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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 1.82 by root, Sun May 4 15:22:14 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 to <support@deliantra.net>
21 The authors can be reached via e-mail at <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);
78 wand->destroy (); 75 wand->destroy ();
79 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
81 78
82 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
105 ncharges = 1; 102 ncharges = 1;
106 103
107 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
109 106
110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
111 { 108 {
112 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
113 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
114 } 111 }
115 112
116 return 1; 113 return 1;
117} 114}
118 115
124 * great a plus, the default is used. 121 * great a plus, the default is used.
125 * The # of arrows created also goes up with level, so if a 30th level mage 122 * 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 123 * wants LOTS of arrows, and doesn't care what the plus is he could
127 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
128 */ 125 */
129
130int 126int
131cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
132{ 128{
133 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
134 const char *missile_name; 130 const char *missile_name = "arrow";
135 object *tmp, *missile;
136 131
137 missile_name = "arrow";
138
139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
140 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
141 missile_name = tmp->race; 134 missile_name = tmp->race;
142 135
143 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
144 137
145 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
146 { 141 {
147 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
148 return 0; 143 return 0;
149 } 144 }
150 145
151 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
152 147
153 if (stringarg) 148 if (stringarg)
154 { 149 {
155 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
156 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
157 { 152 {
158 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
159 154
160 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
161 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, stringarg))
162 break; 157 break;
163 158
164 if (!al) 159 if (!al)
165 { 160 {
174 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
175 return 0; 170 return 0;
176 } 171 }
177 172
178 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
179 /* These special arrows cost something extra. Don't have them also be magical - 174 /* 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 175 * 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. 176 * the parsing of having to do both plus and type.
182 */ 177 */
183 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
184 missile_plus = 0; 179 missile_plus = 0;
185 } 180 }
186 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
187 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
188 } 183 }
189 184
190 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
191 missile_plus = 4;
192 else if (missile_plus < -4)
193 missile_plus = -4;
194 186
195 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
196 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
197 189
198 if (missile->nrof < 1) 190 if (missile->nrof < 1)
218{ 210{
219 int food_value; 211 int food_value;
220 archetype *at = NULL; 212 archetype *at = NULL;
221 object *new_op; 213 object *new_op;
222 214
223 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
224 216
225 if (stringarg) 217 if (stringarg)
226 { 218 {
227 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
228 if (at == NULL) 220 if (at == NULL)
229 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
230 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
231 stringarg = NULL; 223 stringarg = NULL;
232 } 224 }
233 225
234 if (!stringarg) 226 if (!stringarg)
235 { 227 {
241 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
242 * to be altered from the donor. 234 * to be altered from the donor.
243 */ 235 */
244 236
245 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
247 { 239 {
248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
249 { 241 {
250 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
251 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
252 * the item we have now, take it instead. 244 * the item we have now, take it instead.
253 */ 245 */
254 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
255 at = at_tmp; 251 at = at_tmp;
256 } 252 }
257 } 253 }
258 } 254 }
255
259 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
260 * know 257 * know
261 */ 258 */
262 if (!at) 259 if (!at)
263 { 260 {
264 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
265 return 0; 262 return 0;
266 } 263 }
267 264
268 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
269 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
270 new_op->nrof = food_value; 267 new_op->nrof = food_value;
271 268
272 new_op->value = 0; 269 new_op->value = 0;
273 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
282{ 279{
283 int r, mflags, maxrange; 280 int r, mflags, maxrange;
284 object *tmp; 281 object *tmp;
285 maptile *m; 282 maptile *m;
286 283
287
288 if (!dir) 284 if (!dir)
289 { 285 {
290 examine_monster (op, op); 286 examine_monster (op, op);
291 return 1; 287 return 1;
292 } 288 }
289
293 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
294 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
295 { 292 {
296 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
297 294
317 examine_monster (op, tmp); 314 examine_monster (op, tmp);
318 return 1; 315 return 1;
319 } 316 }
320 } 317 }
321 } 318 }
319
322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 320 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323 return 1; 321 return 1;
324} 322}
325
326 323
327/* This checks to see if 'pl' is invisible to 'mon'. 324/* This checks to see if 'pl' is invisible to 'mon'.
328 * does race check, undead check, etc 325 * does race check, undead check, etc
329 * Returns TRUE if mon can't see pl, false 326 * Returns TRUE if mon can't see pl, false
330 * otherwise. This doesn't check range, walls, etc. It 327 * otherwise. This doesn't check range, walls, etc. It
332 * pl is invisible. 329 * pl is invisible.
333 */ 330 */
334int 331int
335makes_invisible_to (object *pl, object *mon) 332makes_invisible_to (object *pl, object *mon)
336{ 333{
337
338 if (!pl->invisible) 334 if (!pl->invisible)
339 return 0; 335 return 0;
336
340 if (pl->type == PLAYER) 337 if (pl->type == PLAYER)
341 { 338 {
342 /* If race isn't set, then invisible unless it is undead */ 339 /* If race isn't set, then invisible unless it is undead */
343 if (!pl->contr->invis_race) 340 if (!pl->contr->invis_race)
344 { 341 {
345 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 342 if (QUERY_FLAG (mon, FLAG_UNDEAD))
346 return 0; 343 return 0;
344
347 return 1; 345 return 1;
348 } 346 }
347
349 /* invis_race is set if we get here */ 348 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
351 return 1; 350 return 1;
351
352 /* No race, can't be invisible to it */ 352 /* No race, can't be invisible to it */
353 if (!mon->race) 353 if (!mon->race)
354 return 0; 354 return 0;
355
355 if (strstr (mon->race, pl->contr->invis_race)) 356 if (strstr (mon->race, pl->contr->invis_race))
356 return 1; 357 return 1;
358
357 /* Nothing matched above, return 0 */ 359 /* Nothing matched above, return 0 */
358 return 0; 360 return 0;
359 } 361 }
360 else 362 else
361 { 363 {
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
472 op->enter_exit (wor); 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 }
473 472
474 wor->destroy (); 473 op->destroy ();
475} 474}
476 475
477/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
478 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
479 * time delay effect. 478 * time delay effect.
498 { 497 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 500 return 0;
502 } 501 }
502
503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
504 if (time < 1) 504 if (time < 1)
505 time = 1; 505 time = 1;
506 506
507 /* value of speed really doesn't make much difference, as long as it is 507 /* value of speed really doesn't make much difference, as long as it is
515 515
516 /* If we could take advantage of enter_player_savebed() here, it would be 516 /* If we could take advantage of enter_player_savebed() here, it would be
517 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
518 */ 518 */
519 EXIT_PATH (dummy) = op->contr->savebed_map; 519 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
522 522
523 (void) insert_ob_in_ob (dummy, op); 523 op->insert (dummy);
524
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526
525 return 1; 527 return 1;
526} 528}
527 529
528/* cast_wonder 530/* cast_wonder
529 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
562} 564}
563 565
564int 566int
565perceive_self (object *op) 567perceive_self (object *op)
566{ 568{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (ARCH_DEPLETION);
569 object *tmp;
570 int i;
571 571
572 dynbuf_text buf;
573
574 if (player *pl = op->contr)
575 if (object *race = archetype::find (op->race))
576 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
577
572 tmp = find_god (determine_god (op)); 578 if (object *god = find_god (determine_god (op)))
573 if (tmp) 579 buf << "You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 580 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 581 buf << "You worship no god.\n";
577 582
578 tmp = present_arch_in_ob (at, op); 583 object *tmp = present_arch_in_ob (at, op);
579 584
580 if (*cp == '\0' && tmp == NULL) 585 if (*cp == '\0' && tmp == NULL)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 586 buf << "You feel very mundane. ";
582 else 587 else
583 { 588 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 589 buf << "You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 590
586 if (tmp != NULL) 591 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 592 for (int i = 0; i < NUM_STATS; i++)
589 { 593 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 594 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 } 595 }
597 596
598 if (is_dragon_pl (op)) 597 if (is_dragon_pl (op))
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 598 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 599 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 600 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 601 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 602 {
605 if (tmp->stats.exp == 0) 603 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 604 buf << "Your metabolism isn't focused on anything.\n";
608 }
609 else 605 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 606 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 } 607
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 608 break;
615 } 609 }
616 } 610 }
617 }
618 return 1;
619}
620 611
621/* int cast_create_town_portal (object *op, object *caster, int dir) 612 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;
646 613
647 /* Check to see if the map the player is currently on is a per player unique 614 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 ();
866 615
867 return 1; 616 return 1;
868} 617}
869 618
870/* This creates magic walls. Really, it can create most any object, 619/* 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); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
969 return 0; 718 return 0;
970 } 719 }
971 720
972 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
973 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
974 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
975 724
976 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
977 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
978 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
998 { 747 {
999 object *tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
1000 m->insert (tmp2, x, y, op); 749 m->insert (tmp2, x, y, op);
1001 750
1002 /* If this is a spellcasting wall, need to insert the spell object */ 751 /* If this is a spellcasting wall, need to insert the spell object */
1003 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1004 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1005 754
1006 } 755 }
1007 else 756 else
1008 posblocked = 1; 757 posblocked = 1;
1015 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 764 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1016 { 765 {
1017 object *tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
1018 m->insert (tmp2, x, y, op); 767 m->insert (tmp2, x, y, op);
1019 768
1020 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1021 tmp2->insert (arch_to_object (tmp2->other_arch)); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1022 } 771 }
1023 else 772 else
1024 negblocked = 1; 773 negblocked = 1;
1025 } 774 }
1141 890
1142 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 891 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1143 return 1; 892 return 1;
1144} 893}
1145 894
1146
1147/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1148 * op is the caster. 896 * op is the caster.
1149 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1150 * spell is the spell object. 898 * spell is the spell object.
1151 */ 899 */
1157 object *poison; 905 object *poison;
1158 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1159 907
1160 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1161 909
1162 if (tmp == NULL) 910 if (!tmp)
1163 return 0; 911 return 0;
1164 912
1165 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1166 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1167 */ 915 */
1170 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1171 919
1172 if (heal) 920 if (heal)
1173 { 921 {
1174 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1175 {
1176 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1177 }
1178 else 924 else
1179 { 925 {
1180 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1181 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1182 * on amount of damage healed. 928 * on amount of damage healed.
1183 */ 929 */
1184 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1185 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1186 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1187 934
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1191 }
1192 else if (heal > 50) 937 else if (heal > 50)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1195 }
1196 else if (heal > 25) 939 else if (heal > 25)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1199 }
1200 else if (heal > 10) 941 else if (heal > 10)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1203 }
1204 else 943 else
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1207 } 945
1208 success = 1; 946 success = 1;
1209 } 947 }
1210 } 948 }
949
1211 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1212 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1213 success = 1; 952 success = 1;
1214 953
1215 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1216 { 955 {
1217 at = archetype::find ("poisoning"); 956 at = archetype::find ("poisoning");
1221 success = 1; 960 success = 1;
1222 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1223 poison->stats.food = 1; 962 poison->stats.food = 1;
1224 } 963 }
1225 } 964 }
965
1226 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1227 { 967 {
1228 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1229 if (poison) 969 if (poison)
1230 { 970 {
1231 success = 1; 971 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1233 poison->duration = 1; 973 poison->duration = 1;
1234 } 974 }
1235 } 975 }
976
1236 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1237 { 978 {
1238 at = archetype::find ("blindness"); 979 at = archetype::find ("blindness");
1239 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1240 if (poison) 981 if (poison)
1242 success = 1; 983 success = 1;
1243 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1244 poison->stats.food = 1; 985 poison->stats.food = 1;
1245 } 986 }
1246 } 987 }
988
1247 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1248 { 990 {
1249 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1250 if (tmp->stats.sp > tmp->stats.maxsp) 992 if (tmp->stats.sp > tmp->stats.maxsp)
1251 tmp->stats.sp = tmp->stats.maxsp; 993 tmp->stats.sp = tmp->stats.maxsp;
1252 success = 1; 994 success = 1;
1253 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 995 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1254 } 996 }
997
1255 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1256 { 999 {
1257 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1258 if (tmp->stats.grace > tmp->stats.maxgrace) 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1259 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1260 success = 1; 1003 success = 1;
1261 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1262 } 1005 }
1006
1263 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1264 { 1008 {
1265 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1266 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1267 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1268 success = 1; 1014 success = 1;
1269 /* We could do something a bit better like the messages for healing above */ 1015 /* 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"); 1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1271 } 1017 }
1018
1272 return success; 1019 return success;
1273} 1020}
1274
1275 1021
1276/* This is used for the spells that gain stats. There are no spells 1022/* 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 1023 * right now that icnrease wis/int/pow on a temp basis, so no
1278 * good comments for those. 1024 * good comments for those.
1279 */ 1025 */
1280static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1281 "You grow no stronger.", 1027 "You grow no stronger.",
1282 "You grow no more agile.", 1028 "You grow no more agile.",
1283 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1284 "no wis", 1030 "You didn't grow any more intelligent.",
1031 "You do not feel any wiser.",
1032 "You don't feel any more powerful."
1285 "You are no easier to look at.", 1033 "You are no easier to look at.",
1286 "no int",
1287 "no pow"
1288}; 1034};
1289 1035
1290int 1036int
1291cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1037cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1292{ 1038{
1343 } 1089 }
1344 else 1090 else
1345 { 1091 {
1346 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1092 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1347 } 1093 }
1094
1348 return 1; 1095 return 1;
1349 } 1096 }
1097
1350 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1098 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1351 force->speed = 1.0; 1099 force->speed = 1.0;
1352 force->speed_left = -1.0; 1100 force->speed_left = -1.0;
1353 SET_FLAG (force, FLAG_APPLIED); 1101 SET_FLAG (force, FLAG_APPLIED);
1354 1102
1360 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1108 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1361 if (force->resist[i] > 100) 1109 if (force->resist[i] > 100)
1362 force->resist[i] = 100; 1110 force->resist[i] = 100;
1363 } 1111 }
1364 } 1112 }
1113
1365 if (spell_ob->stats.hp) 1114 if (spell_ob->stats.hp)
1366 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1115 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1367 1116
1368 if (tmp->type == PLAYER) 1117 if (tmp->type == PLAYER)
1369 { 1118 {
1370 /* Stat adjustment spells */ 1119 /* Stat adjustment spells */
1371 for (i = 0; i < NUM_STATS; i++) 1120 for (i = 0; i < NUM_STATS; i++)
1372 { 1121 {
1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1122 if (sint8 stat = spell_ob->stats.stat (i))
1374
1375 if (stat)
1376 { 1123 {
1377 sm = 0; 1124 sint8 sm = 0;
1378 for (k = 0; k < stat; k++) 1125 for (sint8 k = 0; k < stat; k++)
1379 sm += rndm (1, 3); 1126 sm += rndm (1, 3);
1380 1127
1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1128 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1382 { 1129 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1130
1384 if (sm < 0) 1131 force->stats.stat (i) = sm;
1385 sm = 0; 1132
1386 }
1387 set_attr_value (&force->stats, i, sm);
1388 if (!sm) 1133 if (!sm)
1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1134 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1390 } 1135 }
1391 } 1136 }
1392 } 1137 }
1413 force->attacktype = spell_ob->attacktype; 1158 force->attacktype = spell_ob->attacktype;
1414 1159
1415 insert_ob_in_ob (force, tmp); 1160 insert_ob_in_ob (force, tmp);
1416 change_abil (tmp, force); /* Mostly to display any messages */ 1161 change_abil (tmp, force); /* Mostly to display any messages */
1417 tmp->update_stats (); 1162 tmp->update_stats ();
1163
1418 return 1; 1164 return 1;
1419} 1165}
1420 1166
1421/* This used to be part of cast_change_ability, but it really didn't make 1167/* 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 1168 * a lot of sense, since most of the values it derives are from the god
1423 * of the caster. 1169 * of the caster.
1424 */ 1170 */
1425
1426int 1171int
1427cast_bless (object *op, object *caster, object *spell_ob, int dir) 1172cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{ 1173{
1429 int i; 1174 int i;
1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1175 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1525 insert_ob_in_ob (force, tmp); 1270 insert_ob_in_ob (force, tmp);
1526 tmp->update_stats (); 1271 tmp->update_stats ();
1527 return 1; 1272 return 1;
1528} 1273}
1529 1274
1530
1531
1532/* Alchemy code by Mark Wedel 1275/* Alchemy code by Mark Wedel
1533 * 1276 *
1534 * This code adds a new spell, called alchemy. Alchemy will turn 1277 * This code adds a new spell, called alchemy. Alchemy will turn
1535 * objects to gold nuggets, the value of the gold nuggets being 1278 * 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 * 1279 *
1540 * Large nuggets are worth 25 gp each (base). You will always get 1280 * The value of the gold nuggets being about 90% of that of the item
1541 * the maximum number of large nuggets you could get. 1281 * 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 1282 * because the nuggets themselves will be will be adjusted by charisma
1543 * to the max amount of small nuggets as you could get. 1283 * 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 * 1284 *
1548 * There is also a chance (1:30) that you will get nothing at all 1285 * 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 1286 * for the object. There is also a maximum weight that will be
1550 * alchemied. 1287 * alchemised.
1551 */ 1288 */
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 1289static void
1561alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1290alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1562{ 1291{
1563 uint64 value = query_cost (obj, NULL, F_TRUE); 1292 uint64 value = query_cost (obj, NULL, F_TRUE);
1564 1293
1565 /* Give third price when we alchemy money (This should hopefully 1294 /* Give third price when we alchemy money (this should hopefully
1566 * make it so that it isn't worth it to alchemy money, sell 1295 * make it so that it isn't worth it to alchemy money, sell
1567 * the nuggets, alchemy the gold from that, etc. 1296 * the nuggets, alchemy the gold from that, etc.
1568 * Otherwise, give 9 silver on the gold for other objects, 1297 * Otherwise, give 9 silver on the gold for other objects,
1569 * so that it would still be more affordable to haul 1298 * so that it would still be more affordable to haul
1570 * the stuff back to town. 1299 * the stuff back to town.
1571 */ 1300 */
1572
1573 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1301 if (QUERY_FLAG (obj, FLAG_UNPAID))
1574 value = 0; 1302 value = 0;
1575 else if (obj->type == MONEY || obj->type == GEM) 1303 else if (obj->type == MONEY || obj->type == GEM)
1576 value /= 3; 1304 value /= 3;
1577 else 1305 else
1578 value = (value * 9) / 10; 1306 value = value * 9 / 10;
1579 1307
1580 value /= 4; // fix by GHJ, don't understand, pcg
1581
1582 if ((obj->value > 0) && rndm (0, 29)) 1308 if (obj->value > 0 && rndm (0, 29))
1583 { 1309 total_value += value;
1584 int count;
1585 1310
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; 1311 total_weight += obj->total_weight ();
1312
1606 obj->destroy (); 1313 obj->destroy ();
1607} 1314}
1608 1315
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 1316int
1637alchemy (object *op, object *caster, object *spell_ob) 1317alchemy (object *op, object *caster, object *spell_ob)
1638{ 1318{
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) 1319 if (op->type != PLAYER)
1645 return 0; 1320 return 0;
1646 1321
1322 archetype *nugget[3];
1323
1324 nugget[0] = archetype::find ("pyrite3");
1325 nugget[1] = archetype::find ("pyrite2");
1326 nugget[2] = archetype::find ("pyrite");
1327
1647 /* Put a maximum weight of items that can be alchemied. Limits the power 1328 /* 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 1329 * some, and also prevents people from alchemising every table/chair/clock
1649 * in sight 1330 * in sight
1650 */ 1331 */
1651 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1332 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1652 weight_max *= 1000; 1333 int weight_max = duration * 1000;
1653 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1334 uint64 value_max = duration * 1000;
1654 1335
1336 int weight = 0;
1337
1655 for (y = op->y - 1; y <= op->y + 1; y++) 1338 for (int y = op->y - 1; y <= op->y + 1; y++)
1656 { 1339 {
1657 for (x = op->x - 1; x <= op->x + 1; x++) 1340 for (int x = op->x - 1; x <= op->x + 1; x++)
1658 { 1341 {
1342 uint64 value = 0;
1343
1659 nx = x; 1344 sint16 nx = x;
1660 ny = y; 1345 sint16 ny = y;
1661 1346
1662 mp = op->map; 1347 maptile *mp = op->map;
1663 1348
1664 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1349 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1665 1350
1666 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1351 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1667 continue; 1352 continue;
1668 1353
1669 /* Treat alchemy a little differently - most spell effects 1354 /* Treat alchemy a little differently - most spell effects
1671 * ground level effect. 1356 * ground level effect.
1672 */ 1357 */
1673 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1358 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1674 continue; 1359 continue;
1675 1360
1676 small_nuggets = 0; 1361 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 { 1362 {
1681 next = tmp->above; 1363 next = tmp->above;
1364
1682 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1365 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1683 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1366 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1684 { 1367 {
1685
1686 if (tmp->inv) 1368 if (tmp->inv)
1687 { 1369 {
1688 object *next1, *tmp1; 1370 object *next1, *tmp1;
1689 1371
1690 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1372 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1691 { 1373 {
1692 next1 = tmp1->below; 1374 next1 = tmp1->below;
1693 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1375 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1694 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1376 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1695 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1377 alchemy_object (tmp1, value, weight);
1696 } 1378 }
1697 } 1379 }
1380
1698 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1381 alchemy_object (tmp, value, weight);
1699 1382
1700 if (weight > weight_max) 1383 if (weight > weight_max)
1701 { 1384 break;
1702 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1703 large->destroy ();
1704 small->destroy ();
1705 return 1;
1706 } 1385 }
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 */ 1386 }
1714 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1387
1388 value -= rndm (value >> 4);
1389 value = min (value, value_max);
1390
1391 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1392 if (int nrof = value / nugget [i]->value)
1393 {
1394 value -= nrof * nugget[i]->value;
1395
1396 object *tmp = arch_to_object (nugget[i]);
1397 tmp->nrof = nrof;
1398 tmp->flag [FLAG_IDENTIFIED] = true;
1399 op->map->insert (tmp, x, y, op, 0);
1715 } 1400 }
1716 }
1717 1401
1718 large->destroy (); 1402 if (weight > weight_max)
1719 small->destroy (); 1403 goto bailout;
1720 /* reset this so that if player standing on a big pile of stuff, 1404 }
1721 * it is redrawn properly. 1405 }
1722 */ 1406
1723 op->contr->ns->look_position = 0; 1407bailout:
1724 return 1; 1408 return 1;
1725} 1409}
1726
1727 1410
1728/* This function removes the cursed/damned status on equipped 1411/* This function removes the cursed/damned status on equipped
1729 * items. 1412 * items.
1730 */ 1413 */
1731int 1414int
1738 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1421 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1739 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1740 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1741 { 1424 {
1742 was_one++; 1425 was_one++;
1426
1743 if (tmp->level <= caster_level (caster, spell)) 1427 if (tmp->level <= caster_level (caster, spell))
1744 { 1428 {
1745 success++; 1429 success++;
1746 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1430 if (QUERY_FLAG (spell, FLAG_DAMNED))
1747 CLEAR_FLAG (tmp, FLAG_DAMNED); 1431 CLEAR_FLAG (tmp, FLAG_DAMNED);
1748 1432
1749 CLEAR_FLAG (tmp, FLAG_CURSED); 1433 CLEAR_FLAG (tmp, FLAG_CURSED);
1750 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1434 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1751 tmp->value = 0; /* Still can't sell it */ 1435 tmp->value = 0; /* Still can't sell it */
1752 if (op->type == PLAYER) 1436
1437 if (object *pl = tmp->visible_to ())
1753 esrv_send_item (op, tmp); 1438 esrv_update_item (UPD_FLAGS, pl, tmp);
1754 } 1439 }
1755 } 1440 }
1756 1441
1757 if (op->type == PLAYER) 1442 if (op->type == PLAYER)
1758 { 1443 {
1759 if (success) 1444 if (success)
1760 {
1761 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1445 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1762 }
1763 else 1446 else
1764 { 1447 {
1765 if (was_one) 1448 if (was_one)
1766 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1449 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1767 else 1450 else
1771 1454
1772 return success; 1455 return success;
1773} 1456}
1774 1457
1775/* Identifies objects in the players inventory/on the ground */ 1458/* Identifies objects in the players inventory/on the ground */
1776
1777int 1459int
1778cast_identify (object *op, object *caster, object *spell) 1460cast_identify (object *op, object *caster, object *spell)
1779{ 1461{
1462 dynbuf_text buf;
1780 object *tmp; 1463 object *tmp;
1781 int success = 0, num_ident;
1782 1464
1783 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1465 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1784 1466
1785 if (num_ident < 1) 1467 if (num_ident < 1)
1786 num_ident = 1; 1468 num_ident = 1;
1787 1469
1788 for (tmp = op->inv; tmp; tmp = tmp->below) 1470 for (tmp = op->inv; tmp; tmp = tmp->below)
1791 { 1473 {
1792 identify (tmp); 1474 identify (tmp);
1793 1475
1794 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1795 { 1477 {
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1478 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1797 1479
1798 if (tmp->msg) 1480 if (tmp->msg)
1799 { 1481 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 } 1482 }
1804 1483
1805 num_ident--; 1484 num_ident--;
1806 success = 1;
1807 if (!num_ident) 1485 if (!num_ident)
1808 break; 1486 break;
1809 } 1487 }
1810 } 1488 }
1811 1489
1813 * stuff on the floor. Only identify stuff on the floor if the spell 1491 * stuff on the floor. Only identify stuff on the floor if the spell
1814 * was not fully used. 1492 * was not fully used.
1815 */ 1493 */
1816 if (num_ident) 1494 if (num_ident)
1817 { 1495 {
1818 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1496 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)) 1497 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1820 { 1498 {
1821 identify (tmp); 1499 identify (tmp);
1822 1500
1823 if (op->type == PLAYER) 1501 if (object *pl = tmp->visible_to ())
1824 { 1502 {
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1503 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1826 1504
1827 if (tmp->msg) 1505 if (tmp->msg)
1828 { 1506 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
1833 esrv_send_item (op, tmp);
1834 } 1507 }
1835 1508
1836 num_ident--; 1509 num_ident--;
1837 success = 1;
1838 if (!num_ident) 1510 if (!num_ident)
1839 break; 1511 break;
1840 } 1512 }
1841 } 1513 }
1842 1514
1843 if (!success) 1515 if (buf.empty ())
1844 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1845 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1846 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1847 1526 return 1;
1848 return success; 1527 }
1849} 1528}
1850 1529
1851int 1530int
1852cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1853{ 1532{
1995 1674
1996 /* Now process objects in the players inventory if detect curse or magic */ 1675 /* Now process objects in the players inventory if detect curse or magic */
1997 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1676 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1998 { 1677 {
1999 done_one = 0; 1678 done_one = 0;
1679
2000 for (tmp = op->inv; tmp; tmp = tmp->below) 1680 for (tmp = op->inv; tmp; tmp = tmp->below)
2001 { 1681 {
2002 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1682 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2003 { 1683 {
2004 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1684 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2005 { 1685 {
2006 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1686 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2007 if (op->type == PLAYER) 1687
1688 if (object *pl = tmp->visible_to ())
2008 esrv_send_item (op, tmp); 1689 esrv_update_item (UPD_FLAGS, pl, tmp);
2009 } 1690 }
1691
2010 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1692 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2011 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1693 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2012 { 1694 {
2013 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1695 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2014 if (op->type == PLAYER) 1696
1697 if (object *pl = tmp->visible_to ())
2015 esrv_send_item (op, tmp); 1698 esrv_update_item (UPD_FLAGS, pl, tmp);
2016 } 1699 }
2017 } /* if item is not identified */ 1700 } /* if item is not identified */
2018 } /* for the players inventory */ 1701 } /* for the players inventory */
2019 } /* if detect magic/curse and object is a player */ 1702 } /* if detect magic/curse and object is a player */
1703
2020 return 1; 1704 return 1;
2021} 1705}
2022 1706
2023 1707
2024/** 1708/**
2180 /* Basically, if the object is magical and not counterspell, 1864 /* Basically, if the object is magical and not counterspell,
2181 * we will more or less remove the object. Don't counterspell 1865 * we will more or less remove the object. Don't counterspell
2182 * monsters either. 1866 * monsters either.
2183 */ 1867 */
2184 1868
2185 if (head->attacktype & AT_MAGIC && 1869 if (head->attacktype & AT_MAGIC
2186 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1870 && !(head->attacktype & AT_COUNTERSPELL)
1871 && !QUERY_FLAG (head, FLAG_MONSTER)
1872 && (op->level > head->level))
2187 head->destroy (); 1873 head->destroy ();
2188 else 1874 else
2189 switch (head->type) 1875 switch (head->type)
2190 { 1876 {
2191 case SPELL_EFFECT: 1877 case SPELL_EFFECT:
1878 // XXX: Don't affect floor spelleffects. See also XXX comment
1879 // about sanctuary in spell_util.C
1880 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1881 continue;
1882
2192 if (op->level > head->level) 1883 if (op->level > head->level)
2193 head->destroy (); 1884 head->destroy ();
2194 1885
2195 break; 1886 break;
2196 1887
2207 break; 1898 break;
2208 } 1899 }
2209 } 1900 }
2210} 1901}
2211 1902
2212
2213
2214/* cast_consecrate() - a spell to make an altar your god's */ 1903/* cast_consecrate() - a spell to make an altar your god's */
2215int 1904int
2216cast_consecrate (object *op, object *caster, object *spell) 1905cast_consecrate (object *op, object *caster, object *spell)
2217{ 1906{
2218 char buf[MAX_BUF]; 1907 char buf[MAX_BUF];
2242 /* If we got here, we are consecrating an altar */ 1931 /* If we got here, we are consecrating an altar */
2243 sprintf (buf, "Altar of %s", &god->name); 1932 sprintf (buf, "Altar of %s", &god->name);
2244 tmp->name = buf; 1933 tmp->name = buf;
2245 tmp->level = caster_level (caster, spell); 1934 tmp->level = caster_level (caster, spell);
2246 tmp->other_arch = god->arch; 1935 tmp->other_arch = god->arch;
1936
2247 if (op->type == PLAYER) 1937 if (op->type == PLAYER)
2248 esrv_update_item (UPD_NAME, op, tmp); 1938 esrv_update_item (UPD_NAME, op, tmp);
1939
2249 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1940 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2250 return 1; 1941 return 1;
2251 } 1942 }
2252 } 1943 }
2253 } 1944 }
2263 * This code was very odd - code early on would only let players use the spell, 1954 * 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 1955 * 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 1956 * that only let players use it was correct, and removed all the other
2266 * player checks. MSW 2003-01-06 1957 * player checks. MSW 2003-01-06
2267 */ 1958 */
2268
2269int 1959int
2270animate_weapon (object *op, object *caster, object *spell, int dir) 1960animate_weapon (object *op, object *caster, object *spell, int dir)
2271{ 1961{
2272 object *weapon, *tmp; 1962 object *weapon, *tmp;
2273 char buf[MAX_BUF]; 1963 char buf[MAX_BUF];
2274 int a, i; 1964 int a, i;
2275 sint16 x, y; 1965 sint16 x, y;
2276 maptile *m; 1966 maptile *m;
2277 materialtype_t *mt;
2278 1967
2279 if (!spell->other_arch) 1968 if (!spell->other_arch)
2280 { 1969 {
2281 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1970 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2282 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1971 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2285 /* exit if it's not a player using this spell. */ 1974 /* exit if it's not a player using this spell. */
2286 if (op->type != PLAYER) 1975 if (op->type != PLAYER)
2287 return 0; 1976 return 0;
2288 1977
2289 /* if player already has a golem, abort */ 1978 /* if player already has a golem, abort */
2290 if (op->contr->ranges[range_golem]) 1979 if (object *golem = op->contr->golem)
2291 { 1980 {
2292 control_golem (op->contr->ranges[range_golem], dir); 1981 control_golem (golem, dir);
2293 return 0; 1982 return 0;
2294 } 1983 }
2295 1984
2296 /* if no direction specified, pick one */ 1985 /* if no direction specified, pick one */
2297 if (!dir) 1986 if (!dir)
2301 x = op->x + freearr_x[dir]; 1990 x = op->x + freearr_x[dir];
2302 y = op->y + freearr_y[dir]; 1991 y = op->y + freearr_y[dir];
2303 1992
2304 /* if there's no place to put the golem, abort */ 1993 /* 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) || 1994 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)) 1995 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2307 { 1996 {
2308 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1997 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2309 return 0; 1998 return 0;
2310 } 1999 }
2311 2000
2315 if (!weapon) 2004 if (!weapon)
2316 { 2005 {
2317 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2006 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2318 return 0; 2007 return 0;
2319 } 2008 }
2320 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2009 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2321 { 2010 {
2322 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2011 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2323 return 0; 2012 return 0;
2324 } 2013 }
2325 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2331 { 2020 {
2332 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2021 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2333 return 0; 2022 return 0;
2334 } 2023 }
2335 2024
2336 if (weapon->nrof > 1) 2025 weapon = weapon->split ();
2337 {
2338 tmp = get_split_ob (weapon, 1);
2339 esrv_send_item (op, weapon);
2340 weapon = tmp;
2341 }
2342 2026
2343 /* create the golem object */ 2027 /* create the golem object */
2344 tmp = arch_to_object (spell->other_arch); 2028 tmp = arch_to_object (spell->other_arch);
2345 2029
2346 /* if animated by a player, give the player control of the golem */ 2030 /* if animated by a player, give the player control of the golem */
2347 CLEAR_FLAG (tmp, FLAG_MONSTER); 2031 CLEAR_FLAG (tmp, FLAG_MONSTER);
2348 SET_FLAG (tmp, FLAG_FRIENDLY);
2349 tmp->stats.exp = 0; 2032 tmp->stats.exp = 0;
2350 add_friendly_object (tmp); 2033 add_friendly_object (tmp);
2351 tmp->type = GOLEM; 2034 tmp->type = GOLEM;
2352 tmp->set_owner (op); 2035 tmp->set_owner (op);
2036 op->contr->golem = tmp;
2353 set_spell_skill (op, caster, spell, tmp); 2037 set_spell_skill (op, caster, spell, tmp);
2354 op->contr->ranges[range_golem] = tmp;
2355 op->contr->shoottype = range_golem;
2356 2038
2357 /* Give the weapon to the golem now. A bit of a hack to check the 2039 /* 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 2040 * removed flag - it should only be set if weapon->split was
2359 * used above. 2041 * used above.
2360 */ 2042 */
2361 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2043 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2362 weapon->remove (); 2044 weapon->remove ();
2363 insert_ob_in_ob (weapon, tmp); 2045
2364 esrv_send_item (op, weapon); 2046 tmp->insert (weapon);
2047
2365 /* To do everything necessary to let a golem use the weapon is a pain, 2048 /* 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 2049 * so instead, just set it as equipped (otherwise, we need to update
2367 * body_info, skills, etc) 2050 * body_info, skills, etc)
2368 */ 2051 */
2369 SET_FLAG (tmp, FLAG_USE_WEAPON); 2052 SET_FLAG (tmp, FLAG_USE_WEAPON);
2395 2078
2396 /* attacktype */ 2079 /* attacktype */
2397 if (!tmp->attacktype) 2080 if (!tmp->attacktype)
2398 tmp->attacktype = AT_PHYSICAL; 2081 tmp->attacktype = AT_PHYSICAL;
2399 2082
2400 mt = NULL;
2401 if (op->materialname != NULL)
2402 mt = name_to_material (op->materialname); 2083 if (materialtype_t *mt = name_to_material (op->materialname))
2403 if (mt != NULL)
2404 { 2084 {
2405 for (i = 0; i < NROFATTACKS; i++) 2085 for (i = 0; i < NROFATTACKS; i++)
2406 tmp->resist[i] = 50 - (mt->save[i] * 5); 2086 tmp->resist[i] = 50 - (mt->save[i] * 5);
2407 a = mt->save[0]; 2087 a = mt->save[0];
2408 } 2088 }
2410 { 2090 {
2411 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2412 tmp->resist[i] = 5; 2092 tmp->resist[i] = 5;
2413 a = 10; 2093 a = 10;
2414 } 2094 }
2095
2415 /* Set weapon's immunity */ 2096 /* Set weapon's immunity */
2416 tmp->resist[ATNR_CONFUSION] = 100; 2097 tmp->resist[ATNR_CONFUSION] = 100;
2417 tmp->resist[ATNR_POISON] = 100; 2098 tmp->resist[ATNR_POISON] = 100;
2418 tmp->resist[ATNR_SLOW] = 100; 2099 tmp->resist[ATNR_SLOW] = 100;
2419 tmp->resist[ATNR_PARALYZE] = 100; 2100 tmp->resist[ATNR_PARALYZE] = 100;
2425 2106
2426 /* Improve weapon's armour value according to best save vs. physical of its material */ 2107 /* Improve weapon's armour value according to best save vs. physical of its material */
2427 2108
2428 if (a > 14) 2109 if (a > 14)
2429 a = 14; 2110 a = 14;
2111
2430 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2112 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2431 2113
2432 /* Determine golem's speed */ 2114 /* Determine golem's speed */
2433 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2115 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2434 2116
2479 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2480 } 2162 }
2481 return success; 2163 return success;
2482} 2164}
2483 2165
2484
2485
2486
2487
2488/* create an aura spell object and put it in the player's inventory. 2166/* 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, 2167 * as usual, op is player, caster is the object casting the spell,
2490 * spell is the spell object itself. 2168 * spell is the spell object itself.
2491 */ 2169 */
2492int 2170int
2503 2181
2504 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2182 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2505 2183
2506 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2184 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2507 2185
2508 new_aura->set_owner (op);
2509 set_spell_skill (op, caster, spell, new_aura); 2186 set_spell_skill (op, caster, spell, new_aura);
2510 new_aura->attacktype = spell->attacktype; 2187 new_aura->attacktype = spell->attacktype;
2511 2188
2512 new_aura->level = caster_level (caster, spell); 2189 new_aura->level = caster_level (caster, spell);
2190
2513 if (refresh) 2191 if (refresh)
2514 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2192 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2515 else 2193 else
2516 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2195
2517 insert_ob_in_ob (new_aura, op); 2196 insert_ob_in_ob (new_aura, op);
2197 new_aura->set_owner (op);
2198
2518 return 1; 2199 return 1;
2519} 2200}
2520
2521 2201
2522/* move aura function. An aura is a part of someone's inventory, 2202/* 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 2203 * which he carries with him, but which acts on the map immediately
2524 * around him. 2204 * around him.
2525 * Aura parameters: 2205 * Aura parameters:
2526 * duration: duration counter. 2206 * duration: duration counter.
2527 * attacktype: aura's attacktype 2207 * attacktype: aura's attacktype
2528 * other_arch: archetype to drop where we attack 2208 * other_arch: archetype to drop where we attack
2529 */ 2209 */
2530
2531void 2210void
2532move_aura (object *aura) 2211move_aura (object *aura)
2533{ 2212{
2534 int i, mflags;
2535 object *env;
2536 maptile *m;
2537
2538 /* auras belong in inventories */ 2213 /* auras belong in inventories */
2539 env = aura->env; 2214 object *env = aura->env;
2215 object *owner = aura->owner;
2540 2216
2541 /* no matter what we've gotta remove the aura... 2217 /* no matter what we've gotta remove the aura...
2542 * we'll put it back if its time isn't up. 2218 * we'll put it back if its time isn't up.
2543 */ 2219 */
2544 aura->remove (); 2220 aura->remove ();
2549 aura->destroy (); 2225 aura->destroy ();
2550 return; 2226 return;
2551 } 2227 }
2552 2228
2553 /* auras only exist in inventories */ 2229 /* auras only exist in inventories */
2554 if (env == NULL || env->map == NULL) 2230 if (!env || !env->map)
2555 { 2231 {
2556 aura->destroy (); 2232 aura->destroy ();
2557 return; 2233 return;
2558 } 2234 }
2559 2235
2560 /* we need to jump out of the inventory for a bit 2236 /* we need to jump out of the inventory for a bit
2561 * in order to hit the map conveniently. 2237 * in order to hit the map conveniently.
2562 */ 2238 */
2563 aura->insert_at (env, aura); 2239 aura->insert_at (env, aura);
2564 2240
2565 for (i = 1; i < 9; i++) 2241 for (int i = 1; i < 9; i++)
2566 { 2242 {
2567 sint16 nx, ny; 2243 mapxy pos (env);
2244 pos.move (i);
2568 2245
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 2246 /* 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 2247 * 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. 2248 * is flying also, if player is walking, it is on the ground, etc.
2576 */ 2249 */
2577 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2250 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2578 { 2251 {
2579 hit_map (aura, i, aura->attacktype, 0); 2252 hit_map (aura, i, aura->attacktype, 0);
2580 2253
2581 if (aura->other_arch) 2254 if (aura->other_arch)
2582 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2255 pos.insert (arch_to_object (aura->other_arch), aura);
2583 } 2256 }
2584 } 2257 }
2585 2258
2586 /* put the aura back in the player's inventory */ 2259 /* put the aura back in the player's inventory */
2587 aura->remove (); 2260 env->insert (aura);
2588 insert_ob_in_ob (aura, env); 2261 aura->set_owner (owner);
2589} 2262}
2590 2263
2591/* moves the peacemaker spell. 2264/* moves the peacemaker spell.
2592 * op is the piece object. 2265 * op is the piece object.
2593 */ 2266 */
2594
2595void 2267void
2596move_peacemaker (object *op) 2268move_peacemaker (object *op)
2597{ 2269{
2598 object *tmp; 2270 object *tmp;
2599 2271
2600 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2272 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2601 { 2273 {
2602 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2603 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2604 2276
2605 if (tmp->head)
2606 victim = tmp->head;
2607 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2277 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2608 continue; 2278 continue;
2279
2609 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2610 continue; 2281 continue;
2282
2611 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2612 continue; 2284 continue;
2613 2285
2614 def_lev = MAX (1, victim->level); 2286 def_lev = MAX (1, victim->level);
2615 atk_lev = MAX (1, op->level); 2287 atk_lev = MAX (1, op->level);
2616 2288
2617 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2618 { 2290 {
2619 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2620 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2621 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2622 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2623#if 0 2296#if 0
2624 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2625 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2632 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2633 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2634 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 SET_FLAG (victim, FLAG_RUN_AWAY);
2635 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2636 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 CLEAR_FLAG (victim, FLAG_MONSTER);
2310
2637 if (victim->name) 2311 if (victim->name)
2638 {
2639 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2640 }
2641 } 2313 }
2642 } 2314 }
2643} 2315}
2644 2316
2645 2317

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