1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <object.h> |
25 | #include <object.h> |
27 | #include <living.h> |
26 | #include <living.h> |
… | |
… | |
70 | return 0; |
69 | return 0; |
71 | } |
70 | } |
72 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
71 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
73 | { |
72 | { |
74 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); |
73 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); |
75 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); |
74 | op->play_sound (sound_find ("ob_explode")); |
76 | esrv_del_item (op->contr, wand->count); |
75 | esrv_del_item (op->contr, wand->count); |
77 | wand->destroy (); |
76 | wand->destroy (); |
78 | tmp = get_archetype ("fireball"); |
77 | tmp = get_archetype ("fireball"); |
79 | tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
78 | tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
80 | |
79 | |
… | |
… | |
104 | ncharges = 1; |
103 | ncharges = 1; |
105 | |
104 | |
106 | wand->stats.food += ncharges; |
105 | wand->stats.food += ncharges; |
107 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); |
106 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); |
108 | |
107 | |
109 | if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) |
108 | if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) |
110 | { |
109 | { |
111 | SET_FLAG (wand, FLAG_ANIMATE); |
110 | SET_FLAG (wand, FLAG_ANIMATE); |
112 | wand->set_speed (wand->arch->clone.speed); |
111 | wand->set_speed (wand->arch->speed); |
113 | } |
112 | } |
114 | |
113 | |
115 | return 1; |
114 | return 1; |
116 | } |
115 | } |
117 | |
116 | |
… | |
… | |
123 | * great a plus, the default is used. |
122 | * great a plus, the default is used. |
124 | * The # of arrows created also goes up with level, so if a 30th level mage |
123 | * The # of arrows created also goes up with level, so if a 30th level mage |
125 | * wants LOTS of arrows, and doesn't care what the plus is he could |
124 | * wants LOTS of arrows, and doesn't care what the plus is he could |
126 | * create nonnmagic arrows, or even -1, etc... |
125 | * create nonnmagic arrows, or even -1, etc... |
127 | */ |
126 | */ |
128 | |
|
|
129 | int |
127 | int |
130 | cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) |
128 | cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) |
131 | { |
129 | { |
132 | int missile_plus = 0, bonus_plus = 0; |
130 | int missile_plus = 0, bonus_plus = 0; |
133 | const char *missile_name; |
131 | const char *missile_name; |
… | |
… | |
154 | /* If it starts with a letter, presume it is a description */ |
152 | /* If it starts with a letter, presume it is a description */ |
155 | if (isalpha (*stringarg)) |
153 | if (isalpha (*stringarg)) |
156 | { |
154 | { |
157 | artifact *al = find_artifactlist (missile->type)->items; |
155 | artifact *al = find_artifactlist (missile->type)->items; |
158 | |
156 | |
159 | for (; al != NULL; al = al->next) |
157 | for (; al; al = al->next) |
160 | if (!strcasecmp (al->item->name, stringarg)) |
158 | if (!strcasecmp (al->item->name, stringarg)) |
161 | break; |
159 | break; |
162 | |
160 | |
163 | if (!al) |
161 | if (!al) |
164 | { |
162 | { |
… | |
… | |
224 | if (stringarg) |
222 | if (stringarg) |
225 | { |
223 | { |
226 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
224 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
227 | if (at == NULL) |
225 | if (at == NULL) |
228 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
226 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
229 | if (at == NULL || at->clone.stats.food > food_value) |
227 | if (at == NULL || at->stats.food > food_value) |
230 | stringarg = NULL; |
228 | stringarg = NULL; |
231 | } |
229 | } |
232 | |
230 | |
233 | if (!stringarg) |
231 | if (!stringarg) |
234 | { |
232 | { |
… | |
… | |
240 | * We don't use flesh types because the weight values of those need |
238 | * We don't use flesh types because the weight values of those need |
241 | * to be altered from the donor. |
239 | * to be altered from the donor. |
242 | */ |
240 | */ |
243 | |
241 | |
244 | /* We assume the food items don't have multiple parts */ |
242 | /* We assume the food items don't have multiple parts */ |
245 | for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) |
243 | for_all_archetypes (at_tmp) |
246 | { |
244 | { |
247 | if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) |
245 | if (at_tmp->type == FOOD || at_tmp->type == DRINK) |
248 | { |
246 | { |
249 | /* Basically, if the food value is something that is creatable |
247 | /* Basically, if the food value is something that is creatable |
250 | * under the limits of the spell and it is higher than |
248 | * under the limits of the spell and it is higher than |
251 | * the item we have now, take it instead. |
249 | * the item we have now, take it instead. |
252 | */ |
250 | */ |
253 | if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) |
251 | if (at_tmp->stats.food <= food_value |
|
|
252 | && (!at |
|
|
253 | || at_tmp->stats.food > at->stats.food |
|
|
254 | || (at_tmp->stats.food == at->stats.food |
|
|
255 | && at_tmp->weight < at->weight))) |
254 | at = at_tmp; |
256 | at = at_tmp; |
255 | } |
257 | } |
256 | } |
258 | } |
257 | } |
259 | } |
|
|
260 | |
258 | /* Pretty unlikely (there are some very low food items), but you never |
261 | /* Pretty unlikely (there are some very low food items), but you never |
259 | * know |
262 | * know |
260 | */ |
263 | */ |
261 | if (!at) |
264 | if (!at) |
262 | { |
265 | { |
263 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); |
266 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); |
264 | return 0; |
267 | return 0; |
265 | } |
268 | } |
266 | |
269 | |
267 | food_value /= at->clone.stats.food; |
270 | food_value /= at->stats.food; |
268 | new_op = arch_to_object (at); |
271 | new_op = arch_to_object (at); |
269 | new_op->nrof = food_value; |
272 | new_op->nrof = food_value; |
270 | |
273 | |
271 | new_op->value = 0; |
274 | new_op->value = 0; |
272 | if (new_op->nrof < 1) |
275 | if (new_op->nrof < 1) |
… | |
… | |
287 | if (!dir) |
290 | if (!dir) |
288 | { |
291 | { |
289 | examine_monster (op, op); |
292 | examine_monster (op, op); |
290 | return 1; |
293 | return 1; |
291 | } |
294 | } |
|
|
295 | |
292 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
296 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
293 | for (r = 1; r < maxrange; r++) |
297 | for (r = 1; r < maxrange; r++) |
294 | { |
298 | { |
295 | sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; |
299 | sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; |
296 | |
300 | |
… | |
… | |
316 | examine_monster (op, tmp); |
320 | examine_monster (op, tmp); |
317 | return 1; |
321 | return 1; |
318 | } |
322 | } |
319 | } |
323 | } |
320 | } |
324 | } |
|
|
325 | |
321 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
326 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
322 | return 1; |
327 | return 1; |
323 | } |
328 | } |
324 | |
|
|
325 | |
329 | |
326 | /* This checks to see if 'pl' is invisible to 'mon'. |
330 | /* This checks to see if 'pl' is invisible to 'mon'. |
327 | * does race check, undead check, etc |
331 | * does race check, undead check, etc |
328 | * Returns TRUE if mon can't see pl, false |
332 | * Returns TRUE if mon can't see pl, false |
329 | * otherwise. This doesn't check range, walls, etc. It |
333 | * otherwise. This doesn't check range, walls, etc. It |
… | |
… | |
331 | * pl is invisible. |
335 | * pl is invisible. |
332 | */ |
336 | */ |
333 | int |
337 | int |
334 | makes_invisible_to (object *pl, object *mon) |
338 | makes_invisible_to (object *pl, object *mon) |
335 | { |
339 | { |
336 | |
|
|
337 | if (!pl->invisible) |
340 | if (!pl->invisible) |
338 | return 0; |
341 | return 0; |
|
|
342 | |
339 | if (pl->type == PLAYER) |
343 | if (pl->type == PLAYER) |
340 | { |
344 | { |
341 | /* If race isn't set, then invisible unless it is undead */ |
345 | /* If race isn't set, then invisible unless it is undead */ |
342 | if (!pl->contr->invis_race) |
346 | if (!pl->contr->invis_race) |
343 | { |
347 | { |
344 | if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
348 | if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
345 | return 0; |
349 | return 0; |
|
|
350 | |
346 | return 1; |
351 | return 1; |
347 | } |
352 | } |
|
|
353 | |
348 | /* invis_race is set if we get here */ |
354 | /* invis_race is set if we get here */ |
349 | if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) |
355 | if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) |
350 | return 1; |
356 | return 1; |
|
|
357 | |
351 | /* No race, can't be invisible to it */ |
358 | /* No race, can't be invisible to it */ |
352 | if (!mon->race) |
359 | if (!mon->race) |
353 | return 0; |
360 | return 0; |
|
|
361 | |
354 | if (strstr (mon->race, pl->contr->invis_race)) |
362 | if (strstr (mon->race, pl->contr->invis_race)) |
355 | return 1; |
363 | return 1; |
|
|
364 | |
356 | /* Nothing matched above, return 0 */ |
365 | /* Nothing matched above, return 0 */ |
357 | return 0; |
366 | return 0; |
358 | } |
367 | } |
359 | else |
368 | else |
360 | { |
369 | { |
… | |
… | |
565 | } |
574 | } |
566 | |
575 | |
567 | int |
576 | int |
568 | perceive_self (object *op) |
577 | perceive_self (object *op) |
569 | { |
578 | { |
570 | char *cp = describe_item (op, op), buf[MAX_BUF]; |
579 | const char *cp = describe_item (op, op); |
571 | archetype *at = archetype::find (ARCH_DEPLETION); |
580 | archetype *at = archetype::find (ARCH_DEPLETION); |
572 | object *tmp; |
|
|
573 | int i; |
|
|
574 | |
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 | |
575 | tmp = find_god (determine_god (op)); |
588 | if (object *god = find_god (determine_god (op))) |
576 | if (tmp) |
589 | buf << "You worship " << &god->name << ".\n"; |
577 | new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name); |
|
|
578 | else |
590 | else |
579 | new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); |
591 | buf << "You worship no god.\n"; |
580 | |
592 | |
581 | tmp = present_arch_in_ob (at, op); |
593 | object *tmp = present_arch_in_ob (at, op); |
582 | |
594 | |
583 | if (*cp == '\0' && tmp == NULL) |
595 | if (*cp == '\0' && tmp == NULL) |
584 | new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); |
596 | buf << "You feel very mundane. "; |
585 | else |
597 | else |
586 | { |
598 | { |
587 | new_draw_info (NDI_UNIQUE, 0, op, "You have:"); |
599 | buf << "You have: " << cp << ".\n"; |
588 | new_draw_info (NDI_UNIQUE, 0, op, cp); |
600 | |
589 | if (tmp != NULL) |
601 | if (tmp) |
590 | { |
|
|
591 | for (i = 0; i < NUM_STATS; i++) |
602 | for (int i = 0; i < NUM_STATS; i++) |
592 | { |
603 | if (tmp->stats.stat (i) < 0) |
593 | if (get_attr_value (&tmp->stats, i) < 0) |
604 | buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); |
594 | { |
|
|
595 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); |
|
|
596 | } |
|
|
597 | } |
|
|
598 | } |
|
|
599 | } |
605 | } |
600 | |
606 | |
601 | if (is_dragon_pl (op)) |
607 | if (is_dragon_pl (op)) |
602 | { |
|
|
603 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
608 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
604 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
609 | for (tmp = op->inv; tmp; tmp = tmp->below) |
605 | { |
610 | { |
606 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
611 | if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) |
607 | { |
612 | { |
608 | if (tmp->stats.exp == 0) |
613 | if (tmp->stats.exp == 0) |
609 | sprintf (buf, "Your metabolism isn't focused on anything."); |
614 | buf << "Your metabolism isn't focused on anything.\n"; |
610 | else |
615 | else |
611 | 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"; |
612 | |
617 | |
613 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
|
|
614 | break; |
618 | break; |
615 | } |
619 | } |
616 | } |
620 | } |
617 | } |
|
|
618 | |
621 | |
619 | return 1; |
622 | buf << '\0'; // zero-terminate |
620 | } |
|
|
621 | |
623 | |
622 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
624 | new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ()); |
623 | * |
|
|
624 | * This function cast the spell of town portal for op |
|
|
625 | * |
|
|
626 | * The spell operates in two passes. During the first one a place |
|
|
627 | * is marked as a destination for the portal. During the second one, |
|
|
628 | * 2 portals are created, one in the position the player cast it and |
|
|
629 | * one in the destination place. The portal are synchronized and 2 forces |
|
|
630 | * are inserted in the player to destruct the portal next time player |
|
|
631 | * creates a new portal pair. |
|
|
632 | * This spell has a side effect that it allows people to meet each other |
|
|
633 | * in a permanent, private, appartements by making a town portal from it |
|
|
634 | * to the town or another public place. So, check if the map is unique and if |
|
|
635 | * so return an error |
|
|
636 | * |
|
|
637 | * Code by Tchize (david.delbecq@usa.net) |
|
|
638 | */ |
|
|
639 | int |
|
|
640 | cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
|
|
641 | { |
|
|
642 | object *dummy, *force, *old_force; |
|
|
643 | archetype *perm_portal; |
|
|
644 | char portal_name[1024], portal_message[1024]; |
|
|
645 | maptile *exitmap; |
|
|
646 | int op_level; |
|
|
647 | |
|
|
648 | /* Check to see if the map the player is currently on is a per player unique |
|
|
649 | * map. This can be determined in that per player unique maps have the |
|
|
650 | * full pathname listed. |
|
|
651 | */ |
|
|
652 | if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE) |
|
|
653 | { |
|
|
654 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n"); |
|
|
655 | return 0; |
|
|
656 | } |
|
|
657 | |
|
|
658 | /* The first thing to do is to check if we have a marked destination |
|
|
659 | * dummy is used to make a check inventory for the force |
|
|
660 | */ |
|
|
661 | dummy = arch_to_object (spell->other_arch); |
|
|
662 | if (dummy == NULL) |
|
|
663 | { |
|
|
664 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
665 | LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name); |
|
|
666 | return 0; |
|
|
667 | } |
|
|
668 | |
|
|
669 | force = check_inv_recursive (op, dummy); |
|
|
670 | |
|
|
671 | if (force == NULL) |
|
|
672 | { |
|
|
673 | /* Here we know there is no destination marked up. |
|
|
674 | * We have 2 things to do: |
|
|
675 | * 1. Mark the destination in the player inventory. |
|
|
676 | * 2. Let the player know it worked. |
|
|
677 | */ |
|
|
678 | dummy->name = op->map->path; |
|
|
679 | EXIT_X (dummy) = op->x; |
|
|
680 | EXIT_Y (dummy) = op->y; |
|
|
681 | insert_ob_in_ob (dummy, op); |
|
|
682 | 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."); |
|
|
683 | return 1; |
|
|
684 | } |
|
|
685 | |
|
|
686 | dummy->destroy (); |
|
|
687 | |
|
|
688 | /* Here we know where the town portal should go to |
|
|
689 | * We should kill any existing portal associated with the player. |
|
|
690 | * Than we should create the 2 portals. |
|
|
691 | * For each of them, we need: |
|
|
692 | * - To create the portal with the name of the player+destination map |
|
|
693 | * - set the owner of the town portal |
|
|
694 | * - To mark the position of the portal in the player's inventory |
|
|
695 | * for easier destruction. |
|
|
696 | * |
|
|
697 | * The mark works has follow: |
|
|
698 | * slaying: Existing town portal |
|
|
699 | * hp, sp : x & y of the associated portal |
|
|
700 | * name : name of the portal |
|
|
701 | * race : map the portal is in |
|
|
702 | */ |
|
|
703 | |
|
|
704 | /* First step: killing existing town portals */ |
|
|
705 | dummy = get_archetype (spell->race); |
|
|
706 | if (dummy == NULL) |
|
|
707 | { |
|
|
708 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
709 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
710 | return 0; |
|
|
711 | } |
|
|
712 | |
|
|
713 | perm_portal = archetype::find (spell->slaying); |
|
|
714 | |
|
|
715 | /* To kill a town portal, we go trough the player's inventory, |
|
|
716 | * for each marked portal in player's inventory, |
|
|
717 | * -We try load the associated map (if impossible, consider the portal destructed) |
|
|
718 | * -We find any portal in the specified location. |
|
|
719 | * If it has the good name, we destruct it. |
|
|
720 | * -We destruct the force indicating that portal. |
|
|
721 | */ |
|
|
722 | while ((old_force = check_inv_recursive (op, dummy))) |
|
|
723 | { |
|
|
724 | exitmap = maptile::find_sync (old_force->race, op->map); |
|
|
725 | |
|
|
726 | if (exitmap) |
|
|
727 | { |
|
|
728 | exitmap->load_sync (); |
|
|
729 | |
|
|
730 | int exitx = EXIT_X (old_force); |
|
|
731 | int exity = EXIT_Y (old_force); |
|
|
732 | |
|
|
733 | for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above) |
|
|
734 | { |
|
|
735 | if (tmp->name == old_force->name) |
|
|
736 | { |
|
|
737 | tmp->destroy (); |
|
|
738 | break; |
|
|
739 | } |
|
|
740 | } |
|
|
741 | } |
|
|
742 | |
|
|
743 | old_force->destroy (); |
|
|
744 | } |
|
|
745 | |
|
|
746 | dummy->destroy (); |
|
|
747 | |
|
|
748 | /* Creating the portals. |
|
|
749 | * The very first thing to do is to ensure |
|
|
750 | * access to the destination map. |
|
|
751 | * If we can't, don't fizzle. Simply warn player. |
|
|
752 | * This ensure player pays his mana for the spell |
|
|
753 | * because HE is responsible of forgotting. |
|
|
754 | * 'force' is the destination of the town portal, which we got |
|
|
755 | * from the players inventory above. |
|
|
756 | */ |
|
|
757 | |
|
|
758 | /* Ensure exit map is loaded */ |
|
|
759 | exitmap = maptile::find_sync (force->name); |
|
|
760 | |
|
|
761 | /* If we were unable to load (ex. random map deleted), warn player */ |
|
|
762 | if (!exitmap) |
|
|
763 | { |
|
|
764 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); |
|
|
765 | force->destroy (); |
|
|
766 | return 1; |
|
|
767 | } |
|
|
768 | |
|
|
769 | exitmap->load_sync (); |
|
|
770 | |
|
|
771 | op_level = caster_level (caster, spell); |
|
|
772 | if (op_level < 15) |
|
|
773 | snprintf (portal_message, 1024, |
|
|
774 | "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", |
|
|
775 | &op->name); |
|
|
776 | else if (op_level < 30) |
|
|
777 | snprintf (portal_message, 1024, |
|
|
778 | "\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); |
|
|
779 | else if (op_level < 60) |
|
|
780 | snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); |
|
|
781 | else |
|
|
782 | snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n", |
|
|
783 | &op->name); |
|
|
784 | |
|
|
785 | /* Create a portal in front of player |
|
|
786 | * dummy contain the portal and |
|
|
787 | * force contain the track to kill it later |
|
|
788 | */ |
|
|
789 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); |
|
|
790 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
791 | if (dummy == NULL) |
|
|
792 | { |
|
|
793 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
794 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
795 | return 0; |
|
|
796 | } |
|
|
797 | |
|
|
798 | EXIT_PATH (dummy) = force->name; |
|
|
799 | EXIT_X (dummy) = EXIT_X (force); |
|
|
800 | EXIT_Y (dummy) = EXIT_Y (force); |
|
|
801 | dummy->name = dummy->name_pl = portal_name; |
|
|
802 | dummy->msg = portal_message; |
|
|
803 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
804 | cast_create_obj (op, caster, dummy, 0); |
|
|
805 | |
|
|
806 | /* Now we need to to create a town portal marker inside the player |
|
|
807 | * object, so on future castings, we can know that he has an active |
|
|
808 | * town portal. |
|
|
809 | */ |
|
|
810 | object *tmp = get_archetype (spell->race); |
|
|
811 | |
|
|
812 | if (!tmp) |
|
|
813 | { |
|
|
814 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
815 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
816 | return 0; |
|
|
817 | } |
|
|
818 | |
|
|
819 | tmp->race = op->map->path; |
|
|
820 | tmp->name = portal_name; |
|
|
821 | EXIT_X (tmp) = dummy->x; |
|
|
822 | EXIT_Y (tmp) = dummy->y; |
|
|
823 | op->insert (tmp); |
|
|
824 | |
|
|
825 | /* Create a portal in the destination map |
|
|
826 | * dummy contain the portal and |
|
|
827 | * force the track to kill it later |
|
|
828 | * the 'force' variable still contains the 'reminder' of |
|
|
829 | * where this portal goes to. |
|
|
830 | */ |
|
|
831 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path); |
|
|
832 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
833 | if (dummy == NULL) |
|
|
834 | { |
|
|
835 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
836 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
837 | return 0; |
|
|
838 | } |
|
|
839 | |
|
|
840 | EXIT_PATH (dummy) = op->map->path; |
|
|
841 | EXIT_X (dummy) = op->x; |
|
|
842 | EXIT_Y (dummy) = op->y; |
|
|
843 | dummy->name = dummy->name_pl = portal_name; |
|
|
844 | dummy->msg = portal_message; |
|
|
845 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
846 | exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op); |
|
|
847 | |
|
|
848 | /* Now we create another town portal marker that |
|
|
849 | * points back to the one we just made |
|
|
850 | */ |
|
|
851 | tmp = get_archetype (spell->race); |
|
|
852 | if (tmp == NULL) |
|
|
853 | { |
|
|
854 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
855 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
856 | return 0; |
|
|
857 | } |
|
|
858 | |
|
|
859 | tmp->race = force->name; |
|
|
860 | tmp->name = portal_name; |
|
|
861 | EXIT_X (tmp) = dummy->x; |
|
|
862 | EXIT_Y (tmp) = dummy->y; |
|
|
863 | insert_ob_in_ob (tmp, op); |
|
|
864 | |
|
|
865 | /* Describe the player what happened |
|
|
866 | */ |
|
|
867 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); |
|
|
868 | force->destroy (); |
|
|
869 | |
625 | |
870 | return 1; |
626 | return 1; |
871 | } |
627 | } |
872 | |
628 | |
873 | /* This creates magic walls. Really, it can create most any object, |
629 | /* This creates magic walls. Really, it can create most any object, |
… | |
… | |
971 | 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); |
972 | return 0; |
728 | return 0; |
973 | } |
729 | } |
974 | |
730 | |
975 | /* 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 */ |
976 | if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
732 | if (tmp->other_arch && tmp->other_arch->type == SPELL) |
977 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
733 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
978 | |
734 | |
979 | /* This code causes the wall to extend some distance in |
735 | /* This code causes the wall to extend some distance in |
980 | * each direction, or until an obstruction is encountered. |
736 | * each direction, or until an obstruction is encountered. |
981 | * posblocked and negblocked help determine how far the |
737 | * posblocked and negblocked help determine how far the |
… | |
… | |
1001 | { |
757 | { |
1002 | object *tmp2 = tmp->clone (); |
758 | object *tmp2 = tmp->clone (); |
1003 | m->insert (tmp2, x, y, op); |
759 | m->insert (tmp2, x, y, op); |
1004 | |
760 | |
1005 | /* 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 */ |
1006 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
762 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1007 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
763 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1008 | |
764 | |
1009 | } |
765 | } |
1010 | else |
766 | else |
1011 | posblocked = 1; |
767 | posblocked = 1; |
… | |
… | |
1018 | ((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) |
1019 | { |
775 | { |
1020 | object *tmp2 = tmp->clone (); |
776 | object *tmp2 = tmp->clone (); |
1021 | m->insert (tmp2, x, y, op); |
777 | m->insert (tmp2, x, y, op); |
1022 | |
778 | |
1023 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
779 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1024 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
780 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1025 | } |
781 | } |
1026 | else |
782 | else |
1027 | negblocked = 1; |
783 | negblocked = 1; |
1028 | } |
784 | } |
… | |
… | |
1144 | |
900 | |
1145 | 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 */ |
1146 | return 1; |
902 | return 1; |
1147 | } |
903 | } |
1148 | |
904 | |
1149 | |
|
|
1150 | /* cast_heal: Heals something. |
905 | /* cast_heal: Heals something. |
1151 | * op is the caster. |
906 | * op is the caster. |
1152 | * dir is the direction he is casting it in. |
907 | * dir is the direction he is casting it in. |
1153 | * spell is the spell object. |
908 | * spell is the spell object. |
1154 | */ |
909 | */ |
… | |
… | |
1180 | { |
935 | { |
1181 | /* See how many points we actually heal. Instead of messages |
936 | /* See how many points we actually heal. Instead of messages |
1182 | * based on type of spell, we instead do messages based |
937 | * based on type of spell, we instead do messages based |
1183 | * on amount of damage healed. |
938 | * on amount of damage healed. |
1184 | */ |
939 | */ |
1185 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
940 | if (heal > tmp->stats.maxhp - tmp->stats.hp) |
1186 | heal = tmp->stats.maxhp - tmp->stats.hp; |
941 | heal = tmp->stats.maxhp - tmp->stats.hp; |
|
|
942 | |
1187 | tmp->stats.hp += heal; |
943 | tmp->stats.hp += heal; |
1188 | |
944 | |
1189 | if (tmp->stats.hp >= tmp->stats.maxhp) |
945 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1190 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
946 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1191 | else if (heal > 50) |
947 | else if (heal > 50) |
… | |
… | |
1200 | success = 1; |
956 | success = 1; |
1201 | } |
957 | } |
1202 | } |
958 | } |
1203 | |
959 | |
1204 | if (spell->attacktype & AT_DISEASE) |
960 | if (spell->attacktype & AT_DISEASE) |
1205 | if (cure_disease (tmp, op)) |
961 | if (cure_disease (tmp, op, spell)) |
1206 | success = 1; |
962 | success = 1; |
1207 | |
963 | |
1208 | if (spell->attacktype & AT_POISON) |
964 | if (spell->attacktype & AT_POISON) |
1209 | { |
965 | { |
1210 | at = archetype::find ("poisoning"); |
966 | at = archetype::find ("poisoning"); |
… | |
… | |
1259 | } |
1015 | } |
1260 | |
1016 | |
1261 | if (spell->stats.food && tmp->stats.food < 999) |
1017 | if (spell->stats.food && tmp->stats.food < 999) |
1262 | { |
1018 | { |
1263 | tmp->stats.food += spell->stats.food; |
1019 | tmp->stats.food += spell->stats.food; |
|
|
1020 | |
1264 | if (tmp->stats.food > 999) |
1021 | if (tmp->stats.food > 999) |
1265 | tmp->stats.food = 999; |
1022 | tmp->stats.food = 999; |
|
|
1023 | |
1266 | success = 1; |
1024 | success = 1; |
1267 | /* 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 */ |
1268 | 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"); |
1269 | } |
1027 | } |
1270 | |
1028 | |
1271 | return success; |
1029 | return success; |
1272 | } |
1030 | } |
1273 | |
|
|
1274 | |
1031 | |
1275 | /* 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 |
1276 | * 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 |
1277 | * good comments for those. |
1034 | * good comments for those. |
1278 | */ |
1035 | */ |
1279 | static const char *const no_gain_msgs[NUM_STATS] = { |
1036 | static const char *const no_gain_msgs[NUM_STATS] = { |
1280 | "You grow no stronger.", |
1037 | "You grow no stronger.", |
1281 | "You grow no more agile.", |
1038 | "You grow no more agile.", |
1282 | "You don't feel any healthier.", |
1039 | "You don't feel any healthier.", |
1283 | "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." |
1284 | "You are no easier to look at.", |
1043 | "You are no easier to look at.", |
1285 | "no int", |
|
|
1286 | "no pow" |
|
|
1287 | }; |
1044 | }; |
1288 | |
1045 | |
1289 | int |
1046 | int |
1290 | 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) |
1291 | { |
1048 | { |
… | |
… | |
1342 | } |
1099 | } |
1343 | else |
1100 | else |
1344 | { |
1101 | { |
1345 | 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."); |
1346 | } |
1103 | } |
|
|
1104 | |
1347 | return 1; |
1105 | return 1; |
1348 | } |
1106 | } |
|
|
1107 | |
1349 | 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; |
1350 | force->speed = 1.0; |
1109 | force->speed = 1.0; |
1351 | force->speed_left = -1.0; |
1110 | force->speed_left = -1.0; |
1352 | SET_FLAG (force, FLAG_APPLIED); |
1111 | SET_FLAG (force, FLAG_APPLIED); |
1353 | |
1112 | |
… | |
… | |
1359 | 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); |
1360 | if (force->resist[i] > 100) |
1119 | if (force->resist[i] > 100) |
1361 | force->resist[i] = 100; |
1120 | force->resist[i] = 100; |
1362 | } |
1121 | } |
1363 | } |
1122 | } |
|
|
1123 | |
1364 | if (spell_ob->stats.hp) |
1124 | if (spell_ob->stats.hp) |
1365 | 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); |
1366 | |
1126 | |
1367 | if (tmp->type == PLAYER) |
1127 | if (tmp->type == PLAYER) |
1368 | { |
1128 | { |
1369 | /* Stat adjustment spells */ |
1129 | /* Stat adjustment spells */ |
1370 | for (i = 0; i < NUM_STATS; i++) |
1130 | for (i = 0; i < NUM_STATS; i++) |
1371 | { |
1131 | { |
1372 | sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; |
1132 | if (sint8 stat = spell_ob->stats.stat (i)) |
1373 | |
|
|
1374 | if (stat) |
|
|
1375 | { |
1133 | { |
1376 | sm = 0; |
1134 | sint8 sm = 0; |
1377 | for (k = 0; k < stat; k++) |
1135 | for (sint8 k = 0; k < stat; k++) |
1378 | sm += rndm (1, 3); |
1136 | sm += rndm (1, 3); |
1379 | |
1137 | |
1380 | if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) |
1138 | if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1381 | { |
1139 | sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1382 | sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); |
1140 | |
1383 | if (sm < 0) |
1141 | force->stats.stat (i) = sm; |
1384 | sm = 0; |
1142 | |
1385 | } |
|
|
1386 | set_attr_value (&force->stats, i, sm); |
|
|
1387 | if (!sm) |
1143 | if (!sm) |
1388 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1144 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1389 | } |
1145 | } |
1390 | } |
1146 | } |
1391 | } |
1147 | } |
… | |
… | |
1412 | force->attacktype = spell_ob->attacktype; |
1168 | force->attacktype = spell_ob->attacktype; |
1413 | |
1169 | |
1414 | insert_ob_in_ob (force, tmp); |
1170 | insert_ob_in_ob (force, tmp); |
1415 | change_abil (tmp, force); /* Mostly to display any messages */ |
1171 | change_abil (tmp, force); /* Mostly to display any messages */ |
1416 | tmp->update_stats (); |
1172 | tmp->update_stats (); |
|
|
1173 | |
1417 | return 1; |
1174 | return 1; |
1418 | } |
1175 | } |
1419 | |
1176 | |
1420 | /* 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 |
1421 | * 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 |
1422 | * of the caster. |
1179 | * of the caster. |
1423 | */ |
1180 | */ |
1424 | |
|
|
1425 | int |
1181 | int |
1426 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1182 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1427 | { |
1183 | { |
1428 | int i; |
1184 | int i; |
1429 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
1185 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
… | |
… | |
1527 | } |
1283 | } |
1528 | |
1284 | |
1529 | /* Alchemy code by Mark Wedel |
1285 | /* Alchemy code by Mark Wedel |
1530 | * |
1286 | * |
1531 | * This code adds a new spell, called alchemy. Alchemy will turn |
1287 | * This code adds a new spell, called alchemy. Alchemy will turn |
1532 | * objects to gold nuggets, the value of the gold nuggets being |
1288 | * objects to pyrite ("false gold"), henceforth called gold nuggets. |
1533 | * about 90% of that of the item itself. It uses the value of the |
|
|
1534 | * object before charisma adjustments, because the nuggets themselves |
|
|
1535 | * will be will be adjusted by charisma when sold. |
|
|
1536 | * |
1289 | * |
1537 | * 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 |
1538 | * the maximum number of large nuggets you could get. |
1291 | * itself. It uses the value of the object before charisma adjustments, |
1539 | * 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 |
1540 | * to the max amount of small nuggets as you could get. |
1293 | * when sold. |
1541 | * |
|
|
1542 | * For example, if an item is worth 110 gold, you will get |
|
|
1543 | * 4 large nuggets, and from 0-10 small nuggets. |
|
|
1544 | * |
1294 | * |
1545 | * 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 |
1546 | * 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 |
1547 | * alchemised. |
1297 | * alchemised. |
1548 | */ |
1298 | */ |
… | |
… | |
1571 | total_weight += obj->total_weight (); |
1321 | total_weight += obj->total_weight (); |
1572 | |
1322 | |
1573 | obj->destroy (); |
1323 | obj->destroy (); |
1574 | } |
1324 | } |
1575 | |
1325 | |
1576 | static void |
|
|
1577 | update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y) |
|
|
1578 | { |
|
|
1579 | int flag = 0; |
|
|
1580 | |
|
|
1581 | /* Put any nuggets below the player, but we can only pass this |
|
|
1582 | * flag if we are on the same space as the player |
|
|
1583 | */ |
|
|
1584 | if (x == op->x && y == op->y && op->map == m) |
|
|
1585 | flag = INS_BELOW_ORIGINATOR; |
|
|
1586 | |
|
|
1587 | if (small_nuggets) |
|
|
1588 | { |
|
|
1589 | object *tmp = small->clone (); |
|
|
1590 | tmp->nrof = small_nuggets; |
|
|
1591 | m->insert (tmp, x, y, op, flag); |
|
|
1592 | } |
|
|
1593 | |
|
|
1594 | if (large_nuggets) |
|
|
1595 | { |
|
|
1596 | object *tmp = large->clone (); |
|
|
1597 | tmp->nrof = large_nuggets; |
|
|
1598 | m->insert (tmp, x, y, op, flag); |
|
|
1599 | } |
|
|
1600 | |
|
|
1601 | if (object *pl = m->at (x, y).player ()) |
|
|
1602 | if (pl->contr->ns) |
|
|
1603 | pl->contr->ns->look_position = 0; |
|
|
1604 | } |
|
|
1605 | |
|
|
1606 | int |
1326 | int |
1607 | alchemy (object *op, object *caster, object *spell_ob) |
1327 | alchemy (object *op, object *caster, object *spell_ob) |
1608 | { |
1328 | { |
1609 | if (op->type != PLAYER) |
1329 | if (op->type != PLAYER) |
1610 | return 0; |
1330 | return 0; |
1611 | |
1331 | |
1612 | object *large = get_archetype ("largenugget"); |
1332 | archetype *nugget[3]; |
1613 | object *small = get_archetype ("smallnugget"); |
1333 | |
|
|
1334 | nugget[0] = archetype::find ("pyrite3"); |
|
|
1335 | nugget[1] = archetype::find ("pyrite2"); |
|
|
1336 | nugget[2] = archetype::find ("pyrite"); |
1614 | |
1337 | |
1615 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1338 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1616 | * some, and also prevents people from alchemising every table/chair/clock |
1339 | * some, and also prevents people from alchemising every table/chair/clock |
1617 | * in sight |
1340 | * in sight |
1618 | */ |
1341 | */ |
… | |
… | |
1670 | if (weight > weight_max) |
1393 | if (weight > weight_max) |
1671 | break; |
1394 | break; |
1672 | } |
1395 | } |
1673 | } |
1396 | } |
1674 | |
1397 | |
|
|
1398 | value -= rndm (value >> 4); |
1675 | value = min (value, value_max); |
1399 | value = min (value, value_max); |
1676 | |
1400 | |
1677 | uint64 count = value / large->value; |
1401 | for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) |
1678 | int large_nuggets = count; |
1402 | if (int nrof = value / nugget [i]->value) |
1679 | value -= count * large->value; |
|
|
1680 | |
|
|
1681 | count = value / small->value; |
|
|
1682 | int small_nuggets = count; |
|
|
1683 | |
|
|
1684 | /* Insert all the nuggets at one time. This probably saves time, but |
|
|
1685 | * it also prevents us from alcheming nuggets that were just created |
|
|
1686 | * with this spell. |
|
|
1687 | */ |
1403 | { |
1688 | update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); |
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); |
|
|
1410 | } |
1689 | |
1411 | |
1690 | if (weight > weight_max) |
1412 | if (weight > weight_max) |
1691 | goto bailout; |
1413 | goto bailout; |
1692 | } |
1414 | } |
1693 | } |
1415 | } |
1694 | |
1416 | |
1695 | bailout: |
1417 | bailout: |
1696 | large->destroy (); |
|
|
1697 | small->destroy (); |
|
|
1698 | return 1; |
1418 | return 1; |
1699 | } |
1419 | } |
1700 | |
1420 | |
1701 | |
1421 | |
1702 | /* This function removes the cursed/damned status on equipped |
1422 | /* This function removes the cursed/damned status on equipped |
… | |
… | |
1763 | { |
1483 | { |
1764 | identify (tmp); |
1484 | identify (tmp); |
1765 | |
1485 | |
1766 | if (op->type == PLAYER) |
1486 | if (op->type == PLAYER) |
1767 | { |
1487 | { |
1768 | 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)); |
1769 | |
1489 | |
1770 | if (tmp->msg) |
1490 | if (tmp->msg) |
1771 | { |
1491 | { |
1772 | 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:"); |
1773 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1493 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
1785 | * 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 |
1786 | * was not fully used. |
1506 | * was not fully used. |
1787 | */ |
1507 | */ |
1788 | if (num_ident) |
1508 | if (num_ident) |
1789 | { |
1509 | { |
1790 | 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) |
1791 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1511 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1792 | { |
1512 | { |
1793 | identify (tmp); |
1513 | identify (tmp); |
1794 | |
1514 | |
1795 | if (op->type == PLAYER) |
1515 | if (op->type == PLAYER) |
1796 | { |
1516 | { |
1797 | 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)); |
1798 | |
1518 | |
1799 | if (tmp->msg) |
1519 | if (tmp->msg) |
1800 | { |
1520 | { |
1801 | 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:"); |
1802 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1522 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
2152 | /* Basically, if the object is magical and not counterspell, |
1872 | /* Basically, if the object is magical and not counterspell, |
2153 | * we will more or less remove the object. Don't counterspell |
1873 | * we will more or less remove the object. Don't counterspell |
2154 | * monsters either. |
1874 | * monsters either. |
2155 | */ |
1875 | */ |
2156 | |
1876 | |
2157 | if (head->attacktype & AT_MAGIC && |
1877 | if (head->attacktype & AT_MAGIC |
2158 | !(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)) |
2159 | head->destroy (); |
1881 | head->destroy (); |
2160 | else |
1882 | else |
2161 | switch (head->type) |
1883 | switch (head->type) |
2162 | { |
1884 | { |
2163 | 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 | |
2164 | if (op->level > head->level) |
1891 | if (op->level > head->level) |
2165 | head->destroy (); |
1892 | head->destroy (); |
2166 | |
1893 | |
2167 | break; |
1894 | break; |
2168 | |
1895 | |
… | |
… | |
2235 | * 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, |
2236 | * 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 |
2237 | * 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 |
2238 | * player checks. MSW 2003-01-06 |
1965 | * player checks. MSW 2003-01-06 |
2239 | */ |
1966 | */ |
2240 | |
|
|
2241 | int |
1967 | int |
2242 | animate_weapon (object *op, object *caster, object *spell, int dir) |
1968 | animate_weapon (object *op, object *caster, object *spell, int dir) |
2243 | { |
1969 | { |
2244 | object *weapon, *tmp; |
1970 | object *weapon, *tmp; |
2245 | char buf[MAX_BUF]; |
1971 | char buf[MAX_BUF]; |
2246 | int a, i; |
1972 | int a, i; |
2247 | sint16 x, y; |
1973 | sint16 x, y; |
2248 | maptile *m; |
1974 | maptile *m; |
2249 | materialtype_t *mt; |
|
|
2250 | |
1975 | |
2251 | if (!spell->other_arch) |
1976 | if (!spell->other_arch) |
2252 | { |
1977 | { |
2253 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
1978 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
2254 | 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); |
… | |
… | |
2257 | /* exit if it's not a player using this spell. */ |
1982 | /* exit if it's not a player using this spell. */ |
2258 | if (op->type != PLAYER) |
1983 | if (op->type != PLAYER) |
2259 | return 0; |
1984 | return 0; |
2260 | |
1985 | |
2261 | /* if player already has a golem, abort */ |
1986 | /* if player already has a golem, abort */ |
2262 | if (op->contr->ranges[range_golem]) |
1987 | if (object *golem = op->contr->golem) |
2263 | { |
1988 | { |
2264 | control_golem (op->contr->ranges[range_golem], dir); |
1989 | control_golem (golem, dir); |
2265 | return 0; |
1990 | return 0; |
2266 | } |
1991 | } |
2267 | |
1992 | |
2268 | /* if no direction specified, pick one */ |
1993 | /* if no direction specified, pick one */ |
2269 | if (!dir) |
1994 | if (!dir) |
… | |
… | |
2273 | x = op->x + freearr_x[dir]; |
1998 | x = op->x + freearr_x[dir]; |
2274 | y = op->y + freearr_y[dir]; |
1999 | y = op->y + freearr_y[dir]; |
2275 | |
2000 | |
2276 | /* if there's no place to put the golem, abort */ |
2001 | /* if there's no place to put the golem, abort */ |
2277 | 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) || |
2278 | ((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)) |
2279 | { |
2004 | { |
2280 | 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."); |
2281 | return 0; |
2006 | return 0; |
2282 | } |
2007 | } |
2283 | |
2008 | |
… | |
… | |
2287 | if (!weapon) |
2012 | if (!weapon) |
2288 | { |
2013 | { |
2289 | 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!"); |
2290 | return 0; |
2015 | return 0; |
2291 | } |
2016 | } |
2292 | if (spell->race && strcmp (weapon->arch->name, spell->race)) |
2017 | if (spell->race && strcmp (weapon->arch->archname, spell->race)) |
2293 | { |
2018 | { |
2294 | 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."); |
2295 | return 0; |
2020 | return 0; |
2296 | } |
2021 | } |
2297 | if (weapon->type != WEAPON) |
2022 | if (weapon->type != WEAPON) |
… | |
… | |
2319 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2044 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2320 | tmp->stats.exp = 0; |
2045 | tmp->stats.exp = 0; |
2321 | add_friendly_object (tmp); |
2046 | add_friendly_object (tmp); |
2322 | tmp->type = GOLEM; |
2047 | tmp->type = GOLEM; |
2323 | tmp->set_owner (op); |
2048 | tmp->set_owner (op); |
|
|
2049 | op->contr->golem = tmp; |
2324 | set_spell_skill (op, caster, spell, tmp); |
2050 | set_spell_skill (op, caster, spell, tmp); |
2325 | op->contr->ranges[range_golem] = tmp; |
|
|
2326 | op->contr->shoottype = range_golem; |
|
|
2327 | |
2051 | |
2328 | /* 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 |
2329 | * 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 |
2330 | * used above. |
2054 | * used above. |
2331 | */ |
2055 | */ |
2332 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2056 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2333 | weapon->remove (); |
2057 | weapon->remove (); |
|
|
2058 | |
2334 | insert_ob_in_ob (weapon, tmp); |
2059 | insert_ob_in_ob (weapon, tmp); |
2335 | esrv_send_item (op, weapon); |
2060 | esrv_send_item (op, weapon); |
2336 | /* 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, |
2337 | * 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 |
2338 | * body_info, skills, etc) |
2063 | * body_info, skills, etc) |
… | |
… | |
2366 | |
2091 | |
2367 | /* attacktype */ |
2092 | /* attacktype */ |
2368 | if (!tmp->attacktype) |
2093 | if (!tmp->attacktype) |
2369 | tmp->attacktype = AT_PHYSICAL; |
2094 | tmp->attacktype = AT_PHYSICAL; |
2370 | |
2095 | |
2371 | mt = NULL; |
|
|
2372 | if (op->materialname != NULL) |
|
|
2373 | mt = name_to_material (op->materialname); |
2096 | if (materialtype_t *mt = name_to_material (op->materialname)) |
2374 | if (mt != NULL) |
|
|
2375 | { |
2097 | { |
2376 | for (i = 0; i < NROFATTACKS; i++) |
2098 | for (i = 0; i < NROFATTACKS; i++) |
2377 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2099 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2378 | a = mt->save[0]; |
2100 | a = mt->save[0]; |
2379 | } |
2101 | } |
… | |
… | |
2381 | { |
2103 | { |
2382 | for (i = 0; i < NROFATTACKS; i++) |
2104 | for (i = 0; i < NROFATTACKS; i++) |
2383 | tmp->resist[i] = 5; |
2105 | tmp->resist[i] = 5; |
2384 | a = 10; |
2106 | a = 10; |
2385 | } |
2107 | } |
|
|
2108 | |
2386 | /* Set weapon's immunity */ |
2109 | /* Set weapon's immunity */ |
2387 | tmp->resist[ATNR_CONFUSION] = 100; |
2110 | tmp->resist[ATNR_CONFUSION] = 100; |
2388 | tmp->resist[ATNR_POISON] = 100; |
2111 | tmp->resist[ATNR_POISON] = 100; |
2389 | tmp->resist[ATNR_SLOW] = 100; |
2112 | tmp->resist[ATNR_SLOW] = 100; |
2390 | tmp->resist[ATNR_PARALYZE] = 100; |
2113 | tmp->resist[ATNR_PARALYZE] = 100; |
… | |
… | |
2396 | |
2119 | |
2397 | /* 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 */ |
2398 | |
2121 | |
2399 | if (a > 14) |
2122 | if (a > 14) |
2400 | a = 14; |
2123 | a = 14; |
|
|
2124 | |
2401 | 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)); |
2402 | |
2126 | |
2403 | /* Determine golem's speed */ |
2127 | /* Determine golem's speed */ |
2404 | tmp->set_speed (min (3.33, 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))); |
2405 | |
2129 | |
… | |
… | |
2450 | 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."); |
2451 | } |
2175 | } |
2452 | return success; |
2176 | return success; |
2453 | } |
2177 | } |
2454 | |
2178 | |
2455 | |
|
|
2456 | |
|
|
2457 | |
|
|
2458 | |
|
|
2459 | /* 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. |
2460 | * 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, |
2461 | * spell is the spell object itself. |
2181 | * spell is the spell object itself. |
2462 | */ |
2182 | */ |
2463 | int |
2183 | int |
… | |
… | |
2474 | |
2194 | |
2475 | 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); |
2476 | |
2196 | |
2477 | 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); |
2478 | |
2198 | |
2479 | new_aura->set_owner (op); |
|
|
2480 | set_spell_skill (op, caster, spell, new_aura); |
2199 | set_spell_skill (op, caster, spell, new_aura); |
2481 | new_aura->attacktype = spell->attacktype; |
2200 | new_aura->attacktype = spell->attacktype; |
2482 | |
2201 | |
2483 | new_aura->level = caster_level (caster, spell); |
2202 | new_aura->level = caster_level (caster, spell); |
|
|
2203 | |
2484 | if (refresh) |
2204 | if (refresh) |
2485 | 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."); |
2486 | else |
2206 | else |
2487 | 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 | |
2488 | insert_ob_in_ob (new_aura, op); |
2209 | insert_ob_in_ob (new_aura, op); |
|
|
2210 | new_aura->set_owner (op); |
|
|
2211 | |
2489 | return 1; |
2212 | return 1; |
2490 | } |
2213 | } |
2491 | |
2214 | |
2492 | |
2215 | |
2493 | /* 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, |
… | |
… | |
2560 | } |
2283 | } |
2561 | |
2284 | |
2562 | /* moves the peacemaker spell. |
2285 | /* moves the peacemaker spell. |
2563 | * op is the piece object. |
2286 | * op is the piece object. |
2564 | */ |
2287 | */ |
2565 | |
|
|
2566 | void |
2288 | void |
2567 | move_peacemaker (object *op) |
2289 | move_peacemaker (object *op) |
2568 | { |
2290 | { |
2569 | object *tmp; |
2291 | object *tmp; |
2570 | |
2292 | |