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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.34 by root, Mon Jan 8 01:19:04 2007 UTC vs.
Revision 1.65 by root, Wed Aug 1 00:26:04 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. 20 *
21
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>
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <spells.h> 28#include <spells.h>
32#include <sounds.h> 29#include <sounds.h>
33 30
34/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
35 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 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));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 76 wand->destroy ();
80 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
81 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;
82 79
106 ncharges = 1; 103 ncharges = 1;
107 104
108 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
109 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));
110 107
111 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
112 { 109 {
113 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
114 wand->set_speed (wand->arch->clone.speed); 111 wand->set_speed (wand->arch->speed);
115 } 112 }
116 113
117 return 1; 114 return 1;
118} 115}
119 116
125 * great a plus, the default is used. 122 * great a plus, the default is used.
126 * 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
127 * 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
128 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
129 */ 126 */
130
131int 127int
132cast_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)
133{ 129{
134 int missile_plus = 0, bonus_plus = 0; 130 int missile_plus = 0, bonus_plus = 0;
135 const char *missile_name; 131 const char *missile_name;
156 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
157 if (isalpha (*stringarg)) 153 if (isalpha (*stringarg))
158 { 154 {
159 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
160 156
161 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
162 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, stringarg))
163 break; 159 break;
164 160
165 if (!al) 161 if (!al)
166 { 162 {
226 if (stringarg) 222 if (stringarg)
227 { 223 {
228 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, stringarg);
229 if (at == NULL) 225 if (at == NULL)
230 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, stringarg);
231 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
232 stringarg = NULL; 228 stringarg = NULL;
233 } 229 }
234 230
235 if (!stringarg) 231 if (!stringarg)
236 { 232 {
242 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
243 * to be altered from the donor. 239 * to be altered from the donor.
244 */ 240 */
245 241
246 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
247 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
248 { 244 {
249 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
250 { 246 {
251 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
252 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
253 * the item we have now, take it instead. 249 * the item we have now, take it instead.
254 */ 250 */
255 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 251 if (at_tmp->stats.food <= food_value
252 && (!at
253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
256 at = at_tmp; 256 at = at_tmp;
257 } 257 }
258 } 258 }
259 } 259 }
260
260 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
261 * know 262 * know
262 */ 263 */
263 if (!at) 264 if (!at)
264 { 265 {
265 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
266 return 0; 267 return 0;
267 } 268 }
268 269
269 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
270 new_op = arch_to_object (at); 271 new_op = arch_to_object (at);
271 new_op->nrof = food_value; 272 new_op->nrof = food_value;
272 273
273 new_op->value = 0; 274 new_op->value = 0;
274 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
289 if (!dir) 290 if (!dir)
290 { 291 {
291 examine_monster (op, op); 292 examine_monster (op, op);
292 return 1; 293 return 1;
293 } 294 }
295
294 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
295 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
296 { 298 {
297 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 299 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
298 300
318 examine_monster (op, tmp); 320 examine_monster (op, tmp);
319 return 1; 321 return 1;
320 } 322 }
321 } 323 }
322 } 324 }
325
323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
324 return 1; 327 return 1;
325} 328}
326
327 329
328/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
329 * does race check, undead check, etc 331 * does race check, undead check, etc
330 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
331 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
375 * normal applies. 377 * normal applies.
376 */ 378 */
377int 379int
378cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
379{ 381{
380 object *tmp;
381
382 if (op->invisible > 1000) 382 if (op->invisible > 1000)
383 { 383 {
384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
385 return 0; 385 return 0;
386 } 386 }
402 else 402 else
403 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
404 404
405 op->contr->hidden = 0; 405 op->contr->hidden = 0;
406 } 406 }
407
407 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
408 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
409 else 410 else
410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
411 412
412 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
413 414
414 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
415 * harm to the player. 416 * harm to the player.
416 */ 417 */
417 for_all_actives (tmp) 418 for_all_actives (tmp)
568} 569}
569 570
570int 571int
571perceive_self (object *op) 572perceive_self (object *op)
572{ 573{
573 char *cp = describe_item (op, op), buf[MAX_BUF]; 574 const char *cp = describe_item (op, op);
574 archetype *at = archetype::find (ARCH_DEPLETION); 575 archetype *at = archetype::find (ARCH_DEPLETION);
575 object *tmp;
576 int i;
577 576
577 dynbuf_text buf;
578
579 if (player *pl = op->contr)
580 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
582
578 tmp = find_god (determine_god (op)); 583 if (object *god = find_god (determine_god (op)))
579 if (tmp) 584 buf << "You worship " << &god->name << ".\n";
580 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
581 else 585 else
582 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 586 buf << "You worship no god.\n";
583 587
584 tmp = present_arch_in_ob (at, op); 588 object *tmp = present_arch_in_ob (at, op);
585 589
586 if (*cp == '\0' && tmp == NULL) 590 if (*cp == '\0' && tmp == NULL)
587 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 591 buf << "You feel very mundane. ";
588 else 592 else
589 { 593 {
590 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 594 buf << "You have: " << cp << ".\n";
591 new_draw_info (NDI_UNIQUE, 0, op, cp); 595
592 if (tmp != NULL) 596 if (tmp)
593 {
594 for (i = 0; i < NUM_STATS; i++) 597 for (int i = 0; i < NUM_STATS; i++)
595 { 598 if (tmp->stats.stat (i) < 0)
596 if (get_attr_value (&tmp->stats, i) < 0) 599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
597 {
598 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
599 }
600 }
601 }
602 } 600 }
603 601
604 if (is_dragon_pl (op)) 602 if (is_dragon_pl (op))
605 {
606 /* now grab the 'dragon_ability'-force from the player's inventory */ 603 /* now grab the 'dragon_ability'-force from the player's inventory */
607 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 604 for (tmp = op->inv; tmp; tmp = tmp->below)
608 { 605 {
609 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
610 { 607 {
611 if (tmp->stats.exp == 0) 608 if (tmp->stats.exp == 0)
612 {
613 sprintf (buf, "Your metabolism isn't focused on anything."); 609 buf << "Your metabolism isn't focused on anything.\n";
614 }
615 else 610 else
616 {
617 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
618 } 612
619 new_draw_info (NDI_UNIQUE, 0, op, buf);
620 break; 613 break;
621 } 614 }
622 } 615 }
623 }
624 return 1;
625}
626 616
627/* int cast_create_town_portal (object *op, object *caster, int dir) 617 buf << '\0'; // zero-terminate
628 *
629 * This function cast the spell of town portal for op
630 *
631 * The spell operates in two passes. During the first one a place
632 * is marked as a destination for the portal. During the second one,
633 * 2 portals are created, one in the position the player cast it and
634 * one in the destination place. The portal are synchronized and 2 forces
635 * are inserted in the player to destruct the portal next time player
636 * creates a new portal pair.
637 * This spell has a side effect that it allows people to meet each other
638 * in a permanent, private, appartements by making a town portal from it
639 * to the town or another public place. So, check if the map is unique and if
640 * so return an error
641 *
642 * Code by Tchize (david.delbecq@usa.net)
643 */
644int
645cast_create_town_portal (object *op, object *caster, object *spell, int dir)
646{
647 object *dummy, *force, *old_force;
648 archetype *perm_portal;
649 char portal_name[1024], portal_message[1024];
650 maptile *exitmap;
651 int op_level;
652 618
653 /* Check to see if the map the player is currently on is a per player unique 619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
654 * map. This can be determined in that per player unique maps have the
655 * full pathname listed.
656 */
657 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
658 {
659 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
660 return 0;
661 }
662
663 /* The first thing to do is to check if we have a marked destination
664 * dummy is used to make a check inventory for the force
665 */
666 dummy = arch_to_object (spell->other_arch);
667 if (dummy == NULL)
668 {
669 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
670 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
671 return 0;
672 }
673
674 force = check_inv_recursive (op, dummy);
675
676 if (force == NULL)
677 {
678 /* Here we know there is no destination marked up.
679 * We have 2 things to do:
680 * 1. Mark the destination in the player inventory.
681 * 2. Let the player know it worked.
682 */
683 dummy->name = op->map->path;
684 EXIT_X (dummy) = op->x;
685 EXIT_Y (dummy) = op->y;
686 insert_ob_in_ob (dummy, op);
687 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.");
688 return 1;
689 }
690
691 dummy->destroy ();
692
693 /* Here we know where the town portal should go to
694 * We should kill any existing portal associated with the player.
695 * Than we should create the 2 portals.
696 * For each of them, we need:
697 * - To create the portal with the name of the player+destination map
698 * - set the owner of the town portal
699 * - To mark the position of the portal in the player's inventory
700 * for easier destruction.
701 *
702 * The mark works has follow:
703 * slaying: Existing town portal
704 * hp, sp : x & y of the associated portal
705 * name : name of the portal
706 * race : map the portal is in
707 */
708
709 /* First step: killing existing town portals */
710 dummy = get_archetype (spell->race);
711 if (dummy == NULL)
712 {
713 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
714 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
715 return 0;
716 }
717
718 perm_portal = archetype::find (spell->slaying);
719
720 /* To kill a town portal, we go trough the player's inventory,
721 * for each marked portal in player's inventory,
722 * -We try load the associated map (if impossible, consider the portal destructed)
723 * -We find any portal in the specified location.
724 * If it has the good name, we destruct it.
725 * -We destruct the force indicating that portal.
726 */
727 while ((old_force = check_inv_recursive (op, dummy)))
728 {
729 exitmap = maptile::find_sync (old_force->race, op->map);
730
731 if (exitmap)
732 {
733 exitmap->load_sync ();
734
735 int exitx = EXIT_X (old_force);
736 int exity = EXIT_Y (old_force);
737
738 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
739 {
740 if (tmp->name == old_force->name)
741 {
742 tmp->destroy ();
743 break;
744 }
745 }
746 }
747
748 old_force->destroy ();
749 }
750
751 dummy->destroy ();
752
753 /* Creating the portals.
754 * The very first thing to do is to ensure
755 * access to the destination map.
756 * If we can't, don't fizzle. Simply warn player.
757 * This ensure player pays his mana for the spell
758 * because HE is responsible of forgotting.
759 * 'force' is the destination of the town portal, which we got
760 * from the players inventory above.
761 */
762
763 /* Ensure exit map is loaded */
764 exitmap = maptile::find_sync (force->name);
765
766 /* If we were unable to load (ex. random map deleted), warn player */
767 if (!exitmap)
768 {
769 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
770 force->destroy ();
771 return 1;
772 }
773
774 exitmap->load_sync ();
775
776 op_level = caster_level (caster, spell);
777 if (op_level < 15)
778 snprintf (portal_message, 1024,
779 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
780 &op->name);
781 else if (op_level < 30)
782 snprintf (portal_message, 1024,
783 "\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);
784 else if (op_level < 60)
785 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
786 else
787 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
788 &op->name);
789
790 /* Create a portal in front of player
791 * dummy contain the portal and
792 * force contain the track to kill it later
793 */
794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
795 dummy = get_archetype (spell->slaying); /*The portal */
796 if (dummy == NULL)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
799 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
800 return 0;
801 }
802
803 EXIT_PATH (dummy) = force->name;
804 EXIT_X (dummy) = EXIT_X (force);
805 EXIT_Y (dummy) = EXIT_Y (force);
806 dummy->name = dummy->name_pl = portal_name;
807 dummy->msg = portal_message;
808 dummy->race = op->name; /*Save the owner of the portal */
809 cast_create_obj (op, caster, dummy, 0);
810
811 /* Now we need to to create a town portal marker inside the player
812 * object, so on future castings, we can know that he has an active
813 * town portal.
814 */
815 object *tmp = get_archetype (spell->race);
816
817 if (!tmp)
818 {
819 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
820 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
821 return 0;
822 }
823
824 tmp->race = op->map->path;
825 tmp->name = portal_name;
826 EXIT_X (tmp) = dummy->x;
827 EXIT_Y (tmp) = dummy->y;
828 op->insert (tmp);
829
830 /* Create a portal in the destination map
831 * dummy contain the portal and
832 * force the track to kill it later
833 * the 'force' variable still contains the 'reminder' of
834 * where this portal goes to.
835 */
836 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
837 dummy = get_archetype (spell->slaying); /*The portal */
838 if (dummy == NULL)
839 {
840 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
841 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
842 return 0;
843 }
844
845 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message;
850 dummy->race = op->name; /*Save the owner of the portal */
851 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
852
853 /* Now we create another town portal marker that
854 * points back to the one we just made
855 */
856 tmp = get_archetype (spell->race);
857 if (tmp == NULL)
858 {
859 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
860 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
861 return 0;
862 }
863
864 tmp->race = force->name;
865 tmp->name = portal_name;
866 EXIT_X (tmp) = dummy->x;
867 EXIT_Y (tmp) = dummy->y;
868 insert_ob_in_ob (tmp, op);
869
870 /* Describe the player what happened
871 */
872 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
873 force->destroy ();
874 620
875 return 1; 621 return 1;
876} 622}
877 623
878/* This creates magic walls. Really, it can create most any object, 624/* This creates magic walls. Really, it can create most any object,
976 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 722 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
977 return 0; 723 return 0;
978 } 724 }
979 725
980 /* If this is a spellcasting wall, need to insert the spell object */ 726 /* If this is a spellcasting wall, need to insert the spell object */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 727 if (tmp->other_arch && tmp->other_arch->type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
983 729
984 /* This code causes the wall to extend some distance in 730 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered. 731 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the 732 * posblocked and negblocked help determine how far the
1006 { 752 {
1007 object *tmp2 = tmp->clone (); 753 object *tmp2 = tmp->clone ();
1008 m->insert (tmp2, x, y, op); 754 m->insert (tmp2, x, y, op);
1009 755
1010 /* If this is a spellcasting wall, need to insert the spell object */ 756 /* If this is a spellcasting wall, need to insert the spell object */
1011 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1012 tmp2->insert (arch_to_object (tmp2->other_arch)); 758 tmp2->insert (arch_to_object (tmp2->other_arch));
1013 759
1014 } 760 }
1015 else 761 else
1016 posblocked = 1; 762 posblocked = 1;
1023 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 769 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1024 { 770 {
1025 object *tmp2 = tmp->clone (); 771 object *tmp2 = tmp->clone ();
1026 m->insert (tmp2, x, y, op); 772 m->insert (tmp2, x, y, op);
1027 773
1028 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 774 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1029 tmp2->insert (arch_to_object (tmp2->other_arch)); 775 tmp2->insert (arch_to_object (tmp2->other_arch));
1030 } 776 }
1031 else 777 else
1032 negblocked = 1; 778 negblocked = 1;
1033 } 779 }
1165 object *poison; 911 object *poison;
1166 int heal = 0, success = 0; 912 int heal = 0, success = 0;
1167 913
1168 tmp = find_target_for_friendly_spell (op, dir); 914 tmp = find_target_for_friendly_spell (op, dir);
1169 915
1170 if (tmp == NULL) 916 if (!tmp)
1171 return 0; 917 return 0;
1172 918
1173 /* Figure out how many hp this spell might cure. 919 /* Figure out how many hp this spell might cure.
1174 * could be zero if this spell heals effects, not damage. 920 * could be zero if this spell heals effects, not damage.
1175 */ 921 */
1178 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 924 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1179 925
1180 if (heal) 926 if (heal)
1181 { 927 {
1182 if (tmp->stats.hp >= tmp->stats.maxhp) 928 if (tmp->stats.hp >= tmp->stats.maxhp)
1183 {
1184 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 929 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1185 }
1186 else 930 else
1187 { 931 {
1188 /* See how many points we actually heal. Instead of messages 932 /* See how many points we actually heal. Instead of messages
1189 * based on type of spell, we instead do messages based 933 * based on type of spell, we instead do messages based
1190 * on amount of damage healed. 934 * on amount of damage healed.
1192 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 936 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1193 heal = tmp->stats.maxhp - tmp->stats.hp; 937 heal = tmp->stats.maxhp - tmp->stats.hp;
1194 tmp->stats.hp += heal; 938 tmp->stats.hp += heal;
1195 939
1196 if (tmp->stats.hp >= tmp->stats.maxhp) 940 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1199 }
1200 else if (heal > 50) 942 else if (heal > 50)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1203 }
1204 else if (heal > 25) 944 else if (heal > 25)
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1207 }
1208 else if (heal > 10) 946 else if (heal > 10)
1209 {
1210 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1211 }
1212 else 948 else
1213 {
1214 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 949 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1215 } 950
1216 success = 1; 951 success = 1;
1217 } 952 }
1218 } 953 }
954
1219 if (spell->attacktype & AT_DISEASE) 955 if (spell->attacktype & AT_DISEASE)
1220 if (cure_disease (tmp, op)) 956 if (cure_disease (tmp, op))
1221 success = 1; 957 success = 1;
1222 958
1223 if (spell->attacktype & AT_POISON) 959 if (spell->attacktype & AT_POISON)
1229 success = 1; 965 success = 1;
1230 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1231 poison->stats.food = 1; 967 poison->stats.food = 1;
1232 } 968 }
1233 } 969 }
970
1234 if (spell->attacktype & AT_CONFUSION) 971 if (spell->attacktype & AT_CONFUSION)
1235 { 972 {
1236 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 973 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1237 if (poison) 974 if (poison)
1238 { 975 {
1239 success = 1; 976 success = 1;
1240 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1241 poison->duration = 1; 978 poison->duration = 1;
1242 } 979 }
1243 } 980 }
981
1244 if (spell->attacktype & AT_BLIND) 982 if (spell->attacktype & AT_BLIND)
1245 { 983 {
1246 at = archetype::find ("blindness"); 984 at = archetype::find ("blindness");
1247 poison = present_arch_in_ob (at, tmp); 985 poison = present_arch_in_ob (at, tmp);
1248 if (poison) 986 if (poison)
1250 success = 1; 988 success = 1;
1251 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 989 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1252 poison->stats.food = 1; 990 poison->stats.food = 1;
1253 } 991 }
1254 } 992 }
993
1255 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 994 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1256 { 995 {
1257 tmp->stats.sp += spell->last_sp; 996 tmp->stats.sp += spell->last_sp;
1258 if (tmp->stats.sp > tmp->stats.maxsp) 997 if (tmp->stats.sp > tmp->stats.maxsp)
1259 tmp->stats.sp = tmp->stats.maxsp; 998 tmp->stats.sp = tmp->stats.maxsp;
1260 success = 1; 999 success = 1;
1261 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 1000 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1262 } 1001 }
1002
1263 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1003 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1264 { 1004 {
1265 tmp->stats.grace += spell->last_grace; 1005 tmp->stats.grace += spell->last_grace;
1266 if (tmp->stats.grace > tmp->stats.maxgrace) 1006 if (tmp->stats.grace > tmp->stats.maxgrace)
1267 tmp->stats.grace = tmp->stats.maxgrace; 1007 tmp->stats.grace = tmp->stats.maxgrace;
1268 success = 1; 1008 success = 1;
1269 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1009 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1270 } 1010 }
1011
1271 if (spell->stats.food && tmp->stats.food < 999) 1012 if (spell->stats.food && tmp->stats.food < 999)
1272 { 1013 {
1273 tmp->stats.food += spell->stats.food; 1014 tmp->stats.food += spell->stats.food;
1274 if (tmp->stats.food > 999) 1015 if (tmp->stats.food > 999)
1275 tmp->stats.food = 999; 1016 tmp->stats.food = 999;
1276 success = 1; 1017 success = 1;
1277 /* We could do something a bit better like the messages for healing above */ 1018 /* We could do something a bit better like the messages for healing above */
1278 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1019 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1279 } 1020 }
1021
1280 return success; 1022 return success;
1281} 1023}
1282
1283 1024
1284/* This is used for the spells that gain stats. There are no spells 1025/* This is used for the spells that gain stats. There are no spells
1285 * right now that icnrease wis/int/pow on a temp basis, so no 1026 * right now that icnrease wis/int/pow on a temp basis, so no
1286 * good comments for those. 1027 * good comments for those.
1287 */ 1028 */
1288static const char *const no_gain_msgs[NUM_STATS] = { 1029static const char *const no_gain_msgs[NUM_STATS] = {
1289 "You grow no stronger.", 1030 "You grow no stronger.",
1290 "You grow no more agile.", 1031 "You grow no more agile.",
1291 "You don't feel any healthier.", 1032 "You don't feel any healthier.",
1292 "no wis", 1033 "You didn't grow any more intelligent.",
1034 "You do not feel any wiser.",
1035 "You don't feel any more powerful."
1293 "You are no easier to look at.", 1036 "You are no easier to look at.",
1294 "no int",
1295 "no pow"
1296}; 1037};
1297 1038
1298int 1039int
1299cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1040cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1300{ 1041{
1351 } 1092 }
1352 else 1093 else
1353 { 1094 {
1354 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1095 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1355 } 1096 }
1097
1356 return 1; 1098 return 1;
1357 } 1099 }
1100
1358 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1101 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1359 force->speed = 1.0; 1102 force->speed = 1.0;
1360 force->speed_left = -1.0; 1103 force->speed_left = -1.0;
1361 SET_FLAG (force, FLAG_APPLIED); 1104 SET_FLAG (force, FLAG_APPLIED);
1362 1105
1368 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1111 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1369 if (force->resist[i] > 100) 1112 if (force->resist[i] > 100)
1370 force->resist[i] = 100; 1113 force->resist[i] = 100;
1371 } 1114 }
1372 } 1115 }
1116
1373 if (spell_ob->stats.hp) 1117 if (spell_ob->stats.hp)
1374 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1118 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1375 1119
1376 if (tmp->type == PLAYER) 1120 if (tmp->type == PLAYER)
1377 { 1121 {
1378 /* Stat adjustment spells */ 1122 /* Stat adjustment spells */
1379 for (i = 0; i < NUM_STATS; i++) 1123 for (i = 0; i < NUM_STATS; i++)
1380 { 1124 {
1381 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1125 if (sint8 stat = spell_ob->stats.stat (i))
1382
1383 if (stat)
1384 { 1126 {
1385 sm = 0; 1127 sint8 sm = 0;
1386 for (k = 0; k < stat; k++) 1128 for (sint8 k = 0; k < stat; k++)
1387 sm += rndm (1, 3); 1129 sm += rndm (1, 3);
1388 1130
1389 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1131 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1390 { 1132 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1391 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1133
1392 if (sm < 0) 1134 force->stats.stat (i) = sm;
1393 sm = 0; 1135
1394 }
1395 set_attr_value (&force->stats, i, sm);
1396 if (!sm) 1136 if (!sm)
1397 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1137 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1398 } 1138 }
1399 } 1139 }
1400 } 1140 }
1421 force->attacktype = spell_ob->attacktype; 1161 force->attacktype = spell_ob->attacktype;
1422 1162
1423 insert_ob_in_ob (force, tmp); 1163 insert_ob_in_ob (force, tmp);
1424 change_abil (tmp, force); /* Mostly to display any messages */ 1164 change_abil (tmp, force); /* Mostly to display any messages */
1425 tmp->update_stats (); 1165 tmp->update_stats ();
1166
1426 return 1; 1167 return 1;
1427} 1168}
1428 1169
1429/* This used to be part of cast_change_ability, but it really didn't make 1170/* This used to be part of cast_change_ability, but it really didn't make
1430 * a lot of sense, since most of the values it derives are from the god 1171 * a lot of sense, since most of the values it derives are from the god
1431 * of the caster. 1172 * of the caster.
1432 */ 1173 */
1433
1434int 1174int
1435cast_bless (object *op, object *caster, object *spell_ob, int dir) 1175cast_bless (object *op, object *caster, object *spell_ob, int dir)
1436{ 1176{
1437 int i; 1177 int i;
1438 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1532 change_abil (tmp, force); /* Mostly to display any messages */ 1272 change_abil (tmp, force); /* Mostly to display any messages */
1533 insert_ob_in_ob (force, tmp); 1273 insert_ob_in_ob (force, tmp);
1534 tmp->update_stats (); 1274 tmp->update_stats ();
1535 return 1; 1275 return 1;
1536} 1276}
1537
1538
1539 1277
1540/* Alchemy code by Mark Wedel 1278/* Alchemy code by Mark Wedel
1541 * 1279 *
1542 * This code adds a new spell, called alchemy. Alchemy will turn 1280 * This code adds a new spell, called alchemy. Alchemy will turn
1543 * objects to gold nuggets, the value of the gold nuggets being 1281 * objects to gold nuggets, the value of the gold nuggets being
1553 * For example, if an item is worth 110 gold, you will get 1291 * For example, if an item is worth 110 gold, you will get
1554 * 4 large nuggets, and from 0-10 small nuggets. 1292 * 4 large nuggets, and from 0-10 small nuggets.
1555 * 1293 *
1556 * There is also a chance (1:30) that you will get nothing at all 1294 * There is also a chance (1:30) that you will get nothing at all
1557 * for the object. There is also a maximum weight that will be 1295 * for the object. There is also a maximum weight that will be
1558 * alchemied. 1296 * alchemised.
1559 */ 1297 */
1560
1561/* I didn't feel like passing these as arguements to the
1562 * two functions that need them. Real values are put in them
1563 * when the spell is cast, and these are freed when the spell
1564 * is finished.
1565 */
1566static object *small, *large;
1567
1568static void 1298static void
1569alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1299alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1570{ 1300{
1571 uint64 value = query_cost (obj, NULL, F_TRUE); 1301 uint64 value = query_cost (obj, NULL, F_TRUE);
1572 1302
1573 /* Give third price when we alchemy money (This should hopefully 1303 /* Give third price when we alchemy money (This should hopefully
1574 * make it so that it isn't worth it to alchemy money, sell 1304 * make it so that it isn't worth it to alchemy money, sell
1575 * the nuggets, alchemy the gold from that, etc. 1305 * the nuggets, alchemy the gold from that, etc.
1576 * Otherwise, give 9 silver on the gold for other objects, 1306 * Otherwise, give 9 silver on the gold for other objects,
1577 * so that it would still be more affordable to haul 1307 * so that it would still be more affordable to haul
1578 * the stuff back to town. 1308 * the stuff back to town.
1579 */ 1309 */
1580
1581 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1310 if (QUERY_FLAG (obj, FLAG_UNPAID))
1582 value = 0; 1311 value = 0;
1583 else if (obj->type == MONEY || obj->type == GEM) 1312 else if (obj->type == MONEY || obj->type == GEM)
1584 value /= 3; 1313 value /= 3;
1585 else 1314 else
1586 value = (value * 9) / 10; 1315 value = value * 9 / 10;
1587 1316
1588 value /= 4; // fix by GHJ, don't understand, pcg
1589
1590 if ((obj->value > 0) && rndm (0, 29)) 1317 if (obj->value > 0 && rndm (0, 29))
1591 { 1318 total_value += value;
1592 int count;
1593 1319
1594 count = value / large->value;
1595 *large_nuggets += count;
1596 value -= (uint64) count *(uint64) large->value;
1597
1598 count = value / small->value;
1599 *small_nuggets += count;
1600 }
1601
1602 /* Turn 25 small nuggets into 1 large nugget. If the value
1603 * of large nuggets is not evenly divisable by the small nugget
1604 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1605 */
1606 if (*small_nuggets * small->value >= large->value)
1607 {
1608 (*large_nuggets)++;
1609 *small_nuggets -= large->value / small->value;
1610 if (*small_nuggets && large->value % small->value)
1611 (*small_nuggets)--;
1612 }
1613 weight += obj->weight; 1320 total_weight += obj->total_weight ();
1321
1614 obj->destroy (); 1322 obj->destroy ();
1615} 1323}
1616 1324
1617static void 1325static void
1618update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1326update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1619{ 1327{
1620 object *tmp;
1621 int flag = 0; 1328 int flag = 0;
1622 1329
1623 /* Put any nuggets below the player, but we can only pass this 1330 /* Put any nuggets below the player, but we can only pass this
1624 * flag if we are on the same space as the player 1331 * flag if we are on the same space as the player
1625 */ 1332 */
1626 if (x == op->x && y == op->y && op->map == m) 1333 if (x == op->x && y == op->y && op->map == m)
1627 flag = INS_BELOW_ORIGINATOR; 1334 flag = INS_BELOW_ORIGINATOR;
1628 1335
1629 if (small_nuggets) 1336 if (small_nuggets)
1630 { 1337 {
1631 tmp = small->clone (); 1338 object *tmp = small->clone ();
1632 tmp->nrof = small_nuggets; 1339 tmp->nrof = small_nuggets;
1633 m->insert (tmp, x, y, op, flag); 1340 m->insert (tmp, x, y, op, flag);
1634 } 1341 }
1635 1342
1636 if (large_nuggets) 1343 if (large_nuggets)
1637 { 1344 {
1638 tmp = large->clone (); 1345 object *tmp = large->clone ();
1639 tmp->nrof = large_nuggets; 1346 tmp->nrof = large_nuggets;
1640 m->insert (tmp, x, y, op, flag); 1347 m->insert (tmp, x, y, op, flag);
1641 } 1348 }
1349
1350 if (object *pl = m->at (x, y).player ())
1351 if (pl->contr->ns)
1352 pl->contr->ns->look_position = 0;
1642} 1353}
1643 1354
1644int 1355int
1645alchemy (object *op, object *caster, object *spell_ob) 1356alchemy (object *op, object *caster, object *spell_ob)
1646{ 1357{
1647 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1648 sint16 nx, ny;
1649 object *next, *tmp;
1650 maptile *mp;
1651
1652 if (op->type != PLAYER) 1358 if (op->type != PLAYER)
1653 return 0; 1359 return 0;
1654 1360
1361 object *large = get_archetype ("largenugget");
1362 object *small = get_archetype ("smallnugget");
1363
1655 /* Put a maximum weight of items that can be alchemied. Limits the power 1364 /* Put a maximum weight of items that can be alchemised. Limits the power
1656 * some, and also prevents people from alcheming every table/chair/clock 1365 * some, and also prevents people from alchemising every table/chair/clock
1657 * in sight 1366 * in sight
1658 */ 1367 */
1659 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1368 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1660 weight_max *= 1000; 1369 int weight_max = duration * 1000;
1661 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1370 uint64 value_max = duration * 1000;
1662 1371
1372 int weight = 0;
1373
1663 for (y = op->y - 1; y <= op->y + 1; y++) 1374 for (int y = op->y - 1; y <= op->y + 1; y++)
1664 { 1375 {
1665 for (x = op->x - 1; x <= op->x + 1; x++) 1376 for (int x = op->x - 1; x <= op->x + 1; x++)
1666 { 1377 {
1378 uint64 value = 0;
1379
1667 nx = x; 1380 sint16 nx = x;
1668 ny = y; 1381 sint16 ny = y;
1669 1382
1670 mp = op->map; 1383 maptile *mp = op->map;
1671 1384
1672 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1385 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1673 1386
1674 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1387 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1675 continue; 1388 continue;
1676 1389
1677 /* Treat alchemy a little differently - most spell effects 1390 /* Treat alchemy a little differently - most spell effects
1679 * ground level effect. 1392 * ground level effect.
1680 */ 1393 */
1681 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1394 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1682 continue; 1395 continue;
1683 1396
1684 small_nuggets = 0; 1397 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1685 large_nuggets = 0;
1686
1687 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1688 { 1398 {
1689 next = tmp->above; 1399 next = tmp->above;
1400
1690 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1401 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1691 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1402 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1692 { 1403 {
1693
1694 if (tmp->inv) 1404 if (tmp->inv)
1695 { 1405 {
1696 object *next1, *tmp1; 1406 object *next1, *tmp1;
1697 1407
1698 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1408 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1699 { 1409 {
1700 next1 = tmp1->below; 1410 next1 = tmp1->below;
1701 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1411 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1702 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1412 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1703 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1413 alchemy_object (tmp1, value, weight);
1704 } 1414 }
1705 } 1415 }
1416
1706 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1417 alchemy_object (tmp, value, weight);
1707 1418
1708 if (weight > weight_max) 1419 if (weight > weight_max)
1709 { 1420 break;
1710 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1711 large->destroy ();
1712 small->destroy ();
1713 return 1;
1714 } 1421 }
1715 } /* is alchemable object */ 1422 }
1716 } /* process all objects on this space */ 1423
1424 value = min (value, value_max);
1425
1426 uint64 count = value / large->value;
1427 int large_nuggets = count;
1428 value -= count * large->value;
1429
1430 count = value / small->value;
1431 int small_nuggets = count;
1717 1432
1718 /* Insert all the nuggets at one time. This probably saves time, but 1433 /* Insert all the nuggets at one time. This probably saves time, but
1719 * it also prevents us from alcheming nuggets that were just created 1434 * it also prevents us from alcheming nuggets that were just created
1720 * with this spell. 1435 * with this spell.
1721 */ 1436 */
1722 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1437 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1723 }
1724 }
1725 1438
1439 if (weight > weight_max)
1440 goto bailout;
1441 }
1442 }
1443
1444bailout:
1726 large->destroy (); 1445 large->destroy ();
1727 small->destroy (); 1446 small->destroy ();
1728 /* reset this so that if player standing on a big pile of stuff,
1729 * it is redrawn properly.
1730 */
1731 op->contr->ns->look_position = 0;
1732 return 1; 1447 return 1;
1733} 1448}
1734 1449
1735 1450
1736/* This function removes the cursed/damned status on equipped 1451/* This function removes the cursed/damned status on equipped
1763 } 1478 }
1764 1479
1765 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1766 { 1481 {
1767 if (success) 1482 if (success)
1768 {
1769 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1483 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1770 }
1771 else 1484 else
1772 { 1485 {
1773 if (was_one) 1486 if (was_one)
1774 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1487 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1775 else 1488 else
1799 { 1512 {
1800 identify (tmp); 1513 identify (tmp);
1801 1514
1802 if (op->type == PLAYER) 1515 if (op->type == PLAYER)
1803 { 1516 {
1804 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1517 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1805 1518
1806 if (tmp->msg) 1519 if (tmp->msg)
1807 { 1520 {
1808 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1809 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1821 * stuff on the floor. Only identify stuff on the floor if the spell 1534 * stuff on the floor. Only identify stuff on the floor if the spell
1822 * was not fully used. 1535 * was not fully used.
1823 */ 1536 */
1824 if (num_ident) 1537 if (num_ident)
1825 { 1538 {
1826 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1539 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1827 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1540 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1828 { 1541 {
1829 identify (tmp); 1542 identify (tmp);
1830 1543
1831 if (op->type == PLAYER) 1544 if (op->type == PLAYER)
1832 { 1545 {
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1546 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1834 1547
1835 if (tmp->msg) 1548 if (tmp->msg)
1836 { 1549 {
1837 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1838 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1551 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2188 /* Basically, if the object is magical and not counterspell, 1901 /* Basically, if the object is magical and not counterspell,
2189 * we will more or less remove the object. Don't counterspell 1902 * we will more or less remove the object. Don't counterspell
2190 * monsters either. 1903 * monsters either.
2191 */ 1904 */
2192 1905
2193 if (head->attacktype & AT_MAGIC && 1906 if (head->attacktype & AT_MAGIC
2194 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1907 && !(head->attacktype & AT_COUNTERSPELL)
1908 && !QUERY_FLAG (head, FLAG_MONSTER)
1909 && (op->level > head->level))
2195 head->destroy (); 1910 head->destroy ();
2196 else 1911 else
2197 switch (head->type) 1912 switch (head->type)
2198 { 1913 {
2199 case SPELL_EFFECT: 1914 case SPELL_EFFECT:
1915 // XXX: Don't affect floor spelleffects. See also XXX comment
1916 // about sanctuary in spell_util.C
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1918 continue;
1919
2200 if (op->level > head->level) 1920 if (op->level > head->level)
2201 head->destroy (); 1921 head->destroy ();
2202 1922
2203 break; 1923 break;
2204 1924
2271 * This code was very odd - code early on would only let players use the spell, 1991 * This code was very odd - code early on would only let players use the spell,
2272 * yet the code wass full of player checks. I've presumed that the code 1992 * yet the code wass full of player checks. I've presumed that the code
2273 * that only let players use it was correct, and removed all the other 1993 * that only let players use it was correct, and removed all the other
2274 * player checks. MSW 2003-01-06 1994 * player checks. MSW 2003-01-06
2275 */ 1995 */
2276
2277int 1996int
2278animate_weapon (object *op, object *caster, object *spell, int dir) 1997animate_weapon (object *op, object *caster, object *spell, int dir)
2279{ 1998{
2280 object *weapon, *tmp; 1999 object *weapon, *tmp;
2281 char buf[MAX_BUF]; 2000 char buf[MAX_BUF];
2282 int a, i; 2001 int a, i;
2283 sint16 x, y; 2002 sint16 x, y;
2284 maptile *m; 2003 maptile *m;
2285 materialtype_t *mt;
2286 2004
2287 if (!spell->other_arch) 2005 if (!spell->other_arch)
2288 { 2006 {
2289 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 2007 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2290 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 2008 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2293 /* exit if it's not a player using this spell. */ 2011 /* exit if it's not a player using this spell. */
2294 if (op->type != PLAYER) 2012 if (op->type != PLAYER)
2295 return 0; 2013 return 0;
2296 2014
2297 /* if player already has a golem, abort */ 2015 /* if player already has a golem, abort */
2298 if (op->contr->ranges[range_golem]) 2016 if (object *golem = op->contr->golem)
2299 { 2017 {
2300 control_golem (op->contr->ranges[range_golem], dir); 2018 control_golem (golem, dir);
2301 return 0; 2019 return 0;
2302 } 2020 }
2303 2021
2304 /* if no direction specified, pick one */ 2022 /* if no direction specified, pick one */
2305 if (!dir) 2023 if (!dir)
2309 x = op->x + freearr_x[dir]; 2027 x = op->x + freearr_x[dir];
2310 y = op->y + freearr_y[dir]; 2028 y = op->y + freearr_y[dir];
2311 2029
2312 /* if there's no place to put the golem, abort */ 2030 /* if there's no place to put the golem, abort */
2313 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2031 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2314 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2032 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2315 { 2033 {
2316 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2034 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2317 return 0; 2035 return 0;
2318 } 2036 }
2319 2037
2323 if (!weapon) 2041 if (!weapon)
2324 { 2042 {
2325 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2043 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2326 return 0; 2044 return 0;
2327 } 2045 }
2328 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2046 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2329 { 2047 {
2330 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2048 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2331 return 0; 2049 return 0;
2332 } 2050 }
2333 if (weapon->type != WEAPON) 2051 if (weapon->type != WEAPON)
2355 CLEAR_FLAG (tmp, FLAG_MONSTER); 2073 CLEAR_FLAG (tmp, FLAG_MONSTER);
2356 tmp->stats.exp = 0; 2074 tmp->stats.exp = 0;
2357 add_friendly_object (tmp); 2075 add_friendly_object (tmp);
2358 tmp->type = GOLEM; 2076 tmp->type = GOLEM;
2359 tmp->set_owner (op); 2077 tmp->set_owner (op);
2078 op->contr->golem = tmp;
2360 set_spell_skill (op, caster, spell, tmp); 2079 set_spell_skill (op, caster, spell, tmp);
2361 op->contr->ranges[range_golem] = tmp;
2362 op->contr->shoottype = range_golem;
2363 2080
2364 /* Give the weapon to the golem now. A bit of a hack to check the 2081 /* Give the weapon to the golem now. A bit of a hack to check the
2365 * removed flag - it should only be set if get_split_object was 2082 * removed flag - it should only be set if get_split_object was
2366 * used above. 2083 * used above.
2367 */ 2084 */
2368 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2085 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2369 weapon->remove (); 2086 weapon->remove ();
2087
2370 insert_ob_in_ob (weapon, tmp); 2088 insert_ob_in_ob (weapon, tmp);
2371 esrv_send_item (op, weapon); 2089 esrv_send_item (op, weapon);
2372 /* To do everything necessary to let a golem use the weapon is a pain, 2090 /* To do everything necessary to let a golem use the weapon is a pain,
2373 * so instead, just set it as equipped (otherwise, we need to update 2091 * so instead, just set it as equipped (otherwise, we need to update
2374 * body_info, skills, etc) 2092 * body_info, skills, etc)
2402 2120
2403 /* attacktype */ 2121 /* attacktype */
2404 if (!tmp->attacktype) 2122 if (!tmp->attacktype)
2405 tmp->attacktype = AT_PHYSICAL; 2123 tmp->attacktype = AT_PHYSICAL;
2406 2124
2407 mt = NULL;
2408 if (op->materialname != NULL)
2409 mt = name_to_material (op->materialname); 2125 if (materialtype_t *mt = name_to_material (op->materialname))
2410 if (mt != NULL)
2411 { 2126 {
2412 for (i = 0; i < NROFATTACKS; i++) 2127 for (i = 0; i < NROFATTACKS; i++)
2413 tmp->resist[i] = 50 - (mt->save[i] * 5); 2128 tmp->resist[i] = 50 - (mt->save[i] * 5);
2414 a = mt->save[0]; 2129 a = mt->save[0];
2415 } 2130 }
2417 { 2132 {
2418 for (i = 0; i < NROFATTACKS; i++) 2133 for (i = 0; i < NROFATTACKS; i++)
2419 tmp->resist[i] = 5; 2134 tmp->resist[i] = 5;
2420 a = 10; 2135 a = 10;
2421 } 2136 }
2137
2422 /* Set weapon's immunity */ 2138 /* Set weapon's immunity */
2423 tmp->resist[ATNR_CONFUSION] = 100; 2139 tmp->resist[ATNR_CONFUSION] = 100;
2424 tmp->resist[ATNR_POISON] = 100; 2140 tmp->resist[ATNR_POISON] = 100;
2425 tmp->resist[ATNR_SLOW] = 100; 2141 tmp->resist[ATNR_SLOW] = 100;
2426 tmp->resist[ATNR_PARALYZE] = 100; 2142 tmp->resist[ATNR_PARALYZE] = 100;
2432 2148
2433 /* Improve weapon's armour value according to best save vs. physical of its material */ 2149 /* Improve weapon's armour value according to best save vs. physical of its material */
2434 2150
2435 if (a > 14) 2151 if (a > 14)
2436 a = 14; 2152 a = 14;
2153
2437 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2154 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2438 2155
2439 /* Determine golem's speed */ 2156 /* Determine golem's speed */
2440 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2157 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2441 2158

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