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