legacy: disable all spell_freebie in legacy game...

This commit is contained in:
ALONSO Laurent
2021-10-06 10:34:39 +02:00
committed by Celtic Minstrel
parent c752c9a3d9
commit ce26cecd73
2 changed files with 14 additions and 8 deletions

View File

@@ -4775,6 +4775,7 @@ void combat_immed_mage_cast(short current_pc, eSpell spell_num, bool freebie) {
snd_num_t store_sound = 0;
miss_num_t store_m_type = 0;
cPlayer& caster = univ.party[current_pc];
if (univ.scenario.is_legacy) freebie=false;
short bonus = freebie ? 1 : caster.stat_adj(eSkill::INTELLIGENCE);
short level = freebie ? store_item_spell_level : caster.level;
if(!freebie && (*spell_num).level <= caster.get_prot_level(eItemAbil::MAGERY))
@@ -4987,6 +4988,7 @@ void combat_immed_priest_cast(short current_pc, eSpell spell_num, bool freebie)
snd_num_t store_sound = 0;
miss_num_t store_m_type = 0;
cPlayer& caster = univ.party[current_pc];
if (univ.scenario.is_legacy) freebie=false;
short bonus = freebie ? 1 : caster.stat_adj(eSkill::INTELLIGENCE);
short level = freebie ? store_item_spell_level : caster.level;
if(!freebie && caster.traits[eTrait::ANAMA])
@@ -5109,6 +5111,8 @@ void start_spell_targeting(eSpell num, bool freebie, int spell_range, eSpellPat
// First, remember what spell was cast.
spell_being_cast = num;
// legacy does not use freebie
if (univ.scenario.is_legacy) freebie=false;
spell_freebie = freebie;
add_string_to_buf(" Target spell.");
@@ -5170,6 +5174,7 @@ void start_fancy_spell_targeting(eSpell num, bool freebie, int spell_range, eSpe
// First, remember what spell was cast.
spell_being_cast = num;
if (univ.scenario.is_legacy) freebie=false;
spell_freebie = freebie;
for(short i = 0; i < 8; i++)

View File

@@ -559,7 +559,7 @@ void give_party_spell(short which) {
void do_mage_spell(short pc_num,eSpell spell_num,bool freebie) {
short target,r1,adj,store;
location where;
if (univ.scenario.is_legacy) freebie=false;
if(univ.party[pc_num].traits[eTrait::ANAMA]) {
add_string_to_buf("Cast: You're an Anama!");
return;
@@ -770,6 +770,7 @@ void do_priest_spell(short pc_num,eSpell spell_num,bool freebie) {
location loc;
location where;
if (univ.scenario.is_legacy) freebie=false;
if(univ.party[pc_num].traits[eTrait::PACIFIST] && !(*spell_num).peaceful) {
add_string_to_buf("Cast: You're a pacifist!");
return;
@@ -1200,16 +1201,14 @@ void cast_town_spell(location where) {
}
short adjust = can_see_light(univ.party.town_loc,where,sight_obscurity);
// legacy scenario always use pc characteristic
bool freebie = univ.scenario.is_legacy ? false : spell_freebie;
if(!freebie)
if(!spell_freebie)
univ.party[who_cast].cur_sp -= (*town_spell).cost;
ter = univ.town->terrain(where.x,where.y);
short adj = freebie ? 1 : univ.party[who_cast].stat_adj(eSkill::INTELLIGENCE);
short level = freebie ? store_item_spell_level : univ.party[who_cast].level;
short adj = spell_freebie ? 1 : univ.party[who_cast].stat_adj(eSkill::INTELLIGENCE);
short level = spell_freebie ? store_item_spell_level : univ.party[who_cast].level;
if(!spell_freebie && (*town_spell).level <= univ.party[who_cast].get_prot_level(eItemAbil::MAGERY) && !(*town_spell).is_priest())
level++;
if(!freebie && univ.party[who_cast].traits[eTrait::ANAMA] && (*town_spell).is_priest())
if(!spell_freebie && univ.party[who_cast].traits[eTrait::ANAMA] && (*town_spell).is_priest())
level++;
// TODO: Should we do this here? Or in the handling of targeting modes?
@@ -2027,6 +2026,7 @@ void start_town_targeting(eSpell s_num,short who_c,bool freebie,eSpellPat pat) {
overall_mode = MODE_TOWN_TARGET;
town_spell = s_num;
who_cast = who_c;
if (univ.scenario.is_legacy) freebie=false;
spell_freebie = freebie;
switch(pat) {
case PAT_SINGLE: current_pat = single; break;
@@ -2053,6 +2053,7 @@ static void display_alchemy_graphics(cDialog& me, short &pc_num);
static bool alch_potion_event_filter(cDialog&me, short &pc_num, std::string item_hit, eKeyMod) {
int potion_id = boost::lexical_cast<int>(item_hit.substr(6))-1;
if(!univ.party[pc_num].has_space()) {
me["result"].setColour(sf::Color::Red);
me["result"].setText("Alchemy: Can't carry another item.");
return false;
}
@@ -2096,7 +2097,7 @@ static bool alch_potion_event_filter(cDialog&me, short &pc_num, std::string item
me["result"].setColour(sf::Color::Red);
me["result"].setText("No room in inventory.\nPotion placed on floor.");
place_item(store_i,univ.party.town_loc);
// checkme: redraw terrain here?
redraw_terrain();
}
else {
me["result"].setColour(sf::Color::White);