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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.28 by root, Sat Dec 30 10:16:11 2006 UTC vs.
Revision 1.62 by root, Sun Jul 1 05:00:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
105 ncharges = 1; 103 ncharges = 1;
106 104
107 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
109 107
110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
111 { 109 {
112 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
113 wand->set_speed (wand->arch->clone.speed); 111 wand->set_speed (wand->arch->speed);
114 } 112 }
115 113
116 return 1; 114 return 1;
117} 115}
118 116
155 /* If it starts with a letter, presume it is a description */ 153 /* If it starts with a letter, presume it is a description */
156 if (isalpha (*stringarg)) 154 if (isalpha (*stringarg))
157 { 155 {
158 artifact *al = find_artifactlist (missile->type)->items; 156 artifact *al = find_artifactlist (missile->type)->items;
159 157
160 for (; al != NULL; al = al->next) 158 for (; al; al = al->next)
161 if (!strcasecmp (al->item->name, stringarg)) 159 if (!strcasecmp (al->item->name, stringarg))
162 break; 160 break;
163 161
164 if (!al) 162 if (!al)
165 { 163 {
225 if (stringarg) 223 if (stringarg)
226 { 224 {
227 at = find_archetype_by_object_type_name (FOOD, stringarg); 225 at = find_archetype_by_object_type_name (FOOD, stringarg);
228 if (at == NULL) 226 if (at == NULL)
229 at = find_archetype_by_object_type_name (DRINK, stringarg); 227 at = find_archetype_by_object_type_name (DRINK, stringarg);
230 if (at == NULL || at->clone.stats.food > food_value) 228 if (at == NULL || at->stats.food > food_value)
231 stringarg = NULL; 229 stringarg = NULL;
232 } 230 }
233 231
234 if (!stringarg) 232 if (!stringarg)
235 { 233 {
241 * We don't use flesh types because the weight values of those need 239 * We don't use flesh types because the weight values of those need
242 * to be altered from the donor. 240 * to be altered from the donor.
243 */ 241 */
244 242
245 /* We assume the food items don't have multiple parts */ 243 /* We assume the food items don't have multiple parts */
246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 244 for_all_archetypes (at_tmp)
247 { 245 {
248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 246 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
249 { 247 {
250 /* Basically, if the food value is something that is creatable 248 /* Basically, if the food value is something that is creatable
251 * under the limits of the spell and it is higher than 249 * under the limits of the spell and it is higher than
252 * the item we have now, take it instead. 250 * the item we have now, take it instead.
253 */ 251 */
254 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 252 if (at_tmp->stats.food <= food_value
253 && (!at
254 || at_tmp->stats.food > at->stats.food
255 || (at_tmp->stats.food == at->stats.food
256 && at_tmp->weight < at->weight)))
255 at = at_tmp; 257 at = at_tmp;
256 } 258 }
257 } 259 }
258 } 260 }
259 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
263 { 265 {
264 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
265 return 0; 267 return 0;
266 } 268 }
267 269
268 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
269 new_op = arch_to_object (at); 271 new_op = arch_to_object (at);
270 new_op->nrof = food_value; 272 new_op->nrof = food_value;
271 273
272 new_op->value = 0; 274 new_op->value = 0;
273 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
374 * normal applies. 376 * normal applies.
375 */ 377 */
376int 378int
377cast_invisible (object *op, object *caster, object *spell_ob) 379cast_invisible (object *op, object *caster, object *spell_ob)
378{ 380{
379 object *tmp;
380
381 if (op->invisible > 1000) 381 if (op->invisible > 1000)
382 { 382 {
383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
384 return 0; 384 return 0;
385 } 385 }
401 else 401 else
402 op->contr->tmp_invis = 1; 402 op->contr->tmp_invis = 1;
403 403
404 op->contr->hidden = 0; 404 op->contr->hidden = 0;
405 } 405 }
406
406 if (makes_invisible_to (op, op)) 407 if (makes_invisible_to (op, op))
407 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 408 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
408 else 409 else
409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
410 411
411 update_object (op, UP_OBJ_FACE); 412 update_object (op, UP_OBJ_CHANGE);
412 413
413 /* Only search the active objects - only these should actually do 414 /* Only search the active objects - only these should actually do
414 * harm to the player. 415 * harm to the player.
415 */ 416 */
416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 417 for_all_actives (tmp)
417 if (tmp->enemy == op) 418 if (tmp->enemy == op)
418 tmp->enemy = NULL; 419 tmp->enemy = 0;
420
419 return 1; 421 return 1;
420} 422}
421 423
422/* earth to dust spell. Basically destroys earthwalls in the area. 424/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 425 */
451 next = tmp->above; 453 next = tmp->above;
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 456 }
455 } 457 }
458
456 return 1; 459 return 1;
457} 460}
458
459 461
460void 462void
461execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
462{ 464{
463 object *wor = op; 465 if (object *pl = op->in_player ())
464 466 {
465 while (op != NULL && op->type != PLAYER) 467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
466 op = op->env;
467
468 if (op != NULL && op->map)
469 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
470 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
471 else 469 else
470 {
471 // remove first so we do not call update_stats
472 op->remove ();
472 op->enter_exit (wor); 473 pl->enter_exit (op);
474 }
475 }
473 476
474 wor->destroy (); 477 op->destroy ();
475} 478}
476 479
477/* Word of recall causes the player to return 'home'. 480/* Word of recall causes the player to return 'home'.
478 * we put a force into the player object, so that there is a 481 * we put a force into the player object, so that there is a
479 * time delay effect. 482 * time delay effect.
498 { 501 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 502 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 503 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 504 return 0;
502 } 505 }
506
503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 507 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
504 if (time < 1) 508 if (time < 1)
505 time = 1; 509 time = 1;
506 510
507 /* value of speed really doesn't make much difference, as long as it is 511 /* value of speed really doesn't make much difference, as long as it is
515 519
516 /* If we could take advantage of enter_player_savebed() here, it would be 520 /* If we could take advantage of enter_player_savebed() here, it would be
517 * nice, but until the map load fails, we can't. 521 * nice, but until the map load fails, we can't.
518 */ 522 */
519 EXIT_PATH (dummy) = op->contr->savebed_map; 523 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x; 524 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y; 525 EXIT_Y (dummy) = op->contr->bed_y;
522 526
523 (void) insert_ob_in_ob (dummy, op); 527 op->insert (dummy);
528
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 529 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
530
525 return 1; 531 return 1;
526} 532}
527 533
528/* cast_wonder 534/* cast_wonder
529 * wonder is really just a spell that will likely cast another 535 * wonder is really just a spell that will likely cast another
562} 568}
563 569
564int 570int
565perceive_self (object *op) 571perceive_self (object *op)
566{ 572{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 573 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 574 archetype *at = archetype::find (ARCH_DEPLETION);
569 object *tmp;
570 int i;
571 575
576 dynbuf_text buf;
577
578 if (player *pl = op->contr)
579 if (object *race = archetype::find (op->race))
580 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
581
572 tmp = find_god (determine_god (op)); 582 if (object *god = find_god (determine_god (op)))
573 if (tmp) 583 buf << "You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 584 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 585 buf << "You worship no god.\n";
577 586
578 tmp = present_arch_in_ob (at, op); 587 object *tmp = present_arch_in_ob (at, op);
579 588
580 if (*cp == '\0' && tmp == NULL) 589 if (*cp == '\0' && tmp == NULL)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 590 buf << "You feel very mundane. ";
582 else 591 else
583 { 592 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 593 buf << "You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 594
586 if (tmp != NULL) 595 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 596 for (int i = 0; i < NUM_STATS; i++)
589 { 597 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 598 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
591 {
592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
593 }
594 }
595 }
596 } 599 }
597 600
598 if (is_dragon_pl (op)) 601 if (is_dragon_pl (op))
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 602 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 603 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 604 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 605 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
604 { 606 {
605 if (tmp->stats.exp == 0) 607 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 608 buf << "Your metabolism isn't focused on anything.\n";
608 }
609 else 609 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 610 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 } 611
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 612 break;
615 } 613 }
616 } 614 }
617 }
618 return 1;
619}
620 615
621/* int cast_create_town_portal (object *op, object *caster, int dir) 616 buf << '\0'; // zero-terminate
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force, *tmp;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 maptile *exitmap;
645 int op_level;
646 617
647 /* Check to see if the map the player is currently on is a per player unique 618 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed.
650 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
652 {
653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
654 return 0;
655 }
656
657 /* The first thing to do is to check if we have a marked destination
658 * dummy is used to make a check inventory for the force
659 */
660 dummy = arch_to_object (spell->other_arch);
661 if (dummy == NULL)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0;
666 }
667
668 force = check_inv_recursive (op, dummy);
669
670 if (force == NULL)
671 {
672 /* Here we know there is no destination marked up.
673 * We have 2 things to do:
674 * 1. Mark the destination in the player inventory.
675 * 2. Let the player know it worked.
676 */
677 dummy->name = op->map->path;
678 EXIT_X (dummy) = op->x;
679 EXIT_Y (dummy) = op->y;
680 insert_ob_in_ob (dummy, op);
681 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.");
682 return 1;
683 }
684
685 dummy->destroy ();
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitmap = maptile::find_map (old_force->race, op->map);
724
725 if (exitmap)
726 {
727 int exitx = EXIT_X (old_force);
728 int exity = EXIT_Y (old_force);
729
730 tmp = present_arch (perm_portal, exitmap, exitx, exity);
731 while (tmp)
732 {
733 if (tmp->name == old_force->name)
734 {
735 tmp->destroy ();
736 break;
737 }
738
739 tmp = tmp->above;
740 }
741 }
742
743 old_force->destroy ();
744 }
745
746 dummy->destroy ();
747
748 /* Creating the portals.
749 * The very first thing to do is to ensure
750 * access to the destination map.
751 * If we can't, don't fizzle. Simply warn player.
752 * This ensure player pays his mana for the spell
753 * because HE is responsible of forgotting.
754 * 'force' is the destination of the town portal, which we got
755 * from the players inventory above.
756 */
757
758 /* Ensure exit map is loaded */
759 exitmap = maptile::find_map (force->name, 0);
760
761 /* If we were unable to load (ex. random map deleted), warn player */
762 if (!exitmap)
763 {
764 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
765 force->destroy ();
766 return 1;
767 }
768
769 op_level = caster_level (caster, spell);
770 if (op_level < 15)
771 snprintf (portal_message, 1024,
772 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
773 &op->name);
774 else if (op_level < 30)
775 snprintf (portal_message, 1024,
776 "\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);
777 else if (op_level < 60)
778 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
779 else
780 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
781 &op->name);
782
783 /* Create a portal in front of player
784 * dummy contain the portal and
785 * force contain the track to kill it later
786 */
787 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
788 dummy = get_archetype (spell->slaying); /*The portal */
789 if (dummy == NULL)
790 {
791 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
792 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
793 return 0;
794 }
795
796 EXIT_PATH (dummy) = force->name;
797 EXIT_X (dummy) = EXIT_X (force);
798 EXIT_Y (dummy) = EXIT_Y (force);
799 dummy->name = dummy->name_pl = portal_name;
800 dummy->msg = portal_message;
801 dummy->race = op->name; /*Save the owner of the portal */
802 cast_create_obj (op, caster, dummy, 0);
803
804 /* Now we need to to create a town portal marker inside the player
805 * object, so on future castings, we can know that he has an active
806 * town portal.
807 */
808 tmp = get_archetype (spell->race);
809 if (tmp == NULL)
810 {
811 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
812 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
813 return 0;
814 }
815
816 tmp->race = op->map->path;
817 tmp->name = portal_name;
818 EXIT_X (tmp) = dummy->x;
819 EXIT_Y (tmp) = dummy->y;
820 op->insert (tmp);
821
822 /* Create a portal in the destination map
823 * dummy contain the portal and
824 * force the track to kill it later
825 * the 'force' variable still contains the 'reminder' of
826 * where this portal goes to.
827 */
828 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
829 dummy = get_archetype (spell->slaying); /*The portal */
830 if (dummy == NULL)
831 {
832 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
833 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
834 return 0;
835 }
836
837 EXIT_PATH (dummy) = op->map->path;
838 EXIT_X (dummy) = op->x;
839 EXIT_Y (dummy) = op->y;
840 dummy->name = dummy->name_pl = portal_name;
841 dummy->msg = portal_message;
842 dummy->race = op->name; /*Save the owner of the portal */
843 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
844
845 /* Now we create another town portal marker that
846 * points back to the one we just made
847 */
848 tmp = get_archetype (spell->race);
849 if (tmp == NULL)
850 {
851 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
852 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
853 return 0;
854 }
855
856 tmp->race = force->name;
857 tmp->name = portal_name;
858 EXIT_X (tmp) = dummy->x;
859 EXIT_Y (tmp) = dummy->y;
860 insert_ob_in_ob (tmp, op);
861
862 /* Describe the player what happened
863 */
864 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
865 force->destroy ();
866 619
867 return 1; 620 return 1;
868} 621}
869 622
870/* This creates magic walls. Really, it can create most any object, 623/* This creates magic walls. Really, it can create most any object,
968 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 721 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
969 return 0; 722 return 0;
970 } 723 }
971 724
972 /* If this is a spellcasting wall, need to insert the spell object */ 725 /* If this is a spellcasting wall, need to insert the spell object */
973 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 726 if (tmp->other_arch && tmp->other_arch->type == SPELL)
974 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 727 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
975 728
976 /* This code causes the wall to extend some distance in 729 /* This code causes the wall to extend some distance in
977 * each direction, or until an obstruction is encountered. 730 * each direction, or until an obstruction is encountered.
978 * posblocked and negblocked help determine how far the 731 * posblocked and negblocked help determine how far the
998 { 751 {
999 object *tmp2 = tmp->clone (); 752 object *tmp2 = tmp->clone ();
1000 m->insert (tmp2, x, y, op); 753 m->insert (tmp2, x, y, op);
1001 754
1002 /* If this is a spellcasting wall, need to insert the spell object */ 755 /* If this is a spellcasting wall, need to insert the spell object */
1003 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 756 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1004 tmp2->insert (arch_to_object (tmp2->other_arch)); 757 tmp2->insert (arch_to_object (tmp2->other_arch));
1005 758
1006 } 759 }
1007 else 760 else
1008 posblocked = 1; 761 posblocked = 1;
1015 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 768 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1016 { 769 {
1017 object *tmp2 = tmp->clone (); 770 object *tmp2 = tmp->clone ();
1018 m->insert (tmp2, x, y, op); 771 m->insert (tmp2, x, y, op);
1019 772
1020 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 773 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1021 tmp2->insert (arch_to_object (tmp2->other_arch)); 774 tmp2->insert (arch_to_object (tmp2->other_arch));
1022 } 775 }
1023 else 776 else
1024 negblocked = 1; 777 negblocked = 1;
1025 } 778 }
1157 object *poison; 910 object *poison;
1158 int heal = 0, success = 0; 911 int heal = 0, success = 0;
1159 912
1160 tmp = find_target_for_friendly_spell (op, dir); 913 tmp = find_target_for_friendly_spell (op, dir);
1161 914
1162 if (tmp == NULL) 915 if (!tmp)
1163 return 0; 916 return 0;
1164 917
1165 /* Figure out how many hp this spell might cure. 918 /* Figure out how many hp this spell might cure.
1166 * could be zero if this spell heals effects, not damage. 919 * could be zero if this spell heals effects, not damage.
1167 */ 920 */
1170 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 923 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1171 924
1172 if (heal) 925 if (heal)
1173 { 926 {
1174 if (tmp->stats.hp >= tmp->stats.maxhp) 927 if (tmp->stats.hp >= tmp->stats.maxhp)
1175 {
1176 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 928 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1177 }
1178 else 929 else
1179 { 930 {
1180 /* See how many points we actually heal. Instead of messages 931 /* See how many points we actually heal. Instead of messages
1181 * based on type of spell, we instead do messages based 932 * based on type of spell, we instead do messages based
1182 * on amount of damage healed. 933 * on amount of damage healed.
1184 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 935 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1185 heal = tmp->stats.maxhp - tmp->stats.hp; 936 heal = tmp->stats.maxhp - tmp->stats.hp;
1186 tmp->stats.hp += heal; 937 tmp->stats.hp += heal;
1187 938
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 939 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1191 }
1192 else if (heal > 50) 941 else if (heal > 50)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1195 }
1196 else if (heal > 25) 943 else if (heal > 25)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1199 }
1200 else if (heal > 10) 945 else if (heal > 10)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1203 }
1204 else 947 else
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 948 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1207 } 949
1208 success = 1; 950 success = 1;
1209 } 951 }
1210 } 952 }
953
1211 if (spell->attacktype & AT_DISEASE) 954 if (spell->attacktype & AT_DISEASE)
1212 if (cure_disease (tmp, op)) 955 if (cure_disease (tmp, op))
1213 success = 1; 956 success = 1;
1214 957
1215 if (spell->attacktype & AT_POISON) 958 if (spell->attacktype & AT_POISON)
1221 success = 1; 964 success = 1;
1222 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1223 poison->stats.food = 1; 966 poison->stats.food = 1;
1224 } 967 }
1225 } 968 }
969
1226 if (spell->attacktype & AT_CONFUSION) 970 if (spell->attacktype & AT_CONFUSION)
1227 { 971 {
1228 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 972 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1229 if (poison) 973 if (poison)
1230 { 974 {
1231 success = 1; 975 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 976 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1233 poison->duration = 1; 977 poison->duration = 1;
1234 } 978 }
1235 } 979 }
980
1236 if (spell->attacktype & AT_BLIND) 981 if (spell->attacktype & AT_BLIND)
1237 { 982 {
1238 at = archetype::find ("blindness"); 983 at = archetype::find ("blindness");
1239 poison = present_arch_in_ob (at, tmp); 984 poison = present_arch_in_ob (at, tmp);
1240 if (poison) 985 if (poison)
1242 success = 1; 987 success = 1;
1243 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1244 poison->stats.food = 1; 989 poison->stats.food = 1;
1245 } 990 }
1246 } 991 }
992
1247 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 993 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1248 { 994 {
1249 tmp->stats.sp += spell->last_sp; 995 tmp->stats.sp += spell->last_sp;
1250 if (tmp->stats.sp > tmp->stats.maxsp) 996 if (tmp->stats.sp > tmp->stats.maxsp)
1251 tmp->stats.sp = tmp->stats.maxsp; 997 tmp->stats.sp = tmp->stats.maxsp;
1252 success = 1; 998 success = 1;
1253 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 999 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1254 } 1000 }
1001
1255 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1002 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1256 { 1003 {
1257 tmp->stats.grace += spell->last_grace; 1004 tmp->stats.grace += spell->last_grace;
1258 if (tmp->stats.grace > tmp->stats.maxgrace) 1005 if (tmp->stats.grace > tmp->stats.maxgrace)
1259 tmp->stats.grace = tmp->stats.maxgrace; 1006 tmp->stats.grace = tmp->stats.maxgrace;
1260 success = 1; 1007 success = 1;
1261 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1008 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1262 } 1009 }
1010
1263 if (spell->stats.food && tmp->stats.food < 999) 1011 if (spell->stats.food && tmp->stats.food < 999)
1264 { 1012 {
1265 tmp->stats.food += spell->stats.food; 1013 tmp->stats.food += spell->stats.food;
1266 if (tmp->stats.food > 999) 1014 if (tmp->stats.food > 999)
1267 tmp->stats.food = 999; 1015 tmp->stats.food = 999;
1268 success = 1; 1016 success = 1;
1269 /* We could do something a bit better like the messages for healing above */ 1017 /* We could do something a bit better like the messages for healing above */
1270 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1018 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1271 } 1019 }
1020
1272 return success; 1021 return success;
1273} 1022}
1274
1275 1023
1276/* This is used for the spells that gain stats. There are no spells 1024/* This is used for the spells that gain stats. There are no spells
1277 * right now that icnrease wis/int/pow on a temp basis, so no 1025 * right now that icnrease wis/int/pow on a temp basis, so no
1278 * good comments for those. 1026 * good comments for those.
1279 */ 1027 */
1280static const char *const no_gain_msgs[NUM_STATS] = { 1028static const char *const no_gain_msgs[NUM_STATS] = {
1281 "You grow no stronger.", 1029 "You grow no stronger.",
1282 "You grow no more agile.", 1030 "You grow no more agile.",
1283 "You don't feel any healthier.", 1031 "You don't feel any healthier.",
1284 "no wis", 1032 "You didn't grow any more intelligent.",
1033 "You do not feel any wiser.",
1034 "You don't feel any more powerful."
1285 "You are no easier to look at.", 1035 "You are no easier to look at.",
1286 "no int",
1287 "no pow"
1288}; 1036};
1289 1037
1290int 1038int
1291cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1039cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1292{ 1040{
1343 } 1091 }
1344 else 1092 else
1345 { 1093 {
1346 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1094 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1347 } 1095 }
1096
1348 return 1; 1097 return 1;
1349 } 1098 }
1099
1350 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1100 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1351 force->speed = 1.0; 1101 force->speed = 1.0;
1352 force->speed_left = -1.0; 1102 force->speed_left = -1.0;
1353 SET_FLAG (force, FLAG_APPLIED); 1103 SET_FLAG (force, FLAG_APPLIED);
1354 1104
1360 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1110 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1361 if (force->resist[i] > 100) 1111 if (force->resist[i] > 100)
1362 force->resist[i] = 100; 1112 force->resist[i] = 100;
1363 } 1113 }
1364 } 1114 }
1115
1365 if (spell_ob->stats.hp) 1116 if (spell_ob->stats.hp)
1366 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1117 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1367 1118
1368 if (tmp->type == PLAYER) 1119 if (tmp->type == PLAYER)
1369 { 1120 {
1370 /* Stat adjustment spells */ 1121 /* Stat adjustment spells */
1371 for (i = 0; i < NUM_STATS; i++) 1122 for (i = 0; i < NUM_STATS; i++)
1372 { 1123 {
1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1124 if (sint8 stat = spell_ob->stats.stat (i))
1374
1375 if (stat)
1376 { 1125 {
1377 sm = 0; 1126 sint8 sm = 0;
1378 for (k = 0; k < stat; k++) 1127 for (sint8 k = 0; k < stat; k++)
1379 sm += rndm (1, 3); 1128 sm += rndm (1, 3);
1380 1129
1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1130 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1382 { 1131 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1132
1384 if (sm < 0) 1133 force->stats.stat (i) = sm;
1385 sm = 0; 1134
1386 }
1387 set_attr_value (&force->stats, i, sm);
1388 if (!sm) 1135 if (!sm)
1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1136 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1390 } 1137 }
1391 } 1138 }
1392 } 1139 }
1413 force->attacktype = spell_ob->attacktype; 1160 force->attacktype = spell_ob->attacktype;
1414 1161
1415 insert_ob_in_ob (force, tmp); 1162 insert_ob_in_ob (force, tmp);
1416 change_abil (tmp, force); /* Mostly to display any messages */ 1163 change_abil (tmp, force); /* Mostly to display any messages */
1417 tmp->update_stats (); 1164 tmp->update_stats ();
1165
1418 return 1; 1166 return 1;
1419} 1167}
1420 1168
1421/* This used to be part of cast_change_ability, but it really didn't make 1169/* This used to be part of cast_change_ability, but it really didn't make
1422 * a lot of sense, since most of the values it derives are from the god 1170 * a lot of sense, since most of the values it derives are from the god
1423 * of the caster. 1171 * of the caster.
1424 */ 1172 */
1425
1426int 1173int
1427cast_bless (object *op, object *caster, object *spell_ob, int dir) 1174cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{ 1175{
1429 int i; 1176 int i;
1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1177 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1524 change_abil (tmp, force); /* Mostly to display any messages */ 1271 change_abil (tmp, force); /* Mostly to display any messages */
1525 insert_ob_in_ob (force, tmp); 1272 insert_ob_in_ob (force, tmp);
1526 tmp->update_stats (); 1273 tmp->update_stats ();
1527 return 1; 1274 return 1;
1528} 1275}
1529
1530
1531 1276
1532/* Alchemy code by Mark Wedel 1277/* Alchemy code by Mark Wedel
1533 * 1278 *
1534 * This code adds a new spell, called alchemy. Alchemy will turn 1279 * This code adds a new spell, called alchemy. Alchemy will turn
1535 * objects to gold nuggets, the value of the gold nuggets being 1280 * objects to gold nuggets, the value of the gold nuggets being
1545 * For example, if an item is worth 110 gold, you will get 1290 * For example, if an item is worth 110 gold, you will get
1546 * 4 large nuggets, and from 0-10 small nuggets. 1291 * 4 large nuggets, and from 0-10 small nuggets.
1547 * 1292 *
1548 * There is also a chance (1:30) that you will get nothing at all 1293 * There is also a chance (1:30) that you will get nothing at all
1549 * for the object. There is also a maximum weight that will be 1294 * for the object. There is also a maximum weight that will be
1550 * alchemied. 1295 * alchemised.
1551 */ 1296 */
1552
1553/* I didn't feel like passing these as arguements to the
1554 * two functions that need them. Real values are put in them
1555 * when the spell is cast, and these are freed when the spell
1556 * is finished.
1557 */
1558static object *small, *large;
1559
1560static void 1297static void
1561alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1562{ 1299{
1563 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1564 1301
1565 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (This should hopefully
1566 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1567 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1568 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1569 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1570 * the stuff back to town. 1307 * the stuff back to town.
1571 */ 1308 */
1572
1573 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1574 value = 0; 1310 value = 0;
1575 else if (obj->type == MONEY || obj->type == GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1576 value /= 3; 1312 value /= 3;
1577 else 1313 else
1578 value = (value * 9) / 10; 1314 value = value * 9 / 10;
1579 1315
1580 value /= 4; // fix by GHJ, don't understand, pcg
1581
1582 if ((obj->value > 0) && rndm (0, 29)) 1316 if (obj->value > 0 && rndm (0, 29))
1583 { 1317 total_value += value;
1584 int count;
1585 1318
1586 count = value / large->value;
1587 *large_nuggets += count;
1588 value -= (uint64) count *(uint64) large->value;
1589
1590 count = value / small->value;
1591 *small_nuggets += count;
1592 }
1593
1594 /* Turn 25 small nuggets into 1 large nugget. If the value
1595 * of large nuggets is not evenly divisable by the small nugget
1596 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1597 */
1598 if (*small_nuggets * small->value >= large->value)
1599 {
1600 (*large_nuggets)++;
1601 *small_nuggets -= large->value / small->value;
1602 if (*small_nuggets && large->value % small->value)
1603 (*small_nuggets)--;
1604 }
1605 weight += obj->weight; 1319 total_weight += obj->total_weight ();
1320
1606 obj->destroy (); 1321 obj->destroy ();
1607} 1322}
1608 1323
1609static void 1324static void
1610update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1325update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1611{ 1326{
1612 object *tmp;
1613 int flag = 0; 1327 int flag = 0;
1614 1328
1615 /* Put any nuggets below the player, but we can only pass this 1329 /* Put any nuggets below the player, but we can only pass this
1616 * flag if we are on the same space as the player 1330 * flag if we are on the same space as the player
1617 */ 1331 */
1618 if (x == op->x && y == op->y && op->map == m) 1332 if (x == op->x && y == op->y && op->map == m)
1619 flag = INS_BELOW_ORIGINATOR; 1333 flag = INS_BELOW_ORIGINATOR;
1620 1334
1621 if (small_nuggets) 1335 if (small_nuggets)
1622 { 1336 {
1623 tmp = small->clone (); 1337 object *tmp = small->clone ();
1624 tmp->nrof = small_nuggets; 1338 tmp->nrof = small_nuggets;
1625 m->insert (tmp, x, y, op, flag); 1339 m->insert (tmp, x, y, op, flag);
1626 } 1340 }
1627 1341
1628 if (large_nuggets) 1342 if (large_nuggets)
1629 { 1343 {
1630 tmp = large->clone (); 1344 object *tmp = large->clone ();
1631 tmp->nrof = large_nuggets; 1345 tmp->nrof = large_nuggets;
1632 m->insert (tmp, x, y, op, flag); 1346 m->insert (tmp, x, y, op, flag);
1633 } 1347 }
1348
1349 if (object *pl = m->at (x, y).player ())
1350 if (pl->contr->ns)
1351 pl->contr->ns->look_position = 0;
1634} 1352}
1635 1353
1636int 1354int
1637alchemy (object *op, object *caster, object *spell_ob) 1355alchemy (object *op, object *caster, object *spell_ob)
1638{ 1356{
1639 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1640 sint16 nx, ny;
1641 object *next, *tmp;
1642 maptile *mp;
1643
1644 if (op->type != PLAYER) 1357 if (op->type != PLAYER)
1645 return 0; 1358 return 0;
1646 1359
1360 object *large = get_archetype ("largenugget");
1361 object *small = get_archetype ("smallnugget");
1362
1647 /* Put a maximum weight of items that can be alchemied. Limits the power 1363 /* Put a maximum weight of items that can be alchemised. Limits the power
1648 * some, and also prevents people from alcheming every table/chair/clock 1364 * some, and also prevents people from alchemising every table/chair/clock
1649 * in sight 1365 * in sight
1650 */ 1366 */
1651 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1367 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1652 weight_max *= 1000; 1368 int weight_max = duration * 1000;
1653 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1369 uint64 value_max = duration * 1000;
1654 1370
1371 int weight = 0;
1372
1655 for (y = op->y - 1; y <= op->y + 1; y++) 1373 for (int y = op->y - 1; y <= op->y + 1; y++)
1656 { 1374 {
1657 for (x = op->x - 1; x <= op->x + 1; x++) 1375 for (int x = op->x - 1; x <= op->x + 1; x++)
1658 { 1376 {
1377 uint64 value = 0;
1378
1659 nx = x; 1379 sint16 nx = x;
1660 ny = y; 1380 sint16 ny = y;
1661 1381
1662 mp = op->map; 1382 maptile *mp = op->map;
1663 1383
1664 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1384 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1665 1385
1666 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1386 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1667 continue; 1387 continue;
1668 1388
1669 /* Treat alchemy a little differently - most spell effects 1389 /* Treat alchemy a little differently - most spell effects
1671 * ground level effect. 1391 * ground level effect.
1672 */ 1392 */
1673 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1393 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1674 continue; 1394 continue;
1675 1395
1676 small_nuggets = 0; 1396 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1677 large_nuggets = 0;
1678
1679 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1680 { 1397 {
1681 next = tmp->above; 1398 next = tmp->above;
1399
1682 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1400 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1683 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1401 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1684 { 1402 {
1685
1686 if (tmp->inv) 1403 if (tmp->inv)
1687 { 1404 {
1688 object *next1, *tmp1; 1405 object *next1, *tmp1;
1689 1406
1690 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1407 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1691 { 1408 {
1692 next1 = tmp1->below; 1409 next1 = tmp1->below;
1693 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1410 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1694 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1411 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1695 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1412 alchemy_object (tmp1, value, weight);
1696 } 1413 }
1697 } 1414 }
1415
1698 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1416 alchemy_object (tmp, value, weight);
1699 1417
1700 if (weight > weight_max) 1418 if (weight > weight_max)
1701 { 1419 break;
1702 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1703 large->destroy ();
1704 small->destroy ();
1705 return 1;
1706 } 1420 }
1707 } /* is alchemable object */ 1421 }
1708 } /* process all objects on this space */ 1422
1423 value = min (value, value_max);
1424
1425 uint64 count = value / large->value;
1426 int large_nuggets = count;
1427 value -= count * large->value;
1428
1429 count = value / small->value;
1430 int small_nuggets = count;
1709 1431
1710 /* Insert all the nuggets at one time. This probably saves time, but 1432 /* Insert all the nuggets at one time. This probably saves time, but
1711 * it also prevents us from alcheming nuggets that were just created 1433 * it also prevents us from alcheming nuggets that were just created
1712 * with this spell. 1434 * with this spell.
1713 */ 1435 */
1714 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1436 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1715 }
1716 }
1717 1437
1438 if (weight > weight_max)
1439 goto bailout;
1440 }
1441 }
1442
1443bailout:
1718 large->destroy (); 1444 large->destroy ();
1719 small->destroy (); 1445 small->destroy ();
1720 /* reset this so that if player standing on a big pile of stuff,
1721 * it is redrawn properly.
1722 */
1723 op->contr->ns->look_position = 0;
1724 return 1; 1446 return 1;
1725} 1447}
1726 1448
1727 1449
1728/* This function removes the cursed/damned status on equipped 1450/* This function removes the cursed/damned status on equipped
1755 } 1477 }
1756 1478
1757 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1758 { 1480 {
1759 if (success) 1481 if (success)
1760 {
1761 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1482 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1762 }
1763 else 1483 else
1764 { 1484 {
1765 if (was_one) 1485 if (was_one)
1766 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1486 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1767 else 1487 else
1791 { 1511 {
1792 identify (tmp); 1512 identify (tmp);
1793 1513
1794 if (op->type == PLAYER) 1514 if (op->type == PLAYER)
1795 { 1515 {
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1516 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1797 1517
1798 if (tmp->msg) 1518 if (tmp->msg)
1799 { 1519 {
1800 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1520 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1801 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1521 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1813 * stuff on the floor. Only identify stuff on the floor if the spell 1533 * stuff on the floor. Only identify stuff on the floor if the spell
1814 * was not fully used. 1534 * was not fully used.
1815 */ 1535 */
1816 if (num_ident) 1536 if (num_ident)
1817 { 1537 {
1818 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1538 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1819 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1539 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1820 { 1540 {
1821 identify (tmp); 1541 identify (tmp);
1822 1542
1823 if (op->type == PLAYER) 1543 if (op->type == PLAYER)
1824 { 1544 {
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1545 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1826 1546
1827 if (tmp->msg) 1547 if (tmp->msg)
1828 { 1548 {
1829 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1830 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1550 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2180 /* Basically, if the object is magical and not counterspell, 1900 /* Basically, if the object is magical and not counterspell,
2181 * we will more or less remove the object. Don't counterspell 1901 * we will more or less remove the object. Don't counterspell
2182 * monsters either. 1902 * monsters either.
2183 */ 1903 */
2184 1904
2185 if (head->attacktype & AT_MAGIC && 1905 if (head->attacktype & AT_MAGIC
2186 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1906 && !(head->attacktype & AT_COUNTERSPELL)
1907 && !QUERY_FLAG (head, FLAG_MONSTER)
1908 && (op->level > head->level))
2187 head->destroy (); 1909 head->destroy ();
2188 else 1910 else
2189 switch (head->type) 1911 switch (head->type)
2190 { 1912 {
2191 case SPELL_EFFECT: 1913 case SPELL_EFFECT:
1914 // XXX: Don't affect floor spelleffects. See also XXX comment
1915 // about sanctuary in spell_util.C
1916 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1917 continue;
1918
2192 if (op->level > head->level) 1919 if (op->level > head->level)
2193 head->destroy (); 1920 head->destroy ();
2194 1921
2195 break; 1922 break;
2196 1923
2263 * This code was very odd - code early on would only let players use the spell, 1990 * This code was very odd - code early on would only let players use the spell,
2264 * yet the code wass full of player checks. I've presumed that the code 1991 * yet the code wass full of player checks. I've presumed that the code
2265 * that only let players use it was correct, and removed all the other 1992 * that only let players use it was correct, and removed all the other
2266 * player checks. MSW 2003-01-06 1993 * player checks. MSW 2003-01-06
2267 */ 1994 */
2268
2269int 1995int
2270animate_weapon (object *op, object *caster, object *spell, int dir) 1996animate_weapon (object *op, object *caster, object *spell, int dir)
2271{ 1997{
2272 object *weapon, *tmp; 1998 object *weapon, *tmp;
2273 char buf[MAX_BUF]; 1999 char buf[MAX_BUF];
2285 /* exit if it's not a player using this spell. */ 2011 /* exit if it's not a player using this spell. */
2286 if (op->type != PLAYER) 2012 if (op->type != PLAYER)
2287 return 0; 2013 return 0;
2288 2014
2289 /* if player already has a golem, abort */ 2015 /* if player already has a golem, abort */
2290 if (op->contr->ranges[range_golem]) 2016 if (object *golem = op->contr->golem)
2291 { 2017 {
2292 control_golem (op->contr->ranges[range_golem], dir); 2018 control_golem (golem, dir);
2293 return 0; 2019 return 0;
2294 } 2020 }
2295 2021
2296 /* if no direction specified, pick one */ 2022 /* if no direction specified, pick one */
2297 if (!dir) 2023 if (!dir)
2301 x = op->x + freearr_x[dir]; 2027 x = op->x + freearr_x[dir];
2302 y = op->y + freearr_y[dir]; 2028 y = op->y + freearr_y[dir];
2303 2029
2304 /* if there's no place to put the golem, abort */ 2030 /* if there's no place to put the golem, abort */
2305 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2031 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2306 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2032 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2307 { 2033 {
2308 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2034 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2309 return 0; 2035 return 0;
2310 } 2036 }
2311 2037
2315 if (!weapon) 2041 if (!weapon)
2316 { 2042 {
2317 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2043 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2318 return 0; 2044 return 0;
2319 } 2045 }
2320 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2046 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2321 { 2047 {
2322 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2048 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2323 return 0; 2049 return 0;
2324 } 2050 }
2325 if (weapon->type != WEAPON) 2051 if (weapon->type != WEAPON)
2343 /* create the golem object */ 2069 /* create the golem object */
2344 tmp = arch_to_object (spell->other_arch); 2070 tmp = arch_to_object (spell->other_arch);
2345 2071
2346 /* if animated by a player, give the player control of the golem */ 2072 /* if animated by a player, give the player control of the golem */
2347 CLEAR_FLAG (tmp, FLAG_MONSTER); 2073 CLEAR_FLAG (tmp, FLAG_MONSTER);
2348 SET_FLAG (tmp, FLAG_FRIENDLY);
2349 tmp->stats.exp = 0; 2074 tmp->stats.exp = 0;
2350 add_friendly_object (tmp); 2075 add_friendly_object (tmp);
2351 tmp->type = GOLEM; 2076 tmp->type = GOLEM;
2352 tmp->set_owner (op); 2077 tmp->set_owner (op);
2078 op->contr->golem = tmp;
2353 set_spell_skill (op, caster, spell, tmp); 2079 set_spell_skill (op, caster, spell, tmp);
2354 op->contr->ranges[range_golem] = tmp;
2355 op->contr->shoottype = range_golem;
2356 2080
2357 /* Give the weapon to the golem now. A bit of a hack to check the 2081 /* Give the weapon to the golem now. A bit of a hack to check the
2358 * removed flag - it should only be set if get_split_object was 2082 * removed flag - it should only be set if get_split_object was
2359 * used above. 2083 * used above.
2360 */ 2084 */
2361 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2085 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2362 weapon->remove (); 2086 weapon->remove ();
2087
2363 insert_ob_in_ob (weapon, tmp); 2088 insert_ob_in_ob (weapon, tmp);
2364 esrv_send_item (op, weapon); 2089 esrv_send_item (op, weapon);
2365 /* To do everything necessary to let a golem use the weapon is a pain, 2090 /* To do everything necessary to let a golem use the weapon is a pain,
2366 * so instead, just set it as equipped (otherwise, we need to update 2091 * so instead, just set it as equipped (otherwise, we need to update
2367 * body_info, skills, etc) 2092 * body_info, skills, etc)

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