 | time = 1; |
502 | |
516 | |
503 | /* 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 |
504 | * 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 |
505 | * do anything really odd if it say a -1000 or something. |
519 | * do anything really odd if it say a -1000 or something. |
506 | */ |
520 | */ |
507 | dummy->speed = 0.002; |
521 | dummy->set_speed (0.002); |
508 | update_ob_speed (dummy); |
|
|
509 | dummy->speed_left = -dummy->speed * time; |
522 | dummy->speed_left = -dummy->speed * time; |
510 | dummy->type = SPELL_EFFECT; |
523 | dummy->type = SPELL_EFFECT; |
511 | dummy->subtype = SP_WORD_OF_RECALL; |
524 | dummy->subtype = SP_WORD_OF_RECALL; |
512 | |
525 | |
513 | /* 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 |
514 | * nice, but until the map load fails, we can't. |
527 | * nice, but until the map load fails, we can't. |
515 | */ |
528 | */ |
516 | EXIT_PATH (dummy) = op->contr->savebed_map; |
529 | EXIT_PATH (dummy) = op->contr->savebed_map; |
517 | EXIT_X (dummy) = op->contr->bed_x; |
530 | EXIT_X (dummy) = op->contr->bed_x; |
518 | EXIT_Y (dummy) = op->contr->bed_y; |
531 | EXIT_Y (dummy) = op->contr->bed_y; |
519 | |
532 | |
520 | (void) insert_ob_in_ob (dummy, op); |
533 | op->insert (dummy); |
|
|
534 | |
521 | 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 | |
522 | return 1; |
537 | return 1; |
523 | } |
538 | } |
524 | |
539 | |
525 | /* cast_wonder |
540 | /* cast_wonder |
526 | * wonder is really just a spell that will likely cast another |
541 | * wonder is really just a spell that will likely cast another |
… | |
… | |
556 | return cast_spell (op, caster, dir, newspell, NULL); |
571 | return cast_spell (op, caster, dir, newspell, NULL); |
557 | } |
572 | } |
558 | return 1; |
573 | return 1; |
559 | } |
574 | } |
560 | |
575 | |
561 | |
|
|
562 | int |
576 | int |
563 | perceive_self (object *op) |
577 | perceive_self (object *op) |
564 | { |
578 | { |
565 | char *cp = describe_item (op, op), buf[MAX_BUF]; |
579 | const char *cp = describe_item (op, op); |
566 | archetype *at = archetype::find (ARCH_DEPLETION); |
580 | archetype *at = archetype::find (ARCH_DEPLETION); |
567 | object *tmp; |
|
|
568 | int i; |
|
|
569 | |
581 | |
|
|
582 | dynbuf_text buf; |
|
|
583 | |
|
|
584 | if (player *pl = op->contr) |
|
|
585 | if (object *race = archetype::find (op->race)) |
|
|
586 | buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; |
|
|
587 | |
570 | tmp = find_god (determine_god (op)); |
588 | if (object *god = find_god (determine_god (op))) |
571 | if (tmp) |
589 | buf << "You worship " << &god->name << ".\n"; |
572 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name); |
|
|
573 | else |
590 | else |
574 | new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); |
591 | buf << "You worship no god.\n"; |
575 | |
592 | |
576 | tmp = present_arch_in_ob (at, op); |
593 | object *tmp = present_arch_in_ob (at, op); |
577 | |
594 | |
578 | if (*cp == '\0' && tmp == NULL) |
595 | if (*cp == '\0' && tmp == NULL) |
579 | new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); |
596 | buf << "You feel very mundane. "; |
580 | else |
597 | else |
581 | { |
598 | { |
582 | new_draw_info (NDI_UNIQUE, 0, op, "You have:"); |
599 | buf << "You have: " << cp << ".\n"; |
583 | new_draw_info (NDI_UNIQUE, 0, op, cp); |
600 | |
584 | if (tmp != NULL) |
601 | if (tmp) |
585 | { |
|
|
586 | for (i = 0; i < NUM_STATS; i++) |
602 | for (int i = 0; i < NUM_STATS; i++) |
587 | { |
603 | if (tmp->stats.stat (i) < 0) |
588 | if (get_attr_value (&tmp->stats, i) < 0) |
604 | buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); |
589 | { |
|
|
590 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); |
|
|
591 | } |
|
|
592 | } |
|
|
593 | } |
|
|
594 | } |
605 | } |
595 | |
606 | |
596 | if (is_dragon_pl (op)) |
607 | if (is_dragon_pl (op)) |
597 | { |
|
|
598 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
608 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
599 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
609 | for (tmp = op->inv; tmp; tmp = tmp->below) |
600 | { |
610 | { |
601 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
611 | if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) |
602 | { |
612 | { |
603 | if (tmp->stats.exp == 0) |
613 | if (tmp->stats.exp == 0) |
604 | { |
|
|
605 | sprintf (buf, "Your metabolism isn't focused on anything."); |
614 | buf << "Your metabolism isn't focused on anything.\n"; |
606 | } |
|
|
607 | else |
615 | else |
608 | { |
|
|
609 | 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"; |
610 | } |
617 | |
611 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
612 | break; |
618 | break; |
613 | } |
619 | } |
614 | } |
620 | } |
615 | } |
621 | |
|
|
622 | buf << '\0'; // zero-terminate |
|
|
623 | |
|
|
624 | new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ()); |
|
|
625 | |
616 | return 1; |
626 | return 1; |
617 | } |
627 | } |
618 | |
|
|
619 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
|
|
620 | * |
|
|
621 | * This function cast the spell of town portal for op |
|
|
622 | * |
|
|
623 | * The spell operates in two passes. During the first one a place |
|
|
624 | * is marked as a destination for the portal. During the second one, |
|
|
625 | * 2 portals are created, one in the position the player cast it and |
|
|
626 | * one in the destination place. The portal are synchronized and 2 forces |
|
|
627 | * are inserted in the player to destruct the portal next time player |
|
|
628 | * creates a new portal pair. |
|
|
629 | * This spell has a side effect that it allows people to meet each other |
|
|
630 | * in a permanent, private, appartements by making a town portal from it |
|
|
631 | * to the town or another public place. So, check if the map is unique and if |
|
|
632 | * so return an error |
|
|
633 | * |
|
|
634 | * Code by Tchize (david.delbecq@usa.net) |
|
|
635 | */ |
|
|
636 | int |
|
|
637 | cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
|
|
638 | { |
|
|
639 | object *dummy, *force, *old_force, *tmp; |
|
|
640 | archetype *perm_portal; |
|
|
641 | char portal_name[1024], portal_message[1024]; |
|
|
642 | sint16 exitx, exity; |
|
|
643 | maptile *exitmap; |
|
|
644 | int op_level; |
|
|
645 | |
|
|
646 | |
|
|
647 | /* Check to see if the map the player is currently on is a per player unique |
|
|
648 | * map. This can be determined in that per player unique maps have the |
|
|
649 | * full pathname listed. |
|
|
650 | */ |
|
|
651 | if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE) |
|
|
652 | { |
|
|
653 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n"); |
|
|
654 | return 0; |
|
|
655 | } |
|
|
656 | |
|
|
657 | /* The first thing to do is to check if we have a marked destination |
|
|
658 | * dummy is used to make a check inventory for the force |
|
|
659 | */ |
|
|
660 | dummy = arch_to_object (spell->other_arch); |
|
|
661 | if (dummy == NULL) |
|
|
662 | { |
|
|
663 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
664 | LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name); |
|
|
665 | return 0; |
|
|
666 | } |
|
|
667 | force = check_inv_recursive (op, dummy); |
|
|
668 | |
|
|
669 | if (force == NULL) |
|
|
670 | { |
|
|
671 | /* Here we know there is no destination marked up. |
|
|
672 | * We have 2 things to do: |
|
|
673 | * 1. Mark the destination in the player inventory. |
|
|
674 | * 2. Let the player know it worked. |
|
|
675 | */ |
|
|
676 | dummy->name = op->map->path; |
|
|
677 | EXIT_X (dummy) = op->x; |
|
|
678 | EXIT_Y (dummy) = op->y; |
|
|
679 | insert_ob_in_ob (dummy, op); |
|
|
680 | 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."); |
|
|
681 | return 1; |
|
|
682 | } |
|
|
683 | |
|
|
684 | dummy->destroy (); |
|
|
685 | |
|
|
686 | /* Here we know where the town portal should go to |
|
|
687 | * We should kill any existing portal associated with the player. |
|
|
688 | * Than we should create the 2 portals. |
|
|
689 | * For each of them, we need: |
|
|
690 | * - To create the portal with the name of the player+destination map |
|
|
691 | * - set the owner of the town portal |
|
|
692 | * - To mark the position of the portal in the player's inventory |
|
|
693 | * for easier destruction. |
|
|
694 | * |
|
|
695 | * The mark works has follow: |
|
|
696 | * slaying: Existing town portal |
|
|
697 | * hp, sp : x & y of the associated portal |
|
|
698 | * name : name of the portal |
|
|
699 | * race : map the portal is in |
|
|
700 | */ |
|
|
701 | |
|
|
702 | /* First step: killing existing town portals */ |
|
|
703 | dummy = get_archetype (spell->race); |
|
|
704 | if (dummy == NULL) |
|
|
705 | { |
|
|
706 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
707 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
708 | return 0; |
|
|
709 | } |
|
|
710 | perm_portal = archetype::find (spell->slaying); |
|
|
711 | |
|
|
712 | /* To kill a town portal, we go trough the player's inventory, |
|
|
713 | * for each marked portal in player's inventory, |
|
|
714 | * -We try load the associated map (if impossible, consider the portal destructed) |
|
|
715 | * -We find any portal in the specified location. |
|
|
716 | * If it has the good name, we destruct it. |
|
|
717 | * -We destruct the force indicating that portal. |
|
|
718 | */ |
|
|
719 | while ((old_force = check_inv_recursive (op, dummy))) |
|
|
720 | { |
|
|
721 | exitx = EXIT_X (old_force); |
|
|
722 | exity = EXIT_Y (old_force); |
|
|
723 | LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity); |
|
|
724 | |
|
|
725 | if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir))) |
|
|
726 | exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE); |
|
|
727 | else |
|
|
728 | exitmap = ready_map_name (old_force->race, 0); |
|
|
729 | |
|
|
730 | if (exitmap) |
|
|
731 | { |
|
|
732 | tmp = present_arch (perm_portal, exitmap, exitx, exity); |
|
|
733 | while (tmp) |
|
|
734 | { |
|
|
735 | if (tmp->name == old_force->name) |
|
|
736 | { |
|
|
737 | tmp->destroy (); |
|
|
738 | break; |
|
|
739 | } |
|
|
740 | |
|
|
741 | tmp = tmp->above; |
|
|
742 | } |
|
|
743 | } |
|
|
744 | |
|
|
745 | old_force->destroy (); |
|
|
746 | LOG (llevDebug, "\n"); |
|
|
747 | } |
|
|
748 | |
|
|
749 | dummy->destroy (); |
|
|
750 | |
|
|
751 | /* Creating the portals. |
|
|
752 | * The very first thing to do is to ensure |
|
|
753 | * access to the destination map. |
|
|
754 | * If we can't, don't fizzle. Simply warn player. |
|
|
755 | * This ensure player pays his mana for the spell |
|
|
756 | * because HE is responsible of forgotting. |
|
|
757 | * 'force' is the destination of the town portal, which we got |
|
|
758 | * from the players inventory above. |
|
|
759 | */ |
|
|
760 | |
|
|
761 | /* Ensure exit map is loaded */ |
|
|
762 | if (!strncmp (force->name, settings.localdir, strlen (settings.localdir))) |
|
|
763 | exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE); |
|
|
764 | else |
|
|
765 | exitmap = ready_map_name (force->name, 0); |
|
|
766 | |
|
|
767 | /* If we were unable to load (ex. random map deleted), warn player */ |
|
|
768 | if (exitmap == NULL) |
|
|
769 | { |
|
|
770 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); |
|
|
771 | force->destroy (); |
|
|
772 | return 1; |
|
|
773 | } |
|
|
774 | |
|
|
775 | op_level = caster_level (caster, spell); |
|
|
776 | if (op_level < 15) |
|
|
777 | snprintf (portal_message, 1024, |
|
|
778 | "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", |
|
|
779 | &op->name); |
|
|
780 | else if (op_level < 30) |
|
|
781 | snprintf (portal_message, 1024, |
|
|
782 | "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name); |
|
|
783 | else if (op_level < 60) |
|
|
784 | snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); |
|
|
785 | else |
|
|
786 | snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n", |
|
|
787 | &op->name); |
|
|
788 | |
|
|
789 | /* Create a portal in front of player |
|
|
790 | * dummy contain the portal and |
|
|
791 | * force contain the track to kill it later |
|
|
792 | */ |
|
|
793 | |
|
|
794 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); |
|
|
795 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
796 | if (dummy == NULL) |
|
|
797 | { |
|
|
798 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
799 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
800 | return 0; |
|
|
801 | } |
|
|
802 | EXIT_PATH (dummy) = force->name; |
|
|
803 | EXIT_X (dummy) = EXIT_X (force); |
|
|
804 | EXIT_Y (dummy) = EXIT_Y (force); |
|
|
805 | dummy->name = dummy->name_pl = portal_name; |
|
|
806 | dummy->msg = portal_message; |
|
|
807 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
808 | cast_create_obj (op, caster, dummy, 0); |
|
|
809 | |
|
|
810 | /* Now we need to to create a town portal marker inside the player |
|
|
811 | * object, so on future castings, we can know that he has an active |
|
|
812 | * town portal. |
|
|
813 | */ |
|
|
814 | tmp = get_archetype (spell->race); |
|
|
815 | if (tmp == NULL) |
|
|
816 | { |
|
|
817 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
818 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
819 | return 0; |
|
|
820 | } |
|
|
821 | tmp->race = op->map->path; |
|
|
822 | tmp->name = portal_name; |
|
|
823 | EXIT_X (tmp) = dummy->x; |
|
|
824 | EXIT_Y (tmp) = dummy->y; |
|
|
825 | insert_ob_in_ob (tmp, op); |
|
|
826 | |
|
|
827 | /* Create a portal in the destination map |
|
|
828 | * dummy contain the portal and |
|
|
829 | * force the track to kill it later |
|
|
830 | * the 'force' variable still contains the 'reminder' of |
|
|
831 | * where this portal goes to. |
|
|
832 | */ |
|
|
833 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path); |
|
|
834 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
835 | if (dummy == NULL) |
|
|
836 | { |
|
|
837 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
838 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
839 | return 0; |
|
|
840 | } |
|
|
841 | EXIT_PATH (dummy) = op->map->path; |
|
|
842 | EXIT_X (dummy) = op->x; |
|
|
843 | EXIT_Y (dummy) = op->y; |
|
|
844 | dummy->name = dummy->name_pl = portal_name; |
|
|
845 | dummy->msg = portal_message; |
|
|
846 | dummy->x = EXIT_X (force); |
|
|
847 | dummy->y = EXIT_Y (force); |
|
|
848 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
849 | insert_ob_in_map (dummy, exitmap, op, 0); |
|
|
850 | |
|
|
851 | /* Now we create another town portal marker that |
|
|
852 | * points back to the one we just made |
|
|
853 | */ |
|
|
854 | tmp = get_archetype (spell->race); |
|
|
855 | if (tmp == NULL) |
|
|
856 | { |
|
|
857 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
858 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
859 | return 0; |
|
|
860 | } |
|
|
861 | tmp->race = force->name; |
|
|
862 | tmp->name = portal_name; |
|
|
863 | EXIT_X (tmp) = dummy->x; |
|
|
864 | EXIT_Y (tmp) = dummy->y; |
|
|
865 | insert_ob_in_ob (tmp, op); |
|
|
866 | |
|
|
867 | /* Describe the player what happened |
|
|
868 | */ |
|
|
869 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); |
|
|
870 | force->destroy (); |
|
|
871 | |
|
|
872 | return 1; |
|
|
873 | } |
|
|
874 | |
|
|
875 | |
628 | |
876 | /* This creates magic walls. Really, it can create most any object, |
629 | /* This creates magic walls. Really, it can create most any object, |
877 | * within some reason. |
630 | * within some reason. |
878 | */ |
631 | */ |
879 | |
|
|
880 | int |
632 | int |
881 | magic_wall (object *op, object *caster, int dir, object *spell_ob) |
633 | magic_wall (object *op, object *caster, int dir, object *spell_ob) |
882 | { |
634 | { |
883 | object *tmp, *tmp2; |
635 | object *tmp; |
884 | int i, posblocked, negblocked, maxrange; |
636 | int i, posblocked, negblocked, maxrange; |
885 | sint16 x, y; |
637 | sint16 x, y; |
886 | maptile *m; |
638 | maptile *m; |
887 | const char *name; |
639 | const char *name; |
888 | archetype *at; |
640 | archetype *at; |
… | |
… | |
896 | else |
648 | else |
897 | { |
649 | { |
898 | x = op->x + freearr_x[dir]; |
650 | x = op->x + freearr_x[dir]; |
899 | y = op->y + freearr_y[dir]; |
651 | y = op->y + freearr_y[dir]; |
900 | } |
652 | } |
|
|
653 | |
901 | m = op->map; |
654 | m = op->map; |
902 | |
655 | |
903 | if ((spell_ob->move_block || x != op->x || y != op->y) && |
656 | if ((spell_ob->move_block || x != op->x || y != op->y) && |
904 | (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) || |
905 | ((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))) |
906 | { |
659 | { |
907 | 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."); |
908 | return 0; |
661 | return 0; |
909 | } |
662 | } |
|
|
663 | |
910 | if (spell_ob->other_arch) |
664 | if (spell_ob->other_arch) |
911 | { |
|
|
912 | tmp = arch_to_object (spell_ob->other_arch); |
665 | tmp = arch_to_object (spell_ob->other_arch); |
913 | } |
|
|
914 | else if (spell_ob->race) |
666 | else if (spell_ob->race) |
915 | { |
667 | { |
916 | char buf1[MAX_BUF]; |
668 | char buf1[MAX_BUF]; |
917 | |
669 | |
918 | sprintf (buf1, spell_ob->race, dir); |
670 | sprintf (buf1, spell_ob->race, dir); |
… | |
… | |
921 | { |
673 | { |
922 | LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); |
674 | LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); |
923 | new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); |
675 | new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); |
924 | return 0; |
676 | return 0; |
925 | } |
677 | } |
|
|
678 | |
926 | tmp = arch_to_object (at); |
679 | tmp = arch_to_object (at); |
927 | } |
680 | } |
928 | else |
681 | else |
929 | { |
682 | { |
930 | LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); |
683 | LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); |
… | |
… | |
940 | } |
693 | } |
941 | else if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
694 | else if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
942 | { |
695 | { |
943 | tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
696 | tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
944 | tmp->stats.maxhp = tmp->stats.hp; |
697 | tmp->stats.maxhp = tmp->stats.hp; |
945 | set_owner (tmp, op); |
|
|
946 | set_spell_skill (op, caster, spell_ob, tmp); |
|
|
947 | } |
698 | } |
|
|
699 | |
948 | 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)) |
949 | { |
701 | { |
950 | tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
702 | tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
951 | SET_FLAG (tmp, FLAG_IS_USED_UP); |
703 | SET_FLAG (tmp, FLAG_IS_USED_UP); |
952 | } |
704 | } |
|
|
705 | |
953 | if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) |
706 | if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) |
954 | { |
707 | { |
955 | 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); |
956 | tmp->stats.maxhp = tmp->stats.hp; |
709 | tmp->stats.maxhp = tmp->stats.hp; |
957 | SET_FLAG (tmp, FLAG_TEAR_DOWN); |
710 | SET_FLAG (tmp, FLAG_TEAR_DOWN); |
958 | SET_FLAG (tmp, FLAG_ALIVE); |
711 | SET_FLAG (tmp, FLAG_ALIVE); |
959 | } |
712 | } |
960 | |
713 | |
961 | /* 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, |
962 | * 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. |
963 | */ |
717 | */ |
964 | set_owner (tmp, op); |
718 | if (tmp->type != EARTHWALL) //TODO |
|
|
719 | tmp->set_owner (op); |
|
|
720 | |
965 | set_spell_skill (op, caster, spell_ob, tmp); |
721 | set_spell_skill (op, caster, spell_ob, tmp); |
966 | tmp->x = x; |
|
|
967 | tmp->y = y; |
|
|
968 | tmp->level = caster_level (caster, spell_ob) / 2; |
722 | tmp->level = caster_level (caster, spell_ob) / 2; |
969 | |
723 | |
970 | name = tmp->name; |
724 | name = tmp->name; |
971 | if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) |
725 | if (!(tmp = m->insert (tmp, x, y, op))) |
972 | { |
726 | { |
973 | 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); |
974 | return 0; |
728 | return 0; |
975 | } |
729 | } |
|
|
730 | |
976 | /* 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 */ |
977 | if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
732 | if (tmp->other_arch && tmp->other_arch->type == SPELL) |
978 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
733 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
979 | |
734 | |
980 | /* This code causes the wall to extend some distance in |
735 | /* This code causes the wall to extend some distance in |
981 | * each direction, or until an obstruction is encountered. |
736 | * each direction, or until an obstruction is encountered. |
982 | * posblocked and negblocked help determine how far the |
737 | * posblocked and negblocked help determine how far the |
… | |
… | |
998 | m = tmp->map; |
753 | m = tmp->map; |
999 | |
754 | |
1000 | 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)) && |
1001 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) |
756 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) |
1002 | { |
757 | { |
1003 | tmp2 = object::create (); |
758 | object *tmp2 = tmp->clone (); |
1004 | tmp->copy_to (tmp2); |
759 | m->insert (tmp2, x, y, op); |
1005 | tmp2->x = x; |
760 | |
1006 | tmp2->y = y; |
|
|
1007 | insert_ob_in_map (tmp2, m, op, 0); |
|
|
1008 | /* 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 */ |
1009 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
762 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1010 | insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); |
763 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1011 | |
764 | |
1012 | } |
765 | } |
1013 | else |
766 | else |
1014 | posblocked = 1; |
767 | posblocked = 1; |
1015 | |
768 | |
… | |
… | |
1018 | m = tmp->map; |
771 | m = tmp->map; |
1019 | |
772 | |
1020 | 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)) && |
1021 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
774 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
1022 | { |
775 | { |
1023 | tmp2 = object::create (); |
776 | object *tmp2 = tmp->clone (); |
1024 | tmp->copy_to (tmp2); |
777 | m->insert (tmp2, x, y, op); |
1025 | tmp2->x = x; |
778 | |
1026 | tmp2->y = y; |
|
|
1027 | insert_ob_in_map (tmp2, m, op, 0); |
|
|
1028 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
779 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1029 | insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); |
780 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1030 | } |
781 | } |
1031 | else |
782 | else |
1032 | negblocked = 1; |
783 | negblocked = 1; |
1033 | } |
784 | } |
1034 | |
785 | |
… | |
… | |
1083 | { |
834 | { |
1084 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); |
835 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); |
1085 | op->contr->count = 0; |
836 | op->contr->count = 0; |
1086 | return 0; |
837 | return 0; |
1087 | } |
838 | } |
|
|
839 | |
1088 | op->contr->count = 0; |
840 | op->contr->count = 0; |
1089 | |
841 | |
1090 | /* Remove code that puts player on random space on maps. IMO, |
842 | /* Remove code that puts player on random space on maps. IMO, |
1091 | * a lot of maps probably have areas the player should not get to, |
843 | * a lot of maps probably have areas the player should not get to, |
1092 | * but may not be marked as NO_MAGIC (as they may be bounded |
844 | * but may not be marked as NO_MAGIC (as they may be bounded |
… | |
… | |
1141 | return 0; |
893 | return 0; |
1142 | } |
894 | } |
1143 | } |
895 | } |
1144 | |
896 | |
1145 | /* Actually move the player now */ |
897 | /* Actually move the player now */ |
1146 | op->remove (); |
898 | if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) |
1147 | op->x += freearr_x[dir] * dist; |
|
|
1148 | op->y += freearr_y[dir] * dist; |
|
|
1149 | if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL) |
|
|
1150 | return 1; |
899 | return 1; |
1151 | |
900 | |
1152 | 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 */ |
1153 | return 1; |
902 | return 1; |
1154 | } |
903 | } |
1155 | |
|
|
1156 | |
904 | |
1157 | /* cast_heal: Heals something. |
905 | /* cast_heal: Heals something. |
1158 | * op is the caster. |
906 | * op is the caster. |
1159 | * dir is the direction he is casting it in. |
907 | * dir is the direction he is casting it in. |
1160 | * spell is the spell object. |
908 | * spell is the spell object. |
… | |
… | |
1167 | object *poison; |
915 | object *poison; |
1168 | int heal = 0, success = 0; |
916 | int heal = 0, success = 0; |
1169 | |
917 | |
1170 | tmp = find_target_for_friendly_spell (op, dir); |
918 | tmp = find_target_for_friendly_spell (op, dir); |
1171 | |
919 | |
1172 | if (tmp == NULL) |
920 | if (!tmp) |
1173 | return 0; |
921 | return 0; |
1174 | |
922 | |
1175 | /* Figure out how many hp this spell might cure. |
923 | /* Figure out how many hp this spell might cure. |
1176 | * could be zero if this spell heals effects, not damage. |
924 | * could be zero if this spell heals effects, not damage. |
1177 | */ |
925 | */ |
… | |
… | |
1180 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
928 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
1181 | |
929 | |
1182 | if (heal) |
930 | if (heal) |
1183 | { |
931 | { |
1184 | if (tmp->stats.hp >= tmp->stats.maxhp) |
932 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1185 | { |
|
|
1186 | new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
933 | new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
1187 | } |
|
|
1188 | else |
934 | else |
1189 | { |
935 | { |
1190 | /* See how many points we actually heal. Instead of messages |
936 | /* See how many points we actually heal. Instead of messages |
1191 | * based on type of spell, we instead do messages based |
937 | * based on type of spell, we instead do messages based |
1192 | * on amount of damage healed. |
938 | * on amount of damage healed. |
1193 | */ |
939 | */ |
1194 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
940 | if (heal > tmp->stats.maxhp - tmp->stats.hp) |
1195 | heal = tmp->stats.maxhp - tmp->stats.hp; |
941 | heal = tmp->stats.maxhp - tmp->stats.hp; |
|
|
942 | |
1196 | tmp->stats.hp += heal; |
943 | tmp->stats.hp += heal; |
1197 | |
944 | |
1198 | if (tmp->stats.hp >= tmp->stats.maxhp) |
945 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1199 | { |
|
|
1200 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
946 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1201 | } |
|
|
1202 | else if (heal > 50) |
947 | else if (heal > 50) |
1203 | { |
|
|
1204 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
948 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1205 | } |
|
|
1206 | else if (heal > 25) |
949 | else if (heal > 25) |
1207 | { |
|
|
1208 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
950 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1209 | } |
|
|
1210 | else if (heal > 10) |
951 | else if (heal > 10) |
1211 | { |
|
|
1212 | 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."); |
1213 | } |
|
|
1214 | else |
953 | else |
1215 | { |
|
|
1216 | 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."); |
1217 | } |
955 | |
1218 | success = 1; |
956 | success = 1; |
1219 | } |
957 | } |
1220 | } |
958 | } |
|
|
959 | |
1221 | if (spell->attacktype & AT_DISEASE) |
960 | if (spell->attacktype & AT_DISEASE) |
1222 | if (cure_disease (tmp, op)) |
961 | if (cure_disease (tmp, op, spell)) |
1223 | success = 1; |
962 | success = 1; |
1224 | |
963 | |
1225 | if (spell->attacktype & AT_POISON) |
964 | if (spell->attacktype & AT_POISON) |
1226 | { |
965 | { |
1227 | at = archetype::find ("poisoning"); |
966 | at = archetype::find ("poisoning"); |
… | |
… | |
1231 | success = 1; |
970 | success = 1; |
1232 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
971 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1233 | poison->stats.food = 1; |
972 | poison->stats.food = 1; |
1234 | } |
973 | } |
1235 | } |
974 | } |
|
|
975 | |
1236 | if (spell->attacktype & AT_CONFUSION) |
976 | if (spell->attacktype & AT_CONFUSION) |
1237 | { |
977 | { |
1238 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
978 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1239 | if (poison) |
979 | if (poison) |
1240 | { |
980 | { |
1241 | success = 1; |
981 | success = 1; |
1242 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
982 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1243 | poison->duration = 1; |
983 | poison->duration = 1; |
1244 | } |
984 | } |
1245 | } |
985 | } |
|
|
986 | |
1246 | if (spell->attacktype & AT_BLIND) |
987 | if (spell->attacktype & AT_BLIND) |
1247 | { |
988 | { |
1248 | at = archetype::find ("blindness"); |
989 | at = archetype::find ("blindness"); |
1249 | poison = present_arch_in_ob (at, tmp); |
990 | poison = present_arch_in_ob (at, tmp); |
1250 | if (poison) |
991 | if (poison) |
… | |
… | |
1252 | success = 1; |
993 | success = 1; |
1253 | 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."); |
1254 | poison->stats.food = 1; |
995 | poison->stats.food = 1; |
1255 | } |
996 | } |
1256 | } |
997 | } |
|
|
998 | |
1257 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
999 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
1258 | { |
1000 | { |
1259 | tmp->stats.sp += spell->last_sp; |
1001 | tmp->stats.sp += spell->last_sp; |
1260 | if (tmp->stats.sp > tmp->stats.maxsp) |
1002 | if (tmp->stats.sp > tmp->stats.maxsp) |
1261 | tmp->stats.sp = tmp->stats.maxsp; |
1003 | tmp->stats.sp = tmp->stats.maxsp; |
1262 | success = 1; |
1004 | success = 1; |
1263 | 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!"); |
1264 | } |
1006 | } |
|
|
1007 | |
1265 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1008 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1266 | { |
1009 | { |
1267 | tmp->stats.grace += spell->last_grace; |
1010 | tmp->stats.grace += spell->last_grace; |
1268 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1011 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1269 | tmp->stats.grace = tmp->stats.maxgrace; |
1012 | tmp->stats.grace = tmp->stats.maxgrace; |
1270 | success = 1; |
1013 | success = 1; |
1271 | 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!"); |
1272 | } |
1015 | } |
|
|
1016 | |
1273 | if (spell->stats.food && tmp->stats.food < 999) |
1017 | if (spell->stats.food && tmp->stats.food < 999) |
1274 | { |
1018 | { |
1275 | tmp->stats.food += spell->stats.food; |
1019 | tmp->stats.food += spell->stats.food; |
|
|
1020 | |
1276 | if (tmp->stats.food > 999) |
1021 | if (tmp->stats.food > 999) |
1277 | tmp->stats.food = 999; |
1022 | tmp->stats.food = 999; |
|
|
1023 | |
1278 | success = 1; |
1024 | success = 1; |
1279 | /* We could do something a bit better like the messages for healing above */ |
1025 | /* We could do something a bit better like the messages for healing above */ |
1280 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1026 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1281 | } |
1027 | } |
|
|
1028 | |
1282 | return success; |
1029 | return success; |
1283 | } |
1030 | } |
1284 | |
|
|
1285 | |
1031 | |
1286 | /* This is used for the spells that gain stats. There are no spells |
1032 | /* This is used for the spells that gain stats. There are no spells |
1287 | * right now that icnrease wis/int/pow on a temp basis, so no |
1033 | * right now that icnrease wis/int/pow on a temp basis, so no |
1288 | * good comments for those. |
1034 | * good comments for those. |
1289 | */ |
1035 | */ |
1290 | static const char *const no_gain_msgs[NUM_STATS] = { |
1036 | static const char *const no_gain_msgs[NUM_STATS] = { |
1291 | "You grow no stronger.", |
1037 | "You grow no stronger.", |
1292 | "You grow no more agile.", |
1038 | "You grow no more agile.", |
1293 | "You don't feel any healthier.", |
1039 | "You don't feel any healthier.", |
1294 | "no wis", |
1040 | "You didn't grow any more intelligent.", |
|
|
1041 | "You do not feel any wiser.", |
|
|
1042 | "You don't feel any more powerful." |
1295 | "You are no easier to look at.", |
1043 | "You are no easier to look at.", |
1296 | "no int", |
|
|
1297 | "no pow" |
|
|
1298 | }; |
1044 | }; |
1299 | |
1045 | |
1300 | int |
1046 | int |
1301 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1047 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1302 | { |
1048 | { |
1303 | object *tmp, *tmp2 = NULL; |
|
|
1304 | object *force = NULL; |
1049 | object *force = NULL; |
1305 | int i; |
1050 | int i; |
1306 | |
1051 | |
1307 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1052 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1308 | if (dir != 0) |
1053 | object *tmp = dir |
1309 | { |
|
|
1310 | tmp = find_target_for_friendly_spell (op, dir); |
1054 | ? find_target_for_friendly_spell (op, dir) |
1311 | } |
1055 | : op; |
1312 | else |
|
|
1313 | { |
|
|
1314 | tmp = op; |
|
|
1315 | } |
|
|
1316 | |
1056 | |
1317 | if (tmp == NULL) |
1057 | if (!tmp) |
1318 | return 0; |
1058 | return 0; |
1319 | |
1059 | |
1320 | /* If we've already got a force of this type, don't add a new one. */ |
1060 | /* If we've already got a force of this type, don't add a new one. */ |
1321 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
1061 | for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1322 | { |
1062 | { |
1323 | if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) |
1063 | if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) |
1324 | { |
1064 | { |
1325 | if (tmp2->name == spell_ob->name) |
1065 | if (tmp2->name == spell_ob->name) |
1326 | { |
1066 | { |
… | |
… | |
1359 | } |
1099 | } |
1360 | else |
1100 | else |
1361 | { |
1101 | { |
1362 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1102 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1363 | } |
1103 | } |
|
|
1104 | |
1364 | return 1; |
1105 | return 1; |
1365 | } |
1106 | } |
|
|
1107 | |
1366 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1108 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1367 | force->speed = 1.0; |
1109 | force->speed = 1.0; |
1368 | force->speed_left = -1.0; |
1110 | force->speed_left = -1.0; |
1369 | SET_FLAG (force, FLAG_APPLIED); |
1111 | SET_FLAG (force, FLAG_APPLIED); |
1370 | |
1112 | |
… | |
… | |
1376 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1118 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1377 | if (force->resist[i] > 100) |
1119 | if (force->resist[i] > 100) |
1378 | force->resist[i] = 100; |
1120 | force->resist[i] = 100; |
1379 | } |
1121 | } |
1380 | } |
1122 | } |
|
|
1123 | |
1381 | if (spell_ob->stats.hp) |
1124 | if (spell_ob->stats.hp) |
1382 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1125 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1383 | |
1126 | |
1384 | if (tmp->type == PLAYER) |
1127 | if (tmp->type == PLAYER) |
1385 | { |
1128 | { |
1386 | /* Stat adjustment spells */ |
1129 | /* Stat adjustment spells */ |
1387 | for (i = 0; i < NUM_STATS; i++) |
1130 | for (i = 0; i < NUM_STATS; i++) |
1388 | { |
1131 | { |
1389 | sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; |
1132 | if (sint8 stat = spell_ob->stats.stat (i)) |
1390 | |
|
|
1391 | if (stat) |
|
|
1392 | { |
1133 | { |
1393 | sm = 0; |
1134 | sint8 sm = 0; |
1394 | for (k = 0; k < stat; k++) |
1135 | for (sint8 k = 0; k < stat; k++) |
1395 | sm += rndm (1, 3); |
1136 | sm += rndm (1, 3); |
1396 | |
1137 | |
1397 | if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) |
1138 | if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1398 | { |
1139 | sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1399 | sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); |
1140 | |
1400 | if (sm < 0) |
1141 | force->stats.stat (i) = sm; |
1401 | sm = 0; |
1142 | |
1402 | } |
|
|
1403 | set_attr_value (&force->stats, i, sm); |
|
|
1404 | if (!sm) |
1143 | if (!sm) |
1405 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1144 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1406 | } |
1145 | } |
1407 | } |
1146 | } |
1408 | } |
1147 | } |
… | |
… | |
1428 | force->stats.ac = spell_ob->stats.ac; |
1167 | force->stats.ac = spell_ob->stats.ac; |
1429 | force->attacktype = spell_ob->attacktype; |
1168 | force->attacktype = spell_ob->attacktype; |
1430 | |
1169 | |
1431 | insert_ob_in_ob (force, tmp); |
1170 | insert_ob_in_ob (force, tmp); |
1432 | change_abil (tmp, force); /* Mostly to display any messages */ |
1171 | change_abil (tmp, force); /* Mostly to display any messages */ |
1433 | fix_player (tmp); |
1172 | tmp->update_stats (); |
|
|
1173 | |
1434 | return 1; |
1174 | return 1; |
1435 | } |
1175 | } |
1436 | |
1176 | |
1437 | /* This used to be part of cast_change_ability, but it really didn't make |
1177 | /* This used to be part of cast_change_ability, but it really didn't make |
1438 | * a lot of sense, since most of the values it derives are from the god |
1178 | * a lot of sense, since most of the values it derives are from the god |
1439 | * of the caster. |
1179 | * of the caster. |
1440 | */ |
1180 | */ |
1441 | |
|
|
1442 | int |
1181 | int |
1443 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1182 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1444 | { |
1183 | { |
1445 | int i; |
1184 | int i; |
1446 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
1185 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
… | |
… | |
1537 | force->stats.wc = spell_ob->stats.wc; |
1276 | force->stats.wc = spell_ob->stats.wc; |
1538 | force->stats.ac = spell_ob->stats.ac; |
1277 | force->stats.ac = spell_ob->stats.ac; |
1539 | |
1278 | |
1540 | change_abil (tmp, force); /* Mostly to display any messages */ |
1279 | change_abil (tmp, force); /* Mostly to display any messages */ |
1541 | insert_ob_in_ob (force, tmp); |
1280 | insert_ob_in_ob (force, tmp); |
1542 | fix_player (tmp); |
1281 | tmp->update_stats (); |
1543 | return 1; |
1282 | return 1; |
1544 | } |
1283 | } |
1545 | |
|
|
1546 | |
|
|
1547 | |
1284 | |
1548 | /* Alchemy code by Mark Wedel |
1285 | /* Alchemy code by Mark Wedel |
1549 | * |
1286 | * |
1550 | * This code adds a new spell, called alchemy. Alchemy will turn |
1287 | * This code adds a new spell, called alchemy. Alchemy will turn |
1551 | * objects to gold nuggets, the value of the gold nuggets being |
1288 | * objects to pyrite ("false gold"), henceforth called gold nuggets. |
1552 | * about 90% of that of the item itself. It uses the value of the |
|
|
1553 | * object before charisma adjustments, because the nuggets themselves |
|
|
1554 | * will be will be adjusted by charisma when sold. |
|
|
1555 | * |
1289 | * |
1556 | * Large nuggets are worth 25 gp each (base). You will always get |
1290 | * The value of the gold nuggets being about 90% of that of the item |
1557 | * the maximum number of large nuggets you could get. |
1291 | * itself. It uses the value of the object before charisma adjustments, |
1558 | * Small nuggets are worth 1 gp each (base). You will get from 0 |
1292 | * because the nuggets themselves will be will be adjusted by charisma |
1559 | * to the max amount of small nuggets as you could get. |
1293 | * when sold. |
1560 | * |
|
|
1561 | * For example, if an item is worth 110 gold, you will get |
|
|
1562 | * 4 large nuggets, and from 0-10 small nuggets. |
|
|
1563 | * |
1294 | * |
1564 | * There is also a chance (1:30) that you will get nothing at all |
1295 | * There is also a chance (1:30) that you will get nothing at all |
1565 | * for the object. There is also a maximum weight that will be |
1296 | * for the object. There is also a maximum weight that will be |
1566 | * alchemied. |
1297 | * alchemised. |
1567 | */ |
1298 | */ |
1568 | |
|
|
1569 | /* I didn't feel like passing these as arguements to the |
|
|
1570 | * two functions that need them. Real values are put in them |
|
|
1571 | * when the spell is cast, and these are freed when the spell |
|
|
1572 | * is finished. |
|
|
1573 | */ |
|
|
1574 | static object *small, *large; |
|
|
1575 | |
|
|
1576 | static void |
1299 | static void |
1577 | alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) |
1300 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1578 | { |
1301 | { |
1579 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1302 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1580 | |
1303 | |
1581 | /* Give third price when we alchemy money (This should hopefully |
1304 | /* Give third price when we alchemy money (This should hopefully |
1582 | * make it so that it isn't worth it to alchemy money, sell |
1305 | * make it so that it isn't worth it to alchemy money, sell |
1583 | * the nuggets, alchemy the gold from that, etc. |
1306 | * the nuggets, alchemy the gold from that, etc. |
1584 | * Otherwise, give 9 silver on the gold for other objects, |
1307 | * Otherwise, give 9 silver on the gold for other objects, |
1585 | * so that it would still be more affordable to haul |
1308 | * so that it would still be more affordable to haul |
1586 | * the stuff back to town. |
1309 | * the stuff back to town. |
1587 | */ |
1310 | */ |
1588 | |
|
|
1589 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1311 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1590 | value = 0; |
1312 | value = 0; |
1591 | else if (obj->type == MONEY || obj->type == GEM) |
1313 | else if (obj->type == MONEY || obj->type == GEM) |
1592 | value /= 3; |
1314 | value /= 3; |
1593 | else |
1315 | else |
1594 | value = (value * 9) / 10; |
1316 | value = value * 9 / 10; |
1595 | |
1317 | |
1596 | value /= 4; // fix by GHJ, don't understand, pcg |
|
|
1597 | |
|
|
1598 | if ((obj->value > 0) && rndm (0, 29)) |
1318 | if (obj->value > 0 && rndm (0, 29)) |
1599 | { |
1319 | total_value += value; |
1600 | int count; |
|
|
1601 | |
1320 | |
1602 | count = value / large->value; |
|
|
1603 | *large_nuggets += count; |
|
|
1604 | value -= (uint64) count *(uint64) large->value; |
|
|
1605 | |
|
|
1606 | count = value / small->value; |
|
|
1607 | *small_nuggets += count; |
|
|
1608 | } |
|
|
1609 | |
|
|
1610 | /* Turn 25 small nuggets into 1 large nugget. If the value |
|
|
1611 | * of large nuggets is not evenly divisable by the small nugget |
|
|
1612 | * value, take off an extra small_nugget (Assuming small_nuggets!=0) |
|
|
1613 | */ |
|
|
1614 | if (*small_nuggets * small->value >= large->value) |
|
|
1615 | { |
|
|
1616 | (*large_nuggets)++; |
|
|
1617 | *small_nuggets -= large->value / small->value; |
|
|
1618 | if (*small_nuggets && large->value % small->value) |
|
|
1619 | (*small_nuggets)--; |
|
|
1620 | } |
|
|
1621 | weight += obj->weight; |
1321 | total_weight += obj->total_weight (); |
|
|
1322 | |
1622 | obj->destroy (); |
1323 | obj->destroy (); |
1623 | } |
1324 | } |
1624 | |
1325 | |
1625 | static void |
|
|
1626 | update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) |
|
|
1627 | { |
|
|
1628 | object *tmp; |
|
|
1629 | int flag = 0; |
|
|
1630 | |
|
|
1631 | /* Put any nuggets below the player, but we can only pass this |
|
|
1632 | * flag if we are on the same space as the player |
|
|
1633 | */ |
|
|
1634 | if (x == op->x && y == op->y && op->map == m) |
|
|
1635 | flag = INS_BELOW_ORIGINATOR; |
|
|
1636 | |
|
|
1637 | if (small_nuggets) |
|
|
1638 | { |
|
|
1639 | tmp = object::create (); |
|
|
1640 | small->copy_to (tmp); |
|
|
1641 | tmp->nrof = small_nuggets; |
|
|
1642 | tmp->x = x; |
|
|
1643 | tmp->y = y; |
|
|
1644 | insert_ob_in_map (tmp, m, op, flag); |
|
|
1645 | } |
|
|
1646 | if (large_nuggets) |
|
|
1647 | { |
|
|
1648 | tmp = object::create (); |
|
|
1649 | large->copy_to (tmp); |
|
|
1650 | tmp->nrof = large_nuggets; |
|
|
1651 | tmp->x = x; |
|
|
1652 | tmp->y = y; |
|
|
1653 | insert_ob_in_map (tmp, m, op, flag); |
|
|
1654 | } |
|
|
1655 | } |
|
|
1656 | |
|
|
1657 | int |
1326 | int |
1658 | alchemy (object *op, object *caster, object *spell_ob) |
1327 | alchemy (object *op, object *caster, object *spell_ob) |
1659 | { |
1328 | { |
1660 | int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags; |
|
|
1661 | sint16 nx, ny; |
|
|
1662 | object *next, *tmp; |
|
|
1663 | maptile *mp; |
|
|
1664 | |
|
|
1665 | if (op->type != PLAYER) |
1329 | if (op->type != PLAYER) |
1666 | return 0; |
1330 | return 0; |
1667 | |
1331 | |
|
|
1332 | archetype *nugget[3]; |
|
|
1333 | |
|
|
1334 | nugget[0] = archetype::find ("pyrite3"); |
|
|
1335 | nugget[1] = archetype::find ("pyrite2"); |
|
|
1336 | nugget[2] = archetype::find ("pyrite"); |
|
|
1337 | |
1668 | /* Put a maximum weight of items that can be alchemied. Limits the power |
1338 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1669 | * some, and also prevents people from alcheming every table/chair/clock |
1339 | * some, and also prevents people from alchemising every table/chair/clock |
1670 | * in sight |
1340 | * in sight |
1671 | */ |
1341 | */ |
1672 | weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); |
1342 | int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1673 | weight_max *= 1000; |
1343 | int weight_max = duration * 1000; |
1674 | small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); |
1344 | uint64 value_max = duration * 1000; |
1675 | |
1345 | |
|
|
1346 | int weight = 0; |
|
|
1347 | |
1676 | for (y = op->y - 1; y <= op->y + 1; y++) |
1348 | for (int y = op->y - 1; y <= op->y + 1; y++) |
1677 | { |
1349 | { |
1678 | for (x = op->x - 1; x <= op->x + 1; x++) |
1350 | for (int x = op->x - 1; x <= op->x + 1; x++) |
1679 | { |
1351 | { |
|
|
1352 | uint64 value = 0; |
|
|
1353 | |
1680 | nx = x; |
1354 | sint16 nx = x; |
1681 | ny = y; |
1355 | sint16 ny = y; |
1682 | |
1356 | |
1683 | mp = op->map; |
1357 | maptile *mp = op->map; |
1684 | |
1358 | |
1685 | mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1359 | int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1686 | |
1360 | |
1687 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1361 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1688 | continue; |
1362 | continue; |
1689 | |
1363 | |
1690 | /* Treat alchemy a little differently - most spell effects |
1364 | /* Treat alchemy a little differently - most spell effects |
… | |
… | |
1692 | * ground level effect. |
1366 | * ground level effect. |
1693 | */ |
1367 | */ |
1694 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1368 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1695 | continue; |
1369 | continue; |
1696 | |
1370 | |
1697 | small_nuggets = 0; |
1371 | for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) |
1698 | large_nuggets = 0; |
|
|
1699 | |
|
|
1700 | for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next) |
|
|
1701 | { |
1372 | { |
1702 | next = tmp->above; |
1373 | next = tmp->above; |
|
|
1374 | |
1703 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1375 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1704 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1376 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1705 | { |
1377 | { |
1706 | |
|
|
1707 | if (tmp->inv) |
1378 | if (tmp->inv) |
1708 | { |
1379 | { |
1709 | object *next1, *tmp1; |
1380 | object *next1, *tmp1; |
1710 | |
1381 | |
1711 | for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) |
1382 | for (tmp1 = tmp->inv; tmp1; tmp1 = next1) |
1712 | { |
1383 | { |
1713 | next1 = tmp1->below; |
1384 | next1 = tmp1->below; |
1714 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1385 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1715 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1386 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1716 | alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); |
1387 | alchemy_object (tmp1, value, weight); |
1717 | } |
1388 | } |
1718 | } |
1389 | } |
|
|
1390 | |
1719 | alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); |
1391 | alchemy_object (tmp, value, weight); |
1720 | |
1392 | |
1721 | if (weight > weight_max) |
1393 | if (weight > weight_max) |
1722 | { |
1394 | break; |
1723 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
|
|
1724 | large->destroy (); |
|
|
1725 | small->destroy (); |
|
|
1726 | return 1; |
|
|
1727 | } |
1395 | } |
1728 | } /* is alchemable object */ |
|
|
1729 | } /* process all objects on this space */ |
|
|
1730 | |
|
|
1731 | /* Insert all the nuggets at one time. This probably saves time, but |
|
|
1732 | * it also prevents us from alcheming nuggets that were just created |
|
|
1733 | * with this spell. |
|
|
1734 | */ |
1396 | } |
1735 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
1397 | |
|
|
1398 | value -= rndm (value >> 4); |
|
|
1399 | value = min (value, value_max); |
|
|
1400 | |
|
|
1401 | for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) |
|
|
1402 | if (int nrof = value / nugget [i]->value) |
|
|
1403 | { |
|
|
1404 | value -= nrof * nugget[i]->value; |
|
|
1405 | |
|
|
1406 | object *tmp = arch_to_object (nugget[i]); |
|
|
1407 | tmp->nrof = nrof; |
|
|
1408 | tmp->flag [FLAG_IDENTIFIED] = true; |
|
|
1409 | op->map->insert (tmp, x, y, op, 0); |
1736 | } |
1410 | } |
1737 | } |
|
|
1738 | |
1411 | |
1739 | large->destroy (); |
1412 | if (weight > weight_max) |
1740 | small->destroy (); |
1413 | goto bailout; |
1741 | /* reset this so that if player standing on a big pile of stuff, |
1414 | } |
1742 | * it is redrawn properly. |
1415 | } |
1743 | */ |
1416 | |
1744 | op->contr->socket.look_position = 0; |
1417 | bailout: |
1745 | return 1; |
1418 | return 1; |
1746 | } |
1419 | } |
1747 | |
1420 | |
1748 | |
1421 | |
1749 | /* This function removes the cursed/damned status on equipped |
1422 | /* This function removes the cursed/damned status on equipped |
… | |
… | |
1758 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1431 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1759 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && |
1432 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && |
1760 | ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || |
1433 | ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || |
1761 | (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) |
1434 | (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) |
1762 | { |
1435 | { |
1763 | |
|
|
1764 | was_one++; |
1436 | was_one++; |
1765 | if (tmp->level <= caster_level (caster, spell)) |
1437 | if (tmp->level <= caster_level (caster, spell)) |
1766 | { |
1438 | { |
1767 | success++; |
1439 | success++; |
1768 | if (QUERY_FLAG (spell, FLAG_DAMNED)) |
1440 | if (QUERY_FLAG (spell, FLAG_DAMNED)) |
… | |
… | |
1777 | } |
1449 | } |
1778 | |
1450 | |
1779 | if (op->type == PLAYER) |
1451 | if (op->type == PLAYER) |
1780 | { |
1452 | { |
1781 | if (success) |
1453 | if (success) |
1782 | { |
|
|
1783 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1454 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1784 | } |
|
|
1785 | else |
1455 | else |
1786 | { |
1456 | { |
1787 | if (was_one) |
1457 | if (was_one) |
1788 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1458 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1789 | else |
1459 | else |
1790 | new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); |
1460 | new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); |
1791 | } |
1461 | } |
1792 | } |
1462 | } |
|
|
1463 | |
1793 | return success; |
1464 | return success; |
1794 | } |
1465 | } |
1795 | |
1466 | |
1796 | /* Identifies objects in the players inventory/on the ground */ |
1467 | /* Identifies objects in the players inventory/on the ground */ |
1797 | |
1468 | |
… | |
… | |
1804 | num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1475 | num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1805 | |
1476 | |
1806 | if (num_ident < 1) |
1477 | if (num_ident < 1) |
1807 | num_ident = 1; |
1478 | num_ident = 1; |
1808 | |
1479 | |
1809 | |
|
|
1810 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1480 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1811 | { |
1481 | { |
1812 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1482 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1813 | { |
1483 | { |
1814 | identify (tmp); |
1484 | identify (tmp); |
|
|
1485 | |
1815 | if (op->type == PLAYER) |
1486 | if (op->type == PLAYER) |
1816 | { |
1487 | { |
1817 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); |
1488 | new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); |
|
|
1489 | |
1818 | if (tmp->msg) |
1490 | if (tmp->msg) |
1819 | { |
1491 | { |
1820 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1492 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1821 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1493 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1822 | } |
1494 | } |
1823 | } |
1495 | } |
|
|
1496 | |
1824 | num_ident--; |
1497 | num_ident--; |
1825 | success = 1; |
1498 | success = 1; |
1826 | if (!num_ident) |
1499 | if (!num_ident) |
1827 | break; |
1500 | break; |
1828 | } |
1501 | } |
1829 | } |
1502 | } |
|
|
1503 | |
1830 | /* If all the power of the spell has been used up, don't go and identify |
1504 | /* If all the power of the spell has been used up, don't go and identify |
1831 | * stuff on the floor. Only identify stuff on the floor if the spell |
1505 | * stuff on the floor. Only identify stuff on the floor if the spell |
1832 | * was not fully used. |
1506 | * was not fully used. |
1833 | */ |
1507 | */ |
1834 | if (num_ident) |
1508 | if (num_ident) |
1835 | { |
1509 | { |
1836 | for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
1510 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
1837 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1511 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1838 | { |
1512 | { |
1839 | |
|
|
1840 | identify (tmp); |
1513 | identify (tmp); |
|
|
1514 | |
1841 | if (op->type == PLAYER) |
1515 | if (op->type == PLAYER) |
1842 | { |
1516 | { |
1843 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); |
1517 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); |
|
|
1518 | |
1844 | if (tmp->msg) |
1519 | if (tmp->msg) |
1845 | { |
1520 | { |
1846 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1521 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1847 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1522 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1848 | } |
1523 | } |
|
|
1524 | |
1849 | esrv_send_item (op, tmp); |
1525 | esrv_send_item (op, tmp); |
1850 | } |
1526 | } |
|
|
1527 | |
1851 | num_ident--; |
1528 | num_ident--; |
1852 | success = 1; |
1529 | success = 1; |
1853 | if (!num_ident) |
1530 | if (!num_ident) |
1854 | break; |
1531 | break; |
1855 | } |
1532 | } |
1856 | } |
1533 | } |
|
|
1534 | |
1857 | if (!success) |
1535 | if (!success) |
1858 | new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); |
1536 | new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); |
1859 | else |
1537 | else |
1860 | { |
|
|
1861 | spell_effect (spell, op->x, op->y, op->map, op); |
1538 | spell_effect (spell, op->x, op->y, op->map, op); |
1862 | } |
1539 | |
1863 | return success; |
1540 | return success; |
1864 | } |
1541 | } |
1865 | |
|
|
1866 | |
1542 | |
1867 | int |
1543 | int |
1868 | cast_detection (object *op, object *caster, object *spell, object *skill) |
1544 | cast_detection (object *op, object *caster, object *spell, object *skill) |
1869 | { |
1545 | { |
1870 | object *tmp, *last, *god, *detect; |
1546 | object *tmp, *last, *god, *detect; |
… | |
… | |
1883 | skill = caster; |
1559 | skill = caster; |
1884 | |
1560 | |
1885 | for (x = op->x - range; x <= op->x + range; x++) |
1561 | for (x = op->x - range; x <= op->x + range; x++) |
1886 | for (y = op->y - range; y <= op->y + range; y++) |
1562 | for (y = op->y - range; y <= op->y + range; y++) |
1887 | { |
1563 | { |
1888 | |
|
|
1889 | m = op->map; |
1564 | m = op->map; |
1890 | mflags = get_map_flags (m, &m, x, y, &nx, &ny); |
1565 | mflags = get_map_flags (m, &m, x, y, &nx, &ny); |
1891 | if (mflags & P_OUT_OF_MAP) |
1566 | if (mflags & P_OUT_OF_MAP) |
1892 | continue; |
1567 | continue; |
1893 | |
1568 | |
… | |
… | |
1895 | * floor. But this is not true for show invisible. |
1570 | * floor. But this is not true for show invisible. |
1896 | * Basically, we just go and find the top object and work |
1571 | * Basically, we just go and find the top object and work |
1897 | * down - that is easier than working up. |
1572 | * down - that is easier than working up. |
1898 | */ |
1573 | */ |
1899 | |
1574 | |
1900 | for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) |
1575 | for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) |
1901 | last = tmp; |
1576 | last = tmp; |
|
|
1577 | |
1902 | /* Shouldn't happen, but if there are no objects on a space, this |
1578 | /* Shouldn't happen, but if there are no objects on a space, this |
1903 | * would happen. |
1579 | * would happen. |
1904 | */ |
1580 | */ |
1905 | if (!last) |
1581 | if (!last) |
1906 | continue; |
1582 | continue; |
… | |
… | |
1908 | done_one = 0; |
1584 | done_one = 0; |
1909 | floor = 0; |
1585 | floor = 0; |
1910 | detect = NULL; |
1586 | detect = NULL; |
1911 | for (tmp = last; tmp; tmp = tmp->below) |
1587 | for (tmp = last; tmp; tmp = tmp->below) |
1912 | { |
1588 | { |
1913 | |
|
|
1914 | /* show invisible */ |
1589 | /* show invisible */ |
1915 | if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && |
1590 | if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && |
1916 | /* Might there be other objects that we can make visibile? */ |
1591 | /* Might there be other objects that we can make visible? */ |
1917 | (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || |
1592 | (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || |
1918 | (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || |
1593 | (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || |
1919 | tmp->type == CF_HANDLE || |
1594 | tmp->type == CF_HANDLE || |
1920 | tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || |
1595 | tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || |
1921 | tmp->type == BUTTON || tmp->type == TELEPORTER || |
1596 | tmp->type == BUTTON || tmp->type == TELEPORTER || |
… | |
… | |
1928 | { |
1603 | { |
1929 | tmp->invisible = 0; |
1604 | tmp->invisible = 0; |
1930 | done_one = 1; |
1605 | done_one = 1; |
1931 | } |
1606 | } |
1932 | } |
1607 | } |
|
|
1608 | |
1933 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1609 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1934 | floor = 1; |
1610 | floor = 1; |
1935 | |
1611 | |
1936 | /* All detections below this point don't descend beneath the floor, |
1612 | /* All detections below this point don't descend beneath the floor, |
1937 | * so just continue on. We could be clever and look at the type of |
1613 | * so just continue on. We could be clever and look at the type of |
… | |
… | |
1990 | */ |
1666 | */ |
1991 | if (done_one) |
1667 | if (done_one) |
1992 | { |
1668 | { |
1993 | object *detect_ob = arch_to_object (spell->other_arch); |
1669 | object *detect_ob = arch_to_object (spell->other_arch); |
1994 | |
1670 | |
1995 | detect_ob->x = nx; |
|
|
1996 | detect_ob->y = ny; |
|
|
1997 | /* if this is set, we want to copy the face */ |
1671 | /* if this is set, we want to copy the face */ |
1998 | if (done_one == 2 && detect) |
1672 | if (done_one == 2 && detect) |
1999 | { |
1673 | { |
2000 | detect_ob->face = detect->face; |
1674 | detect_ob->face = detect->face; |
2001 | detect_ob->animation_id = detect->animation_id; |
1675 | detect_ob->animation_id = detect->animation_id; |
… | |
… | |
2003 | detect_ob->last_anim = 0; |
1677 | detect_ob->last_anim = 0; |
2004 | /* by default, the detect_ob is already animated */ |
1678 | /* by default, the detect_ob is already animated */ |
2005 | if (!QUERY_FLAG (detect, FLAG_ANIMATE)) |
1679 | if (!QUERY_FLAG (detect, FLAG_ANIMATE)) |
2006 | CLEAR_FLAG (detect_ob, FLAG_ANIMATE); |
1680 | CLEAR_FLAG (detect_ob, FLAG_ANIMATE); |
2007 | } |
1681 | } |
|
|
1682 | |
2008 | insert_ob_in_map (detect_ob, m, op, 0); |
1683 | m->insert (detect_ob, nx, ny, op); |
2009 | } |
1684 | } |
2010 | } /* for processing the surrounding spaces */ |
1685 | } /* for processing the surrounding spaces */ |
2011 | |
1686 | |
2012 | |
1687 | |
2013 | /* Now process objects in the players inventory if detect curse or magic */ |
1688 | /* Now process objects in the players inventory if detect curse or magic */ |
… | |
… | |
2062 | |
1737 | |
2063 | /* Explodes a fireball centered at player */ |
1738 | /* Explodes a fireball centered at player */ |
2064 | tmp = get_archetype (EXPLODING_FIREBALL); |
1739 | tmp = get_archetype (EXPLODING_FIREBALL); |
2065 | tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; |
1740 | tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; |
2066 | tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; |
1741 | tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; |
2067 | tmp->x = victim->x; |
1742 | |
2068 | tmp->y = victim->y; |
1743 | tmp->insert_at (victim); |
2069 | insert_ob_in_map (tmp, victim->map, NULL, 0); |
|
|
2070 | victim->stats.sp = 2 * victim->stats.maxsp; |
1744 | victim->stats.sp = 2 * victim->stats.maxsp; |
2071 | } |
1745 | } |
2072 | else if (victim->stats.sp >= victim->stats.maxsp * 1.88) |
1746 | else if (victim->stats.sp >= victim->stats.maxsp * 1.88) |
2073 | { |
|
|
2074 | new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); |
1747 | new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); |
2075 | } |
|
|
2076 | else if (victim->stats.sp >= victim->stats.maxsp * 1.66) |
1748 | else if (victim->stats.sp >= victim->stats.maxsp * 1.66) |
2077 | { |
|
|
2078 | new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); |
1749 | new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); |
2079 | } |
|
|
2080 | else if (victim->stats.sp >= victim->stats.maxsp * 1.5) |
1750 | else if (victim->stats.sp >= victim->stats.maxsp * 1.5) |
2081 | { |
1751 | { |
2082 | new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); |
1752 | new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); |
2083 | confuse_player (victim, victim, 99); |
1753 | confuse_player (victim, victim, 99); |
2084 | } |
1754 | } |
2085 | else if (victim->stats.sp >= victim->stats.maxsp * 1.25) |
1755 | else if (victim->stats.sp >= victim->stats.maxsp * 1.25) |
2086 | { |
|
|
2087 | new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); |
1756 | new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); |
2088 | } |
|
|
2089 | } |
1757 | } |
2090 | |
1758 | |
2091 | /* cast_transfer |
1759 | /* cast_transfer |
2092 | * This spell transfers sp from the player to another person. |
1760 | * This spell transfers sp from the player to another person. |
2093 | * We let the target go above their normal maximum SP. |
1761 | * We let the target go above their normal maximum SP. |
… | |
… | |
2107 | |
1775 | |
2108 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
1776 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
2109 | |
1777 | |
2110 | if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) |
1778 | if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) |
2111 | { |
1779 | { |
2112 | for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) |
1780 | for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) |
2113 | if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) |
1781 | if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) |
2114 | break; |
1782 | break; |
2115 | } |
1783 | } |
2116 | |
1784 | |
2117 | |
1785 | |
2118 | /* If we did not find a player in the specified direction, transfer |
1786 | /* If we did not find a player in the specified direction, transfer |
2119 | * to anyone on top of us. This is used for the rune of transference mostly. |
1787 | * to anyone on top of us. This is used for the rune of transference mostly. |
2120 | */ |
1788 | */ |
2121 | if (plyr == NULL) |
1789 | if (plyr == NULL) |
2122 | for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) |
1790 | for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) |
2123 | if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) |
1791 | if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) |
2124 | break; |
1792 | break; |
2125 | |
1793 | |
2126 | if (!plyr) |
1794 | if (!plyr) |
2127 | { |
1795 | { |
… | |
… | |
2182 | m = op->map; |
1850 | m = op->map; |
2183 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
1851 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
2184 | if (mflags & P_OUT_OF_MAP) |
1852 | if (mflags & P_OUT_OF_MAP) |
2185 | return; |
1853 | return; |
2186 | |
1854 | |
2187 | for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) |
1855 | for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) |
2188 | { |
1856 | { |
2189 | next = tmp->above; |
1857 | next = tmp->above; |
2190 | |
1858 | |
2191 | /* Need to look at the head object - otherwise, if tmp |
1859 | /* Need to look at the head object - otherwise, if tmp |
2192 | * points to a monster, we don't have all the necessary |
1860 | * points to a monster, we don't have all the necessary |
… | |
… | |
2204 | /* Basically, if the object is magical and not counterspell, |
1872 | /* Basically, if the object is magical and not counterspell, |
2205 | * we will more or less remove the object. Don't counterspell |
1873 | * we will more or less remove the object. Don't counterspell |
2206 | * monsters either. |
1874 | * monsters either. |
2207 | */ |
1875 | */ |
2208 | |
1876 | |
2209 | if (head->attacktype & AT_MAGIC && |
1877 | if (head->attacktype & AT_MAGIC |
2210 | !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) |
1878 | && !(head->attacktype & AT_COUNTERSPELL) |
|
|
1879 | && !QUERY_FLAG (head, FLAG_MONSTER) |
|
|
1880 | && (op->level > head->level)) |
2211 | head->destroy (); |
1881 | head->destroy (); |
2212 | else |
1882 | else |
2213 | switch (head->type) |
1883 | switch (head->type) |
2214 | { |
1884 | { |
2215 | case SPELL_EFFECT: |
1885 | case SPELL_EFFECT: |
|
|
1886 | // XXX: Don't affect floor spelleffects. See also XXX comment |
|
|
1887 | // about sanctuary in spell_util.C |
|
|
1888 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
1889 | continue; |
|
|
1890 | |
2216 | if (op->level > head->level) |
1891 | if (op->level > head->level) |
2217 | head->destroy (); |
1892 | head->destroy (); |
2218 | |
1893 | |
2219 | break; |
1894 | break; |
2220 | |
1895 | |
… | |
… | |
2287 | * This code was very odd - code early on would only let players use the spell, |
1962 | * This code was very odd - code early on would only let players use the spell, |
2288 | * yet the code wass full of player checks. I've presumed that the code |
1963 | * yet the code wass full of player checks. I've presumed that the code |
2289 | * that only let players use it was correct, and removed all the other |
1964 | * that only let players use it was correct, and removed all the other |
2290 | * player checks. MSW 2003-01-06 |
1965 | * player checks. MSW 2003-01-06 |
2291 | */ |
1966 | */ |
2292 | |
|
|
2293 | int |
1967 | int |
2294 | animate_weapon (object *op, object *caster, object *spell, int dir) |
1968 | animate_weapon (object *op, object *caster, object *spell, int dir) |
2295 | { |
1969 | { |
2296 | object *weapon, *tmp; |
1970 | object *weapon, *tmp; |
2297 | char buf[MAX_BUF]; |
1971 | char buf[MAX_BUF]; |
2298 | int a, i; |
1972 | int a, i; |
2299 | sint16 x, y; |
1973 | sint16 x, y; |
2300 | maptile *m; |
1974 | maptile *m; |
2301 | materialtype_t *mt; |
|
|
2302 | |
1975 | |
2303 | if (!spell->other_arch) |
1976 | if (!spell->other_arch) |
2304 | { |
1977 | { |
2305 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
1978 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
2306 | LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); |
1979 | LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); |
… | |
… | |
2309 | /* exit if it's not a player using this spell. */ |
1982 | /* exit if it's not a player using this spell. */ |
2310 | if (op->type != PLAYER) |
1983 | if (op->type != PLAYER) |
2311 | return 0; |
1984 | return 0; |
2312 | |
1985 | |
2313 | /* if player already has a golem, abort */ |
1986 | /* if player already has a golem, abort */ |
2314 | if (op->contr->ranges[range_golem]) |
1987 | if (object *golem = op->contr->golem) |
2315 | { |
1988 | { |
2316 | control_golem (op->contr->ranges[range_golem], dir); |
1989 | control_golem (golem, dir); |
2317 | return 0; |
1990 | return 0; |
2318 | } |
1991 | } |
2319 | |
1992 | |
2320 | /* if no direction specified, pick one */ |
1993 | /* if no direction specified, pick one */ |
2321 | if (!dir) |
1994 | if (!dir) |
… | |
… | |
2325 | x = op->x + freearr_x[dir]; |
1998 | x = op->x + freearr_x[dir]; |
2326 | y = op->y + freearr_y[dir]; |
1999 | y = op->y + freearr_y[dir]; |
2327 | |
2000 | |
2328 | /* if there's no place to put the golem, abort */ |
2001 | /* if there's no place to put the golem, abort */ |
2329 | if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || |
2002 | if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || |
2330 | ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) |
2003 | ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) |
2331 | { |
2004 | { |
2332 | new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
2005 | new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
2333 | return 0; |
2006 | return 0; |
2334 | } |
2007 | } |
2335 | |
2008 | |
… | |
… | |
2339 | if (!weapon) |
2012 | if (!weapon) |
2340 | { |
2013 | { |
2341 | new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2014 | new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2342 | return 0; |
2015 | return 0; |
2343 | } |
2016 | } |
2344 | if (spell->race && strcmp (weapon->arch->name, spell->race)) |
2017 | if (spell->race && strcmp (weapon->arch->archname, spell->race)) |
2345 | { |
2018 | { |
2346 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); |
2019 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); |
2347 | return 0; |
2020 | return 0; |
2348 | } |
2021 | } |
2349 | if (weapon->type != WEAPON) |
2022 | if (weapon->type != WEAPON) |
… | |
… | |
2367 | /* create the golem object */ |
2040 | /* create the golem object */ |
2368 | tmp = arch_to_object (spell->other_arch); |
2041 | tmp = arch_to_object (spell->other_arch); |
2369 | |
2042 | |
2370 | /* if animated by a player, give the player control of the golem */ |
2043 | /* if animated by a player, give the player control of the golem */ |
2371 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2044 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2372 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
2373 | tmp->stats.exp = 0; |
2045 | tmp->stats.exp = 0; |
2374 | add_friendly_object (tmp); |
2046 | add_friendly_object (tmp); |
2375 | tmp->type = GOLEM; |
2047 | tmp->type = GOLEM; |
2376 | set_owner (tmp, op); |
2048 | tmp->set_owner (op); |
|
|
2049 | op->contr->golem = tmp; |
2377 | set_spell_skill (op, caster, spell, tmp); |
2050 | set_spell_skill (op, caster, spell, tmp); |
2378 | op->contr->ranges[range_golem] = tmp; |
|
|
2379 | op->contr->shoottype = range_golem; |
|
|
2380 | |
2051 | |
2381 | /* Give the weapon to the golem now. A bit of a hack to check the |
2052 | /* Give the weapon to the golem now. A bit of a hack to check the |
2382 | * removed flag - it should only be set if get_split_object was |
2053 | * removed flag - it should only be set if get_split_object was |
2383 | * used above. |
2054 | * used above. |
2384 | */ |
2055 | */ |
2385 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2056 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2386 | weapon->remove (); |
2057 | weapon->remove (); |
|
|
2058 | |
2387 | insert_ob_in_ob (weapon, tmp); |
2059 | insert_ob_in_ob (weapon, tmp); |
2388 | esrv_send_item (op, weapon); |
2060 | esrv_send_item (op, weapon); |
2389 | /* To do everything necessary to let a golem use the weapon is a pain, |
2061 | /* To do everything necessary to let a golem use the weapon is a pain, |
2390 | * so instead, just set it as equipped (otherwise, we need to update |
2062 | * so instead, just set it as equipped (otherwise, we need to update |
2391 | * body_info, skills, etc) |
2063 | * body_info, skills, etc) |
2392 | */ |
2064 | */ |
2393 | SET_FLAG (tmp, FLAG_USE_WEAPON); |
2065 | SET_FLAG (tmp, FLAG_USE_WEAPON); |
2394 | SET_FLAG (weapon, FLAG_APPLIED); |
2066 | SET_FLAG (weapon, FLAG_APPLIED); |
2395 | fix_player (tmp); |
2067 | tmp->update_stats (); |
2396 | |
2068 | |
2397 | /* There used to be 'odd' code that basically seemed to take the absolute |
2069 | /* There used to be 'odd' code that basically seemed to take the absolute |
2398 | * value of the weapon->magic an use that. IMO, that doesn't make sense - |
2070 | * value of the weapon->magic an use that. IMO, that doesn't make sense - |
2399 | * if you're using a crappy weapon, it shouldn't be as good. |
2071 | * if you're using a crappy weapon, it shouldn't be as good. |
2400 | */ |
2072 | */ |
… | |
… | |
2419 | |
2091 | |
2420 | /* attacktype */ |
2092 | /* attacktype */ |
2421 | if (!tmp->attacktype) |
2093 | if (!tmp->attacktype) |
2422 | tmp->attacktype = AT_PHYSICAL; |
2094 | tmp->attacktype = AT_PHYSICAL; |
2423 | |
2095 | |
2424 | mt = NULL; |
|
|
2425 | if (op->materialname != NULL) |
|
|
2426 | mt = name_to_material (op->materialname); |
2096 | if (materialtype_t *mt = name_to_material (op->materialname)) |
2427 | if (mt != NULL) |
|
|
2428 | { |
2097 | { |
2429 | for (i = 0; i < NROFATTACKS; i++) |
2098 | for (i = 0; i < NROFATTACKS; i++) |
2430 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2099 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2431 | a = mt->save[0]; |
2100 | a = mt->save[0]; |
2432 | } |
2101 | } |
… | |
… | |
2434 | { |
2103 | { |
2435 | for (i = 0; i < NROFATTACKS; i++) |
2104 | for (i = 0; i < NROFATTACKS; i++) |
2436 | tmp->resist[i] = 5; |
2105 | tmp->resist[i] = 5; |
2437 | a = 10; |
2106 | a = 10; |
2438 | } |
2107 | } |
|
|
2108 | |
2439 | /* Set weapon's immunity */ |
2109 | /* Set weapon's immunity */ |
2440 | tmp->resist[ATNR_CONFUSION] = 100; |
2110 | tmp->resist[ATNR_CONFUSION] = 100; |
2441 | tmp->resist[ATNR_POISON] = 100; |
2111 | tmp->resist[ATNR_POISON] = 100; |
2442 | tmp->resist[ATNR_SLOW] = 100; |
2112 | tmp->resist[ATNR_SLOW] = 100; |
2443 | tmp->resist[ATNR_PARALYZE] = 100; |
2113 | tmp->resist[ATNR_PARALYZE] = 100; |
… | |
… | |
2449 | |
2119 | |
2450 | /* Improve weapon's armour value according to best save vs. physical of its material */ |
2120 | /* Improve weapon's armour value according to best save vs. physical of its material */ |
2451 | |
2121 | |
2452 | if (a > 14) |
2122 | if (a > 14) |
2453 | a = 14; |
2123 | a = 14; |
|
|
2124 | |
2454 | tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2125 | tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2455 | |
2126 | |
2456 | /* Determine golem's speed */ |
2127 | /* Determine golem's speed */ |
2457 | tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); |
2128 | tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); |
2458 | |
|
|
2459 | if (tmp->speed > 3.33) |
|
|
2460 | tmp->speed = 3.33; |
|
|
2461 | |
2129 | |
2462 | if (!spell->race) |
2130 | if (!spell->race) |
2463 | { |
2131 | { |
2464 | sprintf (buf, "animated %s", &weapon->name); |
2132 | sprintf (buf, "animated %s", &weapon->name); |
2465 | tmp->name = buf; |
2133 | tmp->name = buf; |
… | |
… | |
2467 | tmp->face = weapon->face; |
2135 | tmp->face = weapon->face; |
2468 | tmp->animation_id = weapon->animation_id; |
2136 | tmp->animation_id = weapon->animation_id; |
2469 | tmp->anim_speed = weapon->anim_speed; |
2137 | tmp->anim_speed = weapon->anim_speed; |
2470 | tmp->last_anim = weapon->last_anim; |
2138 | tmp->last_anim = weapon->last_anim; |
2471 | tmp->state = weapon->state; |
2139 | tmp->state = weapon->state; |
2472 | if (QUERY_FLAG (weapon, FLAG_ANIMATE)) |
2140 | tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; |
2473 | { |
|
|
2474 | SET_FLAG (tmp, FLAG_ANIMATE); |
|
|
2475 | } |
|
|
2476 | else |
|
|
2477 | { |
|
|
2478 | CLEAR_FLAG (tmp, FLAG_ANIMATE); |
|
|
2479 | } |
|
|
2480 | update_ob_speed (tmp); |
|
|
2481 | } |
2141 | } |
2482 | |
2142 | |
2483 | /* make experience increase in proportion to the strength of the summoned creature. */ |
2143 | /* make experience increase in proportion to the strength of the summoned creature. */ |
2484 | tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); |
2144 | tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); |
2485 | |
2145 | |
2486 | tmp->speed_left = -1; |
2146 | tmp->speed_left = -1; |
2487 | tmp->x = x; |
|
|
2488 | tmp->y = y; |
|
|
2489 | tmp->direction = dir; |
2147 | tmp->direction = dir; |
2490 | insert_ob_in_map (tmp, m, op, 0); |
2148 | |
|
|
2149 | m->insert (tmp, x, y, op); |
2491 | return 1; |
2150 | return 1; |
2492 | } |
2151 | } |
2493 | |
2152 | |
2494 | /* cast_daylight() - changes the map darkness level *lower* */ |
2153 | /* cast_daylight() - changes the map darkness level *lower* */ |
2495 | |
2154 | |
… | |
… | |
2503 | int success; |
2162 | int success; |
2504 | |
2163 | |
2505 | if (!op->map) |
2164 | if (!op->map) |
2506 | return 0; /* shouldnt happen */ |
2165 | return 0; /* shouldnt happen */ |
2507 | |
2166 | |
2508 | success = change_map_light (op->map, spell->stats.dam); |
2167 | success = op->map->change_map_light (spell->stats.dam); |
|
|
2168 | |
2509 | if (!success) |
2169 | if (!success) |
2510 | { |
2170 | { |
2511 | if (spell->stats.dam < 0) |
2171 | if (spell->stats.dam < 0) |
2512 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); |
2172 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); |
2513 | else |
2173 | else |
2514 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); |
2174 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); |
2515 | } |
2175 | } |
2516 | return success; |
2176 | return success; |
2517 | } |
2177 | } |
2518 | |
|
|
2519 | |
|
|
2520 | |
|
|
2521 | |
|
|
2522 | |
2178 | |
2523 | /* create an aura spell object and put it in the player's inventory. |
2179 | /* create an aura spell object and put it in the player's inventory. |
2524 | * as usual, op is player, caster is the object casting the spell, |
2180 | * as usual, op is player, caster is the object casting the spell, |
2525 | * spell is the spell object itself. |
2181 | * spell is the spell object itself. |
2526 | */ |
2182 | */ |
… | |
… | |
2538 | |
2194 | |
2539 | new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); |
2195 | new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); |
2540 | |
2196 | |
2541 | new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2197 | new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2542 | |
2198 | |
2543 | set_owner (new_aura, op); |
|
|
2544 | set_spell_skill (op, caster, spell, new_aura); |
2199 | set_spell_skill (op, caster, spell, new_aura); |
2545 | new_aura->attacktype = spell->attacktype; |
2200 | new_aura->attacktype = spell->attacktype; |
2546 | |
2201 | |
2547 | new_aura->level = caster_level (caster, spell); |
2202 | new_aura->level = caster_level (caster, spell); |
|
|
2203 | |
2548 | if (refresh) |
2204 | if (refresh) |
2549 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2205 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2550 | else |
2206 | else |
2551 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
2207 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
|
|
2208 | |
2552 | insert_ob_in_ob (new_aura, op); |
2209 | insert_ob_in_ob (new_aura, op); |
|
|
2210 | new_aura->set_owner (op); |
|
|
2211 | |
2553 | return 1; |
2212 | return 1; |
2554 | } |
2213 | } |
2555 | |
2214 | |
2556 | |
2215 | |
2557 | /* move aura function. An aura is a part of someone's inventory, |
2216 | /* move aura function. An aura is a part of someone's inventory, |
… | |
… | |
2590 | { |
2249 | { |
2591 | aura->destroy (); |
2250 | aura->destroy (); |
2592 | return; |
2251 | return; |
2593 | } |
2252 | } |
2594 | |
2253 | |
2595 | aura->x = env->x; |
|
|
2596 | aura->y = env->y; |
|
|
2597 | |
|
|
2598 | /* we need to jump out of the inventory for a bit |
2254 | /* we need to jump out of the inventory for a bit |
2599 | * in order to hit the map conveniently. |
2255 | * in order to hit the map conveniently. |
2600 | */ |
2256 | */ |
2601 | insert_ob_in_map (aura, env->map, aura, 0); |
2257 | aura->insert_at (env, aura); |
2602 | |
2258 | |
2603 | for (i = 1; i < 9; i++) |
2259 | for (i = 1; i < 9; i++) |
2604 | { |
2260 | { |
2605 | sint16 nx, ny; |
2261 | sint16 nx, ny; |
2606 | |
2262 | |
… | |
… | |
2615 | if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) |
2271 | if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) |
2616 | { |
2272 | { |
2617 | hit_map (aura, i, aura->attacktype, 0); |
2273 | hit_map (aura, i, aura->attacktype, 0); |
2618 | |
2274 | |
2619 | if (aura->other_arch) |
2275 | if (aura->other_arch) |
2620 | { |
2276 | m->insert (arch_to_object (aura->other_arch), nx, ny, aura); |
2621 | object *new_ob; |
|
|
2622 | |
|
|
2623 | new_ob = arch_to_object (aura->other_arch); |
|
|
2624 | new_ob->x = nx; |
|
|
2625 | new_ob->y = ny; |
|
|
2626 | insert_ob_in_map (new_ob, m, aura, 0); |
|
|
2627 | } |
2277 | } |
2628 | } |
|
|
2629 | } |
2278 | } |
|
|
2279 | |
2630 | /* put the aura back in the player's inventory */ |
2280 | /* put the aura back in the player's inventory */ |
2631 | aura->remove (); |
2281 | aura->remove (); |
2632 | insert_ob_in_ob (aura, env); |
2282 | insert_ob_in_ob (aura, env); |
2633 | } |
2283 | } |
2634 | |
2284 | |
2635 | /* moves the peacemaker spell. |
2285 | /* moves the peacemaker spell. |
2636 | * op is the piece object. |
2286 | * op is the piece object. |
2637 | */ |
2287 | */ |
2638 | |
|
|
2639 | void |
2288 | void |
2640 | move_peacemaker (object *op) |
2289 | move_peacemaker (object *op) |
2641 | { |
2290 | { |
2642 | object *tmp; |
2291 | object *tmp; |
2643 | |
2292 | |
2644 | 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) |
2645 | { |
2294 | { |
2646 | int atk_lev, def_lev; |
2295 | int atk_lev, def_lev; |
2647 | object *victim = tmp; |
2296 | object *victim = tmp; |
2648 | |
2297 | |
2649 | if (tmp->head) |
2298 | if (tmp->head) |
… | |
… | |
2660 | |
2309 | |
2661 | if (rndm (0, atk_lev - 1) > def_lev) |
2310 | if (rndm (0, atk_lev - 1) > def_lev) |
2662 | { |
2311 | { |
2663 | /* make this sucker peaceful. */ |
2312 | /* make this sucker peaceful. */ |
2664 | |
2313 | |
2665 | change_exp (get_owner (op), victim->stats.exp, op->skill, 0); |
2314 | change_exp (op->owner, victim->stats.exp, op->skill, 0); |
2666 | victim->stats.exp = 0; |
2315 | victim->stats.exp = 0; |
2667 | #if 0 |
2316 | #if 0 |
2668 | /* No idea why these were all set to zero - if something |
2317 | /* No idea why these were all set to zero - if something |
2669 | * makes this creature agressive, he should still do damage. |
2318 | * makes this creature agressive, he should still do damage. |
2670 | */ |
2319 | */ |
… | |
… | |
2715 | |
2364 | |
2716 | snprintf (rune, sizeof (rune), "%s\n", msg); |
2365 | snprintf (rune, sizeof (rune), "%s\n", msg); |
2717 | |
2366 | |
2718 | tmp->race = op->name; /*Save the owner of the rune */ |
2367 | tmp->race = op->name; /*Save the owner of the rune */ |
2719 | tmp->msg = rune; |
2368 | tmp->msg = rune; |
2720 | tmp->x = op->x; |
2369 | |
2721 | tmp->y = op->y; |
2370 | tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); |
2722 | insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); |
|
|
2723 | return 1; |
2371 | return 1; |
2724 | } |
2372 | } |