1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra 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 3 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, |
… | |
… | |
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, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
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> |
… | |
… | |
69 | return 0; |
69 | return 0; |
70 | } |
70 | } |
71 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
71 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
72 | { |
72 | { |
73 | 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)); |
74 | play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); |
74 | op->play_sound (sound_find ("ob_explode")); |
75 | esrv_del_item (op->contr, wand->count); |
|
|
76 | wand->destroy (); |
75 | wand->destroy (); |
77 | tmp = get_archetype ("fireball"); |
76 | tmp = get_archetype ("fireball"); |
78 | tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
77 | tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
79 | |
78 | |
80 | if (!tmp->stats.dam) |
79 | if (!tmp->stats.dam) |
… | |
… | |
122 | * great a plus, the default is used. |
121 | * great a plus, the default is used. |
123 | * The # of arrows created also goes up with level, so if a 30th level mage |
122 | * The # of arrows created also goes up with level, so if a 30th level mage |
124 | * wants LOTS of arrows, and doesn't care what the plus is he could |
123 | * wants LOTS of arrows, and doesn't care what the plus is he could |
125 | * create nonnmagic arrows, or even -1, etc... |
124 | * create nonnmagic arrows, or even -1, etc... |
126 | */ |
125 | */ |
127 | |
|
|
128 | int |
126 | int |
129 | cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) |
127 | cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) |
130 | { |
128 | { |
131 | int missile_plus = 0, bonus_plus = 0; |
129 | int bonus_plus = 0; |
132 | const char *missile_name; |
130 | const char *missile_name = "arrow"; |
133 | object *tmp, *missile; |
|
|
134 | |
131 | |
135 | missile_name = "arrow"; |
|
|
136 | |
|
|
137 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
132 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
138 | if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) |
133 | if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) |
139 | missile_name = tmp->race; |
134 | missile_name = tmp->race; |
140 | |
135 | |
141 | missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
136 | int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
142 | |
137 | |
143 | if (archetype::find (missile_name) == NULL) |
138 | archetype *missile_arch = archetype::find (missile_name); |
|
|
139 | |
|
|
140 | if (!missile_arch) |
144 | { |
141 | { |
145 | LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); |
142 | LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); |
146 | return 0; |
143 | return 0; |
147 | } |
144 | } |
148 | |
145 | |
149 | missile = get_archetype (missile_name); |
146 | object *missile = missile_arch->instance (); |
150 | |
147 | |
151 | if (stringarg) |
148 | if (stringarg) |
152 | { |
149 | { |
153 | /* If it starts with a letter, presume it is a description */ |
150 | /* If it starts with a letter, presume it is a description */ |
154 | if (isalpha (*stringarg)) |
151 | if (isalpha (*stringarg)) |
… | |
… | |
172 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); |
169 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); |
173 | return 0; |
170 | return 0; |
174 | } |
171 | } |
175 | |
172 | |
176 | give_artifact_abilities (missile, al->item); |
173 | give_artifact_abilities (missile, al->item); |
177 | /* These special arrows cost something extra. Don't have them also be magical - |
174 | /* These special arrows cost something extra. Don't have them also be magical - |
178 | * otherwise, in most cases, not enough will be created. I don't want to get into |
175 | * otherwise, in most cases, not enough will be created. I don't want to get into |
179 | * the parsing of having to do both plus and type. |
176 | * the parsing of having to do both plus and type. |
180 | */ |
177 | */ |
181 | bonus_plus = 1 + (al->item->value / 5); |
178 | bonus_plus = 1 + (al->item->value / 5); |
182 | missile_plus = 0; |
179 | missile_plus = 0; |
183 | } |
180 | } |
184 | else if (atoi (stringarg) < missile_plus) |
181 | else if (atoi (stringarg) < missile_plus) |
185 | missile_plus = atoi (stringarg); |
182 | missile_plus = atoi (stringarg); |
186 | } |
183 | } |
187 | |
184 | |
188 | if (missile_plus > 4) |
185 | missile_plus = clamp (missile_plus, -4, 4); |
189 | missile_plus = 4; |
|
|
190 | else if (missile_plus < -4) |
|
|
191 | missile_plus = -4; |
|
|
192 | |
186 | |
193 | missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); |
187 | missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); |
194 | missile->nrof -= 3 * (missile_plus + bonus_plus); |
188 | missile->nrof -= 3 * (missile_plus + bonus_plus); |
195 | |
189 | |
196 | if (missile->nrof < 1) |
190 | if (missile->nrof < 1) |
… | |
… | |
216 | { |
210 | { |
217 | int food_value; |
211 | int food_value; |
218 | archetype *at = NULL; |
212 | archetype *at = NULL; |
219 | object *new_op; |
213 | object *new_op; |
220 | |
214 | |
221 | food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); |
215 | food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob); |
222 | |
216 | |
223 | if (stringarg) |
217 | if (stringarg) |
224 | { |
218 | { |
225 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
219 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
226 | if (at == NULL) |
220 | if (at == NULL) |
… | |
… | |
256 | && at_tmp->weight < at->weight))) |
250 | && at_tmp->weight < at->weight))) |
257 | at = at_tmp; |
251 | at = at_tmp; |
258 | } |
252 | } |
259 | } |
253 | } |
260 | } |
254 | } |
|
|
255 | |
261 | /* Pretty unlikely (there are some very low food items), but you never |
256 | /* Pretty unlikely (there are some very low food items), but you never |
262 | * know |
257 | * know |
263 | */ |
258 | */ |
264 | if (!at) |
259 | if (!at) |
265 | { |
260 | { |
… | |
… | |
284 | { |
279 | { |
285 | int r, mflags, maxrange; |
280 | int r, mflags, maxrange; |
286 | object *tmp; |
281 | object *tmp; |
287 | maptile *m; |
282 | maptile *m; |
288 | |
283 | |
289 | |
|
|
290 | if (!dir) |
284 | if (!dir) |
291 | { |
285 | { |
292 | examine_monster (op, op); |
286 | examine_monster (op, op); |
293 | return 1; |
287 | return 1; |
294 | } |
288 | } |
|
|
289 | |
295 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
290 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
296 | for (r = 1; r < maxrange; r++) |
291 | for (r = 1; r < maxrange; r++) |
297 | { |
292 | { |
298 | sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; |
293 | sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; |
299 | |
294 | |
… | |
… | |
319 | examine_monster (op, tmp); |
314 | examine_monster (op, tmp); |
320 | return 1; |
315 | return 1; |
321 | } |
316 | } |
322 | } |
317 | } |
323 | } |
318 | } |
|
|
319 | |
324 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
320 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
325 | return 1; |
321 | return 1; |
326 | } |
322 | } |
327 | |
|
|
328 | |
323 | |
329 | /* This checks to see if 'pl' is invisible to 'mon'. |
324 | /* This checks to see if 'pl' is invisible to 'mon'. |
330 | * does race check, undead check, etc |
325 | * does race check, undead check, etc |
331 | * Returns TRUE if mon can't see pl, false |
326 | * Returns TRUE if mon can't see pl, false |
332 | * otherwise. This doesn't check range, walls, etc. It |
327 | * otherwise. This doesn't check range, walls, etc. It |
… | |
… | |
334 | * pl is invisible. |
329 | * pl is invisible. |
335 | */ |
330 | */ |
336 | int |
331 | int |
337 | makes_invisible_to (object *pl, object *mon) |
332 | makes_invisible_to (object *pl, object *mon) |
338 | { |
333 | { |
339 | |
|
|
340 | if (!pl->invisible) |
334 | if (!pl->invisible) |
341 | return 0; |
335 | return 0; |
|
|
336 | |
342 | if (pl->type == PLAYER) |
337 | if (pl->type == PLAYER) |
343 | { |
338 | { |
344 | /* If race isn't set, then invisible unless it is undead */ |
339 | /* If race isn't set, then invisible unless it is undead */ |
345 | if (!pl->contr->invis_race) |
340 | if (!pl->contr->invis_race) |
346 | { |
341 | { |
347 | if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
342 | if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
348 | return 0; |
343 | return 0; |
|
|
344 | |
349 | return 1; |
345 | return 1; |
350 | } |
346 | } |
|
|
347 | |
351 | /* invis_race is set if we get here */ |
348 | /* invis_race is set if we get here */ |
352 | if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) |
349 | if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) |
353 | return 1; |
350 | return 1; |
|
|
351 | |
354 | /* No race, can't be invisible to it */ |
352 | /* No race, can't be invisible to it */ |
355 | if (!mon->race) |
353 | if (!mon->race) |
356 | return 0; |
354 | return 0; |
|
|
355 | |
357 | if (strstr (mon->race, pl->contr->invis_race)) |
356 | if (strstr (mon->race, pl->contr->invis_race)) |
358 | return 1; |
357 | return 1; |
|
|
358 | |
359 | /* Nothing matched above, return 0 */ |
359 | /* Nothing matched above, return 0 */ |
360 | return 0; |
360 | return 0; |
361 | } |
361 | } |
362 | else |
362 | else |
363 | { |
363 | { |
… | |
… | |
465 | if (object *pl = op->in_player ()) |
465 | if (object *pl = op->in_player ()) |
466 | { |
466 | { |
467 | if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) |
467 | if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) |
468 | new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); |
468 | new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); |
469 | else |
469 | else |
470 | { |
470 | pl->player_goto (op->slaying, op->stats.hp, op->stats.sp); |
471 | // remove first so we do not call update_stats |
|
|
472 | op->remove (); |
|
|
473 | pl->enter_exit (op); |
|
|
474 | } |
|
|
475 | } |
471 | } |
476 | |
472 | |
477 | op->destroy (); |
473 | op->destroy (); |
478 | } |
474 | } |
479 | |
475 | |
… | |
… | |
600 | |
596 | |
601 | if (is_dragon_pl (op)) |
597 | if (is_dragon_pl (op)) |
602 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
598 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
603 | for (tmp = op->inv; tmp; tmp = tmp->below) |
599 | for (tmp = op->inv; tmp; tmp = tmp->below) |
604 | { |
600 | { |
605 | if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) |
601 | if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) |
606 | { |
602 | { |
607 | if (tmp->stats.exp == 0) |
603 | if (tmp->stats.exp == 0) |
608 | buf << "Your metabolism isn't focused on anything.\n"; |
604 | buf << "Your metabolism isn't focused on anything.\n"; |
609 | else |
605 | else |
610 | buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; |
606 | buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; |
… | |
… | |
894 | |
890 | |
895 | op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
891 | op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
896 | return 1; |
892 | return 1; |
897 | } |
893 | } |
898 | |
894 | |
899 | |
|
|
900 | /* cast_heal: Heals something. |
895 | /* cast_heal: Heals something. |
901 | * op is the caster. |
896 | * op is the caster. |
902 | * dir is the direction he is casting it in. |
897 | * dir is the direction he is casting it in. |
903 | * spell is the spell object. |
898 | * spell is the spell object. |
904 | */ |
899 | */ |
… | |
… | |
930 | { |
925 | { |
931 | /* See how many points we actually heal. Instead of messages |
926 | /* See how many points we actually heal. Instead of messages |
932 | * based on type of spell, we instead do messages based |
927 | * based on type of spell, we instead do messages based |
933 | * on amount of damage healed. |
928 | * on amount of damage healed. |
934 | */ |
929 | */ |
935 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
930 | if (heal > tmp->stats.maxhp - tmp->stats.hp) |
936 | heal = tmp->stats.maxhp - tmp->stats.hp; |
931 | heal = tmp->stats.maxhp - tmp->stats.hp; |
|
|
932 | |
937 | tmp->stats.hp += heal; |
933 | tmp->stats.hp += heal; |
938 | |
934 | |
939 | if (tmp->stats.hp >= tmp->stats.maxhp) |
935 | if (tmp->stats.hp >= tmp->stats.maxhp) |
940 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
936 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
941 | else if (heal > 50) |
937 | else if (heal > 50) |
… | |
… | |
950 | success = 1; |
946 | success = 1; |
951 | } |
947 | } |
952 | } |
948 | } |
953 | |
949 | |
954 | if (spell->attacktype & AT_DISEASE) |
950 | if (spell->attacktype & AT_DISEASE) |
955 | if (cure_disease (tmp, op)) |
951 | if (cure_disease (tmp, op, spell)) |
956 | success = 1; |
952 | success = 1; |
957 | |
953 | |
958 | if (spell->attacktype & AT_POISON) |
954 | if (spell->attacktype & AT_POISON) |
959 | { |
955 | { |
960 | at = archetype::find ("poisoning"); |
956 | at = archetype::find ("poisoning"); |
… | |
… | |
1009 | } |
1005 | } |
1010 | |
1006 | |
1011 | if (spell->stats.food && tmp->stats.food < 999) |
1007 | if (spell->stats.food && tmp->stats.food < 999) |
1012 | { |
1008 | { |
1013 | tmp->stats.food += spell->stats.food; |
1009 | tmp->stats.food += spell->stats.food; |
|
|
1010 | |
1014 | if (tmp->stats.food > 999) |
1011 | if (tmp->stats.food > 999) |
1015 | tmp->stats.food = 999; |
1012 | tmp->stats.food = 999; |
|
|
1013 | |
1016 | success = 1; |
1014 | success = 1; |
1017 | /* We could do something a bit better like the messages for healing above */ |
1015 | /* We could do something a bit better like the messages for healing above */ |
1018 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1016 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1019 | } |
1017 | } |
1020 | |
1018 | |
… | |
… | |
1275 | } |
1273 | } |
1276 | |
1274 | |
1277 | /* Alchemy code by Mark Wedel |
1275 | /* Alchemy code by Mark Wedel |
1278 | * |
1276 | * |
1279 | * This code adds a new spell, called alchemy. Alchemy will turn |
1277 | * This code adds a new spell, called alchemy. Alchemy will turn |
1280 | * objects to gold nuggets, the value of the gold nuggets being |
1278 | * objects to pyrite ("false gold"), henceforth called gold nuggets. |
1281 | * about 90% of that of the item itself. It uses the value of the |
|
|
1282 | * object before charisma adjustments, because the nuggets themselves |
|
|
1283 | * will be will be adjusted by charisma when sold. |
|
|
1284 | * |
1279 | * |
1285 | * Large nuggets are worth 25 gp each (base). You will always get |
1280 | * The value of the gold nuggets being about 90% of that of the item |
1286 | * the maximum number of large nuggets you could get. |
1281 | * itself. It uses the value of the object before charisma adjustments, |
1287 | * Small nuggets are worth 1 gp each (base). You will get from 0 |
1282 | * because the nuggets themselves will be will be adjusted by charisma |
1288 | * to the max amount of small nuggets as you could get. |
1283 | * when sold. |
1289 | * |
|
|
1290 | * For example, if an item is worth 110 gold, you will get |
|
|
1291 | * 4 large nuggets, and from 0-10 small nuggets. |
|
|
1292 | * |
1284 | * |
1293 | * There is also a chance (1:30) that you will get nothing at all |
1285 | * There is also a chance (1:30) that you will get nothing at all |
1294 | * for the object. There is also a maximum weight that will be |
1286 | * for the object. There is also a maximum weight that will be |
1295 | * alchemised. |
1287 | * alchemised. |
1296 | */ |
1288 | */ |
1297 | static void |
1289 | static void |
1298 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1290 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1299 | { |
1291 | { |
1300 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1292 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1301 | |
1293 | |
1302 | /* Give third price when we alchemy money (This should hopefully |
1294 | /* Give third price when we alchemy money (this should hopefully |
1303 | * make it so that it isn't worth it to alchemy money, sell |
1295 | * make it so that it isn't worth it to alchemy money, sell |
1304 | * the nuggets, alchemy the gold from that, etc. |
1296 | * the nuggets, alchemy the gold from that, etc. |
1305 | * Otherwise, give 9 silver on the gold for other objects, |
1297 | * Otherwise, give 9 silver on the gold for other objects, |
1306 | * so that it would still be more affordable to haul |
1298 | * so that it would still be more affordable to haul |
1307 | * the stuff back to town. |
1299 | * the stuff back to town. |
… | |
… | |
1319 | total_weight += obj->total_weight (); |
1311 | total_weight += obj->total_weight (); |
1320 | |
1312 | |
1321 | obj->destroy (); |
1313 | obj->destroy (); |
1322 | } |
1314 | } |
1323 | |
1315 | |
1324 | static void |
|
|
1325 | update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y) |
|
|
1326 | { |
|
|
1327 | int flag = 0; |
|
|
1328 | |
|
|
1329 | /* Put any nuggets below the player, but we can only pass this |
|
|
1330 | * flag if we are on the same space as the player |
|
|
1331 | */ |
|
|
1332 | if (x == op->x && y == op->y && op->map == m) |
|
|
1333 | flag = INS_BELOW_ORIGINATOR; |
|
|
1334 | |
|
|
1335 | if (small_nuggets) |
|
|
1336 | { |
|
|
1337 | object *tmp = small->clone (); |
|
|
1338 | tmp->nrof = small_nuggets; |
|
|
1339 | m->insert (tmp, x, y, op, flag); |
|
|
1340 | } |
|
|
1341 | |
|
|
1342 | if (large_nuggets) |
|
|
1343 | { |
|
|
1344 | object *tmp = large->clone (); |
|
|
1345 | tmp->nrof = large_nuggets; |
|
|
1346 | m->insert (tmp, x, y, op, flag); |
|
|
1347 | } |
|
|
1348 | |
|
|
1349 | if (object *pl = m->at (x, y).player ()) |
|
|
1350 | if (pl->contr->ns) |
|
|
1351 | pl->contr->ns->look_position = 0; |
|
|
1352 | } |
|
|
1353 | |
|
|
1354 | int |
1316 | int |
1355 | alchemy (object *op, object *caster, object *spell_ob) |
1317 | alchemy (object *op, object *caster, object *spell_ob) |
1356 | { |
1318 | { |
1357 | if (op->type != PLAYER) |
1319 | if (op->type != PLAYER) |
1358 | return 0; |
1320 | return 0; |
1359 | |
1321 | |
1360 | object *large = get_archetype ("largenugget"); |
1322 | archetype *nugget[3]; |
1361 | object *small = get_archetype ("smallnugget"); |
1323 | |
|
|
1324 | nugget[0] = archetype::find ("pyrite3"); |
|
|
1325 | nugget[1] = archetype::find ("pyrite2"); |
|
|
1326 | nugget[2] = archetype::find ("pyrite"); |
1362 | |
1327 | |
1363 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1328 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1364 | * some, and also prevents people from alchemising every table/chair/clock |
1329 | * some, and also prevents people from alchemising every table/chair/clock |
1365 | * in sight |
1330 | * in sight |
1366 | */ |
1331 | */ |
… | |
… | |
1418 | if (weight > weight_max) |
1383 | if (weight > weight_max) |
1419 | break; |
1384 | break; |
1420 | } |
1385 | } |
1421 | } |
1386 | } |
1422 | |
1387 | |
|
|
1388 | value -= rndm (value >> 4); |
1423 | value = min (value, value_max); |
1389 | value = min (value, value_max); |
1424 | |
1390 | |
1425 | uint64 count = value / large->value; |
1391 | for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) |
1426 | int large_nuggets = count; |
1392 | if (int nrof = value / nugget [i]->value) |
1427 | value -= count * large->value; |
|
|
1428 | |
|
|
1429 | count = value / small->value; |
|
|
1430 | int small_nuggets = count; |
|
|
1431 | |
|
|
1432 | /* Insert all the nuggets at one time. This probably saves time, but |
|
|
1433 | * it also prevents us from alcheming nuggets that were just created |
|
|
1434 | * with this spell. |
|
|
1435 | */ |
1393 | { |
1436 | update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); |
1394 | value -= nrof * nugget[i]->value; |
|
|
1395 | |
|
|
1396 | object *tmp = arch_to_object (nugget[i]); |
|
|
1397 | tmp->nrof = nrof; |
|
|
1398 | tmp->flag [FLAG_IDENTIFIED] = true; |
|
|
1399 | op->map->insert (tmp, x, y, op, 0); |
|
|
1400 | } |
1437 | |
1401 | |
1438 | if (weight > weight_max) |
1402 | if (weight > weight_max) |
1439 | goto bailout; |
1403 | goto bailout; |
1440 | } |
1404 | } |
1441 | } |
1405 | } |
1442 | |
1406 | |
1443 | bailout: |
1407 | bailout: |
1444 | large->destroy (); |
|
|
1445 | small->destroy (); |
|
|
1446 | return 1; |
1408 | return 1; |
1447 | } |
1409 | } |
1448 | |
|
|
1449 | |
1410 | |
1450 | /* This function removes the cursed/damned status on equipped |
1411 | /* This function removes the cursed/damned status on equipped |
1451 | * items. |
1412 | * items. |
1452 | */ |
1413 | */ |
1453 | int |
1414 | int |
… | |
… | |
1460 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && |
1421 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && |
1461 | ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || |
1422 | ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || |
1462 | (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) |
1423 | (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) |
1463 | { |
1424 | { |
1464 | was_one++; |
1425 | was_one++; |
|
|
1426 | |
1465 | if (tmp->level <= caster_level (caster, spell)) |
1427 | if (tmp->level <= caster_level (caster, spell)) |
1466 | { |
1428 | { |
1467 | success++; |
1429 | success++; |
1468 | if (QUERY_FLAG (spell, FLAG_DAMNED)) |
1430 | if (QUERY_FLAG (spell, FLAG_DAMNED)) |
1469 | CLEAR_FLAG (tmp, FLAG_DAMNED); |
1431 | CLEAR_FLAG (tmp, FLAG_DAMNED); |
1470 | |
1432 | |
1471 | CLEAR_FLAG (tmp, FLAG_CURSED); |
1433 | CLEAR_FLAG (tmp, FLAG_CURSED); |
1472 | CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); |
1434 | CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); |
1473 | tmp->value = 0; /* Still can't sell it */ |
1435 | tmp->value = 0; /* Still can't sell it */ |
1474 | if (op->type == PLAYER) |
1436 | |
|
|
1437 | if (object *pl = tmp->visible_to ()) |
1475 | esrv_send_item (op, tmp); |
1438 | esrv_update_item (UPD_FLAGS, pl, tmp); |
1476 | } |
1439 | } |
1477 | } |
1440 | } |
1478 | |
1441 | |
1479 | if (op->type == PLAYER) |
1442 | if (op->type == PLAYER) |
1480 | { |
1443 | { |
… | |
… | |
1491 | |
1454 | |
1492 | return success; |
1455 | return success; |
1493 | } |
1456 | } |
1494 | |
1457 | |
1495 | /* Identifies objects in the players inventory/on the ground */ |
1458 | /* Identifies objects in the players inventory/on the ground */ |
1496 | |
|
|
1497 | int |
1459 | int |
1498 | cast_identify (object *op, object *caster, object *spell) |
1460 | cast_identify (object *op, object *caster, object *spell) |
1499 | { |
1461 | { |
|
|
1462 | dynbuf_text buf; |
1500 | object *tmp; |
1463 | object *tmp; |
1501 | int success = 0, num_ident; |
|
|
1502 | |
1464 | |
1503 | num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1465 | int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1504 | |
1466 | |
1505 | if (num_ident < 1) |
1467 | if (num_ident < 1) |
1506 | num_ident = 1; |
1468 | num_ident = 1; |
1507 | |
1469 | |
1508 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1470 | for (tmp = op->inv; tmp; tmp = tmp->below) |
… | |
… | |
1511 | { |
1473 | { |
1512 | identify (tmp); |
1474 | identify (tmp); |
1513 | |
1475 | |
1514 | if (op->type == PLAYER) |
1476 | if (op->type == PLAYER) |
1515 | { |
1477 | { |
1516 | new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); |
1478 | buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); |
1517 | |
1479 | |
1518 | if (tmp->msg) |
1480 | if (tmp->msg) |
1519 | { |
1481 | buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; |
1520 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
|
|
1521 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
|
|
1522 | } |
|
|
1523 | } |
1482 | } |
1524 | |
1483 | |
1525 | num_ident--; |
1484 | num_ident--; |
1526 | success = 1; |
|
|
1527 | if (!num_ident) |
1485 | if (!num_ident) |
1528 | break; |
1486 | break; |
1529 | } |
1487 | } |
1530 | } |
1488 | } |
1531 | |
1489 | |
… | |
… | |
1538 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
1496 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
1539 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1497 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1540 | { |
1498 | { |
1541 | identify (tmp); |
1499 | identify (tmp); |
1542 | |
1500 | |
1543 | if (op->type == PLAYER) |
1501 | if (object *pl = tmp->visible_to ()) |
1544 | { |
1502 | { |
1545 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); |
1503 | buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op)); |
1546 | |
1504 | |
1547 | if (tmp->msg) |
1505 | if (tmp->msg) |
1548 | { |
1506 | buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; |
1549 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
|
|
1550 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
|
|
1551 | } |
|
|
1552 | |
|
|
1553 | esrv_send_item (op, tmp); |
|
|
1554 | } |
1507 | } |
1555 | |
1508 | |
1556 | num_ident--; |
1509 | num_ident--; |
1557 | success = 1; |
|
|
1558 | if (!num_ident) |
1510 | if (!num_ident) |
1559 | break; |
1511 | break; |
1560 | } |
1512 | } |
1561 | } |
1513 | } |
1562 | |
1514 | |
1563 | if (!success) |
1515 | if (buf.empty ()) |
1564 | new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); |
1516 | { |
|
|
1517 | op->failmsg ("You can't reach anything unidentified."); |
|
|
1518 | return 0; |
|
|
1519 | } |
1565 | else |
1520 | else |
|
|
1521 | { |
|
|
1522 | if (op->contr) |
|
|
1523 | op->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
|
1524 | |
1566 | spell_effect (spell, op->x, op->y, op->map, op); |
1525 | spell_effect (spell, op->x, op->y, op->map, op); |
1567 | |
1526 | return 1; |
1568 | return success; |
1527 | } |
1569 | } |
1528 | } |
1570 | |
1529 | |
1571 | int |
1530 | int |
1572 | cast_detection (object *op, object *caster, object *spell, object *skill) |
1531 | cast_detection (object *op, object *caster, object *spell, object *skill) |
1573 | { |
1532 | { |
… | |
… | |
1715 | |
1674 | |
1716 | /* Now process objects in the players inventory if detect curse or magic */ |
1675 | /* Now process objects in the players inventory if detect curse or magic */ |
1717 | if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) |
1676 | if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) |
1718 | { |
1677 | { |
1719 | done_one = 0; |
1678 | done_one = 0; |
|
|
1679 | |
1720 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1680 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1721 | { |
1681 | { |
1722 | if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1682 | if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
1723 | { |
1683 | { |
1724 | if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) |
1684 | if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) |
1725 | { |
1685 | { |
1726 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
1686 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
1727 | if (op->type == PLAYER) |
1687 | |
|
|
1688 | if (object *pl = tmp->visible_to ()) |
1728 | esrv_send_item (op, tmp); |
1689 | esrv_update_item (UPD_FLAGS, pl, tmp); |
1729 | } |
1690 | } |
|
|
1691 | |
1730 | if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && |
1692 | if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && |
1731 | (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
1693 | (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
1732 | { |
1694 | { |
1733 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
1695 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
1734 | if (op->type == PLAYER) |
1696 | |
|
|
1697 | if (object *pl = tmp->visible_to ()) |
1735 | esrv_send_item (op, tmp); |
1698 | esrv_update_item (UPD_FLAGS, pl, tmp); |
1736 | } |
1699 | } |
1737 | } /* if item is not identified */ |
1700 | } /* if item is not identified */ |
1738 | } /* for the players inventory */ |
1701 | } /* for the players inventory */ |
1739 | } /* if detect magic/curse and object is a player */ |
1702 | } /* if detect magic/curse and object is a player */ |
|
|
1703 | |
1740 | return 1; |
1704 | return 1; |
1741 | } |
1705 | } |
1742 | |
1706 | |
1743 | |
1707 | |
1744 | /** |
1708 | /** |
… | |
… | |
1934 | break; |
1898 | break; |
1935 | } |
1899 | } |
1936 | } |
1900 | } |
1937 | } |
1901 | } |
1938 | |
1902 | |
1939 | |
|
|
1940 | |
|
|
1941 | /* cast_consecrate() - a spell to make an altar your god's */ |
1903 | /* cast_consecrate() - a spell to make an altar your god's */ |
1942 | int |
1904 | int |
1943 | cast_consecrate (object *op, object *caster, object *spell) |
1905 | cast_consecrate (object *op, object *caster, object *spell) |
1944 | { |
1906 | { |
1945 | char buf[MAX_BUF]; |
1907 | char buf[MAX_BUF]; |
… | |
… | |
1969 | /* If we got here, we are consecrating an altar */ |
1931 | /* If we got here, we are consecrating an altar */ |
1970 | sprintf (buf, "Altar of %s", &god->name); |
1932 | sprintf (buf, "Altar of %s", &god->name); |
1971 | tmp->name = buf; |
1933 | tmp->name = buf; |
1972 | tmp->level = caster_level (caster, spell); |
1934 | tmp->level = caster_level (caster, spell); |
1973 | tmp->other_arch = god->arch; |
1935 | tmp->other_arch = god->arch; |
|
|
1936 | |
1974 | if (op->type == PLAYER) |
1937 | if (op->type == PLAYER) |
1975 | esrv_update_item (UPD_NAME, op, tmp); |
1938 | esrv_update_item (UPD_NAME, op, tmp); |
|
|
1939 | |
1976 | new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); |
1940 | new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); |
1977 | return 1; |
1941 | return 1; |
1978 | } |
1942 | } |
1979 | } |
1943 | } |
1980 | } |
1944 | } |
… | |
… | |
2056 | { |
2020 | { |
2057 | new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); |
2021 | new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); |
2058 | return 0; |
2022 | return 0; |
2059 | } |
2023 | } |
2060 | |
2024 | |
2061 | if (weapon->nrof > 1) |
2025 | weapon = weapon->split (); |
2062 | { |
|
|
2063 | tmp = get_split_ob (weapon, 1); |
|
|
2064 | esrv_send_item (op, weapon); |
|
|
2065 | weapon = tmp; |
|
|
2066 | } |
|
|
2067 | |
2026 | |
2068 | /* create the golem object */ |
2027 | /* create the golem object */ |
2069 | tmp = arch_to_object (spell->other_arch); |
2028 | tmp = arch_to_object (spell->other_arch); |
2070 | |
2029 | |
2071 | /* if animated by a player, give the player control of the golem */ |
2030 | /* if animated by a player, give the player control of the golem */ |
… | |
… | |
2076 | tmp->set_owner (op); |
2035 | tmp->set_owner (op); |
2077 | op->contr->golem = tmp; |
2036 | op->contr->golem = tmp; |
2078 | set_spell_skill (op, caster, spell, tmp); |
2037 | set_spell_skill (op, caster, spell, tmp); |
2079 | |
2038 | |
2080 | /* Give the weapon to the golem now. A bit of a hack to check the |
2039 | /* Give the weapon to the golem now. A bit of a hack to check the |
2081 | * removed flag - it should only be set if get_split_object was |
2040 | * removed flag - it should only be set if weapon->split was |
2082 | * used above. |
2041 | * used above. |
2083 | */ |
2042 | */ |
2084 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2043 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2085 | weapon->remove (); |
2044 | weapon->remove (); |
2086 | |
2045 | |
2087 | insert_ob_in_ob (weapon, tmp); |
2046 | tmp->insert (weapon); |
2088 | esrv_send_item (op, weapon); |
2047 | |
2089 | /* To do everything necessary to let a golem use the weapon is a pain, |
2048 | /* To do everything necessary to let a golem use the weapon is a pain, |
2090 | * so instead, just set it as equipped (otherwise, we need to update |
2049 | * so instead, just set it as equipped (otherwise, we need to update |
2091 | * body_info, skills, etc) |
2050 | * body_info, skills, etc) |
2092 | */ |
2051 | */ |
2093 | SET_FLAG (tmp, FLAG_USE_WEAPON); |
2052 | SET_FLAG (tmp, FLAG_USE_WEAPON); |
… | |
… | |
2202 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); |
2161 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); |
2203 | } |
2162 | } |
2204 | return success; |
2163 | return success; |
2205 | } |
2164 | } |
2206 | |
2165 | |
2207 | |
|
|
2208 | |
|
|
2209 | |
|
|
2210 | |
|
|
2211 | /* create an aura spell object and put it in the player's inventory. |
2166 | /* create an aura spell object and put it in the player's inventory. |
2212 | * as usual, op is player, caster is the object casting the spell, |
2167 | * as usual, op is player, caster is the object casting the spell, |
2213 | * spell is the spell object itself. |
2168 | * spell is the spell object itself. |
2214 | */ |
2169 | */ |
2215 | int |
2170 | int |
… | |
… | |
2226 | |
2181 | |
2227 | new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); |
2182 | new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); |
2228 | |
2183 | |
2229 | new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2184 | new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2230 | |
2185 | |
2231 | new_aura->set_owner (op); |
|
|
2232 | set_spell_skill (op, caster, spell, new_aura); |
2186 | set_spell_skill (op, caster, spell, new_aura); |
2233 | new_aura->attacktype = spell->attacktype; |
2187 | new_aura->attacktype = spell->attacktype; |
2234 | |
2188 | |
2235 | new_aura->level = caster_level (caster, spell); |
2189 | new_aura->level = caster_level (caster, spell); |
|
|
2190 | |
2236 | if (refresh) |
2191 | if (refresh) |
2237 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2192 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2238 | else |
2193 | else |
2239 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
2194 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
|
|
2195 | |
2240 | insert_ob_in_ob (new_aura, op); |
2196 | insert_ob_in_ob (new_aura, op); |
|
|
2197 | new_aura->set_owner (op); |
|
|
2198 | |
2241 | return 1; |
2199 | return 1; |
2242 | } |
2200 | } |
2243 | |
|
|
2244 | |
2201 | |
2245 | /* move aura function. An aura is a part of someone's inventory, |
2202 | /* move aura function. An aura is a part of someone's inventory, |
2246 | * which he carries with him, but which acts on the map immediately |
2203 | * which he carries with him, but which acts on the map immediately |
2247 | * around him. |
2204 | * around him. |
2248 | * Aura parameters: |
2205 | * Aura parameters: |
2249 | * duration: duration counter. |
2206 | * duration: duration counter. |
2250 | * attacktype: aura's attacktype |
2207 | * attacktype: aura's attacktype |
2251 | * other_arch: archetype to drop where we attack |
2208 | * other_arch: archetype to drop where we attack |
2252 | */ |
2209 | */ |
2253 | |
|
|
2254 | void |
2210 | void |
2255 | move_aura (object *aura) |
2211 | move_aura (object *aura) |
2256 | { |
2212 | { |
2257 | int i, mflags; |
|
|
2258 | object *env; |
|
|
2259 | maptile *m; |
|
|
2260 | |
|
|
2261 | /* auras belong in inventories */ |
2213 | /* auras belong in inventories */ |
2262 | env = aura->env; |
2214 | object *env = aura->env; |
|
|
2215 | object *owner = aura->owner; |
2263 | |
2216 | |
2264 | /* no matter what we've gotta remove the aura... |
2217 | /* no matter what we've gotta remove the aura... |
2265 | * we'll put it back if its time isn't up. |
2218 | * we'll put it back if its time isn't up. |
2266 | */ |
2219 | */ |
2267 | aura->remove (); |
2220 | aura->remove (); |
… | |
… | |
2272 | aura->destroy (); |
2225 | aura->destroy (); |
2273 | return; |
2226 | return; |
2274 | } |
2227 | } |
2275 | |
2228 | |
2276 | /* auras only exist in inventories */ |
2229 | /* auras only exist in inventories */ |
2277 | if (env == NULL || env->map == NULL) |
2230 | if (!env || !env->map) |
2278 | { |
2231 | { |
2279 | aura->destroy (); |
2232 | aura->destroy (); |
2280 | return; |
2233 | return; |
2281 | } |
2234 | } |
2282 | |
2235 | |
2283 | /* we need to jump out of the inventory for a bit |
2236 | /* we need to jump out of the inventory for a bit |
2284 | * in order to hit the map conveniently. |
2237 | * in order to hit the map conveniently. |
2285 | */ |
2238 | */ |
2286 | aura->insert_at (env, aura); |
2239 | aura->insert_at (env, aura); |
2287 | |
2240 | |
2288 | for (i = 1; i < 9; i++) |
2241 | for (int i = 1; i < 9; i++) |
2289 | { |
2242 | { |
2290 | sint16 nx, ny; |
2243 | mapxy pos (env); |
|
|
2244 | pos.move (i); |
2291 | |
2245 | |
2292 | nx = aura->x + freearr_x[i]; |
|
|
2293 | ny = aura->y + freearr_y[i]; |
|
|
2294 | mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny); |
|
|
2295 | |
|
|
2296 | /* Consider the movement tyep of the person with the aura as |
2246 | /* Consider the movement type of the person with the aura as |
2297 | * movement type of the aura. Eg, if the player is flying, the aura |
2247 | * movement type of the aura. Eg, if the player is flying, the aura |
2298 | * is flying also, if player is walking, it is on the ground, etc. |
2248 | * is flying also, if player is walking, it is on the ground, etc. |
2299 | */ |
2249 | */ |
2300 | if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) |
2250 | if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) |
2301 | { |
2251 | { |
2302 | hit_map (aura, i, aura->attacktype, 0); |
2252 | hit_map (aura, i, aura->attacktype, 0); |
2303 | |
2253 | |
2304 | if (aura->other_arch) |
2254 | if (aura->other_arch) |
2305 | m->insert (arch_to_object (aura->other_arch), nx, ny, aura); |
2255 | pos.insert (arch_to_object (aura->other_arch), aura); |
2306 | } |
2256 | } |
2307 | } |
2257 | } |
2308 | |
2258 | |
2309 | /* put the aura back in the player's inventory */ |
2259 | /* put the aura back in the player's inventory */ |
2310 | aura->remove (); |
2260 | env->insert (aura); |
2311 | insert_ob_in_ob (aura, env); |
2261 | aura->set_owner (owner); |
2312 | } |
2262 | } |
2313 | |
2263 | |
2314 | /* moves the peacemaker spell. |
2264 | /* moves the peacemaker spell. |
2315 | * op is the piece object. |
2265 | * op is the piece object. |
2316 | */ |
2266 | */ |
2317 | |
|
|
2318 | void |
2267 | void |
2319 | move_peacemaker (object *op) |
2268 | move_peacemaker (object *op) |
2320 | { |
2269 | { |
2321 | object *tmp; |
2270 | object *tmp; |
2322 | |
2271 | |
2323 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
2272 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
2324 | { |
2273 | { |
2325 | int atk_lev, def_lev; |
2274 | int atk_lev, def_lev; |
2326 | object *victim = tmp; |
2275 | object *victim = tmp->head_ (); |
2327 | |
2276 | |
2328 | if (tmp->head) |
|
|
2329 | victim = tmp->head; |
|
|
2330 | if (!QUERY_FLAG (victim, FLAG_MONSTER)) |
2277 | if (!QUERY_FLAG (victim, FLAG_MONSTER)) |
2331 | continue; |
2278 | continue; |
|
|
2279 | |
2332 | if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
2280 | if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
2333 | continue; |
2281 | continue; |
|
|
2282 | |
2334 | if (victim->stats.exp == 0) |
2283 | if (victim->stats.exp == 0) |
2335 | continue; |
2284 | continue; |
2336 | |
2285 | |
2337 | def_lev = MAX (1, victim->level); |
2286 | def_lev = MAX (1, victim->level); |
2338 | atk_lev = MAX (1, op->level); |
2287 | atk_lev = MAX (1, op->level); |
2339 | |
2288 | |
2340 | if (rndm (0, atk_lev - 1) > def_lev) |
2289 | if (rndm (0, atk_lev - 1) > def_lev) |
2341 | { |
2290 | { |
2342 | /* make this sucker peaceful. */ |
2291 | /* make this sucker peaceful. */ |
2343 | |
2292 | |
|
|
2293 | INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op)); |
2344 | change_exp (op->owner, victim->stats.exp, op->skill, 0); |
2294 | change_exp (op->owner, victim->stats.exp, op->skill, 0); |
2345 | victim->stats.exp = 0; |
2295 | victim->stats.exp = 0; |
2346 | #if 0 |
2296 | #if 0 |
2347 | /* No idea why these were all set to zero - if something |
2297 | /* No idea why these were all set to zero - if something |
2348 | * makes this creature agressive, he should still do damage. |
2298 | * makes this creature agressive, he should still do damage. |
… | |
… | |
2355 | victim->attack_movement = RANDO2; |
2305 | victim->attack_movement = RANDO2; |
2356 | SET_FLAG (victim, FLAG_UNAGGRESSIVE); |
2306 | SET_FLAG (victim, FLAG_UNAGGRESSIVE); |
2357 | SET_FLAG (victim, FLAG_RUN_AWAY); |
2307 | SET_FLAG (victim, FLAG_RUN_AWAY); |
2358 | SET_FLAG (victim, FLAG_RANDOM_MOVE); |
2308 | SET_FLAG (victim, FLAG_RANDOM_MOVE); |
2359 | CLEAR_FLAG (victim, FLAG_MONSTER); |
2309 | CLEAR_FLAG (victim, FLAG_MONSTER); |
|
|
2310 | |
2360 | if (victim->name) |
2311 | if (victim->name) |
2361 | { |
|
|
2362 | new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); |
2312 | new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); |
2363 | } |
|
|
2364 | } |
2313 | } |
2365 | } |
2314 | } |
2366 | } |
2315 | } |
2367 | |
2316 | |
2368 | |
2317 | |