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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.27 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.66 by root, Fri Aug 10 01:47:53 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
71 return 0; 69 return 0;
72 } 70 }
73 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
74 { 72 {
75 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
76 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
77 esrv_del_item (op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
78 wand->destroy (); 76 wand->destroy ();
79 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
81 79
105 ncharges = 1; 103 ncharges = 1;
106 104
107 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
109 107
110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
111 { 109 {
112 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
113 wand->set_speed (wand->arch->clone.speed); 111 wand->set_speed (wand->arch->speed);
114 } 112 }
115 113
116 return 1; 114 return 1;
117} 115}
118 116
124 * great a plus, the default is used. 122 * great a plus, the default is used.
125 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
126 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
127 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
128 */ 126 */
129
130int 127int
131cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
132{ 129{
133 int missile_plus = 0, bonus_plus = 0; 130 int missile_plus = 0, bonus_plus = 0;
134 const char *missile_name; 131 const char *missile_name;
155 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
156 if (isalpha (*stringarg)) 153 if (isalpha (*stringarg))
157 { 154 {
158 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
159 156
160 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
161 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, stringarg))
162 break; 159 break;
163 160
164 if (!al) 161 if (!al)
165 { 162 {
225 if (stringarg) 222 if (stringarg)
226 { 223 {
227 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, stringarg);
228 if (at == NULL) 225 if (at == NULL)
229 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, stringarg);
230 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
231 stringarg = NULL; 228 stringarg = NULL;
232 } 229 }
233 230
234 if (!stringarg) 231 if (!stringarg)
235 { 232 {
241 * 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
242 * to be altered from the donor. 239 * to be altered from the donor.
243 */ 240 */
244 241
245 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
247 { 244 {
248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
249 { 246 {
250 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
251 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
252 * the item we have now, take it instead. 249 * the item we have now, take it instead.
253 */ 250 */
254 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)))
255 at = at_tmp; 256 at = at_tmp;
256 } 257 }
257 } 258 }
258 } 259 }
260
259 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
260 * know 262 * know
261 */ 263 */
262 if (!at) 264 if (!at)
263 { 265 {
264 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
265 return 0; 267 return 0;
266 } 268 }
267 269
268 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
269 new_op = arch_to_object (at); 271 new_op = arch_to_object (at);
270 new_op->nrof = food_value; 272 new_op->nrof = food_value;
271 273
272 new_op->value = 0; 274 new_op->value = 0;
273 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
288 if (!dir) 290 if (!dir)
289 { 291 {
290 examine_monster (op, op); 292 examine_monster (op, op);
291 return 1; 293 return 1;
292 } 294 }
295
293 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
294 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
295 { 298 {
296 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];
297 300
317 examine_monster (op, tmp); 320 examine_monster (op, tmp);
318 return 1; 321 return 1;
319 } 322 }
320 } 323 }
321 } 324 }
325
322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323 return 1; 327 return 1;
324} 328}
325
326 329
327/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
328 * does race check, undead check, etc 331 * does race check, undead check, etc
329 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
330 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
374 * normal applies. 377 * normal applies.
375 */ 378 */
376int 379int
377cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
378{ 381{
379 object *tmp;
380
381 if (op->invisible > 1000) 382 if (op->invisible > 1000)
382 { 383 {
383 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");
384 return 0; 385 return 0;
385 } 386 }
401 else 402 else
402 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
403 404
404 op->contr->hidden = 0; 405 op->contr->hidden = 0;
405 } 406 }
407
406 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
407 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!");
408 else 410 else
409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
410 412
411 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
412 414
413 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
414 * harm to the player. 416 * harm to the player.
415 */ 417 */
416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
417 if (tmp->enemy == op) 419 if (tmp->enemy == op)
418 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
419 return 1; 422 return 1;
420} 423}
421 424
422/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 426 */
451 next = tmp->above; 454 next = tmp->above;
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 457 }
455 } 458 }
459
456 return 1; 460 return 1;
457} 461}
458
459 462
460void 463void
461execute_word_of_recall (object *op) 464execute_word_of_recall (object *op)
462{ 465{
463 object *wor = op; 466 if (object *pl = op->in_player ())
464 467 {
465 while (op != NULL && op->type != PLAYER) 468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
466 op = op->env;
467
468 if (op != NULL && op->map)
469 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
470 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
471 else 470 else
471 {
472 // remove first so we do not call update_stats
473 op->remove ();
472 enter_exit (op, wor); 474 pl->enter_exit (op);
475 }
476 }
473 477
474 wor->destroy (); 478 op->destroy ();
475} 479}
476 480
477/* Word of recall causes the player to return 'home'. 481/* Word of recall causes the player to return 'home'.
478 * we put a force into the player object, so that there is a 482 * we put a force into the player object, so that there is a
479 * time delay effect. 483 * time delay effect.
498 { 502 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 505 return 0;
502 } 506 }
507
503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 508 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
504 if (time < 1) 509 if (time < 1)
505 time = 1; 510 time = 1;
506 511
507 /* value of speed really doesn't make much difference, as long as it is 512 /* value of speed really doesn't make much difference, as long as it is
515 520
516 /* If we could take advantage of enter_player_savebed() here, it would be 521 /* If we could take advantage of enter_player_savebed() here, it would be
517 * nice, but until the map load fails, we can't. 522 * nice, but until the map load fails, we can't.
518 */ 523 */
519 EXIT_PATH (dummy) = op->contr->savebed_map; 524 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x; 525 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y; 526 EXIT_Y (dummy) = op->contr->bed_y;
522 527
523 (void) insert_ob_in_ob (dummy, op); 528 op->insert (dummy);
529
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 530 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
531
525 return 1; 532 return 1;
526} 533}
527 534
528/* cast_wonder 535/* cast_wonder
529 * wonder is really just a spell that will likely cast another 536 * wonder is really just a spell that will likely cast another
562} 569}
563 570
564int 571int
565perceive_self (object *op) 572perceive_self (object *op)
566{ 573{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 574 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 575 archetype *at = archetype::find (ARCH_DEPLETION);
569 object *tmp;
570 int i;
571 576
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
572 tmp = find_god (determine_god (op)); 583 if (object *god = find_god (determine_god (op)))
573 if (tmp) 584 buf << "You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 585 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 586 buf << "You worship no god.\n";
577 587
578 tmp = present_arch_in_ob (at, op); 588 object *tmp = present_arch_in_ob (at, op);
579 589
580 if (*cp == '\0' && tmp == NULL) 590 if (*cp == '\0' && tmp == NULL)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 591 buf << "You feel very mundane. ";
582 else 592 else
583 { 593 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 594 buf << "You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 595
586 if (tmp != NULL) 596 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 597 for (int i = 0; i < NUM_STATS; i++)
589 { 598 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
591 {
592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
593 }
594 }
595 }
596 } 600 }
597 601
598 if (is_dragon_pl (op)) 602 if (is_dragon_pl (op))
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 603 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 604 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 605 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
604 { 607 {
605 if (tmp->stats.exp == 0) 608 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 609 buf << "Your metabolism isn't focused on anything.\n";
608 }
609 else 610 else
610 {
611 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";
612 } 612
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 613 break;
615 } 614 }
616 } 615 }
617 }
618 return 1;
619}
620 616
621/* int cast_create_town_portal (object *op, object *caster, int dir) 617 buf << '\0'; // zero-terminate
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force, *tmp;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 sint16 exitx, exity;
645 maptile *exitmap;
646 int op_level;
647 618
648 /* 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 ());
649 * map. This can be determined in that per player unique maps have the
650 * full pathname listed.
651 */
652 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
653 {
654 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
655 return 0;
656 }
657
658 /* The first thing to do is to check if we have a marked destination
659 * dummy is used to make a check inventory for the force
660 */
661 dummy = arch_to_object (spell->other_arch);
662 if (dummy == NULL)
663 {
664 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
665 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
666 return 0;
667 }
668
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 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.");
683 return 1;
684 }
685
686 dummy->destroy ();
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712
713 perm_portal = archetype::find (spell->slaying);
714
715 /* To kill a town portal, we go trough the player's inventory,
716 * for each marked portal in player's inventory,
717 * -We try load the associated map (if impossible, consider the portal destructed)
718 * -We find any portal in the specified location.
719 * If it has the good name, we destruct it.
720 * -We destruct the force indicating that portal.
721 */
722 while ((old_force = check_inv_recursive (op, dummy)))
723 {
724 exitx = EXIT_X (old_force);
725 exity = EXIT_Y (old_force);
726 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
727
728 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
729 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
730 else
731 exitmap = ready_map_name (old_force->race, 0);
732
733 if (exitmap)
734 {
735 tmp = present_arch (perm_portal, exitmap, exitx, exity);
736 while (tmp)
737 {
738 if (tmp->name == old_force->name)
739 {
740 tmp->destroy ();
741 break;
742 }
743
744 tmp = tmp->above;
745 }
746 }
747
748 old_force->destroy ();
749 LOG (llevDebug, "\n");
750 }
751
752 dummy->destroy ();
753
754 /* Creating the portals.
755 * The very first thing to do is to ensure
756 * access to the destination map.
757 * If we can't, don't fizzle. Simply warn player.
758 * This ensure player pays his mana for the spell
759 * because HE is responsible of forgotting.
760 * 'force' is the destination of the town portal, which we got
761 * from the players inventory above.
762 */
763
764 /* Ensure exit map is loaded */
765 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
766 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
767 else
768 exitmap = ready_map_name (force->name, 0);
769
770 /* If we were unable to load (ex. random map deleted), warn player */
771 if (exitmap == NULL)
772 {
773 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
774 force->destroy ();
775 return 1;
776 }
777
778 op_level = caster_level (caster, spell);
779 if (op_level < 15)
780 snprintf (portal_message, 1024,
781 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
782 &op->name);
783 else if (op_level < 30)
784 snprintf (portal_message, 1024,
785 "\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);
786 else if (op_level < 60)
787 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
788 else
789 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
790 &op->name);
791
792 /* Create a portal in front of player
793 * dummy contain the portal and
794 * force contain the track to kill it later
795 */
796
797 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
798 dummy = get_archetype (spell->slaying); /*The portal */
799 if (dummy == NULL)
800 {
801 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
802 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
803 return 0;
804 }
805
806 EXIT_PATH (dummy) = force->name;
807 EXIT_X (dummy) = EXIT_X (force);
808 EXIT_Y (dummy) = EXIT_Y (force);
809 dummy->name = dummy->name_pl = portal_name;
810 dummy->msg = portal_message;
811 dummy->race = op->name; /*Save the owner of the portal */
812 cast_create_obj (op, caster, dummy, 0);
813
814 /* Now we need to to create a town portal marker inside the player
815 * object, so on future castings, we can know that he has an active
816 * town portal.
817 */
818 tmp = get_archetype (spell->race);
819 if (tmp == NULL)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825
826 tmp->race = op->map->path;
827 tmp->name = portal_name;
828 EXIT_X (tmp) = dummy->x;
829 EXIT_Y (tmp) = dummy->y;
830 op->insert (tmp);
831
832 /* Create a portal in the destination map
833 * dummy contain the portal and
834 * force the track to kill it later
835 * the 'force' variable still contains the 'reminder' of
836 * where this portal goes to.
837 */
838 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
839 dummy = get_archetype (spell->slaying); /*The portal */
840 if (dummy == NULL)
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
843 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
844 return 0;
845 }
846
847 EXIT_PATH (dummy) = op->map->path;
848 EXIT_X (dummy) = op->x;
849 EXIT_Y (dummy) = op->y;
850 dummy->name = dummy->name_pl = portal_name;
851 dummy->msg = portal_message;
852 dummy->race = op->name; /*Save the owner of the portal */
853 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
854
855 /* Now we create another town portal marker that
856 * points back to the one we just made
857 */
858 tmp = get_archetype (spell->race);
859 if (tmp == NULL)
860 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
862 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
863 return 0;
864 }
865
866 tmp->race = force->name;
867 tmp->name = portal_name;
868 EXIT_X (tmp) = dummy->x;
869 EXIT_Y (tmp) = dummy->y;
870 insert_ob_in_ob (tmp, op);
871
872 /* Describe the player what happened
873 */
874 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
875 force->destroy ();
876 620
877 return 1; 621 return 1;
878} 622}
879 623
880/* This creates magic walls. Really, it can create most any object, 624/* This creates magic walls. Really, it can create most any object,
978 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);
979 return 0; 723 return 0;
980 } 724 }
981 725
982 /* 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 */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 727 if (tmp->other_arch && tmp->other_arch->type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
985 729
986 /* This code causes the wall to extend some distance in 730 /* This code causes the wall to extend some distance in
987 * each direction, or until an obstruction is encountered. 731 * each direction, or until an obstruction is encountered.
988 * posblocked and negblocked help determine how far the 732 * posblocked and negblocked help determine how far the
1008 { 752 {
1009 object *tmp2 = tmp->clone (); 753 object *tmp2 = tmp->clone ();
1010 m->insert (tmp2, x, y, op); 754 m->insert (tmp2, x, y, op);
1011 755
1012 /* 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 */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 tmp2->insert (arch_to_object (tmp2->other_arch)); 758 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 759
1016 } 760 }
1017 else 761 else
1018 posblocked = 1; 762 posblocked = 1;
1025 ((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)
1026 { 770 {
1027 object *tmp2 = tmp->clone (); 771 object *tmp2 = tmp->clone ();
1028 m->insert (tmp2, x, y, op); 772 m->insert (tmp2, x, y, op);
1029 773
1030 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 774 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1031 tmp2->insert (arch_to_object (tmp2->other_arch)); 775 tmp2->insert (arch_to_object (tmp2->other_arch));
1032 } 776 }
1033 else 777 else
1034 negblocked = 1; 778 negblocked = 1;
1035 } 779 }
1167 object *poison; 911 object *poison;
1168 int heal = 0, success = 0; 912 int heal = 0, success = 0;
1169 913
1170 tmp = find_target_for_friendly_spell (op, dir); 914 tmp = find_target_for_friendly_spell (op, dir);
1171 915
1172 if (tmp == NULL) 916 if (!tmp)
1173 return 0; 917 return 0;
1174 918
1175 /* Figure out how many hp this spell might cure. 919 /* Figure out how many hp this spell might cure.
1176 * could be zero if this spell heals effects, not damage. 920 * could be zero if this spell heals effects, not damage.
1177 */ 921 */
1180 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;
1181 925
1182 if (heal) 926 if (heal)
1183 { 927 {
1184 if (tmp->stats.hp >= tmp->stats.maxhp) 928 if (tmp->stats.hp >= tmp->stats.maxhp)
1185 {
1186 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.");
1187 }
1188 else 930 else
1189 { 931 {
1190 /* See how many points we actually heal. Instead of messages 932 /* See how many points we actually heal. Instead of messages
1191 * based on type of spell, we instead do messages based 933 * based on type of spell, we instead do messages based
1192 * on amount of damage healed. 934 * on amount of damage healed.
1194 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 936 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1195 heal = tmp->stats.maxhp - tmp->stats.hp; 937 heal = tmp->stats.maxhp - tmp->stats.hp;
1196 tmp->stats.hp += heal; 938 tmp->stats.hp += heal;
1197 939
1198 if (tmp->stats.hp >= tmp->stats.maxhp) 940 if (tmp->stats.hp >= tmp->stats.maxhp)
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1201 }
1202 else if (heal > 50) 942 else if (heal > 50)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1205 }
1206 else if (heal > 25) 944 else if (heal > 25)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1209 }
1210 else if (heal > 10) 946 else if (heal > 10)
1211 {
1212 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.");
1213 }
1214 else 948 else
1215 {
1216 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.");
1217 } 950
1218 success = 1; 951 success = 1;
1219 } 952 }
1220 } 953 }
954
1221 if (spell->attacktype & AT_DISEASE) 955 if (spell->attacktype & AT_DISEASE)
1222 if (cure_disease (tmp, op)) 956 if (cure_disease (tmp, op))
1223 success = 1; 957 success = 1;
1224 958
1225 if (spell->attacktype & AT_POISON) 959 if (spell->attacktype & AT_POISON)
1231 success = 1; 965 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1233 poison->stats.food = 1; 967 poison->stats.food = 1;
1234 } 968 }
1235 } 969 }
970
1236 if (spell->attacktype & AT_CONFUSION) 971 if (spell->attacktype & AT_CONFUSION)
1237 { 972 {
1238 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 973 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1239 if (poison) 974 if (poison)
1240 { 975 {
1241 success = 1; 976 success = 1;
1242 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1243 poison->duration = 1; 978 poison->duration = 1;
1244 } 979 }
1245 } 980 }
981
1246 if (spell->attacktype & AT_BLIND) 982 if (spell->attacktype & AT_BLIND)
1247 { 983 {
1248 at = archetype::find ("blindness"); 984 at = archetype::find ("blindness");
1249 poison = present_arch_in_ob (at, tmp); 985 poison = present_arch_in_ob (at, tmp);
1250 if (poison) 986 if (poison)
1252 success = 1; 988 success = 1;
1253 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.");
1254 poison->stats.food = 1; 990 poison->stats.food = 1;
1255 } 991 }
1256 } 992 }
993
1257 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 994 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1258 { 995 {
1259 tmp->stats.sp += spell->last_sp; 996 tmp->stats.sp += spell->last_sp;
1260 if (tmp->stats.sp > tmp->stats.maxsp) 997 if (tmp->stats.sp > tmp->stats.maxsp)
1261 tmp->stats.sp = tmp->stats.maxsp; 998 tmp->stats.sp = tmp->stats.maxsp;
1262 success = 1; 999 success = 1;
1263 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!");
1264 } 1001 }
1002
1265 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1003 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1266 { 1004 {
1267 tmp->stats.grace += spell->last_grace; 1005 tmp->stats.grace += spell->last_grace;
1268 if (tmp->stats.grace > tmp->stats.maxgrace) 1006 if (tmp->stats.grace > tmp->stats.maxgrace)
1269 tmp->stats.grace = tmp->stats.maxgrace; 1007 tmp->stats.grace = tmp->stats.maxgrace;
1270 success = 1; 1008 success = 1;
1271 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!");
1272 } 1010 }
1011
1273 if (spell->stats.food && tmp->stats.food < 999) 1012 if (spell->stats.food && tmp->stats.food < 999)
1274 { 1013 {
1275 tmp->stats.food += spell->stats.food; 1014 tmp->stats.food += spell->stats.food;
1276 if (tmp->stats.food > 999) 1015 if (tmp->stats.food > 999)
1277 tmp->stats.food = 999; 1016 tmp->stats.food = 999;
1278 success = 1; 1017 success = 1;
1279 /* 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 */
1280 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");
1281 } 1020 }
1021
1282 return success; 1022 return success;
1283} 1023}
1284
1285 1024
1286/* 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
1287 * 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
1288 * good comments for those. 1027 * good comments for those.
1289 */ 1028 */
1290static const char *const no_gain_msgs[NUM_STATS] = { 1029static const char *const no_gain_msgs[NUM_STATS] = {
1291 "You grow no stronger.", 1030 "You grow no stronger.",
1292 "You grow no more agile.", 1031 "You grow no more agile.",
1293 "You don't feel any healthier.", 1032 "You don't feel any healthier.",
1294 "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."
1295 "You are no easier to look at.", 1036 "You are no easier to look at.",
1296 "no int",
1297 "no pow"
1298}; 1037};
1299 1038
1300int 1039int
1301cast_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)
1302{ 1041{
1353 } 1092 }
1354 else 1093 else
1355 { 1094 {
1356 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.");
1357 } 1096 }
1097
1358 return 1; 1098 return 1;
1359 } 1099 }
1100
1360 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;
1361 force->speed = 1.0; 1102 force->speed = 1.0;
1362 force->speed_left = -1.0; 1103 force->speed_left = -1.0;
1363 SET_FLAG (force, FLAG_APPLIED); 1104 SET_FLAG (force, FLAG_APPLIED);
1364 1105
1370 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);
1371 if (force->resist[i] > 100) 1112 if (force->resist[i] > 100)
1372 force->resist[i] = 100; 1113 force->resist[i] = 100;
1373 } 1114 }
1374 } 1115 }
1116
1375 if (spell_ob->stats.hp) 1117 if (spell_ob->stats.hp)
1376 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);
1377 1119
1378 if (tmp->type == PLAYER) 1120 if (tmp->type == PLAYER)
1379 { 1121 {
1380 /* Stat adjustment spells */ 1122 /* Stat adjustment spells */
1381 for (i = 0; i < NUM_STATS; i++) 1123 for (i = 0; i < NUM_STATS; i++)
1382 { 1124 {
1383 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1125 if (sint8 stat = spell_ob->stats.stat (i))
1384
1385 if (stat)
1386 { 1126 {
1387 sm = 0; 1127 sint8 sm = 0;
1388 for (k = 0; k < stat; k++) 1128 for (sint8 k = 0; k < stat; k++)
1389 sm += rndm (1, 3); 1129 sm += rndm (1, 3);
1390 1130
1391 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1131 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1392 { 1132 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1393 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1133
1394 if (sm < 0) 1134 force->stats.stat (i) = sm;
1395 sm = 0; 1135
1396 }
1397 set_attr_value (&force->stats, i, sm);
1398 if (!sm) 1136 if (!sm)
1399 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1137 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1400 } 1138 }
1401 } 1139 }
1402 } 1140 }
1423 force->attacktype = spell_ob->attacktype; 1161 force->attacktype = spell_ob->attacktype;
1424 1162
1425 insert_ob_in_ob (force, tmp); 1163 insert_ob_in_ob (force, tmp);
1426 change_abil (tmp, force); /* Mostly to display any messages */ 1164 change_abil (tmp, force); /* Mostly to display any messages */
1427 tmp->update_stats (); 1165 tmp->update_stats ();
1166
1428 return 1; 1167 return 1;
1429} 1168}
1430 1169
1431/* 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
1432 * 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
1433 * of the caster. 1172 * of the caster.
1434 */ 1173 */
1435
1436int 1174int
1437cast_bless (object *op, object *caster, object *spell_ob, int dir) 1175cast_bless (object *op, object *caster, object *spell_ob, int dir)
1438{ 1176{
1439 int i; 1177 int i;
1440 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1535 insert_ob_in_ob (force, tmp); 1273 insert_ob_in_ob (force, tmp);
1536 tmp->update_stats (); 1274 tmp->update_stats ();
1537 return 1; 1275 return 1;
1538} 1276}
1539 1277
1540
1541
1542/* Alchemy code by Mark Wedel 1278/* Alchemy code by Mark Wedel
1543 * 1279 *
1544 * This code adds a new spell, called alchemy. Alchemy will turn 1280 * This code adds a new spell, called alchemy. Alchemy will turn
1545 * objects to gold nuggets, the value of the gold nuggets being 1281 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1546 * about 90% of that of the item itself. It uses the value of the
1547 * object before charisma adjustments, because the nuggets themselves
1548 * will be will be adjusted by charisma when sold.
1549 * 1282 *
1550 * Large nuggets are worth 25 gp each (base). You will always get 1283 * The value of the gold nuggets being about 90% of that of the item
1551 * the maximum number of large nuggets you could get. 1284 * itself. It uses the value of the object before charisma adjustments,
1552 * Small nuggets are worth 1 gp each (base). You will get from 0 1285 * because the nuggets themselves will be will be adjusted by charisma
1553 * to the max amount of small nuggets as you could get. 1286 * when sold.
1554 *
1555 * For example, if an item is worth 110 gold, you will get
1556 * 4 large nuggets, and from 0-10 small nuggets.
1557 * 1287 *
1558 * There is also a chance (1:30) that you will get nothing at all 1288 * There is also a chance (1:30) that you will get nothing at all
1559 * for the object. There is also a maximum weight that will be 1289 * for the object. There is also a maximum weight that will be
1560 * alchemied. 1290 * alchemised.
1561 */ 1291 */
1562
1563/* I didn't feel like passing these as arguements to the
1564 * two functions that need them. Real values are put in them
1565 * when the spell is cast, and these are freed when the spell
1566 * is finished.
1567 */
1568static object *small, *large;
1569
1570static void 1292static void
1571alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1293alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1572{ 1294{
1573 uint64 value = query_cost (obj, NULL, F_TRUE); 1295 uint64 value = query_cost (obj, NULL, F_TRUE);
1574 1296
1575 /* Give third price when we alchemy money (This should hopefully 1297 /* Give third price when we alchemy money (This should hopefully
1576 * make it so that it isn't worth it to alchemy money, sell 1298 * make it so that it isn't worth it to alchemy money, sell
1577 * the nuggets, alchemy the gold from that, etc. 1299 * the nuggets, alchemy the gold from that, etc.
1578 * Otherwise, give 9 silver on the gold for other objects, 1300 * Otherwise, give 9 silver on the gold for other objects,
1579 * so that it would still be more affordable to haul 1301 * so that it would still be more affordable to haul
1580 * the stuff back to town. 1302 * the stuff back to town.
1581 */ 1303 */
1582
1583 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1304 if (QUERY_FLAG (obj, FLAG_UNPAID))
1584 value = 0; 1305 value = 0;
1585 else if (obj->type == MONEY || obj->type == GEM) 1306 else if (obj->type == MONEY || obj->type == GEM)
1586 value /= 3; 1307 value /= 3;
1587 else 1308 else
1588 value = (value * 9) / 10; 1309 value = value * 9 / 10;
1589 1310
1590 value /= 4; // fix by GHJ, don't understand, pcg
1591
1592 if ((obj->value > 0) && rndm (0, 29)) 1311 if (obj->value > 0 && rndm (0, 29))
1593 { 1312 total_value += value;
1594 int count;
1595 1313
1596 count = value / large->value;
1597 *large_nuggets += count;
1598 value -= (uint64) count *(uint64) large->value;
1599
1600 count = value / small->value;
1601 *small_nuggets += count;
1602 }
1603
1604 /* Turn 25 small nuggets into 1 large nugget. If the value
1605 * of large nuggets is not evenly divisable by the small nugget
1606 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1607 */
1608 if (*small_nuggets * small->value >= large->value)
1609 {
1610 (*large_nuggets)++;
1611 *small_nuggets -= large->value / small->value;
1612 if (*small_nuggets && large->value % small->value)
1613 (*small_nuggets)--;
1614 }
1615 weight += obj->weight; 1314 total_weight += obj->total_weight ();
1315
1616 obj->destroy (); 1316 obj->destroy ();
1617} 1317}
1618 1318
1619static void
1620update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1621{
1622 object *tmp;
1623 int flag = 0;
1624
1625 /* Put any nuggets below the player, but we can only pass this
1626 * flag if we are on the same space as the player
1627 */
1628 if (x == op->x && y == op->y && op->map == m)
1629 flag = INS_BELOW_ORIGINATOR;
1630
1631 if (small_nuggets)
1632 {
1633 tmp = small->clone ();
1634 tmp->nrof = small_nuggets;
1635 m->insert (tmp, x, y, op, flag);
1636 }
1637
1638 if (large_nuggets)
1639 {
1640 tmp = large->clone ();
1641 tmp->nrof = large_nuggets;
1642 m->insert (tmp, x, y, op, flag);
1643 }
1644}
1645
1646int 1319int
1647alchemy (object *op, object *caster, object *spell_ob) 1320alchemy (object *op, object *caster, object *spell_ob)
1648{ 1321{
1649 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1650 sint16 nx, ny;
1651 object *next, *tmp;
1652 maptile *mp;
1653
1654 if (op->type != PLAYER) 1322 if (op->type != PLAYER)
1655 return 0; 1323 return 0;
1656 1324
1325 archetype *nugget[3];
1326
1327 nugget[0] = archetype::find ("pyrite3");
1328 nugget[1] = archetype::find ("pyrite2");
1329 nugget[2] = archetype::find ("pyrite");
1330
1657 /* Put a maximum weight of items that can be alchemied. Limits the power 1331 /* Put a maximum weight of items that can be alchemised. Limits the power
1658 * some, and also prevents people from alcheming every table/chair/clock 1332 * some, and also prevents people from alchemising every table/chair/clock
1659 * in sight 1333 * in sight
1660 */ 1334 */
1661 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1335 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1662 weight_max *= 1000; 1336 int weight_max = duration * 1000;
1663 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1337 uint64 value_max = duration * 1000;
1664 1338
1339 int weight = 0;
1340
1665 for (y = op->y - 1; y <= op->y + 1; y++) 1341 for (int y = op->y - 1; y <= op->y + 1; y++)
1666 { 1342 {
1667 for (x = op->x - 1; x <= op->x + 1; x++) 1343 for (int x = op->x - 1; x <= op->x + 1; x++)
1668 { 1344 {
1345 uint64 value = 0;
1346
1669 nx = x; 1347 sint16 nx = x;
1670 ny = y; 1348 sint16 ny = y;
1671 1349
1672 mp = op->map; 1350 maptile *mp = op->map;
1673 1351
1674 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1352 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1675 1353
1676 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1354 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1677 continue; 1355 continue;
1678 1356
1679 /* Treat alchemy a little differently - most spell effects 1357 /* Treat alchemy a little differently - most spell effects
1681 * ground level effect. 1359 * ground level effect.
1682 */ 1360 */
1683 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1361 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1684 continue; 1362 continue;
1685 1363
1686 small_nuggets = 0; 1364 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1687 large_nuggets = 0;
1688
1689 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1690 { 1365 {
1691 next = tmp->above; 1366 next = tmp->above;
1367
1692 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1368 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1693 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1369 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1694 { 1370 {
1695
1696 if (tmp->inv) 1371 if (tmp->inv)
1697 { 1372 {
1698 object *next1, *tmp1; 1373 object *next1, *tmp1;
1699 1374
1700 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1375 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1701 { 1376 {
1702 next1 = tmp1->below; 1377 next1 = tmp1->below;
1703 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1378 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1704 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1379 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1705 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1380 alchemy_object (tmp1, value, weight);
1706 } 1381 }
1707 } 1382 }
1383
1708 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1384 alchemy_object (tmp, value, weight);
1709 1385
1710 if (weight > weight_max) 1386 if (weight > weight_max)
1711 { 1387 break;
1712 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1713 large->destroy ();
1714 small->destroy ();
1715 return 1;
1716 } 1388 }
1717 } /* is alchemable object */
1718 } /* process all objects on this space */
1719
1720 /* Insert all the nuggets at one time. This probably saves time, but
1721 * it also prevents us from alcheming nuggets that were just created
1722 * with this spell.
1723 */ 1389 }
1724 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1390
1391 value -= rndm (value >> 4);
1392 value = min (value, value_max);
1393
1394 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1395 if (int nrof = value / nugget [i]->value)
1396 {
1397 value -= nrof * nugget[i]->value;
1398
1399 object *tmp = arch_to_object (nugget[i]);
1400 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true;
1402 caster->map->insert (tmp, x, y, caster, 0);
1725 } 1403 }
1726 }
1727 1404
1728 large->destroy (); 1405 if (weight > weight_max)
1729 small->destroy (); 1406 goto bailout;
1730 /* reset this so that if player standing on a big pile of stuff, 1407 }
1731 * it is redrawn properly. 1408 }
1732 */ 1409
1733 op->contr->ns->look_position = 0; 1410bailout:
1734 return 1; 1411 return 1;
1735} 1412}
1736 1413
1737 1414
1738/* This function removes the cursed/damned status on equipped 1415/* This function removes the cursed/damned status on equipped
1765 } 1442 }
1766 1443
1767 if (op->type == PLAYER) 1444 if (op->type == PLAYER)
1768 { 1445 {
1769 if (success) 1446 if (success)
1770 {
1771 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1447 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1772 }
1773 else 1448 else
1774 { 1449 {
1775 if (was_one) 1450 if (was_one)
1776 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1451 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1777 else 1452 else
1801 { 1476 {
1802 identify (tmp); 1477 identify (tmp);
1803 1478
1804 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1805 { 1480 {
1806 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1481 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1807 1482
1808 if (tmp->msg) 1483 if (tmp->msg)
1809 { 1484 {
1810 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1485 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1811 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1486 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1823 * stuff on the floor. Only identify stuff on the floor if the spell 1498 * stuff on the floor. Only identify stuff on the floor if the spell
1824 * was not fully used. 1499 * was not fully used.
1825 */ 1500 */
1826 if (num_ident) 1501 if (num_ident)
1827 { 1502 {
1828 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1503 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1829 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1504 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1830 { 1505 {
1831 identify (tmp); 1506 identify (tmp);
1832 1507
1833 if (op->type == PLAYER) 1508 if (op->type == PLAYER)
1834 { 1509 {
1835 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1510 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1836 1511
1837 if (tmp->msg) 1512 if (tmp->msg)
1838 { 1513 {
1839 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1514 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1840 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1515 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2190 /* Basically, if the object is magical and not counterspell, 1865 /* Basically, if the object is magical and not counterspell,
2191 * we will more or less remove the object. Don't counterspell 1866 * we will more or less remove the object. Don't counterspell
2192 * monsters either. 1867 * monsters either.
2193 */ 1868 */
2194 1869
2195 if (head->attacktype & AT_MAGIC && 1870 if (head->attacktype & AT_MAGIC
2196 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1871 && !(head->attacktype & AT_COUNTERSPELL)
1872 && !QUERY_FLAG (head, FLAG_MONSTER)
1873 && (op->level > head->level))
2197 head->destroy (); 1874 head->destroy ();
2198 else 1875 else
2199 switch (head->type) 1876 switch (head->type)
2200 { 1877 {
2201 case SPELL_EFFECT: 1878 case SPELL_EFFECT:
1879 // XXX: Don't affect floor spelleffects. See also XXX comment
1880 // about sanctuary in spell_util.C
1881 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1882 continue;
1883
2202 if (op->level > head->level) 1884 if (op->level > head->level)
2203 head->destroy (); 1885 head->destroy ();
2204 1886
2205 break; 1887 break;
2206 1888
2273 * This code was very odd - code early on would only let players use the spell, 1955 * This code was very odd - code early on would only let players use the spell,
2274 * yet the code wass full of player checks. I've presumed that the code 1956 * yet the code wass full of player checks. I've presumed that the code
2275 * that only let players use it was correct, and removed all the other 1957 * that only let players use it was correct, and removed all the other
2276 * player checks. MSW 2003-01-06 1958 * player checks. MSW 2003-01-06
2277 */ 1959 */
2278
2279int 1960int
2280animate_weapon (object *op, object *caster, object *spell, int dir) 1961animate_weapon (object *op, object *caster, object *spell, int dir)
2281{ 1962{
2282 object *weapon, *tmp; 1963 object *weapon, *tmp;
2283 char buf[MAX_BUF]; 1964 char buf[MAX_BUF];
2284 int a, i; 1965 int a, i;
2285 sint16 x, y; 1966 sint16 x, y;
2286 maptile *m; 1967 maptile *m;
2287 materialtype_t *mt;
2288 1968
2289 if (!spell->other_arch) 1969 if (!spell->other_arch)
2290 { 1970 {
2291 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1971 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2292 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1972 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2295 /* exit if it's not a player using this spell. */ 1975 /* exit if it's not a player using this spell. */
2296 if (op->type != PLAYER) 1976 if (op->type != PLAYER)
2297 return 0; 1977 return 0;
2298 1978
2299 /* if player already has a golem, abort */ 1979 /* if player already has a golem, abort */
2300 if (op->contr->ranges[range_golem]) 1980 if (object *golem = op->contr->golem)
2301 { 1981 {
2302 control_golem (op->contr->ranges[range_golem], dir); 1982 control_golem (golem, dir);
2303 return 0; 1983 return 0;
2304 } 1984 }
2305 1985
2306 /* if no direction specified, pick one */ 1986 /* if no direction specified, pick one */
2307 if (!dir) 1987 if (!dir)
2311 x = op->x + freearr_x[dir]; 1991 x = op->x + freearr_x[dir];
2312 y = op->y + freearr_y[dir]; 1992 y = op->y + freearr_y[dir];
2313 1993
2314 /* if there's no place to put the golem, abort */ 1994 /* if there's no place to put the golem, abort */
2315 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1995 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2316 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1996 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2317 { 1997 {
2318 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1998 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2319 return 0; 1999 return 0;
2320 } 2000 }
2321 2001
2325 if (!weapon) 2005 if (!weapon)
2326 { 2006 {
2327 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2007 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2328 return 0; 2008 return 0;
2329 } 2009 }
2330 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2010 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2331 { 2011 {
2332 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2012 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2333 return 0; 2013 return 0;
2334 } 2014 }
2335 if (weapon->type != WEAPON) 2015 if (weapon->type != WEAPON)
2353 /* create the golem object */ 2033 /* create the golem object */
2354 tmp = arch_to_object (spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2355 2035
2356 /* if animated by a player, give the player control of the golem */ 2036 /* if animated by a player, give the player control of the golem */
2357 CLEAR_FLAG (tmp, FLAG_MONSTER); 2037 CLEAR_FLAG (tmp, FLAG_MONSTER);
2358 SET_FLAG (tmp, FLAG_FRIENDLY);
2359 tmp->stats.exp = 0; 2038 tmp->stats.exp = 0;
2360 add_friendly_object (tmp); 2039 add_friendly_object (tmp);
2361 tmp->type = GOLEM; 2040 tmp->type = GOLEM;
2362 tmp->set_owner (op); 2041 tmp->set_owner (op);
2042 op->contr->golem = tmp;
2363 set_spell_skill (op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2364 op->contr->ranges[range_golem] = tmp;
2365 op->contr->shoottype = range_golem;
2366 2044
2367 /* Give the weapon to the golem now. A bit of a hack to check the 2045 /* Give the weapon to the golem now. A bit of a hack to check the
2368 * removed flag - it should only be set if get_split_object was 2046 * removed flag - it should only be set if get_split_object was
2369 * used above. 2047 * used above.
2370 */ 2048 */
2371 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2372 weapon->remove (); 2050 weapon->remove ();
2051
2373 insert_ob_in_ob (weapon, tmp); 2052 insert_ob_in_ob (weapon, tmp);
2374 esrv_send_item (op, weapon); 2053 esrv_send_item (op, weapon);
2375 /* To do everything necessary to let a golem use the weapon is a pain, 2054 /* To do everything necessary to let a golem use the weapon is a pain,
2376 * so instead, just set it as equipped (otherwise, we need to update 2055 * so instead, just set it as equipped (otherwise, we need to update
2377 * body_info, skills, etc) 2056 * body_info, skills, etc)
2405 2084
2406 /* attacktype */ 2085 /* attacktype */
2407 if (!tmp->attacktype) 2086 if (!tmp->attacktype)
2408 tmp->attacktype = AT_PHYSICAL; 2087 tmp->attacktype = AT_PHYSICAL;
2409 2088
2410 mt = NULL;
2411 if (op->materialname != NULL)
2412 mt = name_to_material (op->materialname); 2089 if (materialtype_t *mt = name_to_material (op->materialname))
2413 if (mt != NULL)
2414 { 2090 {
2415 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2416 tmp->resist[i] = 50 - (mt->save[i] * 5); 2092 tmp->resist[i] = 50 - (mt->save[i] * 5);
2417 a = mt->save[0]; 2093 a = mt->save[0];
2418 } 2094 }
2420 { 2096 {
2421 for (i = 0; i < NROFATTACKS; i++) 2097 for (i = 0; i < NROFATTACKS; i++)
2422 tmp->resist[i] = 5; 2098 tmp->resist[i] = 5;
2423 a = 10; 2099 a = 10;
2424 } 2100 }
2101
2425 /* Set weapon's immunity */ 2102 /* Set weapon's immunity */
2426 tmp->resist[ATNR_CONFUSION] = 100; 2103 tmp->resist[ATNR_CONFUSION] = 100;
2427 tmp->resist[ATNR_POISON] = 100; 2104 tmp->resist[ATNR_POISON] = 100;
2428 tmp->resist[ATNR_SLOW] = 100; 2105 tmp->resist[ATNR_SLOW] = 100;
2429 tmp->resist[ATNR_PARALYZE] = 100; 2106 tmp->resist[ATNR_PARALYZE] = 100;
2435 2112
2436 /* Improve weapon's armour value according to best save vs. physical of its material */ 2113 /* Improve weapon's armour value according to best save vs. physical of its material */
2437 2114
2438 if (a > 14) 2115 if (a > 14)
2439 a = 14; 2116 a = 14;
2117
2440 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2118 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2441 2119
2442 /* Determine golem's speed */ 2120 /* Determine golem's speed */
2443 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2121 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2444 2122
2477 int success; 2155 int success;
2478 2156
2479 if (!op->map) 2157 if (!op->map)
2480 return 0; /* shouldnt happen */ 2158 return 0; /* shouldnt happen */
2481 2159
2482 success = change_map_light (op->map, spell->stats.dam); 2160 success = op->map->change_map_light (spell->stats.dam);
2161
2483 if (!success) 2162 if (!success)
2484 { 2163 {
2485 if (spell->stats.dam < 0) 2164 if (spell->stats.dam < 0)
2486 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2487 else 2166 else

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