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/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 2007 Mark Wedel & Crossfire Development Team
Copyright (C) 1992 Frank Tore Johansen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
The authors can be reached via e-mail at crossfire-devel@real-time.com
*/
/** @file scroll.c
* The implementation of the Scroll class of objects.
*/
#include <global.h>
#include <ob_methods.h>
#include <ob_types.h>
#include <sounds.h>
#include <sproto.h>
static method_ret scroll_type_apply(ob_methods *context, object *op, object *applier, int aflags);
/**
* Initializer for the scroll object type.
*/
void init_type_scroll(void) {
register_apply(SCROLL, scroll_type_apply);
}
/**
* Handles reading a spell scroll.
* @param context
* The method context
* @param scroll
* The scroll to apply
* @param applier
* The object attempting to apply the scroll
* @param aflags
* Special flags (always apply/unapply)
* @return METHOD_OK
* @todo
* should handle scroll failure differently if god-like scroll.
* @todo
* Tweak failure parameters.
*/
static method_ret scroll_type_apply(ob_methods *context, object *scroll,
object *applier, int aflags) {
object *skapplier;
object *head;
sstring name;
head = HEAD(applier);
if (QUERY_FLAG(applier, FLAG_BLIND) && !QUERY_FLAG(applier, FLAG_WIZ)) {
draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_ERROR,
"You are unable to read while blind.");
return METHOD_OK;
}
if (!scroll->inv || scroll->inv->type != SPELL) {
draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE,
"The scroll just doesn't make sense!");
return METHOD_OK;
}
if (applier->type == PLAYER) {
/* players need a literacy skill to read stuff! */
int exp_gain;
/* hard code literacy - scroll->skill points to where the exp
* should go for anything killed by the spell.
*/
skapplier = find_skill_by_number(applier, SK_LITERACY);
if (!skapplier) {
draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE,
"You are unable to decipher the strange symbols.");
return METHOD_OK;
}
if (!QUERY_FLAG(scroll, FLAG_IDENTIFIED))
scroll = identify(scroll);
if (QUERY_FLAG(scroll, FLAG_CURSED) || QUERY_FLAG(scroll, FLAG_DAMNED)) {
/* Player made a mistake, let's shake her/him :)
* a failure of -35 means merely mana drain, -80 means
* mana blast. But if server settings say 'no failure effect',
* we still want to drain mana.
* As for power, hey, better take care what you apply :)
*/
int failure = -35;
if (settings.spell_failure_effects == TRUE)
failure = -rndm(35, 100);
scroll_failure(applier, failure, MAX(20, (scroll->level-skapplier->level)*5));
object_decrease_nrof_by_one(scroll);
return METHOD_OK;
}
if ((exp_gain = calc_skill_exp(applier, scroll, skapplier)))
change_exp(applier, exp_gain, skapplier->skill, 0);
}
/* need to keep the name, as the scroll may be destroyed when on the ground (reading a scroll of alchemy for instance) */
name = scroll->inv->name;
cast_spell(applier, scroll, head->facing, scroll->inv, NULL);
if (QUERY_FLAG(scroll, FLAG_BLESSED) && die_roll(1, 100, applier, 1) < 10) {
draw_ext_info_format(NDI_BLACK, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS,
"Your scroll of %s glows for a second!",
name);
} else {
draw_ext_info_format(NDI_BLACK, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS,
"The scroll of %s turns to dust.",
name);
object_decrease_nrof_by_one(scroll);
}
return METHOD_OK;
}
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