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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 1.76 by root, Sun Oct 21 04:16:22 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.
71 return 0; 69 return 0;
72 } 70 }
73 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
74 { 72 {
75 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
76 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
77 esrv_del_item (op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
78 wand->destroy (); 76 wand->destroy ();
79 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
81 79
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
124 * great a plus, the default is used. 122 * great a plus, the default is used.
125 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
126 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
127 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
128 */ 126 */
129
130int 127int
131cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
132{ 129{
133 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
134 const char *missile_name; 131 const char *missile_name = "arrow";
135 object *tmp, *missile;
136 132
137 missile_name = "arrow";
138
139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
140 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
141 missile_name = tmp->race; 135 missile_name = tmp->race;
142 136
143 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
144 138
145 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
146 { 142 {
147 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
148 return 0; 144 return 0;
149 } 145 }
150 146
151 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
152 148
153 if (stringarg) 149 if (stringarg)
154 { 150 {
155 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
156 if (isalpha (*stringarg)) 152 if (isalpha (*stringarg))
157 { 153 {
158 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
159 155
160 for (; al != NULL; al = al->next) 156 for (; al; al = al->next)
161 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, stringarg))
162 break; 158 break;
163 159
164 if (!al) 160 if (!al)
165 { 161 {
174 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
175 return 0; 171 return 0;
176 } 172 }
177 173
178 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
179 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
180 * otherwise, in most cases, not enough will be created. I don't want to get into 176 * otherwise, in most cases, not enough will be created. I don't want to get into
181 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
182 */ 178 */
183 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
184 missile_plus = 0; 180 missile_plus = 0;
185 } 181 }
186 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (stringarg) < missile_plus)
187 missile_plus = atoi (stringarg); 183 missile_plus = atoi (stringarg);
188 } 184 }
189 185
190 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
191 missile_plus = 4;
192 else if (missile_plus < -4)
193 missile_plus = -4;
194 187
195 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
196 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
197 190
198 if (missile->nrof < 1) 191 if (missile->nrof < 1)
218{ 211{
219 int food_value; 212 int food_value;
220 archetype *at = NULL; 213 archetype *at = NULL;
221 object *new_op; 214 object *new_op;
222 215
223 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
224 217
225 if (stringarg) 218 if (stringarg)
226 { 219 {
227 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, stringarg);
228 if (at == NULL) 221 if (at == NULL)
229 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, stringarg);
230 if (at == NULL || at->clone.stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
231 stringarg = NULL; 224 stringarg = NULL;
232 } 225 }
233 226
234 if (!stringarg) 227 if (!stringarg)
235 { 228 {
241 * We don't use flesh types because the weight values of those need 234 * We don't use flesh types because the weight values of those need
242 * to be altered from the donor. 235 * to be altered from the donor.
243 */ 236 */
244 237
245 /* We assume the food items don't have multiple parts */ 238 /* We assume the food items don't have multiple parts */
246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 239 for_all_archetypes (at_tmp)
247 { 240 {
248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 241 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
249 { 242 {
250 /* Basically, if the food value is something that is creatable 243 /* Basically, if the food value is something that is creatable
251 * under the limits of the spell and it is higher than 244 * under the limits of the spell and it is higher than
252 * the item we have now, take it instead. 245 * the item we have now, take it instead.
253 */ 246 */
254 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 247 if (at_tmp->stats.food <= food_value
248 && (!at
249 || at_tmp->stats.food > at->stats.food
250 || (at_tmp->stats.food == at->stats.food
251 && at_tmp->weight < at->weight)))
255 at = at_tmp; 252 at = at_tmp;
256 } 253 }
257 } 254 }
258 } 255 }
256
259 /* Pretty unlikely (there are some very low food items), but you never 257 /* Pretty unlikely (there are some very low food items), but you never
260 * know 258 * know
261 */ 259 */
262 if (!at) 260 if (!at)
263 { 261 {
264 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 262 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
265 return 0; 263 return 0;
266 } 264 }
267 265
268 food_value /= at->clone.stats.food; 266 food_value /= at->stats.food;
269 new_op = arch_to_object (at); 267 new_op = arch_to_object (at);
270 new_op->nrof = food_value; 268 new_op->nrof = food_value;
271 269
272 new_op->value = 0; 270 new_op->value = 0;
273 if (new_op->nrof < 1) 271 if (new_op->nrof < 1)
288 if (!dir) 286 if (!dir)
289 { 287 {
290 examine_monster (op, op); 288 examine_monster (op, op);
291 return 1; 289 return 1;
292 } 290 }
291
293 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
294 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
295 { 294 {
296 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
297 296
317 examine_monster (op, tmp); 316 examine_monster (op, tmp);
318 return 1; 317 return 1;
319 } 318 }
320 } 319 }
321 } 320 }
321
322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323 return 1; 323 return 1;
324} 324}
325
326 325
327/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
328 * does race check, undead check, etc 327 * does race check, undead check, etc
329 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
330 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
332 * pl is invisible. 331 * pl is invisible.
333 */ 332 */
334int 333int
335makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
336{ 335{
337
338 if (!pl->invisible) 336 if (!pl->invisible)
339 return 0; 337 return 0;
338
340 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
341 { 340 {
342 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
343 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
344 { 343 {
345 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
346 return 0; 345 return 0;
346
347 return 1; 347 return 1;
348 } 348 }
349
349 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
351 return 1; 352 return 1;
353
352 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
353 if (!mon->race) 355 if (!mon->race)
354 return 0; 356 return 0;
357
355 if (strstr (mon->race, pl->contr->invis_race)) 358 if (strstr (mon->race, pl->contr->invis_race))
356 return 1; 359 return 1;
360
357 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
358 return 0; 362 return 0;
359 } 363 }
360 else 364 else
361 { 365 {
374 * normal applies. 378 * normal applies.
375 */ 379 */
376int 380int
377cast_invisible (object *op, object *caster, object *spell_ob) 381cast_invisible (object *op, object *caster, object *spell_ob)
378{ 382{
379 object *tmp;
380
381 if (op->invisible > 1000) 383 if (op->invisible > 1000)
382 { 384 {
383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 385 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
384 return 0; 386 return 0;
385 } 387 }
401 else 403 else
402 op->contr->tmp_invis = 1; 404 op->contr->tmp_invis = 1;
403 405
404 op->contr->hidden = 0; 406 op->contr->hidden = 0;
405 } 407 }
408
406 if (makes_invisible_to (op, op)) 409 if (makes_invisible_to (op, op))
407 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
408 else 411 else
409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 412 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
410 413
411 update_object (op, UP_OBJ_FACE); 414 update_object (op, UP_OBJ_CHANGE);
412 415
413 /* Only search the active objects - only these should actually do 416 /* Only search the active objects - only these should actually do
414 * harm to the player. 417 * harm to the player.
415 */ 418 */
416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 419 for_all_actives (tmp)
417 if (tmp->enemy == op) 420 if (tmp->enemy == op)
418 tmp->enemy = NULL; 421 tmp->enemy = 0;
422
419 return 1; 423 return 1;
420} 424}
421 425
422/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 427 */
451 next = tmp->above; 455 next = tmp->above;
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 456 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 458 }
455 } 459 }
460
456 return 1; 461 return 1;
457} 462}
458
459 463
460void 464void
461execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
462{ 466{
463 object *wor = op; 467 if (object *pl = op->in_player ())
464 468 {
465 while (op != NULL && op->type != PLAYER) 469 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."); 470 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
471 else 471 else
472 {
473 // remove first so we do not call update_stats
474 op->remove ();
472 op->enter_exit (wor); 475 pl->enter_exit (op);
476 }
477 }
473 478
474 wor->destroy (); 479 op->destroy ();
475} 480}
476 481
477/* Word of recall causes the player to return 'home'. 482/* Word of recall causes the player to return 'home'.
478 * we put a force into the player object, so that there is a 483 * we put a force into the player object, so that there is a
479 * time delay effect. 484 * time delay effect.
498 { 503 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 504 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 505 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 506 return 0;
502 } 507 }
508
503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 509 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
504 if (time < 1) 510 if (time < 1)
505 time = 1; 511 time = 1;
506 512
507 /* value of speed really doesn't make much difference, as long as it is 513 /* value of speed really doesn't make much difference, as long as it is
515 521
516 /* If we could take advantage of enter_player_savebed() here, it would be 522 /* If we could take advantage of enter_player_savebed() here, it would be
517 * nice, but until the map load fails, we can't. 523 * nice, but until the map load fails, we can't.
518 */ 524 */
519 EXIT_PATH (dummy) = op->contr->savebed_map; 525 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x; 526 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y; 527 EXIT_Y (dummy) = op->contr->bed_y;
522 528
523 (void) insert_ob_in_ob (dummy, op); 529 op->insert (dummy);
530
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 531 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
532
525 return 1; 533 return 1;
526} 534}
527 535
528/* cast_wonder 536/* cast_wonder
529 * wonder is really just a spell that will likely cast another 537 * wonder is really just a spell that will likely cast another
562} 570}
563 571
564int 572int
565perceive_self (object *op) 573perceive_self (object *op)
566{ 574{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 575 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 576 archetype *at = archetype::find (ARCH_DEPLETION);
569 object *tmp;
570 int i;
571 577
578 dynbuf_text buf;
579
580 if (player *pl = op->contr)
581 if (object *race = archetype::find (op->race))
582 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
583
572 tmp = find_god (determine_god (op)); 584 if (object *god = find_god (determine_god (op)))
573 if (tmp) 585 buf << "You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 586 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 587 buf << "You worship no god.\n";
577 588
578 tmp = present_arch_in_ob (at, op); 589 object *tmp = present_arch_in_ob (at, op);
579 590
580 if (*cp == '\0' && tmp == NULL) 591 if (*cp == '\0' && tmp == NULL)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 592 buf << "You feel very mundane. ";
582 else 593 else
583 { 594 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 595 buf << "You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 596
586 if (tmp != NULL) 597 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 598 for (int i = 0; i < NUM_STATS; i++)
589 { 599 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 600 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 } 601 }
597 602
598 if (is_dragon_pl (op)) 603 if (is_dragon_pl (op))
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 604 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 605 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 606 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 607 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 608 {
605 if (tmp->stats.exp == 0) 609 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 610 buf << "Your metabolism isn't focused on anything.\n";
608 }
609 else 611 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 612 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 } 613
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 614 break;
615 } 615 }
616 } 616 }
617 }
618 return 1;
619}
620 617
621/* int cast_create_town_portal (object *op, object *caster, int dir) 618 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;
646 619
647 /* Check to see if the map the player is currently on is a per player unique 620 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 ();
866 621
867 return 1; 622 return 1;
868} 623}
869 624
870/* This creates magic walls. Really, it can create most any object, 625/* 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); 723 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
969 return 0; 724 return 0;
970 } 725 }
971 726
972 /* If this is a spellcasting wall, need to insert the spell object */ 727 /* If this is a spellcasting wall, need to insert the spell object */
973 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 728 if (tmp->other_arch && tmp->other_arch->type == SPELL)
974 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 729 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
975 730
976 /* This code causes the wall to extend some distance in 731 /* This code causes the wall to extend some distance in
977 * each direction, or until an obstruction is encountered. 732 * each direction, or until an obstruction is encountered.
978 * posblocked and negblocked help determine how far the 733 * posblocked and negblocked help determine how far the
998 { 753 {
999 object *tmp2 = tmp->clone (); 754 object *tmp2 = tmp->clone ();
1000 m->insert (tmp2, x, y, op); 755 m->insert (tmp2, x, y, op);
1001 756
1002 /* If this is a spellcasting wall, need to insert the spell object */ 757 /* If this is a spellcasting wall, need to insert the spell object */
1003 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 758 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1004 tmp2->insert (arch_to_object (tmp2->other_arch)); 759 tmp2->insert (arch_to_object (tmp2->other_arch));
1005 760
1006 } 761 }
1007 else 762 else
1008 posblocked = 1; 763 posblocked = 1;
1015 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 770 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1016 { 771 {
1017 object *tmp2 = tmp->clone (); 772 object *tmp2 = tmp->clone ();
1018 m->insert (tmp2, x, y, op); 773 m->insert (tmp2, x, y, op);
1019 774
1020 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 775 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1021 tmp2->insert (arch_to_object (tmp2->other_arch)); 776 tmp2->insert (arch_to_object (tmp2->other_arch));
1022 } 777 }
1023 else 778 else
1024 negblocked = 1; 779 negblocked = 1;
1025 } 780 }
1141 896
1142 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 897 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1143 return 1; 898 return 1;
1144} 899}
1145 900
1146
1147/* cast_heal: Heals something. 901/* cast_heal: Heals something.
1148 * op is the caster. 902 * op is the caster.
1149 * dir is the direction he is casting it in. 903 * dir is the direction he is casting it in.
1150 * spell is the spell object. 904 * spell is the spell object.
1151 */ 905 */
1157 object *poison; 911 object *poison;
1158 int heal = 0, success = 0; 912 int heal = 0, success = 0;
1159 913
1160 tmp = find_target_for_friendly_spell (op, dir); 914 tmp = find_target_for_friendly_spell (op, dir);
1161 915
1162 if (tmp == NULL) 916 if (!tmp)
1163 return 0; 917 return 0;
1164 918
1165 /* Figure out how many hp this spell might cure. 919 /* Figure out how many hp this spell might cure.
1166 * could be zero if this spell heals effects, not damage. 920 * could be zero if this spell heals effects, not damage.
1167 */ 921 */
1170 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 924 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1171 925
1172 if (heal) 926 if (heal)
1173 { 927 {
1174 if (tmp->stats.hp >= tmp->stats.maxhp) 928 if (tmp->stats.hp >= tmp->stats.maxhp)
1175 {
1176 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 929 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1177 }
1178 else 930 else
1179 { 931 {
1180 /* See how many points we actually heal. Instead of messages 932 /* See how many points we actually heal. Instead of messages
1181 * based on type of spell, we instead do messages based 933 * based on type of spell, we instead do messages based
1182 * on amount of damage healed. 934 * on amount of damage healed.
1183 */ 935 */
1184 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 936 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1185 heal = tmp->stats.maxhp - tmp->stats.hp; 937 heal = tmp->stats.maxhp - tmp->stats.hp;
938
1186 tmp->stats.hp += heal; 939 tmp->stats.hp += heal;
1187 940
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 941 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1191 }
1192 else if (heal > 50) 943 else if (heal > 50)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1195 }
1196 else if (heal > 25) 945 else if (heal > 25)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1199 }
1200 else if (heal > 10) 947 else if (heal > 10)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 948 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1203 }
1204 else 949 else
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 950 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1207 } 951
1208 success = 1; 952 success = 1;
1209 } 953 }
1210 } 954 }
955
1211 if (spell->attacktype & AT_DISEASE) 956 if (spell->attacktype & AT_DISEASE)
1212 if (cure_disease (tmp, op)) 957 if (cure_disease (tmp, op, spell))
1213 success = 1; 958 success = 1;
1214 959
1215 if (spell->attacktype & AT_POISON) 960 if (spell->attacktype & AT_POISON)
1216 { 961 {
1217 at = archetype::find ("poisoning"); 962 at = archetype::find ("poisoning");
1221 success = 1; 966 success = 1;
1222 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 967 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1223 poison->stats.food = 1; 968 poison->stats.food = 1;
1224 } 969 }
1225 } 970 }
971
1226 if (spell->attacktype & AT_CONFUSION) 972 if (spell->attacktype & AT_CONFUSION)
1227 { 973 {
1228 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 974 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1229 if (poison) 975 if (poison)
1230 { 976 {
1231 success = 1; 977 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 978 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1233 poison->duration = 1; 979 poison->duration = 1;
1234 } 980 }
1235 } 981 }
982
1236 if (spell->attacktype & AT_BLIND) 983 if (spell->attacktype & AT_BLIND)
1237 { 984 {
1238 at = archetype::find ("blindness"); 985 at = archetype::find ("blindness");
1239 poison = present_arch_in_ob (at, tmp); 986 poison = present_arch_in_ob (at, tmp);
1240 if (poison) 987 if (poison)
1242 success = 1; 989 success = 1;
1243 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 990 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1244 poison->stats.food = 1; 991 poison->stats.food = 1;
1245 } 992 }
1246 } 993 }
994
1247 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 995 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1248 { 996 {
1249 tmp->stats.sp += spell->last_sp; 997 tmp->stats.sp += spell->last_sp;
1250 if (tmp->stats.sp > tmp->stats.maxsp) 998 if (tmp->stats.sp > tmp->stats.maxsp)
1251 tmp->stats.sp = tmp->stats.maxsp; 999 tmp->stats.sp = tmp->stats.maxsp;
1252 success = 1; 1000 success = 1;
1253 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 1001 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1254 } 1002 }
1003
1255 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1004 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1256 { 1005 {
1257 tmp->stats.grace += spell->last_grace; 1006 tmp->stats.grace += spell->last_grace;
1258 if (tmp->stats.grace > tmp->stats.maxgrace) 1007 if (tmp->stats.grace > tmp->stats.maxgrace)
1259 tmp->stats.grace = tmp->stats.maxgrace; 1008 tmp->stats.grace = tmp->stats.maxgrace;
1260 success = 1; 1009 success = 1;
1261 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1010 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1262 } 1011 }
1012
1263 if (spell->stats.food && tmp->stats.food < 999) 1013 if (spell->stats.food && tmp->stats.food < 999)
1264 { 1014 {
1265 tmp->stats.food += spell->stats.food; 1015 tmp->stats.food += spell->stats.food;
1016
1266 if (tmp->stats.food > 999) 1017 if (tmp->stats.food > 999)
1267 tmp->stats.food = 999; 1018 tmp->stats.food = 999;
1019
1268 success = 1; 1020 success = 1;
1269 /* We could do something a bit better like the messages for healing above */ 1021 /* 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"); 1022 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1271 } 1023 }
1024
1272 return success; 1025 return success;
1273} 1026}
1274
1275 1027
1276/* This is used for the spells that gain stats. There are no spells 1028/* 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 1029 * right now that icnrease wis/int/pow on a temp basis, so no
1278 * good comments for those. 1030 * good comments for those.
1279 */ 1031 */
1280static const char *const no_gain_msgs[NUM_STATS] = { 1032static const char *const no_gain_msgs[NUM_STATS] = {
1281 "You grow no stronger.", 1033 "You grow no stronger.",
1282 "You grow no more agile.", 1034 "You grow no more agile.",
1283 "You don't feel any healthier.", 1035 "You don't feel any healthier.",
1284 "no wis", 1036 "You didn't grow any more intelligent.",
1037 "You do not feel any wiser.",
1038 "You don't feel any more powerful."
1285 "You are no easier to look at.", 1039 "You are no easier to look at.",
1286 "no int",
1287 "no pow"
1288}; 1040};
1289 1041
1290int 1042int
1291cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1043cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1292{ 1044{
1343 } 1095 }
1344 else 1096 else
1345 { 1097 {
1346 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1098 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1347 } 1099 }
1100
1348 return 1; 1101 return 1;
1349 } 1102 }
1103
1350 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1104 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1351 force->speed = 1.0; 1105 force->speed = 1.0;
1352 force->speed_left = -1.0; 1106 force->speed_left = -1.0;
1353 SET_FLAG (force, FLAG_APPLIED); 1107 SET_FLAG (force, FLAG_APPLIED);
1354 1108
1360 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1114 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1361 if (force->resist[i] > 100) 1115 if (force->resist[i] > 100)
1362 force->resist[i] = 100; 1116 force->resist[i] = 100;
1363 } 1117 }
1364 } 1118 }
1119
1365 if (spell_ob->stats.hp) 1120 if (spell_ob->stats.hp)
1366 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1121 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1367 1122
1368 if (tmp->type == PLAYER) 1123 if (tmp->type == PLAYER)
1369 { 1124 {
1370 /* Stat adjustment spells */ 1125 /* Stat adjustment spells */
1371 for (i = 0; i < NUM_STATS; i++) 1126 for (i = 0; i < NUM_STATS; i++)
1372 { 1127 {
1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1128 if (sint8 stat = spell_ob->stats.stat (i))
1374
1375 if (stat)
1376 { 1129 {
1377 sm = 0; 1130 sint8 sm = 0;
1378 for (k = 0; k < stat; k++) 1131 for (sint8 k = 0; k < stat; k++)
1379 sm += rndm (1, 3); 1132 sm += rndm (1, 3);
1380 1133
1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1134 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1382 { 1135 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1136
1384 if (sm < 0) 1137 force->stats.stat (i) = sm;
1385 sm = 0; 1138
1386 }
1387 set_attr_value (&force->stats, i, sm);
1388 if (!sm) 1139 if (!sm)
1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1140 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1390 } 1141 }
1391 } 1142 }
1392 } 1143 }
1413 force->attacktype = spell_ob->attacktype; 1164 force->attacktype = spell_ob->attacktype;
1414 1165
1415 insert_ob_in_ob (force, tmp); 1166 insert_ob_in_ob (force, tmp);
1416 change_abil (tmp, force); /* Mostly to display any messages */ 1167 change_abil (tmp, force); /* Mostly to display any messages */
1417 tmp->update_stats (); 1168 tmp->update_stats ();
1169
1418 return 1; 1170 return 1;
1419} 1171}
1420 1172
1421/* This used to be part of cast_change_ability, but it really didn't make 1173/* 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 1174 * a lot of sense, since most of the values it derives are from the god
1423 * of the caster. 1175 * of the caster.
1424 */ 1176 */
1425
1426int 1177int
1427cast_bless (object *op, object *caster, object *spell_ob, int dir) 1178cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{ 1179{
1429 int i; 1180 int i;
1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1181 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1525 insert_ob_in_ob (force, tmp); 1276 insert_ob_in_ob (force, tmp);
1526 tmp->update_stats (); 1277 tmp->update_stats ();
1527 return 1; 1278 return 1;
1528} 1279}
1529 1280
1530
1531
1532/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1533 * 1282 *
1534 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1535 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1536 * about 90% of that of the item itself. It uses the value of the
1537 * object before charisma adjustments, because the nuggets themselves
1538 * will be will be adjusted by charisma when sold.
1539 * 1285 *
1540 * Large nuggets are worth 25 gp each (base). You will always get 1286 * The value of the gold nuggets being about 90% of that of the item
1541 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1542 * Small nuggets are worth 1 gp each (base). You will get from 0 1288 * because the nuggets themselves will be will be adjusted by charisma
1543 * to the max amount of small nuggets as you could get. 1289 * when sold.
1544 *
1545 * For example, if an item is worth 110 gold, you will get
1546 * 4 large nuggets, and from 0-10 small nuggets.
1547 * 1290 *
1548 * There is also a chance (1:30) that you will get nothing at all 1291 * 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 1292 * for the object. There is also a maximum weight that will be
1550 * alchemied. 1293 * alchemised.
1551 */ 1294 */
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 1295static void
1561alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1562{ 1297{
1563 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1564 1299
1565 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1566 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1567 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1568 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1569 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1570 * the stuff back to town. 1305 * the stuff back to town.
1571 */ 1306 */
1572
1573 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1307 if (QUERY_FLAG (obj, FLAG_UNPAID))
1574 value = 0; 1308 value = 0;
1575 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1576 value /= 3; 1310 value /= 3;
1577 else 1311 else
1578 value = (value * 9) / 10; 1312 value = value * 9 / 10;
1579 1313
1580 value /= 4; // fix by GHJ, don't understand, pcg
1581
1582 if ((obj->value > 0) && rndm (0, 29)) 1314 if (obj->value > 0 && rndm (0, 29))
1583 { 1315 total_value += value;
1584 int count;
1585 1316
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; 1317 total_weight += obj->total_weight ();
1318
1606 obj->destroy (); 1319 obj->destroy ();
1607} 1320}
1608 1321
1609static void
1610update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1611{
1612 object *tmp;
1613 int flag = 0;
1614
1615 /* Put any nuggets below the player, but we can only pass this
1616 * flag if we are on the same space as the player
1617 */
1618 if (x == op->x && y == op->y && op->map == m)
1619 flag = INS_BELOW_ORIGINATOR;
1620
1621 if (small_nuggets)
1622 {
1623 tmp = small->clone ();
1624 tmp->nrof = small_nuggets;
1625 m->insert (tmp, x, y, op, flag);
1626 }
1627
1628 if (large_nuggets)
1629 {
1630 tmp = large->clone ();
1631 tmp->nrof = large_nuggets;
1632 m->insert (tmp, x, y, op, flag);
1633 }
1634}
1635
1636int 1322int
1637alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1638{ 1324{
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) 1325 if (op->type != PLAYER)
1645 return 0; 1326 return 0;
1646 1327
1328 archetype *nugget[3];
1329
1330 nugget[0] = archetype::find ("pyrite3");
1331 nugget[1] = archetype::find ("pyrite2");
1332 nugget[2] = archetype::find ("pyrite");
1333
1647 /* Put a maximum weight of items that can be alchemied. Limits the power 1334 /* 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 1335 * some, and also prevents people from alchemising every table/chair/clock
1649 * in sight 1336 * in sight
1650 */ 1337 */
1651 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1338 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1652 weight_max *= 1000; 1339 int weight_max = duration * 1000;
1653 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1340 uint64 value_max = duration * 1000;
1654 1341
1342 int weight = 0;
1343
1655 for (y = op->y - 1; y <= op->y + 1; y++) 1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1656 { 1345 {
1657 for (x = op->x - 1; x <= op->x + 1; x++) 1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1658 { 1347 {
1348 uint64 value = 0;
1349
1659 nx = x; 1350 sint16 nx = x;
1660 ny = y; 1351 sint16 ny = y;
1661 1352
1662 mp = op->map; 1353 maptile *mp = op->map;
1663 1354
1664 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1665 1356
1666 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1667 continue; 1358 continue;
1668 1359
1669 /* Treat alchemy a little differently - most spell effects 1360 /* Treat alchemy a little differently - most spell effects
1671 * ground level effect. 1362 * ground level effect.
1672 */ 1363 */
1673 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1364 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1674 continue; 1365 continue;
1675 1366
1676 small_nuggets = 0; 1367 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 { 1368 {
1681 next = tmp->above; 1369 next = tmp->above;
1370
1682 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1683 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1684 { 1373 {
1685
1686 if (tmp->inv) 1374 if (tmp->inv)
1687 { 1375 {
1688 object *next1, *tmp1; 1376 object *next1, *tmp1;
1689 1377
1690 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1691 { 1379 {
1692 next1 = tmp1->below; 1380 next1 = tmp1->below;
1693 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1694 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1695 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1383 alchemy_object (tmp1, value, weight);
1696 } 1384 }
1697 } 1385 }
1386
1698 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1387 alchemy_object (tmp, value, weight);
1699 1388
1700 if (weight > weight_max) 1389 if (weight > weight_max)
1701 { 1390 break;
1702 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1703 large->destroy ();
1704 small->destroy ();
1705 return 1;
1706 } 1391 }
1707 } /* is alchemable object */
1708 } /* process all objects on this space */
1709
1710 /* Insert all the nuggets at one time. This probably saves time, but
1711 * it also prevents us from alcheming nuggets that were just created
1712 * with this spell.
1713 */ 1392 }
1714 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1393
1394 value -= rndm (value >> 4);
1395 value = min (value, value_max);
1396
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value)
1399 {
1400 value -= nrof * nugget[i]->value;
1401
1402 object *tmp = arch_to_object (nugget[i]);
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1715 } 1406 }
1716 }
1717 1407
1718 large->destroy (); 1408 if (weight > weight_max)
1719 small->destroy (); 1409 goto bailout;
1720 /* reset this so that if player standing on a big pile of stuff, 1410 }
1721 * it is redrawn properly. 1411 }
1722 */ 1412
1723 op->contr->ns->look_position = 0; 1413bailout:
1724 return 1; 1414 return 1;
1725} 1415}
1726 1416
1727 1417
1728/* This function removes the cursed/damned status on equipped 1418/* This function removes the cursed/damned status on equipped
1755 } 1445 }
1756 1446
1757 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1758 { 1448 {
1759 if (success) 1449 if (success)
1760 {
1761 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1450 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1762 }
1763 else 1451 else
1764 { 1452 {
1765 if (was_one) 1453 if (was_one)
1766 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1454 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1767 else 1455 else
1771 1459
1772 return success; 1460 return success;
1773} 1461}
1774 1462
1775/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1776
1777int 1464int
1778cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1779{ 1466{
1467 dynbuf_text buf;
1780 object *tmp; 1468 object *tmp;
1781 int success = 0, num_ident;
1782 1469
1783 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1470 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1784 1471
1785 if (num_ident < 1) 1472 if (num_ident < 1)
1786 num_ident = 1; 1473 num_ident = 1;
1787 1474
1788 for (tmp = op->inv; tmp; tmp = tmp->below) 1475 for (tmp = op->inv; tmp; tmp = tmp->below)
1791 { 1478 {
1792 identify (tmp); 1479 identify (tmp);
1793 1480
1794 if (op->type == PLAYER) 1481 if (op->type == PLAYER)
1795 { 1482 {
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1483 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1797 1484
1798 if (tmp->msg) 1485 if (tmp->msg)
1799 { 1486 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1800 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1801 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1802 }
1803 } 1487 }
1804 1488
1805 num_ident--; 1489 num_ident--;
1806 success = 1;
1807 if (!num_ident) 1490 if (!num_ident)
1808 break; 1491 break;
1809 } 1492 }
1810 } 1493 }
1811 1494
1813 * stuff on the floor. Only identify stuff on the floor if the spell 1496 * stuff on the floor. Only identify stuff on the floor if the spell
1814 * was not fully used. 1497 * was not fully used.
1815 */ 1498 */
1816 if (num_ident) 1499 if (num_ident)
1817 { 1500 {
1818 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1501 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)) 1502 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1820 { 1503 {
1821 identify (tmp); 1504 identify (tmp);
1822 1505
1823 if (op->type == PLAYER) 1506 if (op->type == PLAYER)
1824 { 1507 {
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1508 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1826 1509
1827 if (tmp->msg) 1510 if (tmp->msg)
1828 { 1511 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1829 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1830 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1831 }
1832 1512
1833 esrv_send_item (op, tmp); 1513 esrv_send_item (op, tmp);
1834 } 1514 }
1835 1515
1836 num_ident--; 1516 num_ident--;
1837 success = 1;
1838 if (!num_ident) 1517 if (!num_ident)
1839 break; 1518 break;
1840 } 1519 }
1841 } 1520 }
1842 1521
1843 if (!success) 1522 if (buf.empty ())
1844 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1523 {
1524 op->failmsg ("You can't reach anything unidentified.");
1525 return 0;
1526 }
1845 else 1527 else
1528 {
1529 if (op->contr)
1530 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1531
1846 spell_effect (spell, op->x, op->y, op->map, op); 1532 spell_effect (spell, op->x, op->y, op->map, op);
1847 1533 return 1;
1848 return success; 1534 }
1849} 1535}
1850 1536
1851int 1537int
1852cast_detection (object *op, object *caster, object *spell, object *skill) 1538cast_detection (object *op, object *caster, object *spell, object *skill)
1853{ 1539{
2180 /* Basically, if the object is magical and not counterspell, 1866 /* Basically, if the object is magical and not counterspell,
2181 * we will more or less remove the object. Don't counterspell 1867 * we will more or less remove the object. Don't counterspell
2182 * monsters either. 1868 * monsters either.
2183 */ 1869 */
2184 1870
2185 if (head->attacktype & AT_MAGIC && 1871 if (head->attacktype & AT_MAGIC
2186 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1872 && !(head->attacktype & AT_COUNTERSPELL)
1873 && !QUERY_FLAG (head, FLAG_MONSTER)
1874 && (op->level > head->level))
2187 head->destroy (); 1875 head->destroy ();
2188 else 1876 else
2189 switch (head->type) 1877 switch (head->type)
2190 { 1878 {
2191 case SPELL_EFFECT: 1879 case SPELL_EFFECT:
1880 // XXX: Don't affect floor spelleffects. See also XXX comment
1881 // about sanctuary in spell_util.C
1882 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1883 continue;
1884
2192 if (op->level > head->level) 1885 if (op->level > head->level)
2193 head->destroy (); 1886 head->destroy ();
2194 1887
2195 break; 1888 break;
2196 1889
2263 * This code was very odd - code early on would only let players use the spell, 1956 * 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 1957 * 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 1958 * that only let players use it was correct, and removed all the other
2266 * player checks. MSW 2003-01-06 1959 * player checks. MSW 2003-01-06
2267 */ 1960 */
2268
2269int 1961int
2270animate_weapon (object *op, object *caster, object *spell, int dir) 1962animate_weapon (object *op, object *caster, object *spell, int dir)
2271{ 1963{
2272 object *weapon, *tmp; 1964 object *weapon, *tmp;
2273 char buf[MAX_BUF]; 1965 char buf[MAX_BUF];
2274 int a, i; 1966 int a, i;
2275 sint16 x, y; 1967 sint16 x, y;
2276 maptile *m; 1968 maptile *m;
2277 materialtype_t *mt;
2278 1969
2279 if (!spell->other_arch) 1970 if (!spell->other_arch)
2280 { 1971 {
2281 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1972 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2282 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1973 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2285 /* exit if it's not a player using this spell. */ 1976 /* exit if it's not a player using this spell. */
2286 if (op->type != PLAYER) 1977 if (op->type != PLAYER)
2287 return 0; 1978 return 0;
2288 1979
2289 /* if player already has a golem, abort */ 1980 /* if player already has a golem, abort */
2290 if (op->contr->ranges[range_golem]) 1981 if (object *golem = op->contr->golem)
2291 { 1982 {
2292 control_golem (op->contr->ranges[range_golem], dir); 1983 control_golem (golem, dir);
2293 return 0; 1984 return 0;
2294 } 1985 }
2295 1986
2296 /* if no direction specified, pick one */ 1987 /* if no direction specified, pick one */
2297 if (!dir) 1988 if (!dir)
2301 x = op->x + freearr_x[dir]; 1992 x = op->x + freearr_x[dir];
2302 y = op->y + freearr_y[dir]; 1993 y = op->y + freearr_y[dir];
2303 1994
2304 /* if there's no place to put the golem, abort */ 1995 /* 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) || 1996 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)) 1997 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2307 { 1998 {
2308 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1999 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2309 return 0; 2000 return 0;
2310 } 2001 }
2311 2002
2315 if (!weapon) 2006 if (!weapon)
2316 { 2007 {
2317 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2008 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2318 return 0; 2009 return 0;
2319 } 2010 }
2320 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2011 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2321 { 2012 {
2322 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2013 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2323 return 0; 2014 return 0;
2324 } 2015 }
2325 if (weapon->type != WEAPON) 2016 if (weapon->type != WEAPON)
2343 /* create the golem object */ 2034 /* create the golem object */
2344 tmp = arch_to_object (spell->other_arch); 2035 tmp = arch_to_object (spell->other_arch);
2345 2036
2346 /* if animated by a player, give the player control of the golem */ 2037 /* if animated by a player, give the player control of the golem */
2347 CLEAR_FLAG (tmp, FLAG_MONSTER); 2038 CLEAR_FLAG (tmp, FLAG_MONSTER);
2348 SET_FLAG (tmp, FLAG_FRIENDLY);
2349 tmp->stats.exp = 0; 2039 tmp->stats.exp = 0;
2350 add_friendly_object (tmp); 2040 add_friendly_object (tmp);
2351 tmp->type = GOLEM; 2041 tmp->type = GOLEM;
2352 tmp->set_owner (op); 2042 tmp->set_owner (op);
2043 op->contr->golem = tmp;
2353 set_spell_skill (op, caster, spell, tmp); 2044 set_spell_skill (op, caster, spell, tmp);
2354 op->contr->ranges[range_golem] = tmp;
2355 op->contr->shoottype = range_golem;
2356 2045
2357 /* Give the weapon to the golem now. A bit of a hack to check the 2046 /* 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 2047 * removed flag - it should only be set if get_split_object was
2359 * used above. 2048 * used above.
2360 */ 2049 */
2361 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2362 weapon->remove (); 2051 weapon->remove ();
2052
2363 insert_ob_in_ob (weapon, tmp); 2053 insert_ob_in_ob (weapon, tmp);
2364 esrv_send_item (op, weapon); 2054 esrv_send_item (op, weapon);
2365 /* To do everything necessary to let a golem use the weapon is a pain, 2055 /* 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 2056 * so instead, just set it as equipped (otherwise, we need to update
2367 * body_info, skills, etc) 2057 * body_info, skills, etc)
2395 2085
2396 /* attacktype */ 2086 /* attacktype */
2397 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2398 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2399 2089
2400 mt = NULL;
2401 if (op->materialname != NULL)
2402 mt = name_to_material (op->materialname); 2090 if (materialtype_t *mt = name_to_material (op->materialname))
2403 if (mt != NULL)
2404 { 2091 {
2405 for (i = 0; i < NROFATTACKS; i++) 2092 for (i = 0; i < NROFATTACKS; i++)
2406 tmp->resist[i] = 50 - (mt->save[i] * 5); 2093 tmp->resist[i] = 50 - (mt->save[i] * 5);
2407 a = mt->save[0]; 2094 a = mt->save[0];
2408 } 2095 }
2410 { 2097 {
2411 for (i = 0; i < NROFATTACKS; i++) 2098 for (i = 0; i < NROFATTACKS; i++)
2412 tmp->resist[i] = 5; 2099 tmp->resist[i] = 5;
2413 a = 10; 2100 a = 10;
2414 } 2101 }
2102
2415 /* Set weapon's immunity */ 2103 /* Set weapon's immunity */
2416 tmp->resist[ATNR_CONFUSION] = 100; 2104 tmp->resist[ATNR_CONFUSION] = 100;
2417 tmp->resist[ATNR_POISON] = 100; 2105 tmp->resist[ATNR_POISON] = 100;
2418 tmp->resist[ATNR_SLOW] = 100; 2106 tmp->resist[ATNR_SLOW] = 100;
2419 tmp->resist[ATNR_PARALYZE] = 100; 2107 tmp->resist[ATNR_PARALYZE] = 100;
2425 2113
2426 /* Improve weapon's armour value according to best save vs. physical of its material */ 2114 /* Improve weapon's armour value according to best save vs. physical of its material */
2427 2115
2428 if (a > 14) 2116 if (a > 14)
2429 a = 14; 2117 a = 14;
2118
2430 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2119 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2431 2120
2432 /* Determine golem's speed */ 2121 /* Determine golem's speed */
2433 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2122 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2434 2123
2479 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2168 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2480 } 2169 }
2481 return success; 2170 return success;
2482} 2171}
2483 2172
2484
2485
2486
2487
2488/* create an aura spell object and put it in the player's inventory. 2173/* create an aura spell object and put it in the player's inventory.
2489 * as usual, op is player, caster is the object casting the spell, 2174 * as usual, op is player, caster is the object casting the spell,
2490 * spell is the spell object itself. 2175 * spell is the spell object itself.
2491 */ 2176 */
2492int 2177int
2503 2188
2504 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2189 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2505 2190
2506 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2191 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2507 2192
2508 new_aura->set_owner (op);
2509 set_spell_skill (op, caster, spell, new_aura); 2193 set_spell_skill (op, caster, spell, new_aura);
2510 new_aura->attacktype = spell->attacktype; 2194 new_aura->attacktype = spell->attacktype;
2511 2195
2512 new_aura->level = caster_level (caster, spell); 2196 new_aura->level = caster_level (caster, spell);
2197
2513 if (refresh) 2198 if (refresh)
2514 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2199 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2515 else 2200 else
2516 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2202
2517 insert_ob_in_ob (new_aura, op); 2203 insert_ob_in_ob (new_aura, op);
2204 new_aura->set_owner (op);
2205
2518 return 1; 2206 return 1;
2519} 2207}
2520
2521 2208
2522/* move aura function. An aura is a part of someone's inventory, 2209/* move aura function. An aura is a part of someone's inventory,
2523 * which he carries with him, but which acts on the map immediately 2210 * which he carries with him, but which acts on the map immediately
2524 * around him. 2211 * around him.
2525 * Aura parameters: 2212 * Aura parameters:
2526 * duration: duration counter. 2213 * duration: duration counter.
2527 * attacktype: aura's attacktype 2214 * attacktype: aura's attacktype
2528 * other_arch: archetype to drop where we attack 2215 * other_arch: archetype to drop where we attack
2529 */ 2216 */
2530
2531void 2217void
2532move_aura (object *aura) 2218move_aura (object *aura)
2533{ 2219{
2534 int i, mflags;
2535 object *env;
2536 maptile *m;
2537
2538 /* auras belong in inventories */ 2220 /* auras belong in inventories */
2539 env = aura->env; 2221 object *env = aura->env;
2222 object *owner = aura->owner;
2540 2223
2541 /* no matter what we've gotta remove the aura... 2224 /* no matter what we've gotta remove the aura...
2542 * we'll put it back if its time isn't up. 2225 * we'll put it back if its time isn't up.
2543 */ 2226 */
2544 aura->remove (); 2227 aura->remove ();
2549 aura->destroy (); 2232 aura->destroy ();
2550 return; 2233 return;
2551 } 2234 }
2552 2235
2553 /* auras only exist in inventories */ 2236 /* auras only exist in inventories */
2554 if (env == NULL || env->map == NULL) 2237 if (!env || !env->map)
2555 { 2238 {
2556 aura->destroy (); 2239 aura->destroy ();
2557 return; 2240 return;
2558 } 2241 }
2559 2242
2560 /* we need to jump out of the inventory for a bit 2243 /* we need to jump out of the inventory for a bit
2561 * in order to hit the map conveniently. 2244 * in order to hit the map conveniently.
2562 */ 2245 */
2563 aura->insert_at (env, aura); 2246 aura->insert_at (env, aura);
2564 2247
2565 for (i = 1; i < 9; i++) 2248 for (int i = 1; i < 9; i++)
2566 { 2249 {
2567 sint16 nx, ny; 2250 mapxy pos (env);
2251 pos.move (i);
2568 2252
2569 nx = aura->x + freearr_x[i];
2570 ny = aura->y + freearr_y[i];
2571 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2572
2573 /* Consider the movement tyep of the person with the aura as 2253 /* Consider the movement type of the person with the aura as
2574 * movement type of the aura. Eg, if the player is flying, the aura 2254 * movement type of the aura. Eg, if the player is flying, the aura
2575 * is flying also, if player is walking, it is on the ground, etc. 2255 * is flying also, if player is walking, it is on the ground, etc.
2576 */ 2256 */
2577 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2257 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2578 { 2258 {
2579 hit_map (aura, i, aura->attacktype, 0); 2259 hit_map (aura, i, aura->attacktype, 0);
2580 2260
2581 if (aura->other_arch) 2261 if (aura->other_arch)
2582 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2262 pos.insert (arch_to_object (aura->other_arch), aura);
2583 } 2263 }
2584 } 2264 }
2585 2265
2586 /* put the aura back in the player's inventory */ 2266 /* put the aura back in the player's inventory */
2587 aura->remove (); 2267 env->insert (aura);
2588 insert_ob_in_ob (aura, env); 2268 aura->set_owner (owner);
2589} 2269}
2590 2270
2591/* moves the peacemaker spell. 2271/* moves the peacemaker spell.
2592 * op is the piece object. 2272 * op is the piece object.
2593 */ 2273 */
2594
2595void 2274void
2596move_peacemaker (object *op) 2275move_peacemaker (object *op)
2597{ 2276{
2598 object *tmp; 2277 object *tmp;
2599 2278

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