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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.45 by root, Mon Apr 16 06:23:43 2007 UTC vs.
Revision 1.75 by root, Sun Oct 21 01:25:02 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * 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>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <living.h> 26#include <living.h>
70 return 0; 69 return 0;
71 } 70 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 72 {
74 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));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 76 wand->destroy ();
78 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
79 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;
80 79
104 ncharges = 1; 103 ncharges = 1;
105 104
106 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
107 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));
108 107
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
110 { 109 {
111 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 111 wand->set_speed (wand->arch->speed);
113 } 112 }
114 113
115 return 1; 114 return 1;
116} 115}
117 116
123 * great a plus, the default is used. 122 * great a plus, the default is used.
124 * 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
125 * 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
126 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
127 */ 126 */
128
129int 127int
130cast_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)
131{ 129{
132 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
133 const char *missile_name; 131 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 132
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race; 135 missile_name = tmp->race;
141 136
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 138
144 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
145 { 142 {
146 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);
147 return 0; 144 return 0;
148 } 145 }
149 146
150 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
151 148
152 if (stringarg) 149 if (stringarg)
153 { 150 {
154 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 152 if (isalpha (*stringarg))
173 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);
174 return 0; 171 return 0;
175 } 172 }
176 173
177 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
178 /* 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 -
179 * 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
180 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
181 */ 178 */
182 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 180 missile_plus = 0;
184 } 181 }
185 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (stringarg) < missile_plus)
186 missile_plus = atoi (stringarg); 183 missile_plus = atoi (stringarg);
187 } 184 }
188 185
189 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 187
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 190
197 if (missile->nrof < 1) 191 if (missile->nrof < 1)
224 if (stringarg) 218 if (stringarg)
225 { 219 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, stringarg);
227 if (at == NULL) 221 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, stringarg);
229 if (at == NULL || at->clone.stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 224 stringarg = NULL;
231 } 225 }
232 226
233 if (!stringarg) 227 if (!stringarg)
234 { 228 {
240 * 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
241 * to be altered from the donor. 235 * to be altered from the donor.
242 */ 236 */
243 237
244 /* We assume the food items don't have multiple parts */ 238 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 239 for_all_archetypes (at_tmp)
246 { 240 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 241 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 242 {
249 /* Basically, if the food value is something that is creatable 243 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 244 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 245 * the item we have now, take it instead.
252 */ 246 */
253 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)))
254 at = at_tmp; 252 at = at_tmp;
255 } 253 }
256 } 254 }
257 } 255 }
256
258 /* 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
259 * know 258 * know
260 */ 259 */
261 if (!at) 260 if (!at)
262 { 261 {
263 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.");
264 return 0; 263 return 0;
265 } 264 }
266 265
267 food_value /= at->clone.stats.food; 266 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 267 new_op = arch_to_object (at);
269 new_op->nrof = food_value; 268 new_op->nrof = food_value;
270 269
271 new_op->value = 0; 270 new_op->value = 0;
272 if (new_op->nrof < 1) 271 if (new_op->nrof < 1)
287 if (!dir) 286 if (!dir)
288 { 287 {
289 examine_monster (op, op); 288 examine_monster (op, op);
290 return 1; 289 return 1;
291 } 290 }
291
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
294 { 294 {
295 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];
296 296
316 examine_monster (op, tmp); 316 examine_monster (op, tmp);
317 return 1; 317 return 1;
318 } 318 }
319 } 319 }
320 } 320 }
321
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 323 return 1;
323} 324}
324
325 325
326/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 327 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 331 * pl is invisible.
332 */ 332 */
333int 333int
334makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
335{ 335{
336
337 if (!pl->invisible) 336 if (!pl->invisible)
338 return 0; 337 return 0;
338
339 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
340 { 340 {
341 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
343 { 343 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0; 345 return 0;
346
346 return 1; 347 return 1;
347 } 348 }
349
348 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
350 return 1; 352 return 1;
353
351 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
352 if (!mon->race) 355 if (!mon->race)
353 return 0; 356 return 0;
357
354 if (strstr (mon->race, pl->contr->invis_race)) 358 if (strstr (mon->race, pl->contr->invis_race))
355 return 1; 359 return 1;
360
356 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
357 return 0; 362 return 0;
358 } 363 }
359 else 364 else
360 { 365 {
565} 570}
566 571
567int 572int
568perceive_self (object *op) 573perceive_self (object *op)
569{ 574{
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op); 575 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 576 archetype *at = archetype::find (ARCH_DEPLETION);
573 object *tmp;
574 int i;
575 577
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
576 tmp = find_god (determine_god (op)); 584 if (object *god = find_god (determine_god (op)))
577 if (tmp) 585 buf << "You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 586 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 587 buf << "You worship no god.\n";
581 588
582 tmp = present_arch_in_ob (at, op); 589 object *tmp = present_arch_in_ob (at, op);
583 590
584 if (*cp == '\0' && tmp == NULL) 591 if (*cp == '\0' && tmp == NULL)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 592 buf << "You feel very mundane. ";
586 else 593 else
587 { 594 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 595 buf << "You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp); 596
590 if (tmp != NULL) 597 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 598 for (int i = 0; i < NUM_STATS; i++)
593 { 599 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0) 600 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
597 }
598 }
599 }
600 } 601 }
601 602
602 if (is_dragon_pl (op)) 603 if (is_dragon_pl (op))
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 604 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 605 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 606 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 607 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 608 {
609 if (tmp->stats.exp == 0) 609 if (tmp->stats.exp == 0)
610 sprintf (buf, "Your metabolism isn't focused on anything."); 610 buf << "Your metabolism isn't focused on anything.\n";
611 else 611 else
612 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";
613 613
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 614 break;
616 } 615 }
617 } 616 }
618 }
619 617
620 return 1; 618 buf << '\0'; // zero-terminate
621}
622 619
623/* int cast_create_town_portal (object *op, object *caster, int dir) 620 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
624 *
625 * This function cast the spell of town portal for op
626 *
627 * The spell operates in two passes. During the first one a place
628 * is marked as a destination for the portal. During the second one,
629 * 2 portals are created, one in the position the player cast it and
630 * one in the destination place. The portal are synchronized and 2 forces
631 * are inserted in the player to destruct the portal next time player
632 * creates a new portal pair.
633 * This spell has a side effect that it allows people to meet each other
634 * in a permanent, private, appartements by making a town portal from it
635 * to the town or another public place. So, check if the map is unique and if
636 * so return an error
637 *
638 * Code by Tchize (david.delbecq@usa.net)
639 */
640int
641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
642{
643 object *dummy, *force, *old_force;
644 archetype *perm_portal;
645 char portal_name[1024], portal_message[1024];
646 maptile *exitmap;
647 int op_level;
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 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.");
684 return 1;
685 }
686
687 dummy->destroy ();
688
689 /* Here we know where the town portal should go to
690 * We should kill any existing portal associated with the player.
691 * Than we should create the 2 portals.
692 * For each of them, we need:
693 * - To create the portal with the name of the player+destination map
694 * - set the owner of the town portal
695 * - To mark the position of the portal in the player's inventory
696 * for easier destruction.
697 *
698 * The mark works has follow:
699 * slaying: Existing town portal
700 * hp, sp : x & y of the associated portal
701 * name : name of the portal
702 * race : map the portal is in
703 */
704
705 /* First step: killing existing town portals */
706 dummy = get_archetype (spell->race);
707 if (dummy == NULL)
708 {
709 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
710 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
711 return 0;
712 }
713
714 perm_portal = archetype::find (spell->slaying);
715
716 /* To kill a town portal, we go trough the player's inventory,
717 * for each marked portal in player's inventory,
718 * -We try load the associated map (if impossible, consider the portal destructed)
719 * -We find any portal in the specified location.
720 * If it has the good name, we destruct it.
721 * -We destruct the force indicating that portal.
722 */
723 while ((old_force = check_inv_recursive (op, dummy)))
724 {
725 exitmap = maptile::find_sync (old_force->race, op->map);
726
727 if (exitmap)
728 {
729 exitmap->load_sync ();
730
731 int exitx = EXIT_X (old_force);
732 int exity = EXIT_Y (old_force);
733
734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->destroy ();
739 break;
740 }
741 }
742 }
743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
749 /* Creating the portals.
750 * The very first thing to do is to ensure
751 * access to the destination map.
752 * If we can't, don't fizzle. Simply warn player.
753 * This ensure player pays his mana for the spell
754 * because HE is responsible of forgotting.
755 * 'force' is the destination of the town portal, which we got
756 * from the players inventory above.
757 */
758
759 /* Ensure exit map is loaded */
760 exitmap = maptile::find_sync (force->name);
761
762 /* If we were unable to load (ex. random map deleted), warn player */
763 if (!exitmap)
764 {
765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
766 force->destroy ();
767 return 1;
768 }
769
770 exitmap->load_sync ();
771
772 op_level = caster_level (caster, spell);
773 if (op_level < 15)
774 snprintf (portal_message, 1024,
775 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
776 &op->name);
777 else if (op_level < 30)
778 snprintf (portal_message, 1024,
779 "\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);
780 else if (op_level < 60)
781 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
782 else
783 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
784 &op->name);
785
786 /* Create a portal in front of player
787 * dummy contain the portal and
788 * force contain the track to kill it later
789 */
790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
791 dummy = get_archetype (spell->slaying); /*The portal */
792 if (dummy == NULL)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
795 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
796 return 0;
797 }
798
799 EXIT_PATH (dummy) = force->name;
800 EXIT_X (dummy) = EXIT_X (force);
801 EXIT_Y (dummy) = EXIT_Y (force);
802 dummy->name = dummy->name_pl = portal_name;
803 dummy->msg = portal_message;
804 dummy->race = op->name; /*Save the owner of the portal */
805 cast_create_obj (op, caster, dummy, 0);
806
807 /* Now we need to to create a town portal marker inside the player
808 * object, so on future castings, we can know that he has an active
809 * town portal.
810 */
811 object *tmp = get_archetype (spell->race);
812
813 if (!tmp)
814 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
816 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
817 return 0;
818 }
819
820 tmp->race = op->map->path;
821 tmp->name = portal_name;
822 EXIT_X (tmp) = dummy->x;
823 EXIT_Y (tmp) = dummy->y;
824 op->insert (tmp);
825
826 /* Create a portal in the destination map
827 * dummy contain the portal and
828 * force the track to kill it later
829 * the 'force' variable still contains the 'reminder' of
830 * where this portal goes to.
831 */
832 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
833 dummy = get_archetype (spell->slaying); /*The portal */
834 if (dummy == NULL)
835 {
836 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
837 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
838 return 0;
839 }
840
841 EXIT_PATH (dummy) = op->map->path;
842 EXIT_X (dummy) = op->x;
843 EXIT_Y (dummy) = op->y;
844 dummy->name = dummy->name_pl = portal_name;
845 dummy->msg = portal_message;
846 dummy->race = op->name; /*Save the owner of the portal */
847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
848
849 /* Now we create another town portal marker that
850 * points back to the one we just made
851 */
852 tmp = get_archetype (spell->race);
853 if (tmp == NULL)
854 {
855 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
856 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
857 return 0;
858 }
859
860 tmp->race = force->name;
861 tmp->name = portal_name;
862 EXIT_X (tmp) = dummy->x;
863 EXIT_Y (tmp) = dummy->y;
864 insert_ob_in_ob (tmp, op);
865
866 /* Describe the player what happened
867 */
868 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
869 force->destroy ();
870 621
871 return 1; 622 return 1;
872} 623}
873 624
874/* This creates magic walls. Really, it can create most any object, 625/* This creates magic walls. Really, it can create most any object,
972 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);
973 return 0; 724 return 0;
974 } 725 }
975 726
976 /* 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 */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 728 if (tmp->other_arch && tmp->other_arch->type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 729 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
979 730
980 /* This code causes the wall to extend some distance in 731 /* This code causes the wall to extend some distance in
981 * each direction, or until an obstruction is encountered. 732 * each direction, or until an obstruction is encountered.
982 * posblocked and negblocked help determine how far the 733 * posblocked and negblocked help determine how far the
1002 { 753 {
1003 object *tmp2 = tmp->clone (); 754 object *tmp2 = tmp->clone ();
1004 m->insert (tmp2, x, y, op); 755 m->insert (tmp2, x, y, op);
1005 756
1006 /* 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 */
1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 758 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1008 tmp2->insert (arch_to_object (tmp2->other_arch)); 759 tmp2->insert (arch_to_object (tmp2->other_arch));
1009 760
1010 } 761 }
1011 else 762 else
1012 posblocked = 1; 763 posblocked = 1;
1019 ((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)
1020 { 771 {
1021 object *tmp2 = tmp->clone (); 772 object *tmp2 = tmp->clone ();
1022 m->insert (tmp2, x, y, op); 773 m->insert (tmp2, x, y, op);
1023 774
1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 775 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1025 tmp2->insert (arch_to_object (tmp2->other_arch)); 776 tmp2->insert (arch_to_object (tmp2->other_arch));
1026 } 777 }
1027 else 778 else
1028 negblocked = 1; 779 negblocked = 1;
1029 } 780 }
1145 896
1146 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 */
1147 return 1; 898 return 1;
1148} 899}
1149 900
1150
1151/* cast_heal: Heals something. 901/* cast_heal: Heals something.
1152 * op is the caster. 902 * op is the caster.
1153 * dir is the direction he is casting it in. 903 * dir is the direction he is casting it in.
1154 * spell is the spell object. 904 * spell is the spell object.
1155 */ 905 */
1181 { 931 {
1182 /* See how many points we actually heal. Instead of messages 932 /* See how many points we actually heal. Instead of messages
1183 * based on type of spell, we instead do messages based 933 * based on type of spell, we instead do messages based
1184 * on amount of damage healed. 934 * on amount of damage healed.
1185 */ 935 */
1186 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 936 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1187 heal = tmp->stats.maxhp - tmp->stats.hp; 937 heal = tmp->stats.maxhp - tmp->stats.hp;
938
1188 tmp->stats.hp += heal; 939 tmp->stats.hp += heal;
1189 940
1190 if (tmp->stats.hp >= tmp->stats.maxhp) 941 if (tmp->stats.hp >= tmp->stats.maxhp)
1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1192 else if (heal > 50) 943 else if (heal > 50)
1201 success = 1; 952 success = 1;
1202 } 953 }
1203 } 954 }
1204 955
1205 if (spell->attacktype & AT_DISEASE) 956 if (spell->attacktype & AT_DISEASE)
1206 if (cure_disease (tmp, op)) 957 if (cure_disease (tmp, op, spell))
1207 success = 1; 958 success = 1;
1208 959
1209 if (spell->attacktype & AT_POISON) 960 if (spell->attacktype & AT_POISON)
1210 { 961 {
1211 at = archetype::find ("poisoning"); 962 at = archetype::find ("poisoning");
1260 } 1011 }
1261 1012
1262 if (spell->stats.food && tmp->stats.food < 999) 1013 if (spell->stats.food && tmp->stats.food < 999)
1263 { 1014 {
1264 tmp->stats.food += spell->stats.food; 1015 tmp->stats.food += spell->stats.food;
1016
1265 if (tmp->stats.food > 999) 1017 if (tmp->stats.food > 999)
1266 tmp->stats.food = 999; 1018 tmp->stats.food = 999;
1019
1267 success = 1; 1020 success = 1;
1268 /* 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 */
1269 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");
1270 } 1023 }
1271 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;
1528} 1279}
1529 1280
1530/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1531 * 1282 *
1532 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1533 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1534 * about 90% of that of the item itself. It uses the value of the
1535 * object before charisma adjustments, because the nuggets themselves
1536 * will be will be adjusted by charisma when sold.
1537 * 1285 *
1538 * 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
1539 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1540 * 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
1541 * to the max amount of small nuggets as you could get. 1289 * when sold.
1542 *
1543 * For example, if an item is worth 110 gold, you will get
1544 * 4 large nuggets, and from 0-10 small nuggets.
1545 * 1290 *
1546 * 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
1547 * 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
1548 * alchemised. 1293 * alchemised.
1549 */ 1294 */
1550static void 1295static void
1551alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1552{ 1297{
1553 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1554 1299
1555 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1556 * 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
1557 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1558 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1559 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1560 * the stuff back to town. 1305 * the stuff back to town.
1572 total_weight += obj->total_weight (); 1317 total_weight += obj->total_weight ();
1573 1318
1574 obj->destroy (); 1319 obj->destroy ();
1575} 1320}
1576 1321
1577static void
1578update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1579{
1580 int flag = 0;
1581
1582 /* Put any nuggets below the player, but we can only pass this
1583 * flag if we are on the same space as the player
1584 */
1585 if (x == op->x && y == op->y && op->map == m)
1586 flag = INS_BELOW_ORIGINATOR;
1587
1588 if (small_nuggets)
1589 {
1590 object *tmp = small->clone ();
1591 tmp->nrof = small_nuggets;
1592 m->insert (tmp, x, y, op, flag);
1593 }
1594
1595 if (large_nuggets)
1596 {
1597 object *tmp = large->clone ();
1598 tmp->nrof = large_nuggets;
1599 m->insert (tmp, x, y, op, flag);
1600 }
1601
1602 if (object *pl = m->at (x, y).player ())
1603 if (pl->contr->ns)
1604 pl->contr->ns->look_position = 0;
1605}
1606
1607int 1322int
1608alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1609{ 1324{
1610 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1611 return 0; 1326 return 0;
1612 1327
1613 object *large = get_archetype ("largenugget"); 1328 archetype *nugget[3];
1614 object *small = get_archetype ("smallnugget"); 1329
1330 nugget[0] = archetype::find ("pyrite3");
1331 nugget[1] = archetype::find ("pyrite2");
1332 nugget[2] = archetype::find ("pyrite");
1615 1333
1616 /* Put a maximum weight of items that can be alchemised. Limits the power 1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1617 * some, and also prevents people from alchemising every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1618 * in sight 1336 * in sight
1619 */ 1337 */
1671 if (weight > weight_max) 1389 if (weight > weight_max)
1672 break; 1390 break;
1673 } 1391 }
1674 } 1392 }
1675 1393
1394 value -= rndm (value >> 4);
1676 value = min (value, value_max); 1395 value = min (value, value_max);
1677 1396
1678 uint64 count = value / large->value; 1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1679 int large_nuggets = count; 1398 if (int nrof = value / nugget [i]->value)
1680 value -= count * large->value;
1681
1682 count = value / small->value;
1683 int small_nuggets = count;
1684
1685 /* Insert all the nuggets at one time. This probably saves time, but
1686 * it also prevents us from alcheming nuggets that were just created
1687 * with this spell.
1688 */ 1399 {
1689 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 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);
1406 }
1690 1407
1691 if (weight > weight_max) 1408 if (weight > weight_max)
1692 goto bailout; 1409 goto bailout;
1693 } 1410 }
1694 } 1411 }
1695 1412
1696bailout: 1413bailout:
1697 large->destroy ();
1698 small->destroy ();
1699 return 1; 1414 return 1;
1700} 1415}
1701 1416
1702 1417
1703/* This function removes the cursed/damned status on equipped 1418/* This function removes the cursed/damned status on equipped
1744 1459
1745 return success; 1460 return success;
1746} 1461}
1747 1462
1748/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1749
1750int 1464int
1751cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1752{ 1466{
1467 dynbuf_text buf;
1753 object *tmp; 1468 object *tmp;
1754 int success = 0, num_ident;
1755 1469
1756 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1470 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1757 1471
1758 if (num_ident < 1) 1472 if (num_ident < 1)
1759 num_ident = 1; 1473 num_ident = 1;
1760 1474
1761 for (tmp = op->inv; tmp; tmp = tmp->below) 1475 for (tmp = op->inv; tmp; tmp = tmp->below)
1764 { 1478 {
1765 identify (tmp); 1479 identify (tmp);
1766 1480
1767 if (op->type == PLAYER) 1481 if (op->type == PLAYER)
1768 { 1482 {
1769 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));
1770 1484
1771 if (tmp->msg) 1485 if (tmp->msg)
1772 { 1486 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1773 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1774 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1775 }
1776 } 1487 }
1777 1488
1778 num_ident--; 1489 num_ident--;
1779 success = 1;
1780 if (!num_ident) 1490 if (!num_ident)
1781 break; 1491 break;
1782 } 1492 }
1783 } 1493 }
1784 1494
1786 * 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
1787 * was not fully used. 1497 * was not fully used.
1788 */ 1498 */
1789 if (num_ident) 1499 if (num_ident)
1790 { 1500 {
1791 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)
1792 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1502 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1793 { 1503 {
1794 identify (tmp); 1504 identify (tmp);
1795 1505
1796 if (op->type == PLAYER) 1506 if (op->type == PLAYER)
1797 { 1507 {
1798 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));
1799 1509
1800 if (tmp->msg) 1510 if (tmp->msg)
1801 { 1511 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1802 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1803 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1804 }
1805 1512
1806 esrv_send_item (op, tmp); 1513 esrv_send_item (op, tmp);
1807 } 1514 }
1808 1515
1809 num_ident--; 1516 num_ident--;
1810 success = 1;
1811 if (!num_ident) 1517 if (!num_ident)
1812 break; 1518 break;
1813 } 1519 }
1814 } 1520 }
1815 1521
1816 if (!success) 1522 if (buf.empty ())
1817 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 }
1818 else 1527 else
1528 {
1529 if (op->contr)
1530 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1531
1819 spell_effect (spell, op->x, op->y, op->map, op); 1532 spell_effect (spell, op->x, op->y, op->map, op);
1820 1533 return 1;
1821 return success; 1534 }
1822} 1535}
1823 1536
1824int 1537int
1825cast_detection (object *op, object *caster, object *spell, object *skill) 1538cast_detection (object *op, object *caster, object *spell, object *skill)
1826{ 1539{
2243 * 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,
2244 * 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
2245 * 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
2246 * player checks. MSW 2003-01-06 1959 * player checks. MSW 2003-01-06
2247 */ 1960 */
2248
2249int 1961int
2250animate_weapon (object *op, object *caster, object *spell, int dir) 1962animate_weapon (object *op, object *caster, object *spell, int dir)
2251{ 1963{
2252 object *weapon, *tmp; 1964 object *weapon, *tmp;
2253 char buf[MAX_BUF]; 1965 char buf[MAX_BUF];
2254 int a, i; 1966 int a, i;
2255 sint16 x, y; 1967 sint16 x, y;
2256 maptile *m; 1968 maptile *m;
2257 materialtype_t *mt;
2258 1969
2259 if (!spell->other_arch) 1970 if (!spell->other_arch)
2260 { 1971 {
2261 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1972 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2262 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);
2265 /* exit if it's not a player using this spell. */ 1976 /* exit if it's not a player using this spell. */
2266 if (op->type != PLAYER) 1977 if (op->type != PLAYER)
2267 return 0; 1978 return 0;
2268 1979
2269 /* if player already has a golem, abort */ 1980 /* if player already has a golem, abort */
2270 if (op->contr->ranges[range_golem]) 1981 if (object *golem = op->contr->golem)
2271 { 1982 {
2272 control_golem (op->contr->ranges[range_golem], dir); 1983 control_golem (golem, dir);
2273 return 0; 1984 return 0;
2274 } 1985 }
2275 1986
2276 /* if no direction specified, pick one */ 1987 /* if no direction specified, pick one */
2277 if (!dir) 1988 if (!dir)
2281 x = op->x + freearr_x[dir]; 1992 x = op->x + freearr_x[dir];
2282 y = op->y + freearr_y[dir]; 1993 y = op->y + freearr_y[dir];
2283 1994
2284 /* if there's no place to put the golem, abort */ 1995 /* if there's no place to put the golem, abort */
2285 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) ||
2286 ((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))
2287 { 1998 {
2288 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.");
2289 return 0; 2000 return 0;
2290 } 2001 }
2291 2002
2295 if (!weapon) 2006 if (!weapon)
2296 { 2007 {
2297 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!");
2298 return 0; 2009 return 0;
2299 } 2010 }
2300 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2011 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2301 { 2012 {
2302 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.");
2303 return 0; 2014 return 0;
2304 } 2015 }
2305 if (weapon->type != WEAPON) 2016 if (weapon->type != WEAPON)
2327 CLEAR_FLAG (tmp, FLAG_MONSTER); 2038 CLEAR_FLAG (tmp, FLAG_MONSTER);
2328 tmp->stats.exp = 0; 2039 tmp->stats.exp = 0;
2329 add_friendly_object (tmp); 2040 add_friendly_object (tmp);
2330 tmp->type = GOLEM; 2041 tmp->type = GOLEM;
2331 tmp->set_owner (op); 2042 tmp->set_owner (op);
2043 op->contr->golem = tmp;
2332 set_spell_skill (op, caster, spell, tmp); 2044 set_spell_skill (op, caster, spell, tmp);
2333 op->contr->ranges[range_golem] = tmp;
2334 op->contr->shoottype = range_golem;
2335 2045
2336 /* 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
2337 * 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
2338 * used above. 2048 * used above.
2339 */ 2049 */
2340 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2341 weapon->remove (); 2051 weapon->remove ();
2052
2342 insert_ob_in_ob (weapon, tmp); 2053 insert_ob_in_ob (weapon, tmp);
2343 esrv_send_item (op, weapon); 2054 esrv_send_item (op, weapon);
2344 /* 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,
2345 * 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
2346 * body_info, skills, etc) 2057 * body_info, skills, etc)
2374 2085
2375 /* attacktype */ 2086 /* attacktype */
2376 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2377 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2378 2089
2379 mt = NULL;
2380 if (op->materialname != NULL)
2381 mt = name_to_material (op->materialname); 2090 if (materialtype_t *mt = name_to_material (op->materialname))
2382 if (mt != NULL)
2383 { 2091 {
2384 for (i = 0; i < NROFATTACKS; i++) 2092 for (i = 0; i < NROFATTACKS; i++)
2385 tmp->resist[i] = 50 - (mt->save[i] * 5); 2093 tmp->resist[i] = 50 - (mt->save[i] * 5);
2386 a = mt->save[0]; 2094 a = mt->save[0];
2387 } 2095 }
2389 { 2097 {
2390 for (i = 0; i < NROFATTACKS; i++) 2098 for (i = 0; i < NROFATTACKS; i++)
2391 tmp->resist[i] = 5; 2099 tmp->resist[i] = 5;
2392 a = 10; 2100 a = 10;
2393 } 2101 }
2102
2394 /* Set weapon's immunity */ 2103 /* Set weapon's immunity */
2395 tmp->resist[ATNR_CONFUSION] = 100; 2104 tmp->resist[ATNR_CONFUSION] = 100;
2396 tmp->resist[ATNR_POISON] = 100; 2105 tmp->resist[ATNR_POISON] = 100;
2397 tmp->resist[ATNR_SLOW] = 100; 2106 tmp->resist[ATNR_SLOW] = 100;
2398 tmp->resist[ATNR_PARALYZE] = 100; 2107 tmp->resist[ATNR_PARALYZE] = 100;
2404 2113
2405 /* 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 */
2406 2115
2407 if (a > 14) 2116 if (a > 14)
2408 a = 14; 2117 a = 14;
2118
2409 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));
2410 2120
2411 /* Determine golem's speed */ 2121 /* Determine golem's speed */
2412 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)));
2413 2123
2458 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.");
2459 } 2169 }
2460 return success; 2170 return success;
2461} 2171}
2462 2172
2463
2464
2465
2466
2467/* 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.
2468 * 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,
2469 * spell is the spell object itself. 2175 * spell is the spell object itself.
2470 */ 2176 */
2471int 2177int
2482 2188
2483 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);
2484 2190
2485 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);
2486 2192
2487 new_aura->set_owner (op);
2488 set_spell_skill (op, caster, spell, new_aura); 2193 set_spell_skill (op, caster, spell, new_aura);
2489 new_aura->attacktype = spell->attacktype; 2194 new_aura->attacktype = spell->attacktype;
2490 2195
2491 new_aura->level = caster_level (caster, spell); 2196 new_aura->level = caster_level (caster, spell);
2197
2492 if (refresh) 2198 if (refresh)
2493 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.");
2494 else 2200 else
2495 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
2496 insert_ob_in_ob (new_aura, op); 2203 insert_ob_in_ob (new_aura, op);
2204 new_aura->set_owner (op);
2205
2497 return 1; 2206 return 1;
2498} 2207}
2499
2500 2208
2501/* 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,
2502 * 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
2503 * around him. 2211 * around him.
2504 * Aura parameters: 2212 * Aura parameters:
2505 * duration: duration counter. 2213 * duration: duration counter.
2506 * attacktype: aura's attacktype 2214 * attacktype: aura's attacktype
2507 * other_arch: archetype to drop where we attack 2215 * other_arch: archetype to drop where we attack
2508 */ 2216 */
2509
2510void 2217void
2511move_aura (object *aura) 2218move_aura (object *aura)
2512{ 2219{
2513 int i, mflags;
2514 object *env;
2515 maptile *m;
2516
2517 /* auras belong in inventories */ 2220 /* auras belong in inventories */
2518 env = aura->env; 2221 object *env = aura->env;
2222 object *owner = aura->owner;
2519 2223
2520 /* no matter what we've gotta remove the aura... 2224 /* no matter what we've gotta remove the aura...
2521 * we'll put it back if its time isn't up. 2225 * we'll put it back if its time isn't up.
2522 */ 2226 */
2523 aura->remove (); 2227 aura->remove ();
2528 aura->destroy (); 2232 aura->destroy ();
2529 return; 2233 return;
2530 } 2234 }
2531 2235
2532 /* auras only exist in inventories */ 2236 /* auras only exist in inventories */
2533 if (env == NULL || env->map == NULL) 2237 if (!env || !env->map)
2534 { 2238 {
2535 aura->destroy (); 2239 aura->destroy ();
2536 return; 2240 return;
2537 } 2241 }
2538 2242
2539 /* we need to jump out of the inventory for a bit 2243 /* we need to jump out of the inventory for a bit
2540 * in order to hit the map conveniently. 2244 * in order to hit the map conveniently.
2541 */ 2245 */
2542 aura->insert_at (env, aura); 2246 aura->insert_at (env, aura);
2543 2247
2544 for (i = 1; i < 9; i++) 2248 for (int i = 1; i < 9; i++)
2545 { 2249 {
2546 sint16 nx, ny; 2250 mapxy pos (env);
2251 pos.move (i);
2547 2252
2548 nx = aura->x + freearr_x[i];
2549 ny = aura->y + freearr_y[i];
2550 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2551
2552 /* Consider the movement tyep of the person with the aura as 2253 /* Consider the movement type of the person with the aura as
2553 * 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
2554 * 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.
2555 */ 2256 */
2556 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)))
2557 { 2258 {
2558 hit_map (aura, i, aura->attacktype, 0); 2259 hit_map (aura, i, aura->attacktype, 0);
2559 2260
2560 if (aura->other_arch) 2261 if (aura->other_arch)
2561 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2262 pos.insert (arch_to_object (aura->other_arch), aura);
2562 } 2263 }
2563 } 2264 }
2564 2265
2565 /* put the aura back in the player's inventory */ 2266 /* put the aura back in the player's inventory */
2566 aura->remove (); 2267 env->insert (aura);
2567 insert_ob_in_ob (aura, env); 2268 aura->set_owner (owner);
2568} 2269}
2569 2270
2570/* moves the peacemaker spell. 2271/* moves the peacemaker spell.
2571 * op is the piece object. 2272 * op is the piece object.
2572 */ 2273 */
2573
2574void 2274void
2575move_peacemaker (object *op) 2275move_peacemaker (object *op)
2576{ 2276{
2577 object *tmp; 2277 object *tmp;
2578 2278

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