1 | /* |
1 | /* |
2 | * static char *rcsid_spell_effect_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: spell_effect.C,v 1.2 2006/08/17 20:23:32 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation, either version 3 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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20 | * |
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21 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
22 | */ |
5 | |
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6 | |
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7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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11 | Copyright (C) 1992 Frank Tore Johansen |
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12 | |
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13 | This program is free software; you can redistribute it and/or modify |
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14 | it under the terms of the GNU General Public License as published by |
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15 | the Free Software Foundation; either version 2 of the License, or |
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16 | (at your option) any later version. |
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17 | |
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18 | This program is distributed in the hope that it will be useful, |
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19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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21 | GNU General Public License for more details. |
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22 | |
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23 | You should have received a copy of the GNU General Public License |
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24 | along with this program; if not, write to the Free Software |
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25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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26 | |
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27 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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28 | */ |
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29 | |
23 | |
30 | #include <global.h> |
24 | #include <global.h> |
31 | #include <object.h> |
25 | #include <object.h> |
32 | #include <living.h> |
26 | #include <living.h> |
33 | #ifndef __CEXTRACT__ |
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34 | #include <sproto.h> |
27 | #include <sproto.h> |
35 | #endif |
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36 | #include <spells.h> |
28 | #include <spells.h> |
37 | #include <sounds.h> |
29 | #include <sounds.h> |
38 | |
30 | |
39 | /* cast_magic_storm: This is really used mostly for spell |
31 | /* cast_magic_storm: This is really used mostly for spell |
40 | * fumbles at the like. tmp is the object to propogate. |
32 | * fumbles at the like. tmp is the object to propogate. |
41 | * op is what is casting this. |
33 | * op is what is casting this. |
42 | */ |
34 | */ |
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35 | void |
43 | void cast_magic_storm(object *op, object *tmp, int lvl) |
36 | cast_magic_storm (object *op, object *tmp, int lvl) |
44 | { |
37 | { |
45 | if (!tmp) return; /* error */ |
38 | if (!tmp) |
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39 | return; /* error */ |
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40 | |
46 | tmp->level=op->level; |
41 | tmp->level = op->level; |
47 | tmp->x=op->x; |
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48 | tmp->y=op->y; |
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49 | tmp->range+=lvl/5; /* increase the area of destruction */ |
42 | tmp->range += lvl / 5; /* increase the area of destruction */ |
50 | tmp->duration+=lvl/5; |
43 | tmp->duration += lvl / 5; |
51 | |
44 | |
52 | /* Put a cap on duration for this - if the player fails in their |
45 | /* Put a cap on duration for this - if the player fails in their |
53 | * apartment, don't want it to go on so long that it kills them |
46 | * apartment, don't want it to go on so long that it kills them |
54 | * multiple times. Also, damge already increases with level, |
47 | * multiple times. Also, damge already increases with level, |
55 | * so don't really need to increase the duration as much either. |
48 | * so don't really need to increase the duration as much either. |
56 | */ |
49 | */ |
57 | if (tmp->duration>=40) tmp->duration=40; |
50 | if (tmp->duration >= 40) |
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51 | tmp->duration = 40; |
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52 | |
58 | tmp->stats.dam=lvl; /* nasty recoils! */ |
53 | tmp->stats.dam = lvl; /* nasty recoils! */ |
59 | tmp->stats.maxhp=tmp->count; /* tract single parent */ |
54 | tmp->stats.maxhp = tmp->count; /* tract single parent */ |
60 | insert_ob_in_map(tmp,op->map,op,0); |
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61 | |
55 | |
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56 | tmp->insert_at (op, op); |
62 | } |
57 | } |
63 | |
58 | |
64 | |
59 | int |
65 | int recharge(object *op, object *caster, object *spell_ob) { |
60 | recharge (object *op, object *caster, object *spell_ob) |
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61 | { |
66 | object *wand, *tmp; |
62 | object *wand, *tmp; |
67 | int ncharges; |
63 | int ncharges; |
68 | |
64 | |
69 | wand = find_marked_object(op); |
65 | wand = find_marked_object (op); |
70 | if(wand == NULL || wand->type != WAND) { |
66 | if (!wand || wand->type != WAND) |
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67 | { |
71 | new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); |
68 | new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); |
72 | return 0; |
69 | return 0; |
73 | } |
70 | } |
74 | if(!(random_roll(0, 3, op, PREFER_HIGH))) { |
71 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
75 | new_draw_info_format(NDI_UNIQUE, 0, op, |
72 | { |
76 | "The %s vibrates violently, then explodes!",query_name(wand)); |
73 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); |
77 | play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); |
74 | op->play_sound (sound_find ("ob_explode")); |
78 | esrv_del_item(op->contr, wand->count); |
75 | wand->destroy (); |
79 | remove_ob(wand); |
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80 | free_object(wand); |
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81 | tmp = get_archetype("fireball"); |
76 | tmp = get_archetype ("fireball"); |
82 | 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; |
83 | if (!tmp->stats.dam) tmp->stats.dam = 1; |
78 | |
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79 | if (!tmp->stats.dam) |
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80 | tmp->stats.dam = 1; |
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81 | |
84 | tmp->stats.hp = tmp->stats.dam / 2; |
82 | tmp->stats.hp = tmp->stats.dam / 2; |
85 | if (tmp->stats.hp < 2) tmp->stats.hp = 2; |
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86 | tmp->x = op->x; |
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87 | tmp->y = op->y; |
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88 | insert_ob_in_map(tmp, op->map, NULL, 0); |
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89 | return 1; |
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90 | } |
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91 | |
83 | |
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84 | if (tmp->stats.hp < 2) |
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85 | tmp->stats.hp = 2; |
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86 | |
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87 | tmp->insert_at (op); |
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88 | return 1; |
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89 | } |
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90 | |
92 | ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); |
91 | ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); |
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92 | |
93 | if (wand->inv && wand->inv->level) |
93 | if (wand->inv && wand->inv->level) |
94 | ncharges /= wand->inv->level; |
94 | ncharges /= wand->inv->level; |
95 | else { |
95 | else |
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96 | { |
96 | new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", |
97 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); |
97 | query_name(wand)); |
98 | return 0; |
98 | return 0; |
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99 | } |
99 | } |
100 | if (!ncharges) ncharges = 1; |
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101 | |
100 | |
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101 | if (!ncharges) |
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102 | ncharges = 1; |
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103 | |
102 | wand->stats.food += ncharges; |
104 | wand->stats.food += ncharges; |
103 | new_draw_info_format(NDI_UNIQUE, 0, op, |
105 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); |
104 | "The %s glows with power.",query_name(wand)); |
106 | |
105 | if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { |
107 | if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) |
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108 | { |
106 | SET_FLAG(wand, FLAG_ANIMATE); |
109 | SET_FLAG (wand, FLAG_ANIMATE); |
107 | wand->speed = wand->arch->clone.speed; |
110 | wand->set_speed (wand->arch->speed); |
108 | update_ob_speed(wand); |
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109 | } |
111 | } |
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112 | |
110 | return 1; |
113 | return 1; |
111 | } |
114 | } |
112 | |
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113 | /****************************************************************************** |
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114 | * Start of polymorph related functions. |
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115 | * |
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116 | * Changed around for 0.94.3 - it will now look through and use all the |
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117 | * possible choices for objects/monsters (before it was teh first 80 - |
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118 | * arbitrary hardcoded limit in this file.) Doing this will be a bit |
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119 | * slower however - while before, it traversed the archetypes once and |
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120 | * stored them into an array, it will now potentially traverse it |
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121 | * an average of 1.5 times. This is probably more costly on the polymorph |
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122 | * item function, since it is possible a couple lookups might be needed before |
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123 | * an item of proper value is generated. |
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124 | */ |
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125 | |
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126 | /* polymorph_living - takes a living object (op) and turns it into |
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127 | * another monster of some sort. Currently, we only deal with single |
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128 | * space monsters. |
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129 | */ |
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130 | |
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131 | void polymorph_living(object *op) { |
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132 | archetype *at; |
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133 | int nr = 0, x = op->x, y = op->y, numat=0, choice,friendly; |
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134 | mapstruct *map = op->map; |
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135 | object *tmp, *next, *owner; |
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136 | |
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137 | if(op->head != NULL || op->more != NULL) |
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138 | return; |
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139 | |
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140 | /* High level creatures are immune, as are creatures immune to magic. Otherwise, |
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141 | * give the creature a saving throw. |
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142 | */ |
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143 | if (op->level>=20 || did_make_save(op, op->level, op->resist[ATNR_MAGIC]/10) || |
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144 | (op->resist[ATNR_MAGIC]==100)) |
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145 | return; |
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146 | |
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147 | /* First, count up the number of legal matches */ |
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148 | for(at = first_archetype ; at != NULL; at = at->next) |
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149 | if(QUERY_FLAG((&at->clone),FLAG_MONSTER) == QUERY_FLAG(op, FLAG_MONSTER) && |
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150 | at->more == NULL && EDITABLE((&at->clone))) |
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151 | { |
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152 | numat++; |
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153 | } |
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154 | if (!numat) return; /* no valid matches? if so, return */ |
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155 | |
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156 | /* Next make a choice, and loop through until we get to it */ |
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157 | choice = rndm(0, numat-1); |
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158 | for(at = first_archetype ; at != NULL; at = at->next) |
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159 | if(QUERY_FLAG((&at->clone),FLAG_MONSTER) == QUERY_FLAG(op, FLAG_MONSTER) && |
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160 | at->more == NULL && EDITABLE((&at->clone))) |
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161 | { |
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162 | if (!choice) break; |
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163 | else choice--; |
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164 | } |
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165 | |
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166 | /* Look through the monster. Unapply anything they have applied, |
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167 | * and remove any spells. Note that if this is extended |
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168 | * to players, that would need to get fixed somehow. |
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169 | */ |
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170 | for(tmp = op->inv; tmp != NULL; tmp = next) { |
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171 | next = tmp->below; |
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172 | if(QUERY_FLAG(tmp, FLAG_APPLIED)) |
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173 | manual_apply(op,tmp,0); |
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174 | if(tmp->type == SPELL) { |
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175 | remove_ob(tmp); |
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176 | free_object(tmp); |
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177 | } |
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178 | } |
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179 | |
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180 | /* Remove the object, preserve some values for the new object */ |
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181 | remove_ob(op); |
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182 | owner = get_owner(op); |
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183 | friendly = QUERY_FLAG(op, FLAG_FRIENDLY); |
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184 | if (friendly) |
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185 | remove_friendly_object(op); |
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186 | |
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187 | copy_object(&(at->clone),op); |
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188 | if (owner != NULL) |
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189 | set_owner(op,owner); |
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190 | if (friendly) { |
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191 | SET_FLAG(op, FLAG_FRIENDLY); |
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192 | op->attack_movement = PETMOVE; |
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193 | add_friendly_object(op); |
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194 | } |
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195 | |
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196 | /* Put the new creature on the map */ |
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197 | op->x = x; op->y = y; |
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198 | if ((op = insert_ob_in_map (op, map, owner,0)) == NULL) |
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199 | return; |
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200 | |
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201 | if (HAS_RANDOM_ITEMS(op)) |
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202 | /* No GT_APPLY here because we'll do it manually. */ |
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203 | create_treasure(op->randomitems,op,GT_INVISIBLE,map->difficulty,0); |
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204 | |
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205 | /* Apply any objects. This limits it to the first 20 items, which |
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206 | * I guess is reasonable. |
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207 | */ |
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208 | for(tmp = op->inv, nr = 0; tmp != NULL && ++nr < 20; tmp = next) { |
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209 | next = tmp->below; |
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210 | (void) monster_check_apply(op,tmp); |
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211 | } |
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212 | } |
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213 | |
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214 | |
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215 | /* polymorph_melt Destroys item from polymorph failure |
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216 | * who is the caster of the polymorph, op is the |
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217 | * object destroyed. We should probably do something |
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218 | * more clever ala nethack - create an iron golem or |
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219 | * something. |
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220 | */ |
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221 | void polymorph_melt(object *who, object *op) |
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222 | { |
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223 | /* Not unique */ |
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224 | new_draw_info_format(NDI_GREY, 0, who, |
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225 | "%s%s glows red, melts and evaporates!", |
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226 | op->nrof?"":"The ",query_name(op)); |
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227 | play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); |
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228 | remove_ob(op); |
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229 | free_object(op); |
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230 | return; |
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231 | } |
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232 | |
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233 | /* polymorph_item - changes an item to another item of similar type. |
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234 | * who is the caster of spell, op is the object to be changed. |
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235 | */ |
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236 | void polymorph_item(object *who, object *op) { |
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237 | archetype *at; |
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238 | int max_value, difficulty, tries=0,choice, charges=op->stats.food,numat=0; |
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239 | object *new_ob; |
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240 | |
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241 | /* We try and limit the maximum value of the changd object. */ |
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242 | max_value = op->value * 2; |
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243 | if(max_value > 20000) |
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244 | max_value = 20000 + (max_value - 20000) / 3; |
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245 | |
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246 | /* Look through and try to find matching items. Can't turn into something |
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247 | * invisible. Also, if the value is too high now, it would almost |
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248 | * certainly be too high below. |
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249 | */ |
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250 | for(at = first_archetype ; at != NULL; at = at->next) { |
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251 | if(at->clone.type == op->type && !at->clone.invisible && |
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252 | at->clone.value > 0 && at->clone.value < max_value && |
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253 | !QUERY_FLAG(&at->clone, FLAG_NO_DROP) && |
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254 | !QUERY_FLAG(&at->clone, FLAG_STARTEQUIP)) |
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255 | numat++; |
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256 | } |
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257 | |
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258 | if(!numat) |
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259 | return; |
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260 | |
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261 | difficulty = op->magic * 5; |
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262 | if (difficulty<0) difficulty=0; |
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263 | new_ob = get_object(); |
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264 | do { |
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265 | choice = rndm(0, numat-1); |
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266 | for(at = first_archetype ; at != NULL; at = at->next) { |
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267 | if(at->clone.type == op->type && !at->clone.invisible && |
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268 | at->clone.value > 0 && at->clone.value < max_value && |
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269 | !QUERY_FLAG(&at->clone, FLAG_NO_DROP) && |
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270 | !QUERY_FLAG(&at->clone, FLAG_STARTEQUIP)) { |
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271 | if (!choice) break; |
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272 | else choice--; |
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273 | } |
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274 | } |
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275 | copy_object(&(at->clone),new_ob); |
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276 | fix_generated_item(new_ob,op,difficulty,FABS(op->magic),GT_ENVIRONMENT); |
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277 | ++tries; |
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278 | } while (new_ob->value > max_value && tries<10); |
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279 | if (new_ob->invisible) { |
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280 | LOG(llevError,"polymorph_item: fix_generated_object made %s invisible?!\n", new_ob->name); |
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281 | free_object(new_ob); |
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282 | } |
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283 | |
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284 | /* Unable to generate an acceptable item? Melt it */ |
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285 | if (tries==10) { |
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286 | polymorph_melt(who, op); |
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287 | free_object(new_ob); |
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288 | return; |
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289 | } |
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290 | |
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291 | if(op->nrof && new_ob->nrof) { |
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292 | new_ob->nrof = op->nrof; |
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293 | /* decrease the number of items */ |
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294 | if (new_ob->nrof>2) new_ob->nrof -= rndm(0, op->nrof/2-1); |
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295 | } |
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296 | |
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297 | /* We don't want rings to keep sustenance/hungry status. There are propably |
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298 | * other cases too that should be checked. |
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299 | */ |
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300 | if(charges && op->type != RING && op->type != FOOD) |
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301 | op->stats.food = charges; |
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302 | |
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303 | new_ob->x = op->x; |
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304 | new_ob->y = op->y; |
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305 | remove_ob(op); |
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306 | free_object(op); |
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307 | /* |
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308 | * Don't want objects merged or re-arranged, as it then messes up the |
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309 | * order |
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310 | */ |
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311 | insert_ob_in_map(new_ob,who->map,new_ob,INS_NO_MERGE | INS_NO_WALK_ON); |
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312 | } |
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313 | |
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314 | /* polymorh - caster who has hit object op. */ |
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315 | void polymorph(object *op, object *who) { |
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316 | |
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317 | int tmp; |
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318 | |
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319 | /* Can't polymorph players right now */ |
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320 | /* polymorphing generators opens up all sorts of abuses */ |
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321 | if(op->type == PLAYER || QUERY_FLAG(op, FLAG_GENERATOR)) |
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322 | return; |
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323 | |
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324 | if(QUERY_FLAG(op, FLAG_MONSTER)) { |
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325 | polymorph_living(op); |
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326 | return; |
|
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327 | } |
|
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328 | /* If it is a living object of some other type, don't handle |
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329 | * it now. |
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330 | */ |
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331 | if(QUERY_FLAG(op, FLAG_ALIVE)) |
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332 | return; |
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333 | |
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334 | /* Don't want to morph flying arrows, etc... */ |
|
|
335 | if(FABS(op->speed) > 0.001 && !QUERY_FLAG(op, FLAG_ANIMATE)) |
|
|
336 | return; |
|
|
337 | |
|
|
338 | /* Do some sanity checking here. type=0 is unknown, objects |
|
|
339 | * without archetypes are not good. As are a few other |
|
|
340 | * cases. |
|
|
341 | */ |
|
|
342 | if(op->type == 0 || op->arch == NULL || |
|
|
343 | QUERY_FLAG(op,FLAG_NO_PICK) |
|
|
344 | || op->move_block || op->type == TREASURE) |
|
|
345 | return; |
|
|
346 | |
|
|
347 | tmp = rndm(0, 7); |
|
|
348 | if (tmp) polymorph_item(who, op); |
|
|
349 | else polymorph_melt(who, op); |
|
|
350 | } |
|
|
351 | |
|
|
352 | |
|
|
353 | /* cast_polymorph - |
|
|
354 | * object *op is the player/monster |
|
|
355 | * caster is object that cast it. |
|
|
356 | * spell_ob is the actually spell object. |
|
|
357 | * dir is the direction. |
|
|
358 | * Returns 0 on illegal cast, otherwise 1. |
|
|
359 | */ |
|
|
360 | |
|
|
361 | int cast_polymorph(object *op, object *caster, object *spell_ob, int dir) { |
|
|
362 | object *tmp, *next; |
|
|
363 | int range, mflags, maxrange; |
|
|
364 | mapstruct *m; |
|
|
365 | |
|
|
366 | if(dir == 0) |
|
|
367 | return 0; |
|
|
368 | |
|
|
369 | maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); |
|
|
370 | for(range = 1;range < maxrange; range++) { |
|
|
371 | sint16 x=op->x+freearr_x[dir]*range,y=op->y+freearr_y[dir]*range; |
|
|
372 | object *image; |
|
|
373 | |
|
|
374 | m = op->map; |
|
|
375 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
|
|
376 | |
|
|
377 | if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) |
|
|
378 | break; |
|
|
379 | |
|
|
380 | if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) |
|
|
381 | break; |
|
|
382 | |
|
|
383 | /* Get the top most object */ |
|
|
384 | for(tmp = get_map_ob(m,x,y); tmp != NULL && tmp->above != NULL; |
|
|
385 | tmp = tmp->above); |
|
|
386 | |
|
|
387 | /* Now start polymorphing the objects, top down */ |
|
|
388 | while (tmp!=NULL) { |
|
|
389 | /* Once we find the floor, no need to go further */ |
|
|
390 | if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break; |
|
|
391 | next = tmp->below; |
|
|
392 | polymorph(tmp, op); |
|
|
393 | tmp = next; |
|
|
394 | } |
|
|
395 | image = arch_to_object(spell_ob->other_arch); |
|
|
396 | image->x = x; |
|
|
397 | image->y = y; |
|
|
398 | image->stats.food = 5; |
|
|
399 | image->speed_left = 0.1; |
|
|
400 | insert_ob_in_map(image,m,op,0); |
|
|
401 | } |
|
|
402 | return 1; |
|
|
403 | } |
|
|
404 | |
|
|
405 | |
|
|
406 | |
115 | |
407 | /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows |
116 | /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows |
408 | * based on whether a crossbow or bow is equiped. If neither, it defaults to |
117 | * based on whether a crossbow or bow is equiped. If neither, it defaults to |
409 | * arrows. |
118 | * arrows. |
410 | * Sets the plus based on the casters level. It is also settable with the |
119 | * Sets the plus based on the casters level. It is also settable with the |
… | |
… | |
412 | * great a plus, the default is used. |
121 | * great a plus, the default is used. |
413 | * 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 |
414 | * 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 |
415 | * create nonnmagic arrows, or even -1, etc... |
124 | * create nonnmagic arrows, or even -1, etc... |
416 | */ |
125 | */ |
417 | |
126 | int |
418 | int 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) |
419 | { |
128 | { |
420 | int missile_plus=0, bonus_plus=0; |
129 | int bonus_plus = 0; |
421 | const char *missile_name; |
130 | const char *missile_name = "arrow"; |
422 | object *tmp, *missile; |
|
|
423 | tag_t tag; |
|
|
424 | |
131 | |
425 | missile_name = "arrow"; |
|
|
426 | |
|
|
427 | for (tmp=op->inv; tmp != NULL; tmp=tmp->below) |
132 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
428 | if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { |
133 | if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) |
429 | missile_name=tmp->race; |
134 | missile_name = tmp->race; |
430 | } |
|
|
431 | |
135 | |
432 | missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); |
136 | int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
433 | |
137 | |
434 | if (find_archetype(missile_name)==NULL) { |
138 | archetype *missile_arch = archetype::find (missile_name); |
|
|
139 | |
|
|
140 | if (!missile_arch) |
|
|
141 | { |
435 | LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", |
142 | LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); |
436 | missile_name); |
143 | return 0; |
437 | return 0; |
|
|
438 | } |
144 | } |
439 | missile = get_archetype(missile_name); |
|
|
440 | |
145 | |
|
|
146 | object *missile = missile_arch->instance (); |
|
|
147 | |
441 | if (stringarg) { |
148 | if (stringarg) |
|
|
149 | { |
442 | /* If it starts with a letter, presume it is a description */ |
150 | /* If it starts with a letter, presume it is a description */ |
443 | if (isalpha(*stringarg)) { |
151 | if (isalpha (*stringarg)) |
|
|
152 | { |
444 | artifact *al = find_artifactlist(missile->type)->items; |
153 | artifact *al = find_artifactlist (missile->type)->items; |
445 | |
154 | |
446 | for ( ; al != NULL; al=al->next) |
155 | for (; al; al = al->next) |
447 | if (!strcasecmp(al->item->name, stringarg)) break; |
156 | if (!strcasecmp (al->item->name, stringarg)) |
|
|
157 | break; |
448 | |
158 | |
449 | if (!al) { |
159 | if (!al) |
450 | free_object(missile); |
160 | { |
|
|
161 | missile->destroy (); |
451 | new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, |
162 | new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); |
452 | stringarg); |
163 | return 0; |
453 | return 0; |
164 | } |
454 | } |
165 | |
455 | if (al->item->slaying) { |
166 | if (al->item->slaying) |
456 | free_object(missile); |
167 | { |
|
|
168 | missile->destroy (); |
457 | new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", |
169 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); |
458 | missile_name, stringarg); |
170 | return 0; |
459 | return 0; |
171 | } |
460 | } |
172 | |
461 | give_artifact_abilities(missile, al->item); |
173 | give_artifact_abilities (missile, al->item); |
462 | /* 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 - |
463 | * 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 |
464 | * the parsing of having to do both plus and type. |
176 | * the parsing of having to do both plus and type. |
465 | */ |
177 | */ |
466 | bonus_plus = 1 + (al->item->value / 5); |
178 | bonus_plus = 1 + (al->item->value / 5); |
467 | missile_plus=0; |
179 | missile_plus = 0; |
468 | } else |
180 | } |
469 | if (atoi(stringarg) < missile_plus) |
181 | else if (atoi (stringarg) < missile_plus) |
470 | missile_plus = atoi(stringarg); |
182 | missile_plus = atoi (stringarg); |
471 | } |
183 | } |
472 | if (missile_plus > 4) |
|
|
473 | missile_plus = 4; |
|
|
474 | else if (missile_plus < -4) |
|
|
475 | missile_plus = -4; |
|
|
476 | |
184 | |
|
|
185 | missile_plus = clamp (missile_plus, -4, 4); |
|
|
186 | |
477 | missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); |
187 | missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); |
478 | missile->nrof -= 3 * (missile_plus + bonus_plus); |
188 | missile->nrof -= 3 * (missile_plus + bonus_plus); |
|
|
189 | |
479 | if (missile->nrof < 1) |
190 | if (missile->nrof < 1) |
480 | missile->nrof=1; |
191 | missile->nrof = 1; |
481 | |
192 | |
482 | missile->magic = missile_plus; |
193 | missile->magic = missile_plus; |
483 | /* Can't get any money for these objects */ |
194 | /* Can't get any money for these objects */ |
484 | missile->value=0; |
195 | missile->value = 0; |
485 | |
196 | |
486 | SET_FLAG(missile, FLAG_IDENTIFIED); |
197 | SET_FLAG (missile, FLAG_IDENTIFIED); |
487 | tag = missile->count; |
|
|
488 | |
198 | |
489 | if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER |
199 | if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) |
490 | && ! was_destroyed (missile, tag)) |
|
|
491 | { |
|
|
492 | pick_up(op, missile); |
200 | pick_up (op, missile); |
493 | } |
201 | |
494 | return 1; |
202 | return 1; |
495 | } |
203 | } |
496 | |
204 | |
497 | |
205 | |
498 | /* allows the choice of what sort of food object to make. |
206 | /* allows the choice of what sort of food object to make. |
499 | * If stringarg is NULL, it will create food dependent on level --PeterM*/ |
207 | * If stringarg is NULL, it will create food dependent on level --PeterM*/ |
|
|
208 | int |
500 | int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) |
209 | cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) |
501 | { |
210 | { |
502 | int food_value; |
211 | int food_value; |
503 | archetype *at=NULL; |
212 | archetype *at = NULL; |
504 | object *new_op; |
213 | object *new_op; |
505 | |
214 | |
506 | food_value=spell_ob->stats.food + |
215 | food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob); |
507 | + 50 * SP_level_duration_adjust(caster,spell_ob); |
|
|
508 | |
216 | |
509 | if(stringarg) { |
217 | if (stringarg) |
|
|
218 | { |
510 | at = find_archetype_by_object_type_name(FOOD, stringarg); |
219 | at = find_archetype_by_object_type_name (FOOD, stringarg); |
511 | if (at == NULL) |
220 | if (at == NULL) |
512 | at = find_archetype_by_object_type_name(DRINK, stringarg); |
221 | at = find_archetype_by_object_type_name (DRINK, stringarg); |
513 | if (at == NULL || at->clone.stats.food > food_value) |
222 | if (at == NULL || at->stats.food > food_value) |
514 | stringarg = NULL; |
223 | stringarg = NULL; |
515 | } |
224 | } |
516 | |
225 | |
517 | if(!stringarg) { |
226 | if (!stringarg) |
|
|
227 | { |
518 | archetype *at_tmp; |
228 | archetype *at_tmp; |
519 | |
229 | |
520 | /* We try to find the archetype with the maximum food value. |
230 | /* We try to find the archetype with the maximum food value. |
521 | * This removes the dependancy of hard coded food values in this |
231 | * This removes the dependancy of hard coded food values in this |
522 | * function, and addition of new food types is automatically added. |
232 | * function, and addition of new food types is automatically added. |
523 | * We don't use flesh types because the weight values of those need |
233 | * We don't use flesh types because the weight values of those need |
524 | * to be altered from the donor. |
234 | * to be altered from the donor. |
525 | */ |
235 | */ |
526 | |
236 | |
527 | /* We assume the food items don't have multiple parts */ |
237 | /* We assume the food items don't have multiple parts */ |
528 | for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { |
238 | for_all_archetypes (at_tmp) |
|
|
239 | { |
529 | if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { |
240 | if (at_tmp->type == FOOD || at_tmp->type == DRINK) |
|
|
241 | { |
530 | /* Basically, if the food value is something that is creatable |
242 | /* Basically, if the food value is something that is creatable |
531 | * under the limits of the spell and it is higher than |
243 | * under the limits of the spell and it is higher than |
532 | * the item we have now, take it instead. |
244 | * the item we have now, take it instead. |
533 | */ |
245 | */ |
534 | if (at_tmp->clone.stats.food<=food_value && |
246 | if (at_tmp->stats.food <= food_value |
535 | (!at || at_tmp->clone.stats.food>at->clone.stats.food)) |
247 | && (!at |
536 | at=at_tmp; |
248 | || at_tmp->stats.food > at->stats.food |
|
|
249 | || (at_tmp->stats.food == at->stats.food |
|
|
250 | && at_tmp->weight < at->weight))) |
|
|
251 | at = at_tmp; |
|
|
252 | } |
|
|
253 | } |
537 | } |
254 | } |
538 | } |
255 | |
539 | } |
|
|
540 | /* 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 |
541 | * know |
257 | * know |
542 | */ |
258 | */ |
543 | if (!at) { |
259 | if (!at) |
|
|
260 | { |
544 | new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); |
261 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); |
545 | return 0; |
262 | return 0; |
546 | } |
263 | } |
547 | |
264 | |
548 | food_value/=at->clone.stats.food; |
265 | food_value /= at->stats.food; |
549 | new_op = get_object(); |
266 | new_op = arch_to_object (at); |
550 | copy_object(&at->clone, new_op); |
|
|
551 | new_op->nrof = food_value; |
267 | new_op->nrof = food_value; |
552 | |
268 | |
553 | new_op->value = 0; |
269 | new_op->value = 0; |
554 | if (new_op->nrof<1) new_op->nrof = 1; |
270 | if (new_op->nrof < 1) |
|
|
271 | new_op->nrof = 1; |
555 | |
272 | |
556 | cast_create_obj(op, caster,new_op, dir); |
273 | cast_create_obj (op, caster, new_op, dir); |
557 | return 1; |
274 | return 1; |
558 | } |
275 | } |
559 | |
276 | |
|
|
277 | int |
560 | int probe(object *op, object *caster, object *spell_ob, int dir) { |
278 | probe (object *op, object *caster, object *spell_ob, int dir) |
|
|
279 | { |
561 | int r, mflags, maxrange; |
280 | int r, mflags, maxrange; |
562 | object *tmp; |
281 | object *tmp; |
563 | mapstruct *m; |
282 | maptile *m; |
564 | |
283 | |
565 | |
|
|
566 | if(!dir) { |
284 | if (!dir) |
|
|
285 | { |
567 | examine_monster(op,op); |
286 | examine_monster (op, op); |
568 | return 1; |
287 | return 1; |
569 | } |
288 | } |
|
|
289 | |
570 | maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); |
290 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
571 | for(r=1;r < maxrange; r++) { |
291 | for (r = 1; r < maxrange; r++) |
|
|
292 | { |
572 | 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]; |
573 | |
294 | |
574 | m = op->map; |
295 | m = op->map; |
575 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
296 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
576 | |
297 | |
577 | if (mflags & P_OUT_OF_MAP) break; |
298 | if (mflags & P_OUT_OF_MAP) |
|
|
299 | break; |
578 | |
300 | |
579 | if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { |
301 | if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) |
|
|
302 | { |
580 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); |
303 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); |
581 | return 0; |
304 | return 0; |
582 | } |
305 | } |
|
|
306 | |
583 | if (mflags & P_IS_ALIVE) { |
307 | if (mflags & P_IS_ALIVE) |
584 | for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) |
308 | { |
|
|
309 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
585 | if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { |
310 | if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) |
|
|
311 | { |
586 | new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); |
312 | new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); |
587 | if(tmp->head!=NULL) |
313 | if (tmp->head != NULL) |
588 | tmp=tmp->head; |
314 | tmp = tmp->head; |
589 | examine_monster(op,tmp); |
315 | examine_monster (op, tmp); |
590 | return 1; |
316 | return 1; |
591 | } |
317 | } |
592 | } |
318 | } |
593 | } |
319 | } |
|
|
320 | |
594 | new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); |
321 | new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
595 | return 1; |
322 | return 1; |
596 | } |
323 | } |
597 | |
|
|
598 | |
324 | |
599 | /* This checks to see if 'pl' is invisible to 'mon'. |
325 | /* This checks to see if 'pl' is invisible to 'mon'. |
600 | * does race check, undead check, etc |
326 | * does race check, undead check, etc |
601 | * Returns TRUE if mon can't see pl, false |
327 | * Returns TRUE if mon can't see pl, false |
602 | * otherwise. This doesn't check range, walls, etc. It |
328 | * otherwise. This doesn't check range, walls, etc. It |
603 | * only checks the racial adjustments, and in fact that |
329 | * only checks the racial adjustments, and in fact that |
604 | * pl is invisible. |
330 | * pl is invisible. |
605 | */ |
331 | */ |
|
|
332 | int |
606 | int makes_invisible_to(object *pl, object *mon) |
333 | makes_invisible_to (object *pl, object *mon) |
607 | { |
334 | { |
608 | |
|
|
609 | if (!pl->invisible) return 0; |
335 | if (!pl->invisible) |
|
|
336 | return 0; |
|
|
337 | |
610 | if (pl->type == PLAYER ) { |
338 | if (pl->type == PLAYER) |
|
|
339 | { |
611 | /* If race isn't set, then invisible unless it is undead */ |
340 | /* If race isn't set, then invisible unless it is undead */ |
612 | if (!pl->contr->invis_race) { |
341 | if (!pl->contr->invis_race) |
|
|
342 | { |
613 | if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; |
343 | if (QUERY_FLAG (mon, FLAG_UNDEAD)) |
|
|
344 | return 0; |
|
|
345 | |
614 | return 1; |
346 | return 1; |
615 | } |
347 | } |
|
|
348 | |
616 | /* invis_race is set if we get here */ |
349 | /* invis_race is set if we get here */ |
617 | if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) |
350 | if (pl->contr->invis_race == shstr_undead && is_true_undead (mon)) |
618 | return 1; |
351 | return 1; |
|
|
352 | |
619 | /* No race, can't be invisible to it */ |
353 | /* No race, can't be invisible to it */ |
620 | if (!mon->race) return 0; |
354 | if (!mon->race) |
621 | if (strstr(mon->race, pl->contr->invis_race)) return 1; |
355 | return 0; |
|
|
356 | |
|
|
357 | if (mon->race.contains (pl->contr->invis_race)) |
|
|
358 | return 1; |
|
|
359 | |
622 | /* Nothing matched above, return 0 */ |
360 | /* Nothing matched above, return 0 */ |
623 | return 0; |
361 | return 0; |
624 | } else { |
362 | } |
|
|
363 | else |
|
|
364 | { |
625 | /* monsters are invisible to everything */ |
365 | /* monsters are invisible to everything */ |
626 | return 1; |
366 | return 1; |
627 | } |
367 | } |
628 | } |
368 | } |
629 | |
369 | |
630 | /* Makes the player or character invisible. |
370 | /* Makes the player or character invisible. |
631 | * Note the spells to 'stack', but perhaps in odd ways. |
371 | * Note the spells to 'stack', but perhaps in odd ways. |
… | |
… | |
634 | * will determine if you are invisible to undead or normal monsters. |
374 | * will determine if you are invisible to undead or normal monsters. |
635 | * For improved invis, if you cast it with a one of the others, you |
375 | * For improved invis, if you cast it with a one of the others, you |
636 | * lose the improved part of it, and the above statement about undead/ |
376 | * lose the improved part of it, and the above statement about undead/ |
637 | * normal applies. |
377 | * normal applies. |
638 | */ |
378 | */ |
|
|
379 | int |
639 | int cast_invisible(object *op, object *caster, object *spell_ob) { |
380 | cast_invisible (object *op, object *caster, object *spell_ob) |
640 | object *tmp; |
381 | { |
641 | |
|
|
642 | if(op->invisible>1000) { |
382 | if (op->invisible > 1000) |
|
|
383 | { |
643 | new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); |
384 | new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); |
644 | return 0; |
385 | return 0; |
645 | } |
386 | } |
646 | |
387 | |
647 | /* Remove the switch with 90% duplicate code - just handle the differences with |
388 | /* Remove the switch with 90% duplicate code - just handle the differences with |
648 | * and if statement or two. |
389 | * and if statement or two. |
649 | */ |
390 | */ |
650 | op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); |
391 | op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
651 | /* max duration */ |
392 | /* max duration */ |
652 | if(op->invisible>1000) op->invisible = 1000; |
393 | if (op->invisible > 1000) |
|
|
394 | op->invisible = 1000; |
653 | |
395 | |
654 | if (op->type == PLAYER) { |
396 | if (op->type == PLAYER) |
655 | if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); |
397 | { |
656 | if (spell_ob->race) |
|
|
657 | op->contr->invis_race = add_refcount(spell_ob->race); |
398 | op->contr->invis_race = spell_ob->race; |
|
|
399 | |
658 | if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) |
400 | if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) |
659 | op->contr->tmp_invis=0; |
401 | op->contr->tmp_invis = 0; |
660 | else |
402 | else |
661 | op->contr->tmp_invis=1; |
403 | op->contr->tmp_invis = 1; |
662 | |
404 | |
663 | op->contr->hidden = 0; |
405 | op->contr->hidden = 0; |
664 | } |
406 | } |
|
|
407 | |
665 | if (makes_invisible_to(op, op)) |
408 | if (makes_invisible_to (op, op)) |
666 | new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); |
409 | new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); |
667 | else |
410 | else |
668 | new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); |
411 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
669 | |
412 | |
670 | update_object(op,UP_OBJ_FACE); |
413 | update_object (op, UP_OBJ_CHANGE); |
671 | |
414 | |
672 | /* Only search the active objects - only these should actually do |
415 | /* Only search the active objects - only these should actually do |
673 | * harm to the player. |
416 | * harm to the player. |
674 | */ |
417 | */ |
675 | for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) |
418 | for_all_actives (tmp) |
676 | if (tmp->enemy == op) |
419 | if (tmp->enemy == op) |
677 | tmp->enemy = NULL; |
420 | tmp->enemy = 0; |
|
|
421 | |
678 | return 1; |
422 | return 1; |
679 | } |
423 | } |
680 | |
424 | |
681 | /* earth to dust spell. Basically destroys earthwalls in the area. |
425 | /* earth to dust spell. Basically destroys earthwalls in the area. |
682 | */ |
426 | */ |
|
|
427 | int |
683 | int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { |
428 | cast_earth_to_dust (object *op, object *caster, object *spell_ob) |
|
|
429 | { |
684 | object *tmp, *next; |
430 | object *tmp, *next; |
685 | int range,i,j, mflags; |
431 | int range, i, j, mflags; |
686 | sint16 sx, sy; |
432 | sint16 sx, sy; |
687 | mapstruct *m; |
433 | maptile *m; |
688 | |
434 | |
689 | if(op->type!=PLAYER) |
435 | if (op->type != PLAYER) |
690 | return 0; |
436 | return 0; |
691 | |
437 | |
692 | range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); |
438 | range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
693 | |
439 | |
694 | for(i= -range;i<=range;i++) |
440 | for (i = -range; i <= range; i++) |
695 | for(j= -range;j<=range;j++) { |
441 | for (j = -range; j <= range; j++) |
|
|
442 | { |
696 | sx = op->x + i; |
443 | sx = op->x + i; |
697 | sy = op->y + j; |
444 | sy = op->y + j; |
698 | m = op->map; |
445 | m = op->map; |
699 | mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); |
446 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
700 | |
447 | |
701 | if (mflags & P_OUT_OF_MAP) continue; |
448 | if (mflags & P_OUT_OF_MAP) |
|
|
449 | continue; |
702 | |
450 | |
703 | // earth to dust tears down everything that can be teared down |
451 | // earth to dust tears down everything that can be teared down |
704 | for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) |
452 | for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) |
705 | { |
453 | { |
706 | next = tmp->above; |
454 | next = tmp->above; |
707 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
455 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
708 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
456 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
709 | } |
457 | } |
710 | } |
458 | } |
|
|
459 | |
711 | return 1; |
460 | return 1; |
712 | } |
461 | } |
713 | |
462 | |
714 | |
463 | void |
715 | void execute_word_of_recall(object *op) { |
464 | execute_word_of_recall (object *op) |
716 | object *wor=op; |
465 | { |
717 | while(op!=NULL && op->type!=PLAYER) |
466 | if (object *pl = op->in_player ()) |
718 | op=op->env; |
467 | { |
719 | |
468 | if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) |
720 | if(op!=NULL && op->map) { |
|
|
721 | if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST))) |
|
|
722 | new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); |
469 | new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); |
723 | else |
470 | else |
724 | enter_exit(op,wor); |
471 | pl->player_goto (op->slaying, op->stats.hp, op->stats.sp); |
725 | } |
472 | } |
726 | remove_ob(wor); |
473 | |
727 | free_object(wor); |
474 | op->destroy (); |
728 | } |
475 | } |
729 | |
476 | |
730 | /* Word of recall causes the player to return 'home'. |
477 | /* Word of recall causes the player to return 'home'. |
731 | * we put a force into the player object, so that there is a |
478 | * we put a force into the player object, so that there is a |
732 | * time delay effect. |
479 | * time delay effect. |
733 | */ |
480 | */ |
|
|
481 | int |
734 | int cast_word_of_recall(object *op, object *caster, object *spell_ob) { |
482 | cast_word_of_recall (object *op, object *caster, object *spell_ob) |
|
|
483 | { |
735 | object *dummy; |
484 | object *dummy; |
736 | int time; |
485 | int time; |
737 | |
486 | |
738 | if(op->type!=PLAYER) |
487 | if (op->type != PLAYER) |
739 | return 0; |
488 | return 0; |
740 | |
489 | |
741 | if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) |
490 | if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) |
742 | { |
491 | { |
743 | new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); |
492 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
744 | return 1; |
493 | return 1; |
745 | } |
494 | } |
746 | |
495 | |
747 | dummy=get_archetype(FORCE_NAME); |
496 | dummy = get_archetype (FORCE_NAME); |
748 | if(dummy == NULL){ |
497 | |
|
|
498 | if (!dummy) |
|
|
499 | { |
749 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
500 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
750 | LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); |
501 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
751 | return 0; |
502 | return 0; |
752 | } |
503 | } |
|
|
504 | |
753 | time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); |
505 | time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
754 | if (time <1 ) time=1; |
506 | if (time < 1) |
|
|
507 | time = 1; |
755 | |
508 | |
756 | /* value of speed really doesn't make much difference, as long as it is |
509 | /* value of speed really doesn't make much difference, as long as it is |
757 | * positive. Lower value may be useful so that the problem doesn't |
510 | * positive. Lower value may be useful so that the problem doesn't |
758 | * do anything really odd if it say a -1000 or something. |
511 | * do anything really odd if it say a -1000 or something. |
759 | */ |
512 | */ |
760 | dummy->speed = 0.002; |
513 | dummy->set_speed (0.002); |
761 | update_ob_speed(dummy); |
|
|
762 | dummy->speed_left = -dummy->speed * time; |
514 | dummy->speed_left = -dummy->speed * time; |
763 | dummy->type=SPELL_EFFECT; |
515 | dummy->type = SPELL_EFFECT; |
764 | dummy->subtype = SP_WORD_OF_RECALL; |
516 | dummy->subtype = SP_WORD_OF_RECALL; |
765 | |
517 | |
766 | /* If we could take advantage of enter_player_savebed() here, it would be |
518 | /* If we could take advantage of enter_player_savebed() here, it would be |
767 | * nice, but until the map load fails, we can't. |
519 | * nice, but until the map load fails, we can't. |
768 | */ |
520 | */ |
769 | EXIT_PATH(dummy) = add_string(op->contr->savebed_map); |
521 | EXIT_PATH (dummy) = op->contr->savebed_map; |
770 | EXIT_X(dummy) = op->contr->bed_x; |
522 | EXIT_X (dummy) = op->contr->bed_x; |
771 | EXIT_Y(dummy) = op->contr->bed_y; |
523 | EXIT_Y (dummy) = op->contr->bed_y; |
772 | |
524 | |
773 | (void) insert_ob_in_ob(dummy,op); |
525 | op->insert (dummy); |
|
|
526 | |
774 | new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); |
527 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
|
|
528 | |
775 | return 1; |
529 | return 1; |
776 | } |
530 | } |
777 | |
531 | |
778 | /* cast_wonder |
532 | /* cast_wonder |
779 | * wonder is really just a spell that will likely cast another |
533 | * wonder is really just a spell that will likely cast another |
780 | * spell. |
534 | * spell. |
781 | */ |
535 | */ |
|
|
536 | int |
782 | int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { |
537 | cast_wonder (object *op, object *caster, int dir, object *spell_ob) |
|
|
538 | { |
783 | object *newspell; |
539 | object *newspell; |
784 | |
540 | |
785 | if(!rndm(0, 3)) |
541 | if (!rndm (0, 3)) |
786 | return cast_cone(op,caster,dir, spell_ob); |
542 | return cast_cone (op, caster, dir, spell_ob); |
787 | |
543 | |
788 | if (spell_ob->randomitems) { |
544 | if (spell_ob->randomitems) |
|
|
545 | { |
789 | newspell = generate_treasure(spell_ob->randomitems, caster->level); |
546 | newspell = generate_treasure (spell_ob->randomitems, caster->level); |
790 | if (!newspell) { |
547 | if (!newspell) |
|
|
548 | { |
791 | LOG(llevError,"cast_wonder: Unable to get a spell!\n"); |
549 | LOG (llevError, "cast_wonder: Unable to get a spell!\n"); |
792 | return 0; |
550 | return 0; |
793 | } |
551 | } |
794 | if (newspell->type != SPELL) { |
552 | if (newspell->type != SPELL) |
|
|
553 | { |
795 | LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", |
554 | LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name); |
796 | newspell->type, newspell->name); |
|
|
797 | return 0; |
555 | return 0; |
798 | } |
556 | } |
799 | /* Prevent inifinit recursion */ |
557 | /* Prevent inifinit recursion */ |
800 | if (newspell->subtype == SP_WONDER) { |
558 | if (newspell->subtype == SP_WONDER) |
|
|
559 | { |
801 | LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); |
560 | LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n"); |
802 | return 0; |
561 | return 0; |
803 | } |
562 | } |
804 | return cast_spell(op,caster,dir,newspell, NULL); |
563 | return cast_spell (op, caster, dir, newspell, NULL); |
805 | } |
564 | } |
806 | return 1; |
565 | return 1; |
807 | } |
566 | } |
808 | |
567 | |
809 | |
568 | int |
810 | int perceive_self(object *op) { |
569 | perceive_self (object *op) |
811 | char *cp=describe_item(op, op), buf[MAX_BUF]; |
570 | { |
|
|
571 | const char *cp = describe_item (op, op); |
812 | archetype *at=find_archetype(ARCH_DEPLETION); |
572 | archetype *at = archetype::find (ARCH_DEPLETION); |
813 | object *tmp; |
|
|
814 | int i; |
|
|
815 | |
573 | |
816 | tmp=find_god(determine_god(op)); |
574 | dynbuf_text buf; |
|
|
575 | |
|
|
576 | if (player *pl = op->contr) |
|
|
577 | if (object *race = archetype::find (op->race)) |
|
|
578 | buf << " - You are a G<male|female> " << &race->name << ".\n"; |
|
|
579 | |
|
|
580 | if (object *god = find_god (determine_god (op))) |
|
|
581 | buf << " - You worship " << &god->name << ".\n"; |
|
|
582 | else |
|
|
583 | buf << " - You worship no god.\n"; |
|
|
584 | |
|
|
585 | object *tmp = present_arch_in_ob (at, op); |
|
|
586 | |
|
|
587 | if (*cp == '\0' && !tmp) |
|
|
588 | buf << " - You feel very mundane. "; |
|
|
589 | else |
|
|
590 | { |
|
|
591 | buf << " - You have: " << cp << ".\n"; |
|
|
592 | |
817 | if (tmp) |
593 | if (tmp) |
818 | new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name); |
|
|
819 | else |
|
|
820 | new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); |
|
|
821 | |
|
|
822 | tmp=present_arch_in_ob(at,op); |
|
|
823 | |
|
|
824 | if(*cp=='\0' && tmp==NULL) |
|
|
825 | new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); |
|
|
826 | else { |
|
|
827 | new_draw_info(NDI_UNIQUE, 0,op,"You have:"); |
|
|
828 | new_draw_info(NDI_UNIQUE, 0,op,cp); |
|
|
829 | if (tmp!=NULL) { |
|
|
830 | for (i=0; i<NUM_STATS; i++) { |
594 | for (int i = 0; i < NUM_STATS; i++) |
831 | if (get_attr_value(&tmp->stats, i)<0) { |
595 | if (tmp->stats.stat (i) < 0) |
832 | new_draw_info_format(NDI_UNIQUE, 0,op, |
596 | buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); |
833 | "Your %s is depleted by %d", statname[i], |
|
|
834 | -(get_attr_value(&tmp->stats,i))); |
|
|
835 | } |
|
|
836 | } |
597 | } |
837 | } |
|
|
838 | } |
|
|
839 | |
598 | |
840 | if (is_dragon_pl(op)) { |
599 | if (is_dragon_pl (op)) |
841 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
600 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
842 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { |
601 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
602 | { |
843 | if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { |
603 | if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) |
844 | if(tmp->stats.exp == 0) { |
604 | { |
845 | sprintf(buf, "Your metabolism isn't focused on anything."); |
605 | if (tmp->stats.exp == 0) |
846 | } else { |
606 | buf << " - Your metabolism isn't focused on anything.\n"; |
847 | sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); |
607 | else |
848 | } |
608 | buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; |
849 | new_draw_info(NDI_UNIQUE, 0,op, buf); |
609 | |
850 | break; |
610 | break; |
851 | } |
611 | } |
852 | } |
|
|
853 | } |
612 | } |
|
|
613 | |
|
|
614 | buf << '\0'; // zero-terminate |
|
|
615 | |
|
|
616 | new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ()); |
|
|
617 | |
854 | return 1; |
618 | return 1; |
855 | } |
619 | } |
856 | |
|
|
857 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
|
|
858 | * |
|
|
859 | * This function cast the spell of town portal for op |
|
|
860 | * |
|
|
861 | * The spell operates in two passes. During the first one a place |
|
|
862 | * is marked as a destination for the portal. During the second one, |
|
|
863 | * 2 portals are created, one in the position the player cast it and |
|
|
864 | * one in the destination place. The portal are synchronized and 2 forces |
|
|
865 | * are inserted in the player to destruct the portal next time player |
|
|
866 | * creates a new portal pair. |
|
|
867 | * This spell has a side effect that it allows people to meet each other |
|
|
868 | * in a permanent, private, appartements by making a town portal from it |
|
|
869 | * to the town or another public place. So, check if the map is unique and if |
|
|
870 | * so return an error |
|
|
871 | * |
|
|
872 | * Code by Tchize (david.delbecq@usa.net) |
|
|
873 | */ |
|
|
874 | int cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
|
|
875 | { |
|
|
876 | object *dummy, *force, *old_force, *tmp; |
|
|
877 | archetype *perm_portal; |
|
|
878 | char portal_name [1024], portal_message [1024]; |
|
|
879 | sint16 exitx, exity; |
|
|
880 | mapstruct *exitmap; |
|
|
881 | int op_level; |
|
|
882 | |
|
|
883 | |
|
|
884 | /* Check to see if the map the player is currently on is a per player unique |
|
|
885 | * map. This can be determined in that per player unique maps have the |
|
|
886 | * full pathname listed. |
|
|
887 | */ |
|
|
888 | if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) && |
|
|
889 | settings.create_home_portals != TRUE ) |
|
|
890 | { |
|
|
891 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n"); |
|
|
892 | return 0; |
|
|
893 | } |
|
|
894 | |
|
|
895 | /* Check to see if the player is on a transport */ |
|
|
896 | if (op->contr && op->contr->transport) { |
|
|
897 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You need to exit the transport to cast that.\n"); |
|
|
898 | return 0; |
|
|
899 | } |
|
|
900 | |
|
|
901 | /* The first thing to do is to check if we have a marked destination |
|
|
902 | * dummy is used to make a check inventory for the force |
|
|
903 | */ |
|
|
904 | dummy=arch_to_object(spell->other_arch); |
|
|
905 | if(dummy == NULL){ |
|
|
906 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
|
|
907 | LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",op->name); |
|
|
908 | return 0; |
|
|
909 | } |
|
|
910 | force=check_inv_recursive (op,dummy); |
|
|
911 | |
|
|
912 | if (force==NULL) { |
|
|
913 | /* Here we know there is no destination marked up. |
|
|
914 | * We have 2 things to do: |
|
|
915 | * 1. Mark the destination in the player inventory. |
|
|
916 | * 2. Let the player know it worked. |
|
|
917 | */ |
|
|
918 | free_string (dummy->name); |
|
|
919 | dummy->name = add_string (op->map->path); |
|
|
920 | EXIT_X(dummy)= op->x; |
|
|
921 | EXIT_Y(dummy)= op->y; |
|
|
922 | insert_ob_in_ob (dummy,op); |
|
|
923 | 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."); |
|
|
924 | return 1; |
|
|
925 | } |
|
|
926 | free_object (dummy); |
|
|
927 | |
|
|
928 | /* Here we know where the town portal should go to |
|
|
929 | * We should kill any existing portal associated with the player. |
|
|
930 | * Than we should create the 2 portals. |
|
|
931 | * For each of them, we need: |
|
|
932 | * - To create the portal with the name of the player+destination map |
|
|
933 | * - set the owner of the town portal |
|
|
934 | * - To mark the position of the portal in the player's inventory |
|
|
935 | * for easier destruction. |
|
|
936 | * |
|
|
937 | * The mark works has follow: |
|
|
938 | * slaying: Existing town portal |
|
|
939 | * hp, sp : x & y of the associated portal |
|
|
940 | * name : name of the portal |
|
|
941 | * race : map the portal is in |
|
|
942 | */ |
|
|
943 | |
|
|
944 | /* First step: killing existing town portals */ |
|
|
945 | dummy=get_archetype(spell->race); |
|
|
946 | if(dummy == NULL){ |
|
|
947 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
|
|
948 | LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name); |
|
|
949 | return 0; |
|
|
950 | } |
|
|
951 | perm_portal = find_archetype (spell->slaying); |
|
|
952 | |
|
|
953 | /* To kill a town portal, we go trough the player's inventory, |
|
|
954 | * for each marked portal in player's inventory, |
|
|
955 | * -We try load the associated map (if impossible, consider the portal destructed) |
|
|
956 | * -We find any portal in the specified location. |
|
|
957 | * If it has the good name, we destruct it. |
|
|
958 | * -We destruct the force indicating that portal. |
|
|
959 | */ |
|
|
960 | while ( (old_force=check_inv_recursive (op,dummy))) { |
|
|
961 | exitx=EXIT_X(old_force); |
|
|
962 | exity=EXIT_Y(old_force); |
|
|
963 | LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",old_force->race,exitx,exity); |
|
|
964 | |
|
|
965 | if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir))) |
|
|
966 | exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE); |
|
|
967 | else exitmap = ready_map_name(old_force->race, 0); |
|
|
968 | |
|
|
969 | if (exitmap) { |
|
|
970 | tmp=present_arch (perm_portal,exitmap,exitx,exity); |
|
|
971 | while (tmp) { |
|
|
972 | if (tmp->name == old_force->name) { |
|
|
973 | remove_ob (tmp); |
|
|
974 | free_object (tmp); |
|
|
975 | break; |
|
|
976 | } else { |
|
|
977 | tmp = tmp->above; |
|
|
978 | } |
|
|
979 | } |
|
|
980 | } |
|
|
981 | remove_ob (old_force); |
|
|
982 | free_object (old_force); |
|
|
983 | LOG (llevDebug,"\n"); |
|
|
984 | } |
|
|
985 | free_object (dummy); |
|
|
986 | |
|
|
987 | /* Creating the portals. |
|
|
988 | * The very first thing to do is to ensure |
|
|
989 | * access to the destination map. |
|
|
990 | * If we can't, don't fizzle. Simply warn player. |
|
|
991 | * This ensure player pays his mana for the spell |
|
|
992 | * because HE is responsible of forgotting. |
|
|
993 | * 'force' is the destination of the town portal, which we got |
|
|
994 | * from the players inventory above. |
|
|
995 | */ |
|
|
996 | |
|
|
997 | /* Ensure exit map is loaded*/ |
|
|
998 | if (!strncmp(force->name, settings.localdir, strlen(settings.localdir))) |
|
|
999 | exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE); |
|
|
1000 | else |
|
|
1001 | exitmap = ready_map_name(force->name, 0); |
|
|
1002 | |
|
|
1003 | /* If we were unable to load (ex. random map deleted), warn player*/ |
|
|
1004 | if (exitmap==NULL) { |
|
|
1005 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?"); |
|
|
1006 | remove_ob(force); |
|
|
1007 | free_object(force); |
|
|
1008 | return 1; |
|
|
1009 | } |
|
|
1010 | |
|
|
1011 | op_level = caster_level(caster, spell); |
|
|
1012 | if (op_level<15) |
|
|
1013 | snprintf (portal_message,1024,"\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",op->name); |
|
|
1014 | else if (op_level<30) |
|
|
1015 | snprintf (portal_message,1024,"\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n",op->name); |
|
|
1016 | else if (op_level<60) |
|
|
1017 | snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); |
|
|
1018 | else snprintf (portal_message,1024,"\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",op->name); |
|
|
1019 | |
|
|
1020 | /* Create a portal in front of player |
|
|
1021 | * dummy contain the portal and |
|
|
1022 | * force contain the track to kill it later |
|
|
1023 | */ |
|
|
1024 | |
|
|
1025 | snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name); |
|
|
1026 | dummy=get_archetype(spell->slaying); /*The portal*/ |
|
|
1027 | if(dummy == NULL) { |
|
|
1028 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
|
|
1029 | LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name); |
|
|
1030 | return 0; |
|
|
1031 | } |
|
|
1032 | EXIT_PATH(dummy) = add_string (force->name); |
|
|
1033 | EXIT_X(dummy)=EXIT_X(force); |
|
|
1034 | EXIT_Y(dummy)=EXIT_Y(force); |
|
|
1035 | FREE_AND_COPY(dummy->name, portal_name); |
|
|
1036 | FREE_AND_COPY(dummy->name_pl, portal_name); |
|
|
1037 | dummy->msg=add_string (portal_message); |
|
|
1038 | dummy->race=add_string (op->name); /*Save the owner of the portal*/ |
|
|
1039 | cast_create_obj (op, caster, dummy, 0); |
|
|
1040 | |
|
|
1041 | /* Now we need to to create a town portal marker inside the player |
|
|
1042 | * object, so on future castings, we can know that he has an active |
|
|
1043 | * town portal. |
|
|
1044 | */ |
|
|
1045 | tmp=get_archetype(spell->race); |
|
|
1046 | if(tmp == NULL){ |
|
|
1047 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
|
|
1048 | LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name); |
|
|
1049 | return 0; |
|
|
1050 | } |
|
|
1051 | tmp->race=add_string (op->map->path); |
|
|
1052 | FREE_AND_COPY(tmp->name, portal_name); |
|
|
1053 | EXIT_X(tmp)=dummy->x; |
|
|
1054 | EXIT_Y(tmp)=dummy->y; |
|
|
1055 | insert_ob_in_ob (tmp,op); |
|
|
1056 | |
|
|
1057 | /* Create a portal in the destination map |
|
|
1058 | * dummy contain the portal and |
|
|
1059 | * force the track to kill it later |
|
|
1060 | * the 'force' variable still contains the 'reminder' of |
|
|
1061 | * where this portal goes to. |
|
|
1062 | */ |
|
|
1063 | snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path); |
|
|
1064 | dummy=get_archetype (spell->slaying); /*The portal*/ |
|
|
1065 | if(dummy == NULL) { |
|
|
1066 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
|
|
1067 | LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name); |
|
|
1068 | return 0; |
|
|
1069 | } |
|
|
1070 | EXIT_PATH(dummy) = add_string (op->map->path); |
|
|
1071 | EXIT_X(dummy)=op->x; |
|
|
1072 | EXIT_Y(dummy)=op->y; |
|
|
1073 | FREE_AND_COPY(dummy->name, portal_name); |
|
|
1074 | FREE_AND_COPY(dummy->name_pl, portal_name); |
|
|
1075 | dummy->msg=add_string (portal_message); |
|
|
1076 | dummy->x=EXIT_X(force); |
|
|
1077 | dummy->y=EXIT_Y(force); |
|
|
1078 | dummy->race=add_string (op->name); /*Save the owner of the portal*/ |
|
|
1079 | insert_ob_in_map(dummy,exitmap,op,0); |
|
|
1080 | |
|
|
1081 | /* Now we create another town portal marker that |
|
|
1082 | * points back to the one we just made |
|
|
1083 | */ |
|
|
1084 | tmp=get_archetype(spell->race); |
|
|
1085 | if(tmp == NULL){ |
|
|
1086 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
|
|
1087 | LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name); |
|
|
1088 | return 0; |
|
|
1089 | } |
|
|
1090 | tmp->race=add_string(force->name); |
|
|
1091 | FREE_AND_COPY(tmp->name, portal_name); |
|
|
1092 | EXIT_X(tmp)=dummy->x; |
|
|
1093 | EXIT_Y(tmp)=dummy->y; |
|
|
1094 | insert_ob_in_ob (tmp,op); |
|
|
1095 | |
|
|
1096 | /* Describe the player what happened |
|
|
1097 | */ |
|
|
1098 | new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home."); |
|
|
1099 | remove_ob(force); /* Delete the force inside the player*/ |
|
|
1100 | free_object(force); |
|
|
1101 | return 1; |
|
|
1102 | } |
|
|
1103 | |
|
|
1104 | |
620 | |
1105 | /* This creates magic walls. Really, it can create most any object, |
621 | /* This creates magic walls. Really, it can create most any object, |
1106 | * within some reason. |
622 | * within some reason. |
1107 | */ |
623 | */ |
1108 | |
624 | int |
1109 | int magic_wall(object *op,object *caster,int dir,object *spell_ob) { |
625 | magic_wall (object *op, object *caster, int dir, object *spell_ob) |
1110 | object *tmp, *tmp2; |
626 | { |
|
|
627 | object *tmp; |
1111 | int i,posblocked,negblocked, maxrange; |
628 | int i, posblocked, negblocked, maxrange; |
1112 | sint16 x, y; |
629 | sint16 x, y; |
1113 | mapstruct *m; |
630 | maptile *m; |
1114 | const char *name; |
631 | const char *name; |
1115 | archetype *at; |
632 | archetype *at; |
1116 | |
633 | |
1117 | if(!dir) { |
634 | if (!dir) |
|
|
635 | { |
1118 | dir=op->facing; |
636 | dir = op->facing; |
1119 | x = op->x; |
637 | x = op->x; |
1120 | y = op->y; |
638 | y = op->y; |
1121 | } else { |
639 | } |
|
|
640 | else |
|
|
641 | { |
1122 | x = op->x+freearr_x[dir]; |
642 | x = op->x + freearr_x[dir]; |
1123 | y = op->y+freearr_y[dir]; |
643 | y = op->y + freearr_y[dir]; |
1124 | } |
644 | } |
|
|
645 | |
1125 | m = op->map; |
646 | m = op->map; |
1126 | |
647 | |
1127 | if ((spell_ob->move_block || x != op->x || y != op->y) && |
648 | if ((spell_ob->move_block || x != op->x || y != op->y) && |
1128 | (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) || |
649 | (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || |
1129 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) { |
650 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) |
|
|
651 | { |
1130 | new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); |
652 | new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); |
1131 | return 0; |
653 | return 0; |
1132 | } |
654 | } |
|
|
655 | |
1133 | if (spell_ob->other_arch) { |
656 | if (spell_ob->other_arch) |
1134 | tmp = arch_to_object(spell_ob->other_arch); |
657 | tmp = arch_to_object (spell_ob->other_arch); |
1135 | } else if (spell_ob->race) { |
658 | else if (spell_ob->race) |
|
|
659 | { |
1136 | char buf1[MAX_BUF]; |
660 | char buf1[MAX_BUF]; |
1137 | |
661 | |
1138 | sprintf(buf1,spell_ob->race,dir); |
662 | sprintf (buf1, spell_ob->race, dir); |
1139 | at = find_archetype(buf1); |
663 | at = archetype::find (buf1); |
1140 | if (!at) { |
664 | if (!at) |
|
|
665 | { |
1141 | LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); |
666 | LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); |
1142 | new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); |
667 | new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); |
|
|
668 | return 0; |
|
|
669 | } |
|
|
670 | |
|
|
671 | tmp = arch_to_object (at); |
|
|
672 | } |
|
|
673 | else |
|
|
674 | { |
|
|
675 | LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); |
1143 | return 0; |
676 | return 0; |
1144 | } |
|
|
1145 | tmp = arch_to_object(at); |
|
|
1146 | } else { |
|
|
1147 | LOG(llevError,"magic_wall: spell %s lacks other_arch\n", |
|
|
1148 | spell_ob->name); |
|
|
1149 | return 0; |
|
|
1150 | } |
677 | } |
1151 | |
678 | |
1152 | if (tmp->type == SPELL_EFFECT) { |
679 | if (tmp->type == SPELL_EFFECT) |
|
|
680 | { |
1153 | tmp->attacktype = spell_ob->attacktype; |
681 | tmp->attacktype = spell_ob->attacktype; |
1154 | tmp->duration = spell_ob->duration + |
682 | tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1155 | SP_level_duration_adjust(caster, spell_ob); |
683 | tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
1156 | tmp->stats.dam = spell_ob->stats.dam + |
|
|
1157 | SP_level_dam_adjust(caster, spell_ob); |
|
|
1158 | tmp->range = 0; |
684 | tmp->range = 0; |
|
|
685 | } |
1159 | } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { |
686 | else if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
1160 | tmp->stats.hp = spell_ob->duration + |
687 | { |
1161 | SP_level_duration_adjust(caster, spell_ob); |
688 | tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1162 | tmp->stats.maxhp = tmp->stats.hp; |
689 | tmp->stats.maxhp = tmp->stats.hp; |
1163 | set_owner(tmp,op); |
|
|
1164 | set_spell_skill(op, caster, spell_ob, tmp); |
|
|
1165 | } |
690 | } |
|
|
691 | |
1166 | if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { |
692 | if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) |
1167 | tmp->stats.food = spell_ob->duration + |
693 | { |
1168 | SP_level_duration_adjust(caster, spell_ob); |
694 | tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1169 | SET_FLAG(tmp, FLAG_IS_USED_UP); |
695 | SET_FLAG (tmp, FLAG_IS_USED_UP); |
1170 | } |
696 | } |
|
|
697 | |
1171 | if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { |
698 | if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) |
|
|
699 | { |
1172 | tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); |
700 | tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
1173 | tmp->stats.maxhp = tmp->stats.hp; |
701 | tmp->stats.maxhp = tmp->stats.hp; |
1174 | SET_FLAG(tmp, FLAG_TEAR_DOWN); |
702 | SET_FLAG (tmp, FLAG_TEAR_DOWN); |
1175 | SET_FLAG(tmp, FLAG_ALIVE); |
703 | SET_FLAG (tmp, FLAG_ALIVE); |
1176 | } |
704 | } |
1177 | |
705 | |
1178 | /* This can't really hurt - if the object doesn't kill anything, |
706 | /* This can't really hurt - if the object doesn't kill anything, |
1179 | * these fields just won't be used. |
707 | * these fields just won't be used. Do not set the owner for |
|
|
708 | * earthwalls, though, so they survive restarts. |
1180 | */ |
709 | */ |
|
|
710 | if (tmp->type != EARTHWALL) //TODO |
1181 | set_owner(tmp,op); |
711 | tmp->set_owner (op); |
|
|
712 | |
1182 | set_spell_skill(op, caster, spell_ob, tmp); |
713 | set_spell_skill (op, caster, spell_ob, tmp); |
1183 | tmp->x = x; |
|
|
1184 | tmp->y = y; |
|
|
1185 | tmp->level = caster_level(caster, spell_ob) / 2; |
714 | tmp->level = casting_level (caster, spell_ob) / 2; |
1186 | |
715 | |
1187 | name = tmp->name; |
716 | name = tmp->name; |
1188 | if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { |
717 | if (!(tmp = m->insert (tmp, x, y, op))) |
|
|
718 | { |
1189 | new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); |
719 | new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); |
1190 | return 0; |
720 | return 0; |
1191 | } |
721 | } |
|
|
722 | |
1192 | /* If this is a spellcasting wall, need to insert the spell object */ |
723 | /* If this is a spellcasting wall, need to insert the spell object */ |
1193 | if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) |
724 | if (tmp->other_arch && tmp->other_arch->type == SPELL) |
1194 | insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); |
725 | insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); |
1195 | |
726 | |
1196 | /* This code causes the wall to extend some distance in |
727 | /* This code causes the wall to extend some distance in |
1197 | * each direction, or until an obstruction is encountered. |
728 | * each direction, or until an obstruction is encountered. |
1198 | * posblocked and negblocked help determine how far the |
729 | * posblocked and negblocked help determine how far the |
1199 | * created wall can extend, it won't go extend through |
730 | * created wall can extend, it won't go extend through |
1200 | * blocked spaces. |
731 | * blocked spaces. |
1201 | */ |
732 | */ |
1202 | maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); |
733 | maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
1203 | posblocked=0; |
734 | posblocked = 0; |
1204 | negblocked=0; |
735 | negblocked = 0; |
1205 | |
736 | |
1206 | for(i=1; i<=maxrange; i++) { |
737 | for (i = 1; i <= maxrange; i++) |
1207 | int dir2; |
738 | { |
1208 | |
739 | int dir2; |
|
|
740 | |
1209 | dir2 = (dir<4)?(dir+2):dir-2; |
741 | dir2 = (dir < 4) ? (dir + 2) : dir - 2; |
1210 | |
742 | |
1211 | x = tmp->x+i*freearr_x[dir2]; |
743 | x = tmp->x + i * freearr_x[dir2]; |
1212 | y = tmp->y+i*freearr_y[dir2]; |
744 | y = tmp->y + i * freearr_y[dir2]; |
1213 | m = tmp->map; |
745 | m = tmp->map; |
1214 | |
746 | |
1215 | if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && |
747 | if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
1216 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && |
748 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) |
1217 | !posblocked) { |
749 | { |
1218 | tmp2 = get_object(); |
750 | object *tmp2 = tmp->clone (); |
1219 | copy_object(tmp,tmp2); |
751 | m->insert (tmp2, x, y, op); |
1220 | tmp2->x = x; |
752 | |
1221 | tmp2->y = y; |
|
|
1222 | insert_ob_in_map(tmp2,m,op,0); |
|
|
1223 | /* If this is a spellcasting wall, need to insert the spell object */ |
753 | /* If this is a spellcasting wall, need to insert the spell object */ |
1224 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
754 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1225 | insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); |
755 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1226 | |
756 | |
1227 | } else posblocked=1; |
757 | } |
|
|
758 | else |
|
|
759 | posblocked = 1; |
1228 | |
760 | |
1229 | x = tmp->x-i*freearr_x[dir2]; |
761 | x = tmp->x - i * freearr_x[dir2]; |
1230 | y = tmp->y-i*freearr_y[dir2]; |
762 | y = tmp->y - i * freearr_y[dir2]; |
1231 | m = tmp->map; |
763 | m = tmp->map; |
1232 | |
764 | |
1233 | if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && |
765 | if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
1234 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && |
766 | ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
1235 | !negblocked) { |
767 | { |
1236 | tmp2 = get_object(); |
768 | object *tmp2 = tmp->clone (); |
1237 | copy_object(tmp,tmp2); |
769 | m->insert (tmp2, x, y, op); |
1238 | tmp2->x = x; |
770 | |
1239 | tmp2->y = y; |
|
|
1240 | insert_ob_in_map(tmp2,m,op,0); |
|
|
1241 | if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) |
771 | if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
1242 | insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); |
772 | tmp2->insert (arch_to_object (tmp2->other_arch)); |
1243 | } else negblocked=1; |
773 | } |
|
|
774 | else |
|
|
775 | negblocked = 1; |
1244 | } |
776 | } |
1245 | |
777 | |
1246 | if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) |
778 | if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) |
1247 | update_all_los(op->map, op->x, op->y); |
779 | update_all_los (op->map, op->x, op->y); |
1248 | |
780 | |
|
|
781 | return 1; |
|
|
782 | } |
|
|
783 | |
|
|
784 | int |
|
|
785 | dimension_door (object *op, object *caster, object *spob, int dir) |
|
|
786 | { |
|
|
787 | uint32 dist, maxdist; |
|
|
788 | int mflags; |
|
|
789 | maptile *m; |
|
|
790 | sint16 sx, sy; |
|
|
791 | |
|
|
792 | if (op->type != PLAYER) |
|
|
793 | return 0; |
|
|
794 | |
|
|
795 | if (!dir) |
|
|
796 | { |
|
|
797 | new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); |
|
|
798 | return 0; |
|
|
799 | } |
|
|
800 | |
|
|
801 | /* Given the new outdoor maps, can't let players dimension door for |
|
|
802 | * ever, so put limits in. |
|
|
803 | */ |
|
|
804 | maxdist = spob->range + SP_level_range_adjust (caster, spob); |
|
|
805 | |
|
|
806 | if (op->contr->count) |
|
|
807 | { |
|
|
808 | if (op->contr->count > maxdist) |
|
|
809 | { |
|
|
810 | new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); |
|
|
811 | return 0; |
|
|
812 | } |
|
|
813 | |
|
|
814 | for (dist = 0; dist < op->contr->count; dist++) |
|
|
815 | { |
|
|
816 | mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); |
|
|
817 | |
|
|
818 | if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) |
|
|
819 | break; |
|
|
820 | |
|
|
821 | if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
|
|
822 | break; |
|
|
823 | } |
|
|
824 | |
|
|
825 | if (dist < op->contr->count) |
|
|
826 | { |
|
|
827 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); |
|
|
828 | op->contr->count = 0; |
|
|
829 | return 0; |
|
|
830 | } |
|
|
831 | |
|
|
832 | op->contr->count = 0; |
|
|
833 | |
|
|
834 | /* Remove code that puts player on random space on maps. IMO, |
|
|
835 | * a lot of maps probably have areas the player should not get to, |
|
|
836 | * but may not be marked as NO_MAGIC (as they may be bounded |
|
|
837 | * by such squares). Also, there are probably treasure rooms and |
|
|
838 | * lots of other maps that protect areas with no magic, but the |
|
|
839 | * areas themselves don't contain no magic spaces. |
|
|
840 | */ |
|
|
841 | /* This call here is really just to normalize the coordinates */ |
|
|
842 | mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy); |
|
|
843 | if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
|
|
844 | { |
|
|
845 | new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n"); |
|
|
846 | return 1; /* Maybe the penalty should be more severe... */ |
|
|
847 | } |
|
|
848 | } |
|
|
849 | else |
|
|
850 | { |
|
|
851 | /* Player didn't specify a distance, so lets see how far |
|
|
852 | * we can move the player. Don't know why this stopped on |
|
|
853 | * spaces that blocked the players view. |
|
|
854 | */ |
|
|
855 | |
|
|
856 | for (dist = 0; dist < maxdist; dist++) |
|
|
857 | { |
|
|
858 | mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); |
|
|
859 | |
|
|
860 | if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) |
|
|
861 | break; |
|
|
862 | |
|
|
863 | if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
|
|
864 | break; |
|
|
865 | |
|
|
866 | } |
|
|
867 | |
|
|
868 | /* If the destination is blocked, keep backing up until we |
|
|
869 | * find a place for the player. |
|
|
870 | */ |
|
|
871 | for (; dist > 0; dist--) |
|
|
872 | { |
|
|
873 | if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, |
|
|
874 | &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) |
|
|
875 | continue; |
|
|
876 | |
|
|
877 | |
|
|
878 | if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
|
|
879 | break; |
|
|
880 | |
|
|
881 | } |
|
|
882 | if (!dist) |
|
|
883 | { |
|
|
884 | new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); |
|
|
885 | return 0; |
|
|
886 | } |
|
|
887 | } |
|
|
888 | |
|
|
889 | /* Actually move the player now */ |
|
|
890 | if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) |
1249 | return 1; |
891 | return 1; |
1250 | } |
|
|
1251 | |
892 | |
1252 | int dimension_door(object *op,object *caster, object *spob, int dir) { |
|
|
1253 | uint32 dist, maxdist; |
|
|
1254 | int mflags; |
|
|
1255 | mapstruct *m; |
|
|
1256 | sint16 sx, sy; |
|
|
1257 | |
|
|
1258 | if(op->type!=PLAYER) |
|
|
1259 | return 0; |
|
|
1260 | |
|
|
1261 | if(!dir) { |
|
|
1262 | new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); |
|
|
1263 | return 0; |
|
|
1264 | } |
|
|
1265 | |
|
|
1266 | /* Given the new outdoor maps, can't let players dimension door for |
|
|
1267 | * ever, so put limits in. |
|
|
1268 | */ |
|
|
1269 | maxdist = spob->range + |
|
|
1270 | SP_level_range_adjust(caster, spob); |
|
|
1271 | |
|
|
1272 | if(op->contr->count) { |
|
|
1273 | if (op->contr->count > maxdist) { |
|
|
1274 | new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!"); |
|
|
1275 | return 0; |
|
|
1276 | } |
|
|
1277 | |
|
|
1278 | for(dist=0;dist<op->contr->count; dist++) { |
|
|
1279 | mflags = get_map_flags(op->map, &m, |
|
|
1280 | op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1), |
|
|
1281 | &sx, &sy); |
|
|
1282 | |
|
|
1283 | if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break; |
|
|
1284 | |
|
|
1285 | if ((mflags & P_BLOCKSVIEW) && |
|
|
1286 | OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break; |
|
|
1287 | } |
|
|
1288 | |
|
|
1289 | if(dist<op->contr->count) { |
|
|
1290 | new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n"); |
|
|
1291 | op->contr->count=0; |
|
|
1292 | return 0; |
|
|
1293 | } |
|
|
1294 | op->contr->count=0; |
|
|
1295 | |
|
|
1296 | /* Remove code that puts player on random space on maps. IMO, |
|
|
1297 | * a lot of maps probably have areas the player should not get to, |
|
|
1298 | * but may not be marked as NO_MAGIC (as they may be bounded |
|
|
1299 | * by such squares). Also, there are probably treasure rooms and |
|
|
1300 | * lots of other maps that protect areas with no magic, but the |
|
|
1301 | * areas themselves don't contain no magic spaces. |
|
|
1302 | */ |
|
|
1303 | /* This call here is really just to normalize the coordinates */ |
|
|
1304 | mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist, |
|
|
1305 | &sx, &sy); |
|
|
1306 | if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) { |
|
|
1307 | new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n"); |
|
|
1308 | return 1; /* Maybe the penalty should be more severe... */ |
|
|
1309 | } |
|
|
1310 | } else { |
|
|
1311 | /* Player didn't specify a distance, so lets see how far |
|
|
1312 | * we can move the player. Don't know why this stopped on |
|
|
1313 | * spaces that blocked the players view. |
|
|
1314 | */ |
|
|
1315 | |
|
|
1316 | for(dist=0; dist < maxdist; dist++) { |
|
|
1317 | mflags = get_map_flags(op->map, &m, |
|
|
1318 | op->x+freearr_x[dir] * (dist+1), |
|
|
1319 | op->y+freearr_y[dir] * (dist+1), |
|
|
1320 | &sx, &sy); |
|
|
1321 | |
|
|
1322 | if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break; |
|
|
1323 | |
|
|
1324 | if ((mflags & P_BLOCKSVIEW) && |
|
|
1325 | OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break; |
|
|
1326 | |
|
|
1327 | } |
|
|
1328 | |
|
|
1329 | /* If the destination is blocked, keep backing up until we |
|
|
1330 | * find a place for the player. |
|
|
1331 | */ |
|
|
1332 | for(;dist>0; dist--) { |
|
|
1333 | if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist, |
|
|
1334 | &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue; |
|
|
1335 | |
|
|
1336 | |
|
|
1337 | if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break; |
|
|
1338 | |
|
|
1339 | } |
|
|
1340 | if(!dist) { |
|
|
1341 | new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n"); |
|
|
1342 | return 0; |
|
|
1343 | } |
|
|
1344 | } |
|
|
1345 | |
|
|
1346 | /* Actually move the player now */ |
|
|
1347 | remove_ob(op); |
|
|
1348 | op->x+=freearr_x[dir]*dist; |
|
|
1349 | op->y+=freearr_y[dir]*dist; |
|
|
1350 | if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL) |
|
|
1351 | return 1; |
|
|
1352 | |
|
|
1353 | op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ |
893 | op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ |
1354 | return 1; |
894 | return 1; |
1355 | } |
895 | } |
1356 | |
|
|
1357 | |
896 | |
1358 | /* cast_heal: Heals something. |
897 | /* cast_heal: Heals something. |
1359 | * op is the caster. |
898 | * op is the caster. |
1360 | * dir is the direction he is casting it in. |
899 | * dir is the direction he is casting it in. |
1361 | * spell is the spell object. |
900 | * spell is the spell object. |
1362 | */ |
901 | */ |
|
|
902 | int |
1363 | int cast_heal(object *op,object *caster, object *spell, int dir) { |
903 | cast_heal (object *op, object *caster, object *spell, int dir) |
|
|
904 | { |
1364 | object *tmp; |
905 | object *tmp; |
1365 | archetype *at; |
906 | archetype *at; |
1366 | object *poison; |
907 | object *poison; |
1367 | int heal = 0, success = 0; |
908 | int heal = 0, success = 0; |
1368 | |
909 | |
1369 | tmp = find_target_for_friendly_spell(op,dir); |
910 | tmp = find_target_for_friendly_spell (op, dir); |
1370 | |
911 | |
1371 | if (tmp==NULL) return 0; |
912 | if (!tmp) |
|
|
913 | return 0; |
1372 | |
914 | |
1373 | /* Figure out how many hp this spell might cure. |
915 | /* Figure out how many hp this spell might cure. |
1374 | * could be zero if this spell heals effects, not damage. |
916 | * could be zero if this spell heals effects, not damage. |
1375 | */ |
917 | */ |
1376 | heal = spell->stats.dam; |
918 | heal = spell->stats.dam; |
1377 | if (spell->stats.hp) |
919 | if (spell->stats.hp) |
1378 | heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + |
920 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
1379 | spell->stats.hp; |
|
|
1380 | |
921 | |
1381 | if (heal) { |
922 | if (heal) |
|
|
923 | { |
1382 | if (tmp->stats.hp >= tmp->stats.maxhp) { |
924 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1383 | new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); |
925 | new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
1384 | } |
926 | else |
1385 | else { |
927 | { |
1386 | /* See how many points we actually heal. Instead of messages |
928 | /* See how many points we actually heal. Instead of messages |
1387 | * based on type of spell, we instead do messages based |
929 | * based on type of spell, we instead do messages based |
1388 | * on amount of damage healed. |
930 | * on amount of damage healed. |
1389 | */ |
931 | */ |
1390 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
932 | if (heal > tmp->stats.maxhp - tmp->stats.hp) |
1391 | heal = tmp->stats.maxhp - tmp->stats.hp; |
933 | heal = tmp->stats.maxhp - tmp->stats.hp; |
|
|
934 | |
1392 | tmp->stats.hp += heal; |
935 | tmp->stats.hp += heal; |
1393 | |
936 | |
1394 | if (tmp->stats.hp >= tmp->stats.maxhp) { |
937 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1395 | new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); |
938 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1396 | } else if (heal > 50) { |
939 | else if (heal > 50) |
1397 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); |
940 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1398 | } else if (heal > 25) { |
941 | else if (heal > 25) |
1399 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); |
942 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1400 | } else if (heal > 10) { |
943 | else if (heal > 10) |
1401 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); |
944 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
1402 | } else { |
945 | else |
1403 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); |
946 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
1404 | } |
947 | |
1405 | success=1; |
|
|
1406 | } |
|
|
1407 | } |
|
|
1408 | if (spell->attacktype & AT_DISEASE) |
|
|
1409 | if (cure_disease (tmp, op)) |
|
|
1410 | success = 1; |
948 | success = 1; |
|
|
949 | } |
|
|
950 | } |
1411 | |
951 | |
|
|
952 | if (spell->attacktype & AT_DISEASE) |
|
|
953 | if (cure_disease (tmp, op, spell)) |
|
|
954 | success = 1; |
|
|
955 | |
1412 | if (spell->attacktype & AT_POISON) { |
956 | if (spell->attacktype & AT_POISON) |
1413 | at = find_archetype("poisoning"); |
957 | { |
|
|
958 | at = archetype::find ("poisoning"); |
1414 | poison=present_arch_in_ob(at,tmp); |
959 | poison = present_arch_in_ob (at, tmp); |
1415 | if (poison) { |
960 | if (poison) |
|
|
961 | { |
1416 | success = 1; |
962 | success = 1; |
1417 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); |
963 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1418 | poison->stats.food = 1; |
964 | poison->stats.food = 1; |
1419 | } |
965 | } |
1420 | } |
966 | } |
|
|
967 | |
1421 | if (spell->attacktype & AT_CONFUSION) { |
968 | if (spell->attacktype & AT_CONFUSION) |
|
|
969 | { |
1422 | poison=present_in_ob_by_name(FORCE,"confusion", tmp); |
970 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1423 | if (poison) { |
971 | if (poison) |
|
|
972 | { |
1424 | success = 1; |
973 | success = 1; |
1425 | new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); |
974 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1426 | poison->duration = 1; |
975 | poison->duration = 1; |
1427 | } |
976 | } |
1428 | } |
977 | } |
|
|
978 | |
1429 | if (spell->attacktype & AT_BLIND) { |
979 | if (spell->attacktype & AT_BLIND) |
1430 | at=find_archetype("blindness"); |
980 | { |
|
|
981 | at = archetype::find ("blindness"); |
1431 | poison=present_arch_in_ob(at,tmp); |
982 | poison = present_arch_in_ob (at, tmp); |
1432 | if (poison) { |
983 | if (poison) |
|
|
984 | { |
1433 | success = 1; |
985 | success = 1; |
1434 | new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); |
986 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
1435 | poison->stats.food = 1; |
987 | poison->stats.food = 1; |
1436 | } |
988 | } |
1437 | } |
989 | } |
|
|
990 | |
1438 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { |
991 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
|
|
992 | { |
1439 | tmp->stats.sp += spell->last_sp; |
993 | tmp->stats.sp += spell->last_sp; |
1440 | if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; |
994 | if (tmp->stats.sp > tmp->stats.maxsp) |
|
|
995 | tmp->stats.sp = tmp->stats.maxsp; |
1441 | success = 1; |
996 | success = 1; |
1442 | new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); |
997 | new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
1443 | } |
998 | } |
|
|
999 | |
1444 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { |
1000 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
|
|
1001 | { |
1445 | tmp->stats.grace += spell->last_grace; |
1002 | tmp->stats.grace += spell->last_grace; |
1446 | if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; |
1003 | if (tmp->stats.grace > tmp->stats.maxgrace) |
|
|
1004 | tmp->stats.grace = tmp->stats.maxgrace; |
1447 | success = 1; |
1005 | success = 1; |
1448 | new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); |
1006 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
1449 | } |
1007 | } |
|
|
1008 | |
1450 | if (spell->stats.food && tmp->stats.food < 999) { |
1009 | if (spell->stats.food && tmp->stats.food < 999) |
|
|
1010 | { |
1451 | tmp->stats.food += spell->stats.food; |
1011 | tmp->stats.food += spell->stats.food; |
1452 | if (tmp->stats.food > 999) tmp->stats.food=999; |
1012 | |
|
|
1013 | if (tmp->stats.food > 999) |
|
|
1014 | tmp->stats.food = 999; |
|
|
1015 | |
1453 | success = 1; |
1016 | success = 1; |
1454 | /* We could do something a bit better like the messages for healing above */ |
1017 | /* We could do something a bit better like the messages for healing above */ |
1455 | new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food"); |
1018 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1456 | } |
1019 | } |
|
|
1020 | |
1457 | return success; |
1021 | return success; |
1458 | } |
1022 | } |
1459 | |
|
|
1460 | |
1023 | |
1461 | /* This is used for the spells that gain stats. There are no spells |
1024 | /* This is used for the spells that gain stats. There are no spells |
1462 | * right now that icnrease wis/int/pow on a temp basis, so no |
1025 | * right now that icnrease wis/int/pow on a temp basis, so no |
1463 | * good comments for those. |
1026 | * good comments for those. |
1464 | */ |
1027 | */ |
1465 | static const char* const no_gain_msgs[NUM_STATS] = { |
1028 | static const char *const no_gain_msgs[NUM_STATS] = { |
1466 | "You grow no stronger.", |
1029 | "You grow no stronger.", |
1467 | "You grow no more agile.", |
1030 | "You grow no more agile.", |
1468 | "You don't feel any healthier.", |
1031 | "You don't feel any healthier.", |
1469 | "no wis", |
1032 | "You didn't grow any more intelligent.", |
|
|
1033 | "You do not feel any wiser.", |
|
|
1034 | "You don't feel any more powerful." |
1470 | "You are no easier to look at.", |
1035 | "You are no easier to look at.", |
1471 | "no int", |
|
|
1472 | "no pow" |
|
|
1473 | }; |
1036 | }; |
1474 | |
1037 | |
|
|
1038 | int |
1475 | int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { |
1039 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1476 | object *tmp, *tmp2=NULL; |
1040 | { |
1477 | object *force=NULL; |
1041 | object *force = 0; |
1478 | int i; |
1042 | int i; |
1479 | |
1043 | |
1480 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1044 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1481 | if(dir!=0) { |
1045 | object *tmp = dir |
1482 | tmp=find_target_for_friendly_spell(op,dir); |
1046 | ? find_target_for_friendly_spell (op, dir) |
1483 | } else { |
1047 | : op; |
1484 | tmp = op; |
|
|
1485 | } |
|
|
1486 | |
1048 | |
1487 | if(tmp==NULL) return 0; |
1049 | if (!tmp) |
1488 | |
1050 | return 0; |
|
|
1051 | |
1489 | /* If we've already got a force of this type, don't add a new one. */ |
1052 | /* If we've already got a force of this type, don't add a new one. */ |
1490 | for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { |
1053 | for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
|
|
1054 | { |
1491 | if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { |
1055 | if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) |
|
|
1056 | { |
1492 | if (tmp2->name == spell_ob->name) { |
1057 | if (tmp2->name == spell_ob->name) |
|
|
1058 | { |
1493 | force=tmp2; /* the old effect will be "refreshed" */ |
1059 | force = tmp2; /* the old effect will be "refreshed" */ |
1494 | break; |
1060 | break; |
1495 | } |
1061 | } |
1496 | else if (spell_ob->race && spell_ob->race == tmp2->name) { |
1062 | else if (spell_ob->race && spell_ob->race == tmp2->name) |
|
|
1063 | { |
1497 | if ( !silent ) |
1064 | if (!silent) |
1498 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1065 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); |
1499 | "You can not cast %s while %s is in effect", |
1066 | |
1500 | spell_ob->name, tmp2->name_pl); |
1067 | return 0; |
1501 | return 0; |
1068 | } |
|
|
1069 | } |
1502 | } |
1070 | } |
1503 | } |
1071 | |
|
|
1072 | if (!force) |
1504 | } |
1073 | { |
1505 | if(force==NULL) { |
|
|
1506 | force=get_archetype(FORCE_NAME); |
1074 | force = get_archetype (FORCE_NAME); |
1507 | force->subtype = FORCE_CHANGE_ABILITY; |
1075 | force->subtype = FORCE_CHANGE_ABILITY; |
1508 | free_string(force->name); |
1076 | |
1509 | if (spell_ob->race) |
1077 | if (spell_ob->race) |
1510 | force->name = add_refcount(spell_ob->race); |
1078 | force->name = spell_ob->race; |
1511 | else |
1079 | else |
1512 | force->name = add_refcount(spell_ob->name); |
1080 | force->name = spell_ob->name; |
1513 | free_string(force->name_pl); |
1081 | |
1514 | force->name_pl = add_refcount(spell_ob->name); |
1082 | force->name_pl = spell_ob->name; |
1515 | new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
1083 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
1516 | |
1084 | |
1517 | } else { |
1085 | } |
|
|
1086 | else |
|
|
1087 | { |
1518 | int duration; |
1088 | int duration; |
1519 | |
1089 | |
1520 | duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; |
1090 | duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1521 | if (duration > force->duration) { |
1091 | if (duration > force->duration) |
|
|
1092 | { |
1522 | force->duration = duration; |
1093 | force->duration = duration; |
1523 | new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1094 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1524 | } else { |
1095 | } |
|
|
1096 | else |
1525 | new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1097 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1526 | } |
1098 | |
1527 | return 1; |
1099 | return 1; |
1528 | } |
1100 | } |
|
|
1101 | |
1529 | force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; |
1102 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1530 | force->speed = 1.0; |
1103 | force->speed = 1.0; |
1531 | force->speed_left = -1.0; |
1104 | force->speed_left = -1.0; |
1532 | SET_FLAG(force, FLAG_APPLIED); |
1105 | SET_FLAG (force, FLAG_APPLIED); |
1533 | |
1106 | |
1534 | /* Now start processing the effects. First, protections */ |
1107 | /* Now start processing the effects. First, protections */ |
1535 | for (i=0; i < NROFATTACKS; i++) { |
1108 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1109 | { |
1536 | if (spell_ob->resist[i]) { |
1110 | if (spell_ob->resist[i]) |
|
|
1111 | { |
1537 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); |
1112 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1538 | if (force->resist[i] > 100) force->resist[i] = 100; |
1113 | if (force->resist[i] > 100) |
1539 | } |
1114 | force->resist[i] = 100; |
|
|
1115 | } |
1540 | } |
1116 | } |
|
|
1117 | |
1541 | if (spell_ob->stats.hp) |
1118 | if (spell_ob->stats.hp) |
1542 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); |
1119 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1543 | |
1120 | |
1544 | if (tmp->type == PLAYER) { |
1121 | if (tmp->type == PLAYER) |
|
|
1122 | { |
1545 | /* Stat adjustment spells */ |
1123 | /* Stat adjustment spells */ |
1546 | for (i=0; i < NUM_STATS; i++) { |
1124 | for (i = 0; i < NUM_STATS; i++) |
1547 | sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; |
1125 | { |
1548 | if (stat) { |
1126 | if (sint8 stat = spell_ob->stats.stat (i)) |
1549 | sm=0; |
1127 | { |
1550 | for (k=0; k<stat; k++) |
1128 | sint8 sm = 0; |
1551 | sm += rndm(1, 3); |
1129 | for (sint8 k = 0; k < stat; k++) |
|
|
1130 | sm += rndm (1, 3); |
1552 | |
1131 | |
1553 | if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { |
1132 | if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1554 | sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); |
1133 | sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1555 | if (sm<0) sm = 0; |
1134 | |
1556 | } |
1135 | force->stats.stat (i) = sm; |
1557 | set_attr_value(&force->stats, i, sm); |
1136 | |
1558 | if (!sm) |
1137 | if (!sm) |
1559 | new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); |
1138 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
|
|
1139 | } |
|
|
1140 | } |
1560 | } |
1141 | } |
1561 | } |
|
|
1562 | } |
|
|
1563 | |
1142 | |
1564 | force->move_type = spell_ob->move_type; |
1143 | force->move_type = spell_ob->move_type; |
1565 | |
1144 | |
1566 | if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) |
1145 | if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) |
1567 | SET_FLAG(force, FLAG_SEE_IN_DARK); |
1146 | SET_FLAG (force, FLAG_SEE_IN_DARK); |
1568 | |
1147 | |
1569 | if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) |
1148 | if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) |
1570 | SET_FLAG(force, FLAG_XRAYS); |
1149 | SET_FLAG (force, FLAG_XRAYS); |
1571 | |
1150 | |
1572 | /* Haste/bonus speed */ |
1151 | /* Haste/bonus speed */ |
1573 | if (spell_ob->stats.exp) { |
1152 | if (spell_ob->stats.exp) |
|
|
1153 | { |
|
|
1154 | if (op->speed > 0.5f) |
1574 | if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); |
1155 | force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); |
1575 | else |
1156 | else |
1576 | force->stats.exp = spell_ob->stats.exp; |
1157 | force->stats.exp = spell_ob->stats.exp; |
1577 | } |
1158 | } |
1578 | |
1159 | |
1579 | force->stats.wc = spell_ob->stats.wc; |
1160 | force->stats.wc = spell_ob->stats.wc; |
1580 | force->stats.ac = spell_ob->stats.ac; |
1161 | force->stats.ac = spell_ob->stats.ac; |
1581 | force->attacktype = spell_ob->attacktype; |
1162 | force->attacktype = spell_ob->attacktype; |
1582 | |
1163 | |
1583 | insert_ob_in_ob(force,tmp); |
1164 | insert_ob_in_ob (force, tmp); |
1584 | change_abil(tmp,force); /* Mostly to display any messages */ |
1165 | change_abil (tmp, force); /* Mostly to display any messages */ |
1585 | fix_player(tmp); |
1166 | tmp->update_stats (); |
|
|
1167 | |
1586 | return 1; |
1168 | return 1; |
1587 | } |
1169 | } |
1588 | |
1170 | |
1589 | /* This used to be part of cast_change_ability, but it really didn't make |
1171 | /* This used to be part of cast_change_ability, but it really didn't make |
1590 | * a lot of sense, since most of the values it derives are from the god |
1172 | * a lot of sense, since most of the values it derives are from the god |
1591 | * of the caster. |
1173 | * of the caster. |
1592 | */ |
1174 | */ |
1593 | |
1175 | int |
1594 | int cast_bless(object *op,object *caster,object *spell_ob, int dir) { |
1176 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
|
|
1177 | { |
1595 | int i; |
1178 | int i; |
1596 | object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; |
1179 | object *god = find_god (determine_god (op)), *force = NULL, *tmp; |
1597 | |
1180 | |
1598 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1181 | /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1599 | if(dir!=0) { |
1182 | if (dir != 0) |
|
|
1183 | { |
1600 | tmp=find_target_for_friendly_spell(op,dir); |
1184 | tmp = find_target_for_friendly_spell (op, dir); |
1601 | } else { |
1185 | |
|
|
1186 | if (!tmp) |
|
|
1187 | return 0; |
|
|
1188 | } |
|
|
1189 | else |
1602 | tmp = op; |
1190 | tmp = op; |
1603 | } |
|
|
1604 | |
1191 | |
1605 | /* If we've already got a force of this type, don't add a new one. */ |
1192 | /* If we've already got a force of this type, don't add a new one. */ |
1606 | for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { |
1193 | for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
|
|
1194 | { |
1607 | if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { |
1195 | if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) |
|
|
1196 | { |
1608 | if (tmp2->name == spell_ob->name) { |
1197 | if (tmp2->name == spell_ob->name) |
|
|
1198 | { |
1609 | force=tmp2; /* the old effect will be "refreshed" */ |
1199 | force = tmp2; /* the old effect will be "refreshed" */ |
1610 | break; |
1200 | break; |
1611 | } |
1201 | } |
1612 | else if (spell_ob->race && spell_ob->race == tmp2->name) { |
1202 | else if (spell_ob->race && spell_ob->race == tmp2->name) |
1613 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1203 | { |
1614 | "You can not cast %s while %s is in effect", |
1204 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); |
1615 | spell_ob->name, tmp2->name_pl); |
1205 | return 0; |
1616 | return 0; |
1206 | } |
|
|
1207 | } |
1617 | } |
1208 | } |
1618 | } |
1209 | |
1619 | } |
|
|
1620 | if(force==NULL) { |
1210 | if (force == NULL) |
|
|
1211 | { |
1621 | force=get_archetype(FORCE_NAME); |
1212 | force = get_archetype (FORCE_NAME); |
1622 | force->subtype = FORCE_CHANGE_ABILITY; |
1213 | force->subtype = FORCE_CHANGE_ABILITY; |
1623 | free_string(force->name); |
|
|
1624 | if (spell_ob->race) |
1214 | if (spell_ob->race) |
1625 | force->name = add_refcount(spell_ob->race); |
1215 | force->name = spell_ob->race; |
1626 | else |
1216 | else |
1627 | force->name = add_refcount(spell_ob->name); |
1217 | force->name = spell_ob->name; |
1628 | free_string(force->name_pl); |
|
|
1629 | force->name_pl = add_refcount(spell_ob->name); |
1218 | force->name_pl = spell_ob->name; |
1630 | new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
1219 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
1631 | } else { |
1220 | } |
|
|
1221 | else |
|
|
1222 | { |
1632 | int duration; |
1223 | int duration; |
1633 | |
1224 | |
1634 | duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; |
1225 | duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1635 | if (duration > force->duration) { |
1226 | if (duration > force->duration) |
|
|
1227 | { |
1636 | force->duration = duration; |
1228 | force->duration = duration; |
1637 | new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1229 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1638 | } else { |
1230 | } |
|
|
1231 | else |
|
|
1232 | { |
1639 | new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1233 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1640 | } |
1234 | } |
1641 | return 0; |
1235 | return 0; |
1642 | } |
1236 | } |
1643 | force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; |
1237 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1644 | force->speed = 1.0; |
1238 | force->speed = 1.0; |
1645 | force->speed_left = -1.0; |
1239 | force->speed_left = -1.0; |
1646 | SET_FLAG(force, FLAG_APPLIED); |
1240 | SET_FLAG (force, FLAG_APPLIED); |
1647 | |
1241 | |
1648 | if(!god) { |
1242 | if (!god) |
|
|
1243 | { |
1649 | new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); |
1244 | new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); |
1650 | } else { |
1245 | } |
|
|
1246 | else |
|
|
1247 | { |
1651 | /* Only give out good benefits, and put a max on it */ |
1248 | /* Only give out good benefits, and put a max on it */ |
1652 | for (i=0; i<NROFATTACKS; i++) { |
1249 | for (i = 0; i < NROFATTACKS; i++) |
|
|
1250 | { |
1653 | if (god->resist[i]>0) { |
1251 | if (god->resist[i] > 0) |
|
|
1252 | { |
1654 | force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); |
1253 | force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); |
1655 | } |
1254 | } |
1656 | } |
1255 | } |
1657 | force->path_attuned|=god->path_attuned; |
1256 | force->path_attuned |= god->path_attuned; |
|
|
1257 | |
1658 | if (spell_ob->attacktype) { |
1258 | if (spell_ob->attacktype) |
1659 | force->attacktype|=god->attacktype | AT_PHYSICAL; |
1259 | force->slaying = god->slaying; |
1660 | if(god->slaying) force->slaying = add_string(god->slaying); |
1260 | |
1661 | } |
|
|
1662 | if (tmp != op) { |
1261 | if (tmp != op) |
|
|
1262 | { |
1663 | new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); |
1263 | new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name); |
1664 | new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name); |
1264 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name); |
1665 | } else { |
1265 | } |
1666 | new_draw_info_format(NDI_UNIQUE, 0,tmp, |
1266 | else |
1667 | "You are blessed by %s!",god->name); |
1267 | { |
1668 | } |
1268 | new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name); |
|
|
1269 | } |
1669 | |
1270 | |
1670 | } |
1271 | } |
1671 | force->stats.wc = spell_ob->stats.wc; |
1272 | force->stats.wc = spell_ob->stats.wc; |
1672 | force->stats.ac = spell_ob->stats.ac; |
1273 | force->stats.ac = spell_ob->stats.ac; |
1673 | |
1274 | |
1674 | change_abil(tmp,force); /* Mostly to display any messages */ |
1275 | change_abil (tmp, force); /* Mostly to display any messages */ |
1675 | insert_ob_in_ob(force,tmp); |
1276 | insert_ob_in_ob (force, tmp); |
1676 | fix_player(tmp); |
1277 | tmp->update_stats (); |
1677 | return 1; |
1278 | return 1; |
1678 | } |
1279 | } |
1679 | |
|
|
1680 | |
|
|
1681 | |
1280 | |
1682 | /* Alchemy code by Mark Wedel |
1281 | /* Alchemy code by Mark Wedel |
1683 | * |
1282 | * |
1684 | * This code adds a new spell, called alchemy. Alchemy will turn |
1283 | * This code adds a new spell, called alchemy. Alchemy will turn |
1685 | * objects to gold nuggets, the value of the gold nuggets being |
1284 | * objects to pyrite ("false gold"), henceforth called gold nuggets. |
1686 | * about 90% of that of the item itself. It uses the value of the |
|
|
1687 | * object before charisma adjustments, because the nuggets themselves |
|
|
1688 | * will be will be adjusted by charisma when sold. |
|
|
1689 | * |
1285 | * |
1690 | * Large nuggets are worth 25 gp each (base). You will always get |
1286 | * The value of the gold nuggets being about 90% of that of the item |
1691 | * the maximum number of large nuggets you could get. |
1287 | * itself. It uses the value of the object before charisma adjustments, |
1692 | * Small nuggets are worth 1 gp each (base). You will get from 0 |
1288 | * because the nuggets themselves will be will be adjusted by charisma |
1693 | * to the max amount of small nuggets as you could get. |
1289 | * when sold. |
1694 | * |
|
|
1695 | * For example, if an item is worth 110 gold, you will get |
|
|
1696 | * 4 large nuggets, and from 0-10 small nuggets. |
|
|
1697 | * |
1290 | * |
1698 | * There is also a chance (1:30) that you will get nothing at all |
1291 | * There is also a chance (1:30) that you will get nothing at all |
1699 | * for the object. There is also a maximum weight that will be |
1292 | * for the object. There is also a maximum weight that will be |
1700 | * alchemied. |
1293 | * alchemised. |
1701 | */ |
1294 | */ |
1702 | |
1295 | static void |
1703 | /* I didn't feel like passing these as arguements to the |
1296 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1704 | * two functions that need them. Real values are put in them |
|
|
1705 | * when the spell is cast, and these are freed when the spell |
|
|
1706 | * is finished. |
|
|
1707 | */ |
|
|
1708 | static object *small, *large; |
|
|
1709 | |
|
|
1710 | static void alchemy_object(object *obj, int *small_nuggets, |
|
|
1711 | int *large_nuggets, int *weight) |
|
|
1712 | { |
1297 | { |
1713 | uint64 value=query_cost(obj, NULL, F_TRUE); |
1298 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1714 | |
1299 | |
1715 | /* Give third price when we alchemy money (This should hopefully |
1300 | /* Give third price when we alchemy money (this should hopefully |
1716 | * make it so that it isn't worth it to alchemy money, sell |
1301 | * make it so that it isn't worth it to alchemy money, sell |
1717 | * the nuggets, alchemy the gold from that, etc. |
1302 | * the nuggets, alchemy the gold from that, etc. |
1718 | * Otherwise, give 9 silver on the gold for other objects, |
1303 | * Otherwise, give 9 silver on the gold for other objects, |
1719 | * so that it would still be more affordable to haul |
1304 | * so that it would still be more affordable to haul |
1720 | * the stuff back to town. |
1305 | * the stuff back to town. |
1721 | */ |
1306 | */ |
1722 | |
|
|
1723 | if (QUERY_FLAG(obj, FLAG_UNPAID)) |
1307 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1724 | value=0; |
1308 | value = 0; |
1725 | else if (obj->type==MONEY || obj->type==GEM) |
1309 | else if (obj->type == MONEY || obj->type == GEM) |
1726 | value /=3; |
1310 | value /= 3; |
1727 | else |
1311 | else |
1728 | value = (value*9)/10; |
1312 | value = value * 9 / 10; |
1729 | |
1313 | |
1730 | value /= 4; // fix by GHJ, don't understand, pcg |
|
|
1731 | |
|
|
1732 | if ((obj->value>0) && rndm(0, 29)) { |
1314 | if (obj->value > 0 && rndm (0, 29)) |
1733 | int count; |
1315 | total_value += value; |
1734 | |
1316 | |
1735 | count = value / large->value; |
1317 | total_weight += obj->total_weight (); |
1736 | *large_nuggets += count; |
|
|
1737 | value -= (uint64)count * (uint64)large->value; |
|
|
1738 | count = value / small->value; |
|
|
1739 | *small_nuggets += count; |
|
|
1740 | } |
|
|
1741 | |
1318 | |
1742 | /* Turn 25 small nuggets into 1 large nugget. If the value |
1319 | obj->destroy (); |
1743 | * of large nuggets is not evenly divisable by the small nugget |
|
|
1744 | * value, take off an extra small_nugget (Assuming small_nuggets!=0) |
|
|
1745 | */ |
|
|
1746 | if (*small_nuggets * small->value >= large->value) { |
|
|
1747 | (*large_nuggets)++; |
|
|
1748 | *small_nuggets -= large->value / small->value; |
|
|
1749 | if (*small_nuggets && large->value % small->value) |
|
|
1750 | (*small_nuggets)--; |
|
|
1751 | } |
|
|
1752 | weight += obj->weight; |
|
|
1753 | remove_ob(obj); |
|
|
1754 | free_object(obj); |
|
|
1755 | } |
1320 | } |
1756 | |
1321 | |
1757 | static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, |
1322 | int |
1758 | int x, int y) |
|
|
1759 | { |
|
|
1760 | object *tmp; |
|
|
1761 | int flag=0; |
|
|
1762 | |
|
|
1763 | /* Put any nuggets below the player, but we can only pass this |
|
|
1764 | * flag if we are on the same space as the player |
|
|
1765 | */ |
|
|
1766 | if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR; |
|
|
1767 | |
|
|
1768 | if (small_nuggets) { |
|
|
1769 | tmp = get_object(); |
|
|
1770 | copy_object(small, tmp); |
|
|
1771 | tmp-> nrof = small_nuggets; |
|
|
1772 | tmp->x = x; |
|
|
1773 | tmp->y = y; |
|
|
1774 | insert_ob_in_map(tmp, m, op, flag); |
|
|
1775 | } |
|
|
1776 | if (large_nuggets) { |
|
|
1777 | tmp = get_object(); |
|
|
1778 | copy_object(large, tmp); |
|
|
1779 | tmp-> nrof = large_nuggets; |
|
|
1780 | tmp->x = x; |
|
|
1781 | tmp->y = y; |
|
|
1782 | insert_ob_in_map(tmp, m, op, flag); |
|
|
1783 | } |
|
|
1784 | } |
|
|
1785 | |
|
|
1786 | int alchemy(object *op, object *caster, object *spell_ob) |
1323 | alchemy (object *op, object *caster, object *spell_ob) |
1787 | { |
1324 | { |
1788 | int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags; |
|
|
1789 | sint16 nx, ny; |
|
|
1790 | object *next,*tmp; |
|
|
1791 | mapstruct *mp; |
|
|
1792 | |
|
|
1793 | if(op->type!=PLAYER) |
1325 | if (op->type != PLAYER) |
1794 | return 0; |
1326 | return 0; |
1795 | |
1327 | |
|
|
1328 | archetype *nugget[3]; |
|
|
1329 | |
|
|
1330 | nugget[0] = archetype::find ("pyrite3"); |
|
|
1331 | nugget[1] = archetype::find ("pyrite2"); |
|
|
1332 | nugget[2] = archetype::find ("pyrite"); |
|
|
1333 | |
1796 | /* Put a maximum weight of items that can be alchemied. Limits the power |
1334 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1797 | * some, and also prevents people from alcheming every table/chair/clock |
1335 | * some, and also prevents people from alchemising every table/chair/clock |
1798 | * in sight |
1336 | * in sight |
1799 | */ |
1337 | */ |
1800 | weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); |
1338 | int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1801 | weight_max *= 1000; |
1339 | int weight_max = duration * 1000; |
1802 | small=get_archetype("smallnugget"), |
1340 | uint64 value_max = duration * 1000; |
1803 | large=get_archetype("largenugget"); |
|
|
1804 | |
1341 | |
|
|
1342 | int weight = 0; |
|
|
1343 | |
1805 | for(y= op->y-1;y<=op->y+1;y++) { |
1344 | for (int y = op->y - 1; y <= op->y + 1; y++) |
1806 | for(x= op->x-1;x<=op->x+1;x++) { |
1345 | { |
1807 | nx = x; |
1346 | for (int x = op->x - 1; x <= op->x + 1; x++) |
1808 | ny = y; |
1347 | { |
|
|
1348 | uint64 value = 0; |
1809 | |
1349 | |
1810 | mp = op->map; |
1350 | sint16 nx = x; |
|
|
1351 | sint16 ny = y; |
1811 | |
1352 | |
|
|
1353 | maptile *mp = op->map; |
|
|
1354 | |
1812 | mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); |
1355 | int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1813 | |
1356 | |
1814 | if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1357 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1815 | continue; |
1358 | continue; |
1816 | |
1359 | |
1817 | /* Treat alchemy a little differently - most spell effects |
1360 | /* Treat alchemy a little differently - most spell effects |
1818 | * use fly as the movement type - for alchemy, consider it |
1361 | * use fly as the movement type - for alchemy, consider it |
1819 | * ground level effect. |
1362 | * ground level effect. |
1820 | */ |
1363 | */ |
1821 | if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) |
1364 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1822 | continue; |
1365 | continue; |
1823 | |
1366 | |
1824 | small_nuggets=0; |
1367 | for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) |
1825 | large_nuggets=0; |
1368 | { |
|
|
1369 | next = tmp->above; |
1826 | |
1370 | |
1827 | for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) { |
|
|
1828 | next=tmp->above; |
|
|
1829 | if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && |
|
|
1830 | !QUERY_FLAG(tmp, FLAG_ALIVE) && |
|
|
1831 | !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { |
|
|
1832 | |
|
|
1833 | if (tmp->inv) { |
|
|
1834 | object *next1, *tmp1; |
|
|
1835 | for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { |
|
|
1836 | next1 = tmp1->below; |
|
|
1837 | if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && |
1371 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1838 | !QUERY_FLAG(tmp1, FLAG_ALIVE) && |
1372 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1839 | !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) |
1373 | { |
1840 | alchemy_object(tmp1, &small_nuggets, &large_nuggets, |
1374 | if (tmp->inv) |
1841 | &weight); |
1375 | { |
1842 | } |
1376 | object *next1, *tmp1; |
|
|
1377 | |
|
|
1378 | for (tmp1 = tmp->inv; tmp1; tmp1 = next1) |
|
|
1379 | { |
|
|
1380 | next1 = tmp1->below; |
|
|
1381 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
|
|
1382 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
|
|
1383 | alchemy_object (tmp1, value, weight); |
|
|
1384 | } |
|
|
1385 | } |
|
|
1386 | |
|
|
1387 | alchemy_object (tmp, value, weight); |
|
|
1388 | |
|
|
1389 | if (weight > weight_max) |
|
|
1390 | break; |
|
|
1391 | } |
|
|
1392 | } |
|
|
1393 | |
|
|
1394 | value -= rndm (value >> 4); |
|
|
1395 | value = min (value, value_max); |
|
|
1396 | |
|
|
1397 | for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) |
|
|
1398 | if (int nrof = value / nugget [i]->value) |
|
|
1399 | { |
|
|
1400 | value -= nrof * nugget[i]->value; |
|
|
1401 | |
|
|
1402 | object *tmp = arch_to_object (nugget[i]); |
|
|
1403 | tmp->nrof = nrof; |
|
|
1404 | tmp->flag [FLAG_IDENTIFIED] = true; |
|
|
1405 | op->map->insert (tmp, x, y, op, 0); |
|
|
1406 | } |
|
|
1407 | |
|
|
1408 | if (weight > weight_max) |
|
|
1409 | goto bailout; |
|
|
1410 | } |
1843 | } |
1411 | } |
1844 | alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); |
|
|
1845 | |
|
|
1846 | if (weight>weight_max) { |
|
|
1847 | update_map(op, mp, small_nuggets, large_nuggets, nx, ny); |
|
|
1848 | free_object(large); |
|
|
1849 | free_object(small); |
|
|
1850 | return 1; |
|
|
1851 | } |
|
|
1852 | } /* is alchemable object */ |
|
|
1853 | } /* process all objects on this space */ |
|
|
1854 | |
1412 | |
1855 | /* Insert all the nuggets at one time. This probably saves time, but |
1413 | bailout: |
1856 | * it also prevents us from alcheming nuggets that were just created |
|
|
1857 | * with this spell. |
|
|
1858 | */ |
|
|
1859 | update_map(op, mp, small_nuggets, large_nuggets, nx, ny); |
|
|
1860 | } |
|
|
1861 | } |
|
|
1862 | free_object(large); |
|
|
1863 | free_object(small); |
|
|
1864 | /* reset this so that if player standing on a big pile of stuff, |
|
|
1865 | * it is redrawn properly. |
|
|
1866 | */ |
|
|
1867 | op->contr->socket.look_position = 0; |
|
|
1868 | return 1; |
1414 | return 1; |
1869 | } |
1415 | } |
1870 | |
|
|
1871 | |
1416 | |
1872 | /* This function removes the cursed/damned status on equipped |
1417 | /* This function removes the cursed/damned status on equipped |
1873 | * items. |
1418 | * items. |
1874 | */ |
1419 | */ |
|
|
1420 | int |
1875 | int remove_curse(object *op, object *caster, object *spell) { |
1421 | remove_curse (object *op, object *caster, object *spell) |
|
|
1422 | { |
1876 | object *tmp; |
1423 | object *tmp; |
1877 | int success = 0, was_one = 0; |
1424 | int success = 0, was_one = 0; |
1878 | |
1425 | |
1879 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1426 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1880 | if (QUERY_FLAG(tmp, FLAG_APPLIED) && |
1427 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && |
1881 | ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || |
1428 | ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || |
1882 | (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { |
1429 | (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) |
1883 | |
1430 | { |
1884 | was_one++; |
1431 | was_one++; |
|
|
1432 | |
1885 | if (tmp->level <= caster_level(caster, spell)) { |
1433 | if (tmp->level <= casting_level (caster, spell)) |
1886 | success++; |
1434 | { |
|
|
1435 | success++; |
1887 | if (QUERY_FLAG(spell, FLAG_DAMNED)) |
1436 | if (QUERY_FLAG (spell, FLAG_DAMNED)) |
1888 | CLEAR_FLAG(tmp, FLAG_DAMNED); |
1437 | CLEAR_FLAG (tmp, FLAG_DAMNED); |
1889 | |
1438 | |
1890 | CLEAR_FLAG(tmp, FLAG_CURSED); |
1439 | CLEAR_FLAG (tmp, FLAG_CURSED); |
1891 | CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); |
1440 | CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); |
1892 | tmp->value = 0; /* Still can't sell it */ |
1441 | tmp->value = 0; /* Still can't sell it */ |
|
|
1442 | |
|
|
1443 | if (object *pl = tmp->visible_to ()) |
|
|
1444 | esrv_update_item (UPD_FLAGS, pl, tmp); |
|
|
1445 | } |
|
|
1446 | } |
|
|
1447 | |
1893 | if (op->type == PLAYER) |
1448 | if (op->type == PLAYER) |
1894 | esrv_send_item(op, tmp); |
1449 | { |
1895 | } |
1450 | if (success) |
1896 | } |
|
|
1897 | |
|
|
1898 | if (op->type==PLAYER) { |
|
|
1899 | if (success) { |
|
|
1900 | new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); |
1451 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1901 | } else { |
1452 | else |
|
|
1453 | { |
1902 | if (was_one) |
1454 | if (was_one) |
1903 | new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); |
1455 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1904 | else |
1456 | else |
1905 | new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); |
1457 | new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); |
1906 | } |
1458 | } |
1907 | } |
1459 | } |
|
|
1460 | |
1908 | return success; |
1461 | return success; |
1909 | } |
1462 | } |
1910 | |
1463 | |
1911 | /* Identifies objects in the players inventory/on the ground */ |
1464 | /* Identifies objects in the players inventory/on the ground */ |
1912 | |
1465 | int |
1913 | int cast_identify(object *op, object *caster, object *spell) { |
1466 | cast_identify (object *op, object *caster, object *spell) |
|
|
1467 | { |
|
|
1468 | dynbuf_text buf; |
1914 | object *tmp; |
1469 | object *tmp; |
1915 | int success = 0, num_ident; |
|
|
1916 | |
1470 | |
1917 | num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); |
1471 | int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1918 | |
1472 | |
1919 | if (num_ident < 1) num_ident=1; |
1473 | if (num_ident < 1) |
|
|
1474 | num_ident = 1; |
1920 | |
1475 | |
1921 | |
|
|
1922 | for (tmp = op->inv; tmp ; tmp = tmp->below) { |
1476 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1477 | { |
1923 | if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { |
1478 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
|
|
1479 | { |
1924 | identify(tmp); |
1480 | identify (tmp); |
|
|
1481 | |
1925 | if (op->type==PLAYER) { |
1482 | if (op->type == PLAYER) |
1926 | new_draw_info_format(NDI_UNIQUE, 0, op, |
1483 | { |
1927 | "You have %s.", long_desc(tmp, op)); |
1484 | buf.printf ("You identified: %s.\r", long_desc (tmp, op)); |
1928 | if (tmp->msg) { |
1485 | |
1929 | new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); |
1486 | if (tmp->msg) |
1930 | new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); |
1487 | buf << "The item has a story:\r" << tmp->msg << "\n\n"; |
1931 | } |
1488 | } |
|
|
1489 | |
|
|
1490 | num_ident--; |
|
|
1491 | if (!num_ident) |
|
|
1492 | break; |
|
|
1493 | } |
1932 | } |
1494 | } |
1933 | num_ident--; |
1495 | |
1934 | success=1; |
|
|
1935 | if (!num_ident) break; |
|
|
1936 | } |
|
|
1937 | } |
|
|
1938 | /* If all the power of the spell has been used up, don't go and identify |
1496 | /* If all the power of the spell has been used up, don't go and identify |
1939 | * stuff on the floor. Only identify stuff on the floor if the spell |
1497 | * stuff on the floor. Only identify stuff on the floor if the spell |
1940 | * was not fully used. |
1498 | * was not fully used. |
1941 | */ |
1499 | */ |
1942 | if (num_ident) { |
1500 | if (num_ident) |
1943 | for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) |
1501 | { |
|
|
1502 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
1944 | if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && |
1503 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1945 | need_identify(tmp)) { |
1504 | { |
1946 | |
|
|
1947 | identify(tmp); |
1505 | identify (tmp); |
1948 | if (op->type==PLAYER) { |
1506 | |
1949 | new_draw_info_format(NDI_UNIQUE, 0,op, |
1507 | if (object *pl = tmp->visible_to ()) |
1950 | "On the ground is %s.", long_desc(tmp, op)); |
1508 | { |
1951 | if (tmp->msg) { |
1509 | buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op)); |
1952 | new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); |
1510 | |
1953 | new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); |
1511 | if (tmp->msg) |
1954 | } |
1512 | buf << "The item has a story:\r" << tmp->msg << "\n\n"; |
1955 | esrv_send_item(op, tmp); |
1513 | } |
|
|
1514 | |
|
|
1515 | num_ident--; |
|
|
1516 | if (!num_ident) |
|
|
1517 | break; |
|
|
1518 | } |
1956 | } |
1519 | } |
1957 | num_ident--; |
1520 | |
1958 | success=1; |
1521 | if (buf.empty ()) |
1959 | if (!num_ident) break; |
|
|
1960 | } |
|
|
1961 | } |
1522 | { |
1962 | if (!success) |
1523 | op->failmsg ("You can't reach anything unidentified."); |
1963 | new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified."); |
1524 | return 0; |
|
|
1525 | } |
1964 | else { |
1526 | else |
|
|
1527 | { |
|
|
1528 | if (op->contr) |
|
|
1529 | op->contr->infobox (MSG_CHANNEL ("identify"), buf); |
|
|
1530 | |
1965 | spell_effect(spell, op->x, op->y, op->map, op); |
1531 | spell_effect (spell, op->x, op->y, op->map, op); |
|
|
1532 | return 1; |
1966 | } |
1533 | } |
1967 | return success; |
|
|
1968 | } |
1534 | } |
1969 | |
1535 | |
1970 | |
1536 | int |
1971 | int cast_detection(object *op, object *caster, object *spell, object *skill) { |
1537 | cast_detection (object *op, object *caster, object *spell, object *skill) |
|
|
1538 | { |
1972 | object *tmp, *last, *god, *detect; |
1539 | object *tmp, *last, *god, *detect; |
1973 | int done_one, range, mflags, floor, level; |
1540 | int done_one, range, mflags, floor, level; |
1974 | sint16 x, y, nx, ny; |
1541 | sint16 x, y, nx, ny; |
1975 | mapstruct *m; |
1542 | maptile *m; |
1976 | |
1543 | |
1977 | /* We precompute some values here so that we don't have to keep |
1544 | /* We precompute some values here so that we don't have to keep |
1978 | * doing it over and over again. |
1545 | * doing it over and over again. |
1979 | */ |
1546 | */ |
1980 | god=find_god(determine_god(op)); |
1547 | god = find_god (determine_god (op)); |
1981 | level=caster_level(caster, spell); |
1548 | level = casting_level (caster, spell); |
1982 | range = spell->range + SP_level_range_adjust(caster, spell); |
1549 | range = spell->range + SP_level_range_adjust (caster, spell); |
1983 | |
1550 | |
1984 | if (!skill) skill=caster; |
1551 | if (!skill) |
|
|
1552 | skill = caster; |
1985 | |
1553 | |
1986 | for (x = op->x - range; x <= op->x + range; x++) |
1554 | unordered_mapwalk (op, -range, -range, range, range) |
1987 | for (y = op->y - range; y <= op->y + range; y++) { |
1555 | { |
1988 | |
|
|
1989 | m = op->map; |
|
|
1990 | mflags = get_map_flags(m, &m, x, y, &nx, &ny); |
|
|
1991 | if (mflags & P_OUT_OF_MAP) continue; |
|
|
1992 | |
|
|
1993 | /* For most of the detections, we only detect objects above the |
1556 | /* For most of the detections, we only detect objects above the |
1994 | * floor. But this is not true for show invisible. |
1557 | * floor. But this is not true for show invisible. |
1995 | * Basically, we just go and find the top object and work |
1558 | * Basically, we just go and find the top object and work |
1996 | * down - that is easier than working up. |
1559 | * down - that is easier than working up. |
1997 | */ |
1560 | */ |
1998 | |
1561 | |
1999 | for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; |
1562 | for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above) |
|
|
1563 | last = tmp; |
|
|
1564 | |
2000 | /* Shouldn't happen, but if there are no objects on a space, this |
1565 | /* Shouldn't happen, but if there are no objects on a space, this |
2001 | * would happen. |
1566 | * would happen. |
2002 | */ |
1567 | */ |
2003 | if (!last) continue; |
1568 | if (!last) |
|
|
1569 | continue; |
2004 | |
1570 | |
2005 | done_one=0; |
1571 | done_one = 0; |
2006 | floor=0; |
1572 | floor = 0; |
2007 | detect = NULL; |
1573 | detect = NULL; |
2008 | for (tmp=last; tmp; tmp=tmp->below) { |
1574 | for (tmp = last; tmp; tmp = tmp->below) |
2009 | |
1575 | { |
2010 | /* show invisible */ |
1576 | /* show invisible */ |
2011 | if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && |
1577 | if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && |
2012 | /* Might there be other objects that we can make visibile? */ |
1578 | /* Might there be other objects that we can make visible? */ |
2013 | (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) || |
1579 | (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || |
2014 | (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) || |
1580 | (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) |
2015 | tmp->type==CF_HANDLE || |
1581 | || tmp->type == CF_HANDLE |
2016 | tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE || |
1582 | || tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE |
2017 | tmp->type==BUTTON || tmp->type==TELEPORTER || |
1583 | || tmp->type == BUTTON || tmp->type == TELEPORTER |
2018 | tmp->type==GATE || tmp->type==LOCKED_DOOR || |
1584 | || tmp->type == GATE || tmp->type == LOCKED_DOOR |
2019 | tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN || |
1585 | || tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN |
2020 | tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY || |
1586 | || tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY |
2021 | tmp->type==TREASURE || tmp->type==BOOK || |
1587 | || tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) |
2022 | tmp->type==HOLY_ALTAR))) { |
1588 | { |
2023 | if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) { |
1589 | if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) |
2024 | tmp->invisible=0; |
1590 | { |
2025 | done_one = 1; |
1591 | tmp->invisible = 0; |
2026 | } |
1592 | done_one = 1; |
2027 | } |
1593 | } |
|
|
1594 | } |
|
|
1595 | |
2028 | if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1; |
1596 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
1597 | floor = 1; |
2029 | |
1598 | |
2030 | /* All detections below this point don't descend beneath the floor, |
1599 | /* All detections below this point don't descend beneath the floor, |
2031 | * so just continue on. We could be clever and look at the type of |
1600 | * so just continue on. We could be clever and look at the type of |
2032 | * detection to completely break out if we don't care about objects beneath |
1601 | * detection to completely break out if we don't care about objects beneath |
2033 | * the floor, but once we get to the floor, not likely a very big issue anyways. |
1602 | * the floor, but once we get to the floor, not likely a very big issue anyways. |
2034 | */ |
1603 | */ |
2035 | if (floor) continue; |
1604 | if (floor) |
|
|
1605 | continue; |
2036 | |
1606 | |
2037 | /* I had thought about making detect magic and detect curse |
1607 | /* I had thought about making detect magic and detect curse |
2038 | * show the flash the magic item like it does for detect monster. |
1608 | * show the flash the magic item like it does for detect monster. |
2039 | * however, if the object is within sight, this would then make it |
1609 | * however, if the object is within sight, this would then make it |
2040 | * difficult to see what object is magical/cursed, so the |
1610 | * difficult to see what object is magical/cursed, so the |
2041 | * effect wouldn't be as apparant. |
1611 | * effect wouldn't be as apparent. |
2042 | */ |
1612 | */ |
2043 | |
1613 | |
2044 | /* detect magic */ |
1614 | /* detect magic */ |
2045 | if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && |
1615 | if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && |
2046 | !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) && |
1616 | !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) |
2047 | !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && |
1617 | { |
2048 | is_magical(tmp)) { |
|
|
2049 | SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); |
1618 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
2050 | /* make runes more visibile */ |
1619 | /* make runes more visibile */ |
2051 | if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC) |
1620 | if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) |
2052 | tmp->stats.Cha/=4; |
1621 | tmp->stats.Cha /= 4; |
2053 | done_one = 1; |
1622 | |
2054 | } |
1623 | done_one = 1; |
|
|
1624 | } |
|
|
1625 | |
2055 | /* detect monster */ |
1626 | /* detect monster */ |
2056 | if (QUERY_FLAG(spell, FLAG_MONSTER) && |
1627 | if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) |
2057 | (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) { |
1628 | { |
2058 | done_one = 2; |
1629 | done_one = 2; |
2059 | if (!detect) detect=tmp; |
1630 | |
2060 | } |
1631 | if (!detect) |
|
|
1632 | detect = tmp; |
|
|
1633 | } |
|
|
1634 | |
2061 | /* Basically, if race is set in the spell, then the creatures race must |
1635 | /* Basically, if race is set in the spell, then the creatures race must |
2062 | * match that. if the spell race is set to GOD, then the gods opposing |
1636 | * match that. if the spell race is set to GOD, then the gods opposing |
2063 | * race must match. |
1637 | * race must match. |
2064 | */ |
1638 | */ |
2065 | if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race && |
1639 | if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && |
2066 | ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) || |
1640 | ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) || |
2067 | (strstr(spell->race, tmp->race)))) { |
1641 | spell->race.contains (tmp->race))) |
2068 | done_one = 2; |
1642 | { |
2069 | if (!detect) detect=tmp; |
1643 | done_one = 2; |
2070 | } |
1644 | |
|
|
1645 | if (!detect) |
|
|
1646 | detect = tmp; |
|
|
1647 | } |
|
|
1648 | |
2071 | if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && |
1649 | if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && |
2072 | (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { |
1650 | (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
|
|
1651 | { |
2073 | SET_FLAG(tmp, FLAG_KNOWN_CURSED); |
1652 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
2074 | done_one = 1; |
1653 | done_one = 1; |
2075 | } |
1654 | } |
2076 | } /* for stack of objects on this space */ |
1655 | } /* for stack of objects on this space */ |
2077 | |
1656 | |
2078 | /* Code here puts an effect of the spell on the space, so you can see |
1657 | /* Code here puts an effect of the spell on the space, so you can see |
2079 | * where the magic is. |
1658 | * where the magic is. |
2080 | */ |
1659 | */ |
2081 | if (done_one) { |
1660 | if (done_one) |
|
|
1661 | { |
2082 | object *detect_ob = arch_to_object(spell->other_arch); |
1662 | object *detect_ob = arch_to_object (spell->other_arch); |
2083 | detect_ob->x = nx; |
1663 | |
2084 | detect_ob->y = ny; |
|
|
2085 | /* if this is set, we want to copy the face */ |
1664 | /* if this is set, we want to copy the face */ |
2086 | if (done_one == 2 && detect) { |
1665 | if (done_one == 2 && detect) |
|
|
1666 | { |
2087 | detect_ob->face = detect->face; |
1667 | detect_ob->face = detect->face; |
2088 | detect_ob->animation_id = detect->animation_id; |
1668 | detect_ob->animation_id = detect->animation_id; |
2089 | detect_ob->anim_speed = detect->anim_speed; |
1669 | detect_ob->anim_speed = detect->anim_speed; |
2090 | detect_ob->last_anim=0; |
1670 | detect_ob->last_anim = 0; |
2091 | /* by default, the detect_ob is already animated */ |
1671 | /* by default, the detect_ob is already animated */ |
2092 | if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE); |
1672 | if (!QUERY_FLAG (detect, FLAG_ANIMATE)) |
2093 | } |
1673 | CLEAR_FLAG (detect_ob, FLAG_ANIMATE); |
2094 | insert_ob_in_map(detect_ob, m, op,0); |
1674 | } |
2095 | } |
1675 | |
|
|
1676 | m->insert (detect_ob, nx, ny, op); |
|
|
1677 | } |
2096 | } /* for processing the surrounding spaces */ |
1678 | } /* for processing the surrounding spaces */ |
2097 | |
1679 | |
2098 | |
1680 | |
2099 | /* Now process objects in the players inventory if detect curse or magic */ |
1681 | /* Now process objects in the players inventory if detect curse or magic */ |
2100 | if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) { |
1682 | if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) |
|
|
1683 | { |
2101 | done_one = 0; |
1684 | done_one = 0; |
|
|
1685 | |
2102 | for (tmp = op->inv; tmp; tmp = tmp->below) { |
1686 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1687 | { |
2103 | if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { |
1688 | if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) |
2104 | if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && |
1689 | { |
2105 | is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) { |
1690 | if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) |
2106 | SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); |
1691 | { |
2107 | if (op->type==PLAYER) |
1692 | SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); |
2108 | esrv_send_item (op, tmp); |
1693 | |
2109 | } |
1694 | if (object *pl = tmp->visible_to ()) |
|
|
1695 | esrv_update_item (UPD_FLAGS, pl, tmp); |
|
|
1696 | } |
|
|
1697 | |
2110 | if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && |
1698 | if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && |
2111 | (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { |
1699 | (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) |
|
|
1700 | { |
2112 | SET_FLAG(tmp, FLAG_KNOWN_CURSED); |
1701 | SET_FLAG (tmp, FLAG_KNOWN_CURSED); |
2113 | if (op->type==PLAYER) |
1702 | |
2114 | esrv_send_item (op, tmp); |
1703 | if (object *pl = tmp->visible_to ()) |
2115 | } |
1704 | esrv_update_item (UPD_FLAGS, pl, tmp); |
2116 | } /* if item is not identified */ |
1705 | } |
2117 | } /* for the players inventory */ |
1706 | } /* if item is not identified */ |
|
|
1707 | } /* for the players inventory */ |
2118 | } /* if detect magic/curse and object is a player */ |
1708 | } /* if detect magic/curse and object is a player */ |
|
|
1709 | |
2119 | return 1; |
1710 | return 1; |
2120 | } |
1711 | } |
2121 | |
1712 | |
2122 | |
1713 | |
2123 | /** |
1714 | /** |
2124 | * Checks if victim has overcharged mana. caster_level is the caster's (skill) |
1715 | * Checks if victim has overcharged mana. caster_level is the caster's (skill) |
2125 | * level whos spell did cause the overcharge. |
1716 | * level whos spell did cause the overcharge. |
2126 | */ |
1717 | */ |
|
|
1718 | static void |
2127 | static void charge_mana_effect(object *victim, int caster_level) |
1719 | charge_mana_effect (object *victim, int caster_level) |
2128 | { |
1720 | { |
2129 | |
1721 | |
2130 | /* Prevent explosions for objects without mana. Without this check, doors |
1722 | /* Prevent explosions for objects without mana. Without this check, doors |
2131 | * will explode, too. |
1723 | * will explode, too. |
2132 | */ |
1724 | */ |
2133 | if (victim->stats.maxsp <= 0) |
1725 | if (victim->stats.maxsp <= 0) |
2134 | return; |
1726 | return; |
2135 | |
1727 | |
2136 | new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); |
1728 | new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); |
2137 | |
1729 | |
2138 | if (victim->stats.sp >= victim->stats.maxsp*2) { |
1730 | if (victim->stats.sp >= victim->stats.maxsp * 2) |
2139 | object *tmp; |
1731 | { |
2140 | |
|
|
2141 | new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); |
1732 | new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); |
2142 | |
|
|
2143 | /* Explodes a fireball centered at player */ |
|
|
2144 | tmp = get_archetype(EXPLODING_FIREBALL); |
|
|
2145 | tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; |
|
|
2146 | tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2; |
|
|
2147 | tmp->x = victim->x; |
|
|
2148 | tmp->y = victim->y; |
|
|
2149 | insert_ob_in_map(tmp, victim->map, NULL, 0); |
|
|
2150 | victim->stats.sp = 2*victim->stats.maxsp; |
1733 | victim->stats.sp = 2 * victim->stats.maxsp; |
|
|
1734 | create_exploding_ball_at (victim, caster_level); |
2151 | } |
1735 | } |
2152 | else if (victim->stats.sp >= victim->stats.maxsp*1.88) { |
1736 | else if (victim->stats.sp >= victim->stats.maxsp * 1.88) |
2153 | new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); |
1737 | new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode."); |
2154 | } |
|
|
2155 | else if (victim->stats.sp >= victim->stats.maxsp*1.66) { |
1738 | else if (victim->stats.sp >= victim->stats.maxsp * 1.66) |
2156 | new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); |
1739 | new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); |
2157 | } |
|
|
2158 | else if (victim->stats.sp >= victim->stats.maxsp*1.5) { |
1740 | else if (victim->stats.sp >= victim->stats.maxsp * 1.5) |
|
|
1741 | { |
2159 | new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); |
1742 | new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); |
2160 | confuse_player(victim, victim, 99); |
1743 | confuse_player (victim, victim, 99); |
2161 | } |
1744 | } |
2162 | else if (victim->stats.sp >= victim->stats.maxsp*1.25) { |
1745 | else if (victim->stats.sp >= victim->stats.maxsp * 1.25) |
2163 | new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); |
1746 | new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); |
2164 | } |
|
|
2165 | } |
1747 | } |
2166 | |
1748 | |
2167 | /* cast_transfer |
1749 | /* cast_transfer |
2168 | * This spell transfers sp from the player to another person. |
1750 | * This spell transfers sp from the player to another person. |
2169 | * We let the target go above their normal maximum SP. |
1751 | * We let the target go above their normal maximum SP. |
2170 | */ |
1752 | */ |
2171 | |
1753 | |
|
|
1754 | int |
2172 | int cast_transfer(object *op,object *caster, object *spell, int dir) { |
1755 | cast_transfer (object *op, object *caster, object *spell, int dir) |
|
|
1756 | { |
2173 | object *plyr=NULL; |
1757 | object *plyr = NULL; |
2174 | sint16 x, y; |
1758 | sint16 x, y; |
2175 | mapstruct *m; |
1759 | maptile *m; |
2176 | int mflags; |
1760 | int mflags; |
2177 | |
1761 | |
2178 | m = op->map; |
1762 | m = op->map; |
2179 | x = op->x+freearr_x[dir]; |
1763 | x = op->x + freearr_x[dir]; |
2180 | y = op->y+freearr_y[dir]; |
1764 | y = op->y + freearr_y[dir]; |
2181 | |
1765 | |
2182 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
1766 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
2183 | |
1767 | |
2184 | if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { |
1768 | if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) |
|
|
1769 | { |
2185 | for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) |
1770 | for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) |
2186 | if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) |
1771 | if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) |
2187 | break; |
1772 | break; |
2188 | } |
1773 | } |
2189 | |
1774 | |
2190 | |
1775 | |
2191 | /* If we did not find a player in the specified direction, transfer |
1776 | /* If we did not find a player in the specified direction, transfer |
2192 | * to anyone on top of us. This is used for the rune of transference mostly. |
1777 | * to anyone on top of us. This is used for the rune of transference mostly. |
2193 | */ |
1778 | */ |
2194 | if(plyr==NULL) |
1779 | if (plyr == NULL) |
2195 | for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) |
1780 | for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) |
2196 | if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) |
1781 | if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) |
2197 | break; |
1782 | break; |
2198 | |
1783 | |
2199 | if (!plyr) { |
1784 | if (!plyr) |
|
|
1785 | { |
2200 | new_draw_info(NDI_BLACK, 0, op, "There is no one there."); |
1786 | new_draw_info (NDI_BLACK, 0, op, "There is no one there."); |
2201 | return 0; |
1787 | return 0; |
2202 | } |
1788 | } |
2203 | /* give sp */ |
1789 | /* give sp */ |
2204 | if(spell->stats.dam > 0) { |
1790 | if (spell->stats.dam > 0) |
|
|
1791 | { |
2205 | plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); |
1792 | plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2206 | charge_mana_effect(plyr, caster_level(caster, spell)); |
1793 | charge_mana_effect (plyr, casting_level (caster, spell)); |
2207 | return 1; |
1794 | return 1; |
2208 | } |
1795 | } |
2209 | /* suck sp away. Can't suck sp from yourself */ |
1796 | /* suck sp away. Can't suck sp from yourself */ |
2210 | else if (op != plyr) { |
1797 | else if (op != plyr) |
|
|
1798 | { |
2211 | /* old dragin magic used floats. easier to just use ints and divide by 100 */ |
1799 | /* old dragin magic used floats. easier to just use ints and divide by 100 */ |
2212 | |
1800 | |
2213 | int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; |
1801 | int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked; |
2214 | |
1802 | |
2215 | if (rate > 95) rate=95; |
1803 | if (rate > 95) |
|
|
1804 | rate = 95; |
2216 | |
1805 | |
2217 | sucked = (plyr->stats.sp * rate) / 100; |
1806 | sucked = (plyr->stats.sp * rate) / 100; |
2218 | plyr->stats.sp -= sucked; |
1807 | plyr->stats.sp -= sucked; |
2219 | if (QUERY_FLAG(op, FLAG_ALIVE)) { |
1808 | if (QUERY_FLAG (op, FLAG_ALIVE)) |
|
|
1809 | { |
2220 | /* Player doesn't get full credit */ |
1810 | /* Player doesn't get full credit */ |
2221 | sucked = (sucked * rate) / 100; |
1811 | sucked = (sucked * rate) / 100; |
2222 | op->stats.sp += sucked; |
1812 | op->stats.sp += sucked; |
2223 | if (sucked > 0) { |
1813 | if (sucked > 0) |
|
|
1814 | { |
2224 | charge_mana_effect(op, caster_level(caster, spell)); |
1815 | charge_mana_effect (op, casting_level (caster, spell)); |
|
|
1816 | } |
|
|
1817 | } |
|
|
1818 | return 1; |
2225 | } |
1819 | } |
2226 | } |
|
|
2227 | return 1; |
|
|
2228 | } |
|
|
2229 | return 0; |
1820 | return 0; |
2230 | } |
1821 | } |
2231 | |
1822 | |
2232 | |
1823 | |
2233 | /* counterspell: nullifies spell effects. |
1824 | /* counterspell: nullifies spell effects. |
2234 | * op is the counterspell object, dir is the direction |
1825 | * op is the counterspell object, dir is the direction |
2235 | * it was cast in. |
1826 | * it was cast in. |
2236 | * Basically, if the object has a magic attacktype, |
1827 | * Basically, if the object has a magic attacktype, |
2237 | * this may nullify it. |
1828 | * this may nullify it. |
2238 | */ |
1829 | */ |
|
|
1830 | void |
2239 | void counterspell(object *op,int dir) |
1831 | counterspell (object *op, int dir) |
2240 | { |
1832 | { |
2241 | object *tmp, *head, *next; |
1833 | object *tmp, *head, *next; |
2242 | int mflags; |
1834 | int mflags; |
2243 | mapstruct *m; |
1835 | maptile *m; |
2244 | sint16 sx,sy; |
1836 | sint16 sx, sy; |
2245 | |
1837 | |
2246 | sx = op->x + freearr_x[dir]; |
1838 | sx = op->x + freearr_x[dir]; |
2247 | sy = op->y + freearr_y[dir]; |
1839 | sy = op->y + freearr_y[dir]; |
2248 | m = op->map; |
1840 | m = op->map; |
2249 | mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); |
1841 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
2250 | if (mflags & P_OUT_OF_MAP) return; |
1842 | if (mflags & P_OUT_OF_MAP) |
|
|
1843 | return; |
|
|
1844 | |
|
|
1845 | for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) |
2251 | |
1846 | { |
2252 | for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) { |
|
|
2253 | next = tmp->above; |
1847 | next = tmp->above; |
2254 | |
1848 | |
2255 | /* Need to look at the head object - otherwise, if tmp |
1849 | /* Need to look at the head object - otherwise, if tmp |
2256 | * points to a monster, we don't have all the necessary |
1850 | * points to a monster, we don't have all the necessary |
2257 | * info for it. |
1851 | * info for it. |
2258 | */ |
1852 | */ |
2259 | if (tmp->head) head = tmp->head; |
1853 | if (tmp->head) |
2260 | else head = tmp; |
1854 | head = tmp->head; |
|
|
1855 | else |
|
|
1856 | head = tmp; |
2261 | |
1857 | |
2262 | /* don't attack our own spells */ |
1858 | /* don't attack our own spells */ |
2263 | if(tmp->owner && tmp->owner == op->owner) continue; |
1859 | if (tmp->owner && tmp->owner == op->owner) |
|
|
1860 | continue; |
2264 | |
1861 | |
2265 | /* Basically, if the object is magical and not counterspell, |
1862 | /* Basically, if the object is magical and not counterspell, |
2266 | * we will more or less remove the object. Don't counterspell |
1863 | * we will more or less remove the object. Don't counterspell |
2267 | * monsters either. |
1864 | * monsters either. |
2268 | */ |
1865 | */ |
2269 | |
1866 | |
2270 | if (head->attacktype & AT_MAGIC && |
1867 | if (head->attacktype & AT_MAGIC |
2271 | !(head->attacktype & AT_COUNTERSPELL) && |
1868 | && !(head->attacktype & AT_COUNTERSPELL) |
2272 | !QUERY_FLAG(head,FLAG_MONSTER) && |
1869 | && !QUERY_FLAG (head, FLAG_MONSTER) |
2273 | (op->level > head->level)) { |
1870 | && (op->level > head->level)) |
2274 | remove_ob(head); |
1871 | head->destroy (); |
2275 | free_object(head); |
1872 | else |
2276 | } else switch(head->type) { |
1873 | switch (head->type) |
|
|
1874 | { |
2277 | case SPELL_EFFECT: |
1875 | case SPELL_EFFECT: |
2278 | if(op->level > head->level) { |
1876 | // XXX: Don't affect floor spelleffects. See also XXX comment |
2279 | remove_ob(head); |
1877 | // about sanctuary in spell_util.C |
2280 | free_object(head); |
1878 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
2281 | } |
1879 | continue; |
2282 | break; |
|
|
2283 | |
1880 | |
|
|
1881 | if (op->level > head->level) |
|
|
1882 | head->destroy (); |
|
|
1883 | |
|
|
1884 | break; |
|
|
1885 | |
2284 | /* I really don't get this rune code that much - that |
1886 | /* I really don't get this rune code that much - that |
2285 | * random chance seems really low. |
1887 | * random chance seems really low. |
2286 | */ |
1888 | */ |
2287 | case RUNE: |
1889 | case RUNE: |
2288 | if(rndm(0, 149) == 0) { |
1890 | if (rndm (0, 149) == 0) |
|
|
1891 | { |
2289 | head->stats.hp--; /* weaken the rune */ |
1892 | head->stats.hp--; /* weaken the rune */ |
2290 | if(!head->stats.hp) { |
1893 | if (!head->stats.hp) |
2291 | remove_ob(head); |
1894 | head->destroy (); |
2292 | free_object(head); |
1895 | } |
|
|
1896 | break; |
|
|
1897 | } |
2293 | } |
1898 | } |
2294 | } |
|
|
2295 | break; |
|
|
2296 | } |
|
|
2297 | } |
|
|
2298 | } |
1899 | } |
2299 | |
|
|
2300 | |
|
|
2301 | |
1900 | |
2302 | /* cast_consecrate() - a spell to make an altar your god's */ |
1901 | /* cast_consecrate() - a spell to make an altar your god's */ |
|
|
1902 | int |
2303 | int cast_consecrate(object *op, object *caster, object *spell) { |
1903 | cast_consecrate (object *op, object *caster, object *spell) |
|
|
1904 | { |
2304 | char buf[MAX_BUF]; |
1905 | char buf[MAX_BUF]; |
2305 | |
1906 | |
2306 | object *tmp, *god=find_god(determine_god(op)); |
1907 | object *tmp, *god = find_god (determine_god (op)); |
2307 | |
1908 | |
2308 | if(!god) { |
1909 | if (!god) |
2309 | new_draw_info(NDI_UNIQUE, 0,op, |
1910 | { |
2310 | "You can't consecrate anything if you don't worship a god!"); |
1911 | new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); |
2311 | return 0; |
1912 | return 0; |
2312 | } |
|
|
2313 | |
|
|
2314 | for(tmp=op->below;tmp;tmp=tmp->below) { |
|
|
2315 | if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; |
|
|
2316 | if(tmp->type==HOLY_ALTAR) { |
|
|
2317 | |
|
|
2318 | if(tmp->level > caster_level(caster, spell)) { |
|
|
2319 | new_draw_info_format(NDI_UNIQUE, 0,op, |
|
|
2320 | "You are not powerful enough to reconsecrate the %s", tmp->name); |
|
|
2321 | return 0; |
|
|
2322 | } else { |
|
|
2323 | /* If we got here, we are consecrating an altar */ |
|
|
2324 | if(tmp->name) free_string(tmp->name); |
|
|
2325 | sprintf(buf,"Altar of %s",god->name); |
|
|
2326 | tmp->name = add_string(buf); |
|
|
2327 | tmp->level = caster_level(caster, spell); |
|
|
2328 | tmp->other_arch = god->arch; |
|
|
2329 | if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp); |
|
|
2330 | new_draw_info_format(NDI_UNIQUE,0, op, |
|
|
2331 | "You consecrated the altar to %s!",god->name); |
|
|
2332 | return 1; |
|
|
2333 | } |
1913 | } |
2334 | } |
1914 | |
|
|
1915 | for (tmp = op->below; tmp; tmp = tmp->below) |
2335 | } |
1916 | { |
|
|
1917 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
1918 | break; |
|
|
1919 | if (tmp->type == HOLY_ALTAR) |
|
|
1920 | { |
|
|
1921 | |
|
|
1922 | if (tmp->level > casting_level (caster, spell)) |
|
|
1923 | { |
|
|
1924 | new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); |
|
|
1925 | return 0; |
|
|
1926 | } |
|
|
1927 | else |
|
|
1928 | { |
|
|
1929 | /* If we got here, we are consecrating an altar */ |
|
|
1930 | sprintf (buf, "Altar of %s", &god->name); |
|
|
1931 | tmp->name = buf; |
|
|
1932 | tmp->level = casting_level (caster, spell); |
|
|
1933 | tmp->other_arch = god->arch; |
|
|
1934 | |
|
|
1935 | if (op->type == PLAYER) |
|
|
1936 | esrv_update_item (UPD_NAME, op, tmp); |
|
|
1937 | |
|
|
1938 | new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); |
|
|
1939 | return 1; |
|
|
1940 | } |
|
|
1941 | } |
|
|
1942 | } |
2336 | new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); |
1943 | new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); |
2337 | return 0; |
1944 | return 0; |
2338 | } |
1945 | } |
2339 | |
1946 | |
2340 | /* animate_weapon - |
1947 | /* animate_weapon - |
2341 | * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. |
1948 | * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. |
2342 | * The golem is based on the archetype specified, modified by the caster's level |
1949 | * The golem is based on the archetype specified, modified by the caster's level |
… | |
… | |
2345 | * This code was very odd - code early on would only let players use the spell, |
1952 | * This code was very odd - code early on would only let players use the spell, |
2346 | * yet the code wass full of player checks. I've presumed that the code |
1953 | * yet the code wass full of player checks. I've presumed that the code |
2347 | * that only let players use it was correct, and removed all the other |
1954 | * that only let players use it was correct, and removed all the other |
2348 | * player checks. MSW 2003-01-06 |
1955 | * player checks. MSW 2003-01-06 |
2349 | */ |
1956 | */ |
2350 | |
1957 | int |
2351 | int animate_weapon(object *op,object *caster,object *spell, int dir) { |
1958 | animate_weapon (object *op, object *caster, object *spell, int dir) |
|
|
1959 | { |
2352 | object *weapon, *tmp; |
1960 | object *weapon, *tmp; |
2353 | char buf[MAX_BUF]; |
1961 | char buf[MAX_BUF]; |
2354 | int a, i; |
1962 | int a, i; |
2355 | sint16 x, y; |
1963 | sint16 x, y; |
2356 | mapstruct *m; |
1964 | maptile *m; |
2357 | materialtype_t *mt; |
1965 | |
2358 | |
|
|
2359 | if(!spell->other_arch){ |
1966 | if (!spell->other_arch) |
|
|
1967 | { |
2360 | new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); |
1968 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
2361 | LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); |
1969 | LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); |
2362 | return 0; |
1970 | return 0; |
2363 | } |
1971 | } |
2364 | /* exit if it's not a player using this spell. */ |
1972 | /* exit if it's not a player using this spell. */ |
2365 | if(op->type!=PLAYER) return 0; |
1973 | if (op->type != PLAYER) |
|
|
1974 | return 0; |
2366 | |
1975 | |
2367 | /* if player already has a golem, abort */ |
1976 | /* if player already has a golem, abort */ |
2368 | if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { |
1977 | if (object *golem = op->contr->golem) |
2369 | control_golem(op->contr->ranges[range_golem],dir); |
|
|
2370 | return 0; |
|
|
2371 | } |
1978 | { |
|
|
1979 | control_golem (golem, dir); |
|
|
1980 | return 0; |
|
|
1981 | } |
2372 | |
1982 | |
2373 | /* if no direction specified, pick one */ |
1983 | /* if no direction specified, pick one */ |
2374 | if(!dir) |
1984 | if (!dir) |
2375 | dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); |
1985 | dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9); |
2376 | |
1986 | |
2377 | m = op->map; |
1987 | m = op->map; |
2378 | x = op->x+freearr_x[dir]; |
1988 | x = op->x + freearr_x[dir]; |
2379 | y = op->y+freearr_y[dir]; |
1989 | y = op->y + freearr_y[dir]; |
2380 | |
1990 | |
2381 | /* if there's no place to put the golem, abort */ |
1991 | /* if there's no place to put the golem, abort */ |
2382 | if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || |
1992 | if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) |
2383 | ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { |
1993 | || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) |
|
|
1994 | { |
2384 | new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); |
1995 | new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
2385 | return 0; |
1996 | return 0; |
2386 | } |
1997 | } |
2387 | |
1998 | |
2388 | /* Use the weapon marked by the player. */ |
1999 | /* Use the weapon marked by the player. */ |
2389 | weapon = find_marked_object(op); |
2000 | weapon = find_marked_object (op); |
2390 | |
2001 | |
2391 | if (!weapon) { |
2002 | if (!weapon) |
|
|
2003 | { |
2392 | new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2004 | new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2393 | return 0; |
2005 | return 0; |
2394 | } |
2006 | } |
|
|
2007 | |
2395 | if (spell->race && strcmp(weapon->arch->name, spell->race)) { |
2008 | if (spell->race && weapon->arch->archname != spell->race) |
|
|
2009 | { |
2396 | new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); |
2010 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); |
2397 | return 0; |
2011 | return 0; |
2398 | } |
2012 | } |
|
|
2013 | |
2399 | if (weapon->type != WEAPON) { |
2014 | if (weapon->type != WEAPON) |
|
|
2015 | { |
2400 | new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); |
2016 | new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); |
2401 | return 0; |
2017 | return 0; |
2402 | } |
2018 | } |
|
|
2019 | |
2403 | if (QUERY_FLAG(weapon, FLAG_APPLIED)) { |
2020 | if (QUERY_FLAG (weapon, FLAG_APPLIED)) |
|
|
2021 | { |
2404 | new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", |
2022 | new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); |
2405 | query_name(weapon)); |
2023 | return 0; |
2406 | return 0; |
|
|
2407 | } |
2024 | } |
2408 | |
2025 | |
2409 | if (weapon->nrof > 1) { |
2026 | weapon = weapon->split (); |
2410 | tmp = get_split_ob(weapon, 1); |
|
|
2411 | esrv_send_item(op, weapon); |
|
|
2412 | weapon = tmp; |
|
|
2413 | } |
|
|
2414 | |
2027 | |
2415 | /* create the golem object */ |
2028 | /* create the golem object */ |
2416 | tmp=arch_to_object(spell->other_arch); |
2029 | tmp = arch_to_object (spell->other_arch); |
2417 | |
2030 | |
2418 | /* if animated by a player, give the player control of the golem */ |
2031 | /* if animated by a player, give the player control of the golem */ |
2419 | CLEAR_FLAG(tmp, FLAG_MONSTER); |
2032 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2420 | SET_FLAG(tmp, FLAG_FRIENDLY); |
|
|
2421 | tmp->stats.exp=0; |
2033 | tmp->stats.exp = 0; |
2422 | add_friendly_object(tmp); |
2034 | add_friendly_object (tmp); |
2423 | tmp->type=GOLEM; |
2035 | tmp->type = GOLEM; |
2424 | set_owner(tmp,op); |
2036 | tmp->set_owner (op); |
|
|
2037 | op->contr->golem = tmp; |
2425 | set_spell_skill(op, caster, spell, tmp); |
2038 | set_spell_skill (op, caster, spell, tmp); |
2426 | op->contr->ranges[range_golem]=tmp; |
|
|
2427 | op->contr->shoottype=range_golem; |
|
|
2428 | op->contr->golem_count = tmp->count; |
|
|
2429 | |
2039 | |
2430 | /* Give the weapon to the golem now. A bit of a hack to check the |
2040 | /* Give the weapon to the golem now. A bit of a hack to check the |
2431 | * removed flag - it should only be set if get_split_object was |
2041 | * removed flag - it should only be set if weapon->split was |
2432 | * used above. |
2042 | * used above. |
2433 | */ |
2043 | */ |
2434 | if (!QUERY_FLAG(weapon, FLAG_REMOVED)) |
2044 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2435 | remove_ob (weapon); |
2045 | weapon->remove (); |
2436 | insert_ob_in_ob (weapon, tmp); |
2046 | |
2437 | esrv_send_item(op, weapon); |
2047 | tmp->insert (weapon); |
|
|
2048 | |
2438 | /* To do everything necessary to let a golem use the weapon is a pain, |
2049 | /* To do everything necessary to let a golem use the weapon is a pain, |
2439 | * so instead, just set it as equipped (otherwise, we need to update |
2050 | * so instead, just set it as equipped (otherwise, we need to update |
2440 | * body_info, skills, etc) |
2051 | * body_info, skills, etc) |
2441 | */ |
2052 | */ |
2442 | SET_FLAG (tmp, FLAG_USE_WEAPON); |
2053 | SET_FLAG (tmp, FLAG_USE_WEAPON); |
2443 | SET_FLAG(weapon, FLAG_APPLIED); |
2054 | SET_FLAG (weapon, FLAG_APPLIED); |
2444 | fix_player(tmp); |
2055 | tmp->update_stats (); |
2445 | |
2056 | |
2446 | /* There used to be 'odd' code that basically seemed to take the absolute |
2057 | /* There used to be 'odd' code that basically seemed to take the absolute |
2447 | * value of the weapon->magic an use that. IMO, that doesn't make sense - |
2058 | * value of the weapon->magic an use that. IMO, that doesn't make sense - |
2448 | * if you're using a crappy weapon, it shouldn't be as good. |
2059 | * if you're using a crappy weapon, it shouldn't be as good. |
2449 | */ |
2060 | */ |
2450 | |
2061 | |
2451 | /* modify weapon's animated wc */ |
2062 | /* modify weapon's animated wc */ |
2452 | tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) |
2063 | tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; |
2453 | - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; |
2064 | if (tmp->stats.wc < -127) |
2454 | if(tmp->stats.wc<-127) tmp->stats.wc = -127; |
2065 | tmp->stats.wc = -127; |
2455 | |
2066 | |
2456 | /* Modify hit points for weapon */ |
2067 | /* Modify hit points for weapon */ |
2457 | tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + |
2068 | tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + |
2458 | SP_level_duration_adjust(caster, spell) + |
2069 | SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con; |
2459 | + 8 * weapon->magic + 12 * weapon->stats.Con; |
2070 | if (tmp->stats.maxhp < 0) |
2460 | if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; |
2071 | tmp->stats.maxhp = 10; |
2461 | tmp->stats.hp = tmp->stats.maxhp; |
2072 | tmp->stats.hp = tmp->stats.maxhp; |
2462 | |
2073 | |
2463 | /* Modify weapon's damage */ |
2074 | /* Modify weapon's damage */ |
2464 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) |
2075 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str; |
2465 | + weapon->stats.dam |
2076 | if (tmp->stats.dam < 0) |
2466 | + weapon->magic |
2077 | tmp->stats.dam = 127; |
2467 | + 5 * weapon->stats.Str; |
|
|
2468 | if(tmp->stats.dam<0) tmp->stats.dam=127; |
|
|
2469 | |
2078 | |
2470 | |
2079 | |
2471 | /* attacktype */ |
2080 | /* attacktype */ |
2472 | if ( ! tmp->attacktype) |
2081 | if (!tmp->attacktype) |
2473 | tmp->attacktype = AT_PHYSICAL; |
2082 | tmp->attacktype = AT_PHYSICAL; |
2474 | |
2083 | |
2475 | mt = NULL; |
|
|
2476 | if (op->materialname != NULL) |
|
|
2477 | mt = name_to_material(op->materialname); |
2084 | if (materialtype_t *mt = name_to_material (op->materialname)) |
2478 | if (mt != NULL) { |
2085 | { |
2479 | for (i=0; i < NROFATTACKS; i++) |
2086 | for (i = 0; i < NROFATTACKS; i++) |
2480 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2087 | tmp->resist[i] = 50 - (mt->save[i] * 5); |
2481 | a = mt->save[0]; |
2088 | a = mt->save[0]; |
2482 | } else { |
2089 | } |
|
|
2090 | else |
|
|
2091 | { |
2483 | for (i=0; i < NROFATTACKS; i++) |
2092 | for (i = 0; i < NROFATTACKS; i++) |
2484 | tmp->resist[i] = 5; |
2093 | tmp->resist[i] = 5; |
2485 | a = 10; |
2094 | a = 10; |
2486 | } |
2095 | } |
|
|
2096 | |
2487 | /* Set weapon's immunity */ |
2097 | /* Set weapon's immunity */ |
2488 | tmp->resist[ATNR_CONFUSION] = 100; |
2098 | tmp->resist[ATNR_CONFUSION] = 100; |
2489 | tmp->resist[ATNR_POISON] = 100; |
2099 | tmp->resist[ATNR_POISON] = 100; |
2490 | tmp->resist[ATNR_SLOW] = 100; |
2100 | tmp->resist[ATNR_SLOW] = 100; |
2491 | tmp->resist[ATNR_PARALYZE] = 100; |
2101 | tmp->resist[ATNR_PARALYZE] = 100; |
2492 | tmp->resist[ATNR_TURN_UNDEAD] = 100; |
2102 | tmp->resist[ATNR_TURN_UNDEAD] = 100; |
2493 | tmp->resist[ATNR_FEAR] = 100; |
2103 | tmp->resist[ATNR_FEAR] = 100; |
2494 | tmp->resist[ATNR_DEPLETE] = 100; |
2104 | tmp->resist[ATNR_DEPLETE] = 100; |
2495 | tmp->resist[ATNR_DEATH] = 100; |
2105 | tmp->resist[ATNR_DEATH] = 100; |
2496 | tmp->resist[ATNR_BLIND] = 100; |
2106 | tmp->resist[ATNR_BLIND] = 100; |
2497 | |
2107 | |
2498 | /* Improve weapon's armour value according to best save vs. physical of its material */ |
2108 | /* Improve weapon's armour value according to best save vs. physical of its material */ |
2499 | |
2109 | |
2500 | if (a > 14) a = 14; |
2110 | if (a > 14) |
|
|
2111 | a = 14; |
|
|
2112 | |
2501 | tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); |
2113 | tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2502 | |
2114 | |
2503 | /* Determine golem's speed */ |
2115 | /* Determine golem's speed */ |
2504 | tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); |
2116 | tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); |
2505 | |
2117 | |
2506 | if(tmp->speed > 3.33) tmp->speed = 3.33; |
|
|
2507 | |
|
|
2508 | if (!spell->race) { |
2118 | if (!spell->race) |
|
|
2119 | { |
2509 | sprintf(buf, "animated %s", weapon->name); |
2120 | sprintf (buf, "animated %s", &weapon->name); |
2510 | if(tmp->name) free_string(tmp->name); |
2121 | tmp->name = buf; |
2511 | tmp->name = add_string(buf); |
|
|
2512 | |
2122 | |
2513 | tmp->face = weapon->face; |
2123 | tmp->face = weapon->face; |
2514 | tmp->animation_id = weapon->animation_id; |
2124 | tmp->animation_id = weapon->animation_id; |
2515 | tmp->anim_speed = weapon->anim_speed; |
2125 | tmp->anim_speed = weapon->anim_speed; |
2516 | tmp->last_anim = weapon->last_anim; |
2126 | tmp->last_anim = weapon->last_anim; |
2517 | tmp->state = weapon->state; |
2127 | tmp->state = weapon->state; |
2518 | if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { |
2128 | tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; |
2519 | SET_FLAG(tmp,FLAG_ANIMATE); |
|
|
2520 | } else { |
|
|
2521 | CLEAR_FLAG(tmp,FLAG_ANIMATE); |
|
|
2522 | } |
|
|
2523 | update_ob_speed(tmp); |
|
|
2524 | } |
2129 | } |
2525 | |
2130 | |
2526 | /* make experience increase in proportion to the strength of the summoned creature. */ |
2131 | /* make experience increase in proportion to the strength of the summoned creature. */ |
2527 | tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell)); |
2132 | tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell)); |
2528 | |
2133 | |
2529 | tmp->speed_left= -1; |
2134 | tmp->speed_left = -1; |
2530 | tmp->x=x; |
|
|
2531 | tmp->y=y; |
|
|
2532 | tmp->direction=dir; |
2135 | tmp->direction = dir; |
2533 | insert_ob_in_map(tmp,m,op,0); |
2136 | |
|
|
2137 | m->insert (tmp, x, y, op); |
2534 | return 1; |
2138 | return 1; |
2535 | } |
2139 | } |
2536 | |
2140 | |
2537 | /* cast_daylight() - changes the map darkness level *lower* */ |
2141 | /* cast_daylight() - changes the map darkness level *lower* */ |
2538 | |
2142 | |
2539 | /* cast_change_map_lightlevel: Was cast_daylight/nightfall. |
2143 | /* cast_change_map_lightlevel: Was cast_daylight/nightfall. |
2540 | * This changes the light level for the entire map. |
2144 | * This changes the light level for the entire map. |
2541 | */ |
2145 | */ |
2542 | |
2146 | int |
2543 | int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { |
2147 | cast_change_map_lightlevel (object *op, object *caster, object *spell) |
|
|
2148 | { |
2544 | int success; |
2149 | int success; |
2545 | |
2150 | |
2546 | if(!op->map) return 0; /* shouldnt happen */ |
2151 | if (!op->map) |
|
|
2152 | return 0; /* shouldnt happen */ |
2547 | |
2153 | |
2548 | success=change_map_light(op->map,spell->stats.dam); |
2154 | success = op->map->change_map_light (spell->stats.dam); |
|
|
2155 | |
2549 | if(!success) { |
2156 | if (!success) |
|
|
2157 | { |
2550 | if (spell->stats.dam < 0) |
2158 | if (spell->stats.dam < 0) |
2551 | new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); |
2159 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); |
2552 | else |
2160 | else |
2553 | 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."); |
2554 | } |
2162 | } |
|
|
2163 | |
2555 | return success; |
2164 | return success; |
2556 | } |
2165 | } |
2557 | |
|
|
2558 | |
|
|
2559 | |
|
|
2560 | |
|
|
2561 | |
2166 | |
2562 | /* create an aura spell object and put it in the player's inventory. |
2167 | /* create an aura spell object and put it in the player's inventory. |
2563 | * as usual, op is player, caster is the object casting the spell, |
2168 | * as usual, op is player, caster is the object casting the spell, |
2564 | * spell is the spell object itself. |
2169 | * spell is the spell object itself. |
2565 | */ |
2170 | */ |
|
|
2171 | int |
2566 | int create_aura(object *op, object *caster, object *spell) |
2172 | create_aura (object *op, object *caster, object *spell) |
2567 | { |
2173 | { |
2568 | int refresh=0; |
2174 | int refresh = 0; |
2569 | object *new_aura; |
2175 | object *new_aura; |
2570 | |
2176 | |
2571 | new_aura = present_arch_in_ob(spell->other_arch, op); |
2177 | new_aura = present_arch_in_ob (spell->other_arch, op); |
2572 | if (new_aura) refresh=1; |
2178 | if (new_aura) |
|
|
2179 | refresh = 1; |
|
|
2180 | else |
2573 | else new_aura = arch_to_object(spell->other_arch); |
2181 | new_aura = arch_to_object (spell->other_arch); |
2574 | |
2182 | |
2575 | new_aura->duration = spell->duration + |
2183 | new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); |
2576 | 10* SP_level_duration_adjust(caster,spell); |
|
|
2577 | |
2184 | |
2578 | new_aura->stats.dam = spell->stats.dam |
2185 | new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2579 | +SP_level_dam_adjust(caster,spell); |
|
|
2580 | |
2186 | |
2581 | set_owner(new_aura,op); |
|
|
2582 | set_spell_skill(op, caster, spell, new_aura); |
2187 | set_spell_skill (op, caster, spell, new_aura); |
2583 | new_aura->attacktype= spell->attacktype; |
2188 | new_aura->attacktype = spell->attacktype; |
2584 | |
2189 | |
2585 | new_aura->level = caster_level(caster, spell); |
2190 | new_aura->level = casting_level (caster, spell); |
|
|
2191 | |
2586 | if (refresh) |
2192 | if (refresh) |
2587 | new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2193 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2588 | else |
2194 | else |
2589 | new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
2195 | new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
|
|
2196 | |
2590 | insert_ob_in_ob(new_aura, op); |
2197 | insert_ob_in_ob (new_aura, op); |
|
|
2198 | new_aura->set_owner (op); |
|
|
2199 | |
2591 | return 1; |
2200 | return 1; |
2592 | } |
2201 | } |
2593 | |
|
|
2594 | |
2202 | |
2595 | /* move aura function. An aura is a part of someone's inventory, |
2203 | /* move aura function. An aura is a part of someone's inventory, |
2596 | * which he carries with him, but which acts on the map immediately |
2204 | * which he carries with him, but which acts on the map immediately |
2597 | * around him. |
2205 | * around him. |
2598 | * Aura parameters: |
2206 | * Aura parameters: |
2599 | * duration: duration counter. |
2207 | * duration: duration counter. |
2600 | * attacktype: aura's attacktype |
2208 | * attacktype: aura's attacktype |
2601 | * other_arch: archetype to drop where we attack |
2209 | * other_arch: archetype to drop where we attack |
2602 | */ |
2210 | */ |
2603 | |
2211 | void |
2604 | void move_aura(object *aura) { |
2212 | move_aura (object *aura) |
2605 | int i, mflags; |
2213 | { |
2606 | object *env; |
|
|
2607 | mapstruct *m; |
|
|
2608 | |
|
|
2609 | /* auras belong in inventories */ |
2214 | /* auras belong in inventories */ |
2610 | env = aura->env; |
2215 | object *env = aura->env; |
|
|
2216 | object *owner = aura->owner; |
2611 | |
2217 | |
2612 | /* no matter what we've gotta remove the aura... |
2218 | /* no matter what we've gotta remove the aura... |
2613 | * we'll put it back if its time isn't up. |
2219 | * we'll put it back if its time isn't up. |
2614 | */ |
2220 | */ |
2615 | remove_ob(aura); |
2221 | aura->remove (); |
2616 | |
2222 | |
2617 | /* exit if we're out of gas */ |
2223 | /* exit if we're out of gas */ |
2618 | if(aura->duration--< 0) { |
2224 | if (aura->duration-- < 0) |
2619 | free_object(aura); |
|
|
2620 | return; |
|
|
2621 | } |
2225 | { |
|
|
2226 | aura->destroy (); |
|
|
2227 | return; |
|
|
2228 | } |
2622 | |
2229 | |
2623 | /* auras only exist in inventories */ |
2230 | /* auras only exist in inventories */ |
2624 | if(env == NULL || env->map==NULL) { |
2231 | if (!env || !env->map) |
2625 | free_object(aura); |
|
|
2626 | return; |
|
|
2627 | } |
2232 | { |
2628 | aura->x = env->x; |
2233 | aura->destroy (); |
2629 | aura->y = env->y; |
2234 | return; |
|
|
2235 | } |
2630 | |
2236 | |
2631 | /* we need to jump out of the inventory for a bit |
2237 | /* we need to jump out of the inventory for a bit |
2632 | * in order to hit the map conveniently. |
2238 | * in order to hit the map conveniently. |
2633 | */ |
2239 | */ |
2634 | insert_ob_in_map(aura,env->map,aura,0); |
2240 | aura->insert_at (env, aura); |
2635 | |
2241 | |
2636 | for(i=1;i<9;i++) { |
2242 | for (int i = 1; i < 9; i++) |
2637 | sint16 nx, ny; |
2243 | { |
2638 | nx = aura->x + freearr_x[i]; |
2244 | mapxy pos (env); |
2639 | ny = aura->y + freearr_y[i]; |
2245 | pos.move (i); |
2640 | mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); |
|
|
2641 | |
2246 | |
2642 | /* Consider the movement tyep of the person with the aura as |
2247 | /* Consider the movement type of the person with the aura as |
2643 | * movement type of the aura. Eg, if the player is flying, the aura |
2248 | * movement type of the aura. Eg, if the player is flying, the aura |
2644 | * is flying also, if player is walking, it is on the ground, etc. |
2249 | * is flying also, if player is walking, it is on the ground, etc. |
2645 | */ |
2250 | */ |
2646 | if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { |
2251 | if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) |
|
|
2252 | { |
2647 | hit_map(aura,i,aura->attacktype,0); |
2253 | hit_map (aura, i, aura->attacktype, 0); |
2648 | |
2254 | |
2649 | if(aura->other_arch) { |
2255 | if (aura->other_arch) |
2650 | object *new_ob; |
2256 | pos.insert (arch_to_object (aura->other_arch), aura); |
2651 | |
2257 | } |
2652 | new_ob = arch_to_object(aura->other_arch); |
|
|
2653 | new_ob->x = nx; |
|
|
2654 | new_ob->y = ny; |
|
|
2655 | insert_ob_in_map(new_ob,m,aura,0); |
|
|
2656 | } |
2258 | } |
2657 | } |
2259 | |
2658 | } |
|
|
2659 | /* put the aura back in the player's inventory */ |
2260 | /* put the aura back in the player's inventory */ |
2660 | remove_ob(aura); |
2261 | env->insert (aura); |
2661 | insert_ob_in_ob(aura, env); |
2262 | aura->set_owner (owner); |
2662 | } |
2263 | } |
2663 | |
2264 | |
2664 | /* moves the peacemaker spell. |
2265 | /* moves the peacemaker spell. |
2665 | * op is the piece object. |
2266 | * op is the piece object. |
2666 | */ |
2267 | */ |
2667 | |
2268 | void |
2668 | void move_peacemaker(object *op) { |
2269 | move_peacemaker (object *op) |
2669 | object *tmp; |
2270 | { |
2670 | |
2271 | for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) |
2671 | for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { |
2272 | { |
2672 | int atk_lev, def_lev; |
2273 | int atk_lev, def_lev; |
2673 | object *victim=tmp; |
2274 | object *victim = tmp->head_ (); |
2674 | |
2275 | |
2675 | if (tmp->head) victim=tmp->head; |
|
|
2676 | if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; |
2276 | if (!QUERY_FLAG (victim, FLAG_MONSTER)) |
|
|
2277 | continue; |
|
|
2278 | |
2677 | if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; |
2279 | if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) |
|
|
2280 | continue; |
|
|
2281 | |
2678 | if (victim->stats.exp == 0) continue; |
2282 | if (victim->stats.exp == 0) |
|
|
2283 | continue; |
2679 | |
2284 | |
2680 | def_lev = MAX(1,victim->level); |
2285 | def_lev = MAX (1, victim->level); |
2681 | atk_lev = MAX(1,op->level); |
2286 | atk_lev = MAX (1, op->level); |
2682 | |
2287 | |
2683 | if (rndm(0, atk_lev-1) > def_lev) { |
2288 | if (rndm (0, atk_lev - 1) > def_lev) |
|
|
2289 | { |
2684 | /* make this sucker peaceful. */ |
2290 | /* make this sucker peaceful. */ |
2685 | |
2291 | |
|
|
2292 | INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op)); |
2686 | change_exp(get_owner(op),victim->stats.exp, op->skill, 0); |
2293 | change_exp (op->owner, victim->stats.exp, op->skill, 0); |
2687 | victim->stats.exp=0; |
2294 | victim->stats.exp = 0; |
2688 | #if 0 |
2295 | #if 0 |
2689 | /* No idea why these were all set to zero - if something |
2296 | /* No idea why these were all set to zero - if something |
2690 | * makes this creature agressive, he should still do damage. |
2297 | * makes this creature agressive, he should still do damage. |
2691 | */ |
2298 | */ |
2692 | victim->stats.dam = 0; |
2299 | victim->stats.dam = 0; |
2693 | victim->stats.sp = 0; |
2300 | victim->stats.sp = 0; |
2694 | victim->stats.grace = 0; |
2301 | victim->stats.grace = 0; |
2695 | victim->stats.Pow = 0; |
2302 | victim->stats.Pow = 0; |
2696 | #endif |
2303 | #endif |
2697 | victim->attack_movement = RANDO2; |
2304 | victim->attack_movement = RANDO2; |
2698 | SET_FLAG(victim,FLAG_UNAGGRESSIVE); |
2305 | SET_FLAG (victim, FLAG_UNAGGRESSIVE); |
2699 | SET_FLAG(victim,FLAG_RUN_AWAY); |
2306 | SET_FLAG (victim, FLAG_RUN_AWAY); |
2700 | SET_FLAG(victim,FLAG_RANDOM_MOVE); |
2307 | SET_FLAG (victim, FLAG_RANDOM_MOVE); |
2701 | CLEAR_FLAG(victim,FLAG_MONSTER); |
2308 | CLEAR_FLAG (victim, FLAG_MONSTER); |
|
|
2309 | |
2702 | if(victim->name) { |
2310 | if (victim->name) |
2703 | new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); |
2311 | new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); |
|
|
2312 | } |
2704 | } |
2313 | } |
2705 | } |
2314 | } |
2706 | } |
|
|
2707 | } |
|
|
2708 | |
|
|
2709 | |
2315 | |
2710 | /* This writes a rune that contains the appropriate message. |
2316 | /* This writes a rune that contains the appropriate message. |
2711 | * There really isn't any adjustments we make. |
2317 | * There really isn't any adjustments we make. |
2712 | */ |
2318 | */ |
2713 | |
2319 | int |
2714 | int write_mark(object *op, object *spell, const char *msg) { |
2320 | write_mark (object *op, object *spell, const char *msg) |
2715 | char rune[HUGE_BUF]; |
2321 | { |
2716 | object *tmp; |
|
|
2717 | |
|
|
2718 | if (!msg || msg[0] == 0) { |
2322 | if (!msg || msg[0] == 0) |
|
|
2323 | { |
2719 | new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); |
2324 | new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); |
2720 | return 0; |
2325 | return 0; |
2721 | } |
2326 | } |
2722 | |
2327 | |
2723 | if (strcasestr_local(msg, "endmsg")) { |
2328 | if (strcasestr_local (msg, "endmsg")) |
|
|
2329 | { |
2724 | new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); |
2330 | new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); |
2725 | LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", op->name, msg); |
2331 | LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); |
|
|
2332 | return 0; |
|
|
2333 | } |
|
|
2334 | |
|
|
2335 | if (!spell->other_arch) |
2726 | return 0; |
2336 | return 0; |
2727 | } |
2337 | |
2728 | if (!spell->other_arch) return 0; |
|
|
2729 | tmp = arch_to_object(spell->other_arch); |
2338 | object *tmp = arch_to_object (spell->other_arch); |
2730 | strncpy(rune, msg, HUGE_BUF-2); |
2339 | |
2731 | rune[HUGE_BUF-2] = 0; |
|
|
2732 | strcat(rune, "\n"); |
|
|
2733 | tmp->race = add_string (op->name); /*Save the owner of the rune*/ |
2340 | tmp->race = op->name; /*Save the owner of the rune */ |
2734 | tmp->msg = add_string(rune); |
2341 | tmp->msg = msg; |
2735 | tmp->x = op->x; |
2342 | |
2736 | tmp->y = op->y; |
2343 | tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); |
2737 | insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR); |
2344 | |
2738 | return 1; |
2345 | return 1; |
2739 | } |
2346 | } |
|
|
2347 | |