Atrinik Server 2.5
types/scroll.c
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00001 /************************************************************************
00002 *            Atrinik, a Multiplayer Online Role Playing Game            *
00003 *                                                                       *
00004 *    Copyright (C) 2009-2011 Alex Tokar and Atrinik Development Team    *
00005 *                                                                       *
00006 * Fork from Daimonin (Massive Multiplayer Online Role Playing Game)     *
00007 * and Crossfire (Multiplayer game for X-windows).                       *
00008 *                                                                       *
00009 * This program is free software; you can redistribute it and/or modify  *
00010 * it under the terms of the GNU General Public License as published by  *
00011 * the Free Software Foundation; either version 2 of the License, or     *
00012 * (at your option) any later version.                                   *
00013 *                                                                       *
00014 * This program is distributed in the hope that it will be useful,       *
00015 * but WITHOUT ANY WARRANTY; without even the implied warranty of        *
00016 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the         *
00017 * GNU General Public License for more details.                          *
00018 *                                                                       *
00019 * You should have received a copy of the GNU General Public License     *
00020 * along with this program; if not, write to the Free Software           *
00021 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.             *
00022 *                                                                       *
00023 * The author can be reached at admin@atrinik.org                        *
00024 ************************************************************************/
00025 
00030 #include <global.h>
00031 
00036 void apply_scroll(object *op, object *tmp)
00037 {
00038     int scroll_spell = tmp->stats.sp, old_spell = 0;
00039     rangetype old_shoot = range_none;
00040 
00041     if (QUERY_FLAG(op, FLAG_BLIND) && !QUERY_FLAG(op, FLAG_WIZ))
00042     {
00043         new_draw_info(0, COLOR_WHITE, op, "You are unable to read while blind.");
00044         return;
00045     }
00046 
00047     if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED))
00048     {
00049         identify(tmp);
00050     }
00051 
00052     if (scroll_spell < 0 || scroll_spell >= NROFREALSPELLS)
00053     {
00054         new_draw_info(0, COLOR_WHITE, op, "The scroll just doesn't make sense!");
00055         return;
00056     }
00057 
00058     if (op->type == PLAYER)
00059     {
00060         /* players need a literacy skill to read stuff! */
00061         if (!change_skill(op, SK_LITERACY))
00062         {
00063             new_draw_info(0, COLOR_WHITE, op, "You are unable to decipher the strange symbols.");
00064             return;
00065         }
00066 
00067         /* that's new: literacy for reading but a player need also the
00068          * right spellcasting spell. Reason: the exp goes then in that
00069          * skill. This makes scroll different from wands or potions. */
00070         if (!change_skill(op, (spells[scroll_spell].type == SPELL_TYPE_PRIEST ? SK_PRAYING : SK_SPELL_CASTING)))
00071         {
00072             new_draw_info(0, COLOR_WHITE, op, "You can read the scroll but you don't understand it.");
00073             return;
00074         }
00075 
00076         /* Now, call here so the right skill is readied -- literacy
00077          * isn't necessarily connected to the exp obj to which the xp
00078          * will go (for kills made by the magic of the scroll)  */
00079         old_shoot = CONTR(op)->shoottype;
00080         old_spell = CONTR(op)->chosen_spell;
00081         CONTR(op)->shoottype = range_scroll;
00082         CONTR(op)->chosen_spell = scroll_spell;
00083         CONTR(op)->stat_scrolls_used++;
00084     }
00085 
00086     new_draw_info_format(0, COLOR_WHITE, op, "The scroll of %s turns to dust.", spells[tmp->stats.sp].name);
00087 
00088     cast_spell(op, tmp, op->facing ? op->facing : 4, scroll_spell, 0, CAST_SCROLL, NULL);
00089     decrease_ob(tmp);
00090 
00091     if (op->type == PLAYER)
00092     {
00093         CONTR(op)->shoottype = old_shoot;
00094         CONTR(op)->chosen_spell = old_spell;
00095     }
00096 }