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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.31 by root, Thu Jan 4 16:19:32 2007 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 */
566} 569}
567 570
568int 571int
569perceive_self (object *op) 572perceive_self (object *op)
570{ 573{
571 char *cp = describe_item (op, op), buf[MAX_BUF]; 574 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 575 archetype *at = archetype::find (ARCH_DEPLETION);
573 object *tmp;
574 int i;
575 576
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
576 tmp = find_god (determine_god (op)); 583 if (object *god = find_god (determine_god (op)))
577 if (tmp) 584 buf << "You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 585 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 586 buf << "You worship no god.\n";
581 587
582 tmp = present_arch_in_ob (at, op); 588 object *tmp = present_arch_in_ob (at, op);
583 589
584 if (*cp == '\0' && tmp == NULL) 590 if (*cp == '\0' && tmp == NULL)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 591 buf << "You feel very mundane. ";
586 else 592 else
587 { 593 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 594 buf << "You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp); 595
590 if (tmp != NULL) 596 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 597 for (int i = 0; i < NUM_STATS; i++)
593 { 598 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0) 599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
597 }
598 }
599 }
600 } 600 }
601 601
602 if (is_dragon_pl (op)) 602 if (is_dragon_pl (op))
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 603 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 604 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 605 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
608 { 607 {
609 if (tmp->stats.exp == 0) 608 if (tmp->stats.exp == 0)
610 {
611 sprintf (buf, "Your metabolism isn't focused on anything."); 609 buf << "Your metabolism isn't focused on anything.\n";
612 }
613 else 610 else
614 {
615 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";
616 } 612
617 new_draw_info (NDI_UNIQUE, 0, op, buf);
618 break; 613 break;
619 } 614 }
620 } 615 }
621 }
622 return 1;
623}
624 616
625/* int cast_create_town_portal (object *op, object *caster, int dir) 617 buf << '\0'; // zero-terminate
626 *
627 * This function cast the spell of town portal for op
628 *
629 * The spell operates in two passes. During the first one a place
630 * is marked as a destination for the portal. During the second one,
631 * 2 portals are created, one in the position the player cast it and
632 * one in the destination place. The portal are synchronized and 2 forces
633 * are inserted in the player to destruct the portal next time player
634 * creates a new portal pair.
635 * This spell has a side effect that it allows people to meet each other
636 * in a permanent, private, appartements by making a town portal from it
637 * to the town or another public place. So, check if the map is unique and if
638 * so return an error
639 *
640 * Code by Tchize (david.delbecq@usa.net)
641 */
642int
643cast_create_town_portal (object *op, object *caster, object *spell, int dir)
644{
645 object *dummy, *force, *old_force;
646 archetype *perm_portal;
647 char portal_name[1024], portal_message[1024];
648 maptile *exitmap;
649 int op_level;
650 618
651 /* 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 ());
652 * map. This can be determined in that per player unique maps have the
653 * full pathname listed.
654 */
655 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
656 {
657 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
658 return 0;
659 }
660
661 /* The first thing to do is to check if we have a marked destination
662 * dummy is used to make a check inventory for the force
663 */
664 dummy = arch_to_object (spell->other_arch);
665 if (dummy == NULL)
666 {
667 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
668 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
669 return 0;
670 }
671
672 force = check_inv_recursive (op, dummy);
673
674 if (force == NULL)
675 {
676 /* Here we know there is no destination marked up.
677 * We have 2 things to do:
678 * 1. Mark the destination in the player inventory.
679 * 2. Let the player know it worked.
680 */
681 dummy->name = op->map->path;
682 EXIT_X (dummy) = op->x;
683 EXIT_Y (dummy) = op->y;
684 insert_ob_in_ob (dummy, op);
685 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.");
686 return 1;
687 }
688
689 dummy->destroy ();
690
691 /* Here we know where the town portal should go to
692 * We should kill any existing portal associated with the player.
693 * Than we should create the 2 portals.
694 * For each of them, we need:
695 * - To create the portal with the name of the player+destination map
696 * - set the owner of the town portal
697 * - To mark the position of the portal in the player's inventory
698 * for easier destruction.
699 *
700 * The mark works has follow:
701 * slaying: Existing town portal
702 * hp, sp : x & y of the associated portal
703 * name : name of the portal
704 * race : map the portal is in
705 */
706
707 /* First step: killing existing town portals */
708 dummy = get_archetype (spell->race);
709 if (dummy == NULL)
710 {
711 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
712 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
713 return 0;
714 }
715
716 perm_portal = archetype::find (spell->slaying);
717
718 /* To kill a town portal, we go trough the player's inventory,
719 * for each marked portal in player's inventory,
720 * -We try load the associated map (if impossible, consider the portal destructed)
721 * -We find any portal in the specified location.
722 * If it has the good name, we destruct it.
723 * -We destruct the force indicating that portal.
724 */
725 while ((old_force = check_inv_recursive (op, dummy)))
726 {
727 exitmap = maptile::find_sync (old_force->race, op->map);
728
729 if (exitmap)
730 {
731 exitmap->load_sync ();
732
733 int exitx = EXIT_X (old_force);
734 int exity = EXIT_Y (old_force);
735
736 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
737 {
738 if (tmp->name == old_force->name)
739 {
740 tmp->destroy ();
741 break;
742 }
743 }
744 }
745
746 old_force->destroy ();
747 }
748
749 dummy->destroy ();
750
751 /* Creating the portals.
752 * The very first thing to do is to ensure
753 * access to the destination map.
754 * If we can't, don't fizzle. Simply warn player.
755 * This ensure player pays his mana for the spell
756 * because HE is responsible of forgotting.
757 * 'force' is the destination of the town portal, which we got
758 * from the players inventory above.
759 */
760
761 /* Ensure exit map is loaded */
762 exitmap = maptile::find_sync (force->name);
763
764 /* If we were unable to load (ex. random map deleted), warn player */
765 if (!exitmap)
766 {
767 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
768 force->destroy ();
769 return 1;
770 }
771
772 exitmap->load_sync ();
773
774 op_level = caster_level (caster, spell);
775 if (op_level < 15)
776 snprintf (portal_message, 1024,
777 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
778 &op->name);
779 else if (op_level < 30)
780 snprintf (portal_message, 1024,
781 "\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);
782 else if (op_level < 60)
783 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
784 else
785 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
786 &op->name);
787
788 /* Create a portal in front of player
789 * dummy contain the portal and
790 * force contain the track to kill it later
791 */
792 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
793 dummy = get_archetype (spell->slaying); /*The portal */
794 if (dummy == NULL)
795 {
796 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
797 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
798 return 0;
799 }
800
801 EXIT_PATH (dummy) = force->name;
802 EXIT_X (dummy) = EXIT_X (force);
803 EXIT_Y (dummy) = EXIT_Y (force);
804 dummy->name = dummy->name_pl = portal_name;
805 dummy->msg = portal_message;
806 dummy->race = op->name; /*Save the owner of the portal */
807 cast_create_obj (op, caster, dummy, 0);
808
809 /* Now we need to to create a town portal marker inside the player
810 * object, so on future castings, we can know that he has an active
811 * town portal.
812 */
813 object *tmp = get_archetype (spell->race);
814
815 if (!tmp)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
819 return 0;
820 }
821
822 tmp->race = op->map->path;
823 tmp->name = portal_name;
824 EXIT_X (tmp) = dummy->x;
825 EXIT_Y (tmp) = dummy->y;
826 op->insert (tmp);
827
828 /* Create a portal in the destination map
829 * dummy contain the portal and
830 * force the track to kill it later
831 * the 'force' variable still contains the 'reminder' of
832 * where this portal goes to.
833 */
834 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
835 dummy = get_archetype (spell->slaying); /*The portal */
836 if (dummy == NULL)
837 {
838 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
839 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
840 return 0;
841 }
842
843 EXIT_PATH (dummy) = op->map->path;
844 EXIT_X (dummy) = op->x;
845 EXIT_Y (dummy) = op->y;
846 dummy->name = dummy->name_pl = portal_name;
847 dummy->msg = portal_message;
848 dummy->race = op->name; /*Save the owner of the portal */
849 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
850
851 /* Now we create another town portal marker that
852 * points back to the one we just made
853 */
854 tmp = get_archetype (spell->race);
855 if (tmp == NULL)
856 {
857 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
858 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
859 return 0;
860 }
861
862 tmp->race = force->name;
863 tmp->name = portal_name;
864 EXIT_X (tmp) = dummy->x;
865 EXIT_Y (tmp) = dummy->y;
866 insert_ob_in_ob (tmp, op);
867
868 /* Describe the player what happened
869 */
870 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
871 force->destroy ();
872 620
873 return 1; 621 return 1;
874} 622}
875 623
876/* This creates magic walls. Really, it can create most any object, 624/* This creates magic walls. Really, it can create most any object,
974 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);
975 return 0; 723 return 0;
976 } 724 }
977 725
978 /* 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 */
979 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 727 if (tmp->other_arch && tmp->other_arch->type == SPELL)
980 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
981 729
982 /* This code causes the wall to extend some distance in 730 /* This code causes the wall to extend some distance in
983 * each direction, or until an obstruction is encountered. 731 * each direction, or until an obstruction is encountered.
984 * posblocked and negblocked help determine how far the 732 * posblocked and negblocked help determine how far the
1004 { 752 {
1005 object *tmp2 = tmp->clone (); 753 object *tmp2 = tmp->clone ();
1006 m->insert (tmp2, x, y, op); 754 m->insert (tmp2, x, y, op);
1007 755
1008 /* 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 */
1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1010 tmp2->insert (arch_to_object (tmp2->other_arch)); 758 tmp2->insert (arch_to_object (tmp2->other_arch));
1011 759
1012 } 760 }
1013 else 761 else
1014 posblocked = 1; 762 posblocked = 1;
1021 ((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)
1022 { 770 {
1023 object *tmp2 = tmp->clone (); 771 object *tmp2 = tmp->clone ();
1024 m->insert (tmp2, x, y, op); 772 m->insert (tmp2, x, y, op);
1025 773
1026 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 774 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1027 tmp2->insert (arch_to_object (tmp2->other_arch)); 775 tmp2->insert (arch_to_object (tmp2->other_arch));
1028 } 776 }
1029 else 777 else
1030 negblocked = 1; 778 negblocked = 1;
1031 } 779 }
1163 object *poison; 911 object *poison;
1164 int heal = 0, success = 0; 912 int heal = 0, success = 0;
1165 913
1166 tmp = find_target_for_friendly_spell (op, dir); 914 tmp = find_target_for_friendly_spell (op, dir);
1167 915
1168 if (tmp == NULL) 916 if (!tmp)
1169 return 0; 917 return 0;
1170 918
1171 /* Figure out how many hp this spell might cure. 919 /* Figure out how many hp this spell might cure.
1172 * could be zero if this spell heals effects, not damage. 920 * could be zero if this spell heals effects, not damage.
1173 */ 921 */
1176 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;
1177 925
1178 if (heal) 926 if (heal)
1179 { 927 {
1180 if (tmp->stats.hp >= tmp->stats.maxhp) 928 if (tmp->stats.hp >= tmp->stats.maxhp)
1181 {
1182 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.");
1183 }
1184 else 930 else
1185 { 931 {
1186 /* See how many points we actually heal. Instead of messages 932 /* See how many points we actually heal. Instead of messages
1187 * based on type of spell, we instead do messages based 933 * based on type of spell, we instead do messages based
1188 * on amount of damage healed. 934 * on amount of damage healed.
1190 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 936 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1191 heal = tmp->stats.maxhp - tmp->stats.hp; 937 heal = tmp->stats.maxhp - tmp->stats.hp;
1192 tmp->stats.hp += heal; 938 tmp->stats.hp += heal;
1193 939
1194 if (tmp->stats.hp >= tmp->stats.maxhp) 940 if (tmp->stats.hp >= tmp->stats.maxhp)
1195 {
1196 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1197 }
1198 else if (heal > 50) 942 else if (heal > 50)
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1201 }
1202 else if (heal > 25) 944 else if (heal > 25)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1205 }
1206 else if (heal > 10) 946 else if (heal > 10)
1207 {
1208 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.");
1209 }
1210 else 948 else
1211 {
1212 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.");
1213 } 950
1214 success = 1; 951 success = 1;
1215 } 952 }
1216 } 953 }
954
1217 if (spell->attacktype & AT_DISEASE) 955 if (spell->attacktype & AT_DISEASE)
1218 if (cure_disease (tmp, op)) 956 if (cure_disease (tmp, op))
1219 success = 1; 957 success = 1;
1220 958
1221 if (spell->attacktype & AT_POISON) 959 if (spell->attacktype & AT_POISON)
1227 success = 1; 965 success = 1;
1228 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1229 poison->stats.food = 1; 967 poison->stats.food = 1;
1230 } 968 }
1231 } 969 }
970
1232 if (spell->attacktype & AT_CONFUSION) 971 if (spell->attacktype & AT_CONFUSION)
1233 { 972 {
1234 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 973 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1235 if (poison) 974 if (poison)
1236 { 975 {
1237 success = 1; 976 success = 1;
1238 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1239 poison->duration = 1; 978 poison->duration = 1;
1240 } 979 }
1241 } 980 }
981
1242 if (spell->attacktype & AT_BLIND) 982 if (spell->attacktype & AT_BLIND)
1243 { 983 {
1244 at = archetype::find ("blindness"); 984 at = archetype::find ("blindness");
1245 poison = present_arch_in_ob (at, tmp); 985 poison = present_arch_in_ob (at, tmp);
1246 if (poison) 986 if (poison)
1248 success = 1; 988 success = 1;
1249 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.");
1250 poison->stats.food = 1; 990 poison->stats.food = 1;
1251 } 991 }
1252 } 992 }
993
1253 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 994 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1254 { 995 {
1255 tmp->stats.sp += spell->last_sp; 996 tmp->stats.sp += spell->last_sp;
1256 if (tmp->stats.sp > tmp->stats.maxsp) 997 if (tmp->stats.sp > tmp->stats.maxsp)
1257 tmp->stats.sp = tmp->stats.maxsp; 998 tmp->stats.sp = tmp->stats.maxsp;
1258 success = 1; 999 success = 1;
1259 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!");
1260 } 1001 }
1002
1261 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1003 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1262 { 1004 {
1263 tmp->stats.grace += spell->last_grace; 1005 tmp->stats.grace += spell->last_grace;
1264 if (tmp->stats.grace > tmp->stats.maxgrace) 1006 if (tmp->stats.grace > tmp->stats.maxgrace)
1265 tmp->stats.grace = tmp->stats.maxgrace; 1007 tmp->stats.grace = tmp->stats.maxgrace;
1266 success = 1; 1008 success = 1;
1267 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!");
1268 } 1010 }
1011
1269 if (spell->stats.food && tmp->stats.food < 999) 1012 if (spell->stats.food && tmp->stats.food < 999)
1270 { 1013 {
1271 tmp->stats.food += spell->stats.food; 1014 tmp->stats.food += spell->stats.food;
1272 if (tmp->stats.food > 999) 1015 if (tmp->stats.food > 999)
1273 tmp->stats.food = 999; 1016 tmp->stats.food = 999;
1274 success = 1; 1017 success = 1;
1275 /* 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 */
1276 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");
1277 } 1020 }
1021
1278 return success; 1022 return success;
1279} 1023}
1280
1281 1024
1282/* 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
1283 * 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
1284 * good comments for those. 1027 * good comments for those.
1285 */ 1028 */
1286static const char *const no_gain_msgs[NUM_STATS] = { 1029static const char *const no_gain_msgs[NUM_STATS] = {
1287 "You grow no stronger.", 1030 "You grow no stronger.",
1288 "You grow no more agile.", 1031 "You grow no more agile.",
1289 "You don't feel any healthier.", 1032 "You don't feel any healthier.",
1290 "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."
1291 "You are no easier to look at.", 1036 "You are no easier to look at.",
1292 "no int",
1293 "no pow"
1294}; 1037};
1295 1038
1296int 1039int
1297cast_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)
1298{ 1041{
1349 } 1092 }
1350 else 1093 else
1351 { 1094 {
1352 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.");
1353 } 1096 }
1097
1354 return 1; 1098 return 1;
1355 } 1099 }
1100
1356 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;
1357 force->speed = 1.0; 1102 force->speed = 1.0;
1358 force->speed_left = -1.0; 1103 force->speed_left = -1.0;
1359 SET_FLAG (force, FLAG_APPLIED); 1104 SET_FLAG (force, FLAG_APPLIED);
1360 1105
1366 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);
1367 if (force->resist[i] > 100) 1112 if (force->resist[i] > 100)
1368 force->resist[i] = 100; 1113 force->resist[i] = 100;
1369 } 1114 }
1370 } 1115 }
1116
1371 if (spell_ob->stats.hp) 1117 if (spell_ob->stats.hp)
1372 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);
1373 1119
1374 if (tmp->type == PLAYER) 1120 if (tmp->type == PLAYER)
1375 { 1121 {
1376 /* Stat adjustment spells */ 1122 /* Stat adjustment spells */
1377 for (i = 0; i < NUM_STATS; i++) 1123 for (i = 0; i < NUM_STATS; i++)
1378 { 1124 {
1379 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1125 if (sint8 stat = spell_ob->stats.stat (i))
1380
1381 if (stat)
1382 { 1126 {
1383 sm = 0; 1127 sint8 sm = 0;
1384 for (k = 0; k < stat; k++) 1128 for (sint8 k = 0; k < stat; k++)
1385 sm += rndm (1, 3); 1129 sm += rndm (1, 3);
1386 1130
1387 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1131 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1388 { 1132 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1389 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1133
1390 if (sm < 0) 1134 force->stats.stat (i) = sm;
1391 sm = 0; 1135
1392 }
1393 set_attr_value (&force->stats, i, sm);
1394 if (!sm) 1136 if (!sm)
1395 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1137 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1396 } 1138 }
1397 } 1139 }
1398 } 1140 }
1419 force->attacktype = spell_ob->attacktype; 1161 force->attacktype = spell_ob->attacktype;
1420 1162
1421 insert_ob_in_ob (force, tmp); 1163 insert_ob_in_ob (force, tmp);
1422 change_abil (tmp, force); /* Mostly to display any messages */ 1164 change_abil (tmp, force); /* Mostly to display any messages */
1423 tmp->update_stats (); 1165 tmp->update_stats ();
1166
1424 return 1; 1167 return 1;
1425} 1168}
1426 1169
1427/* 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
1428 * 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
1429 * of the caster. 1172 * of the caster.
1430 */ 1173 */
1431
1432int 1174int
1433cast_bless (object *op, object *caster, object *spell_ob, int dir) 1175cast_bless (object *op, object *caster, object *spell_ob, int dir)
1434{ 1176{
1435 int i; 1177 int i;
1436 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1531 insert_ob_in_ob (force, tmp); 1273 insert_ob_in_ob (force, tmp);
1532 tmp->update_stats (); 1274 tmp->update_stats ();
1533 return 1; 1275 return 1;
1534} 1276}
1535 1277
1536
1537
1538/* Alchemy code by Mark Wedel 1278/* Alchemy code by Mark Wedel
1539 * 1279 *
1540 * This code adds a new spell, called alchemy. Alchemy will turn 1280 * This code adds a new spell, called alchemy. Alchemy will turn
1541 * objects to gold nuggets, the value of the gold nuggets being 1281 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1542 * about 90% of that of the item itself. It uses the value of the
1543 * object before charisma adjustments, because the nuggets themselves
1544 * will be will be adjusted by charisma when sold.
1545 * 1282 *
1546 * 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
1547 * the maximum number of large nuggets you could get. 1284 * itself. It uses the value of the object before charisma adjustments,
1548 * 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
1549 * to the max amount of small nuggets as you could get. 1286 * when sold.
1550 *
1551 * For example, if an item is worth 110 gold, you will get
1552 * 4 large nuggets, and from 0-10 small nuggets.
1553 * 1287 *
1554 * 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
1555 * 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
1556 * alchemied. 1290 * alchemised.
1557 */ 1291 */
1558
1559/* I didn't feel like passing these as arguements to the
1560 * two functions that need them. Real values are put in them
1561 * when the spell is cast, and these are freed when the spell
1562 * is finished.
1563 */
1564static object *small, *large;
1565
1566static void 1292static void
1567alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1293alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1568{ 1294{
1569 uint64 value = query_cost (obj, NULL, F_TRUE); 1295 uint64 value = query_cost (obj, NULL, F_TRUE);
1570 1296
1571 /* Give third price when we alchemy money (This should hopefully 1297 /* Give third price when we alchemy money (This should hopefully
1572 * 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
1573 * the nuggets, alchemy the gold from that, etc. 1299 * the nuggets, alchemy the gold from that, etc.
1574 * Otherwise, give 9 silver on the gold for other objects, 1300 * Otherwise, give 9 silver on the gold for other objects,
1575 * so that it would still be more affordable to haul 1301 * so that it would still be more affordable to haul
1576 * the stuff back to town. 1302 * the stuff back to town.
1577 */ 1303 */
1578
1579 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1304 if (QUERY_FLAG (obj, FLAG_UNPAID))
1580 value = 0; 1305 value = 0;
1581 else if (obj->type == MONEY || obj->type == GEM) 1306 else if (obj->type == MONEY || obj->type == GEM)
1582 value /= 3; 1307 value /= 3;
1583 else 1308 else
1584 value = (value * 9) / 10; 1309 value = value * 9 / 10;
1585 1310
1586 value /= 4; // fix by GHJ, don't understand, pcg
1587
1588 if ((obj->value > 0) && rndm (0, 29)) 1311 if (obj->value > 0 && rndm (0, 29))
1589 { 1312 total_value += value;
1590 int count;
1591 1313
1592 count = value / large->value;
1593 *large_nuggets += count;
1594 value -= (uint64) count *(uint64) large->value;
1595
1596 count = value / small->value;
1597 *small_nuggets += count;
1598 }
1599
1600 /* Turn 25 small nuggets into 1 large nugget. If the value
1601 * of large nuggets is not evenly divisable by the small nugget
1602 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1603 */
1604 if (*small_nuggets * small->value >= large->value)
1605 {
1606 (*large_nuggets)++;
1607 *small_nuggets -= large->value / small->value;
1608 if (*small_nuggets && large->value % small->value)
1609 (*small_nuggets)--;
1610 }
1611 weight += obj->weight; 1314 total_weight += obj->total_weight ();
1315
1612 obj->destroy (); 1316 obj->destroy ();
1613} 1317}
1614 1318
1615static void
1616update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1617{
1618 object *tmp;
1619 int flag = 0;
1620
1621 /* Put any nuggets below the player, but we can only pass this
1622 * flag if we are on the same space as the player
1623 */
1624 if (x == op->x && y == op->y && op->map == m)
1625 flag = INS_BELOW_ORIGINATOR;
1626
1627 if (small_nuggets)
1628 {
1629 tmp = small->clone ();
1630 tmp->nrof = small_nuggets;
1631 m->insert (tmp, x, y, op, flag);
1632 }
1633
1634 if (large_nuggets)
1635 {
1636 tmp = large->clone ();
1637 tmp->nrof = large_nuggets;
1638 m->insert (tmp, x, y, op, flag);
1639 }
1640}
1641
1642int 1319int
1643alchemy (object *op, object *caster, object *spell_ob) 1320alchemy (object *op, object *caster, object *spell_ob)
1644{ 1321{
1645 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1646 sint16 nx, ny;
1647 object *next, *tmp;
1648 maptile *mp;
1649
1650 if (op->type != PLAYER) 1322 if (op->type != PLAYER)
1651 return 0; 1323 return 0;
1652 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
1653 /* 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
1654 * some, and also prevents people from alcheming every table/chair/clock 1332 * some, and also prevents people from alchemising every table/chair/clock
1655 * in sight 1333 * in sight
1656 */ 1334 */
1657 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);
1658 weight_max *= 1000; 1336 int weight_max = duration * 1000;
1659 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1337 uint64 value_max = duration * 1000;
1660 1338
1339 int weight = 0;
1340
1661 for (y = op->y - 1; y <= op->y + 1; y++) 1341 for (int y = op->y - 1; y <= op->y + 1; y++)
1662 { 1342 {
1663 for (x = op->x - 1; x <= op->x + 1; x++) 1343 for (int x = op->x - 1; x <= op->x + 1; x++)
1664 { 1344 {
1345 uint64 value = 0;
1346
1665 nx = x; 1347 sint16 nx = x;
1666 ny = y; 1348 sint16 ny = y;
1667 1349
1668 mp = op->map; 1350 maptile *mp = op->map;
1669 1351
1670 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1352 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1671 1353
1672 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1354 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1673 continue; 1355 continue;
1674 1356
1675 /* Treat alchemy a little differently - most spell effects 1357 /* Treat alchemy a little differently - most spell effects
1677 * ground level effect. 1359 * ground level effect.
1678 */ 1360 */
1679 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1361 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1680 continue; 1362 continue;
1681 1363
1682 small_nuggets = 0; 1364 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1683 large_nuggets = 0;
1684
1685 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1686 { 1365 {
1687 next = tmp->above; 1366 next = tmp->above;
1367
1688 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1368 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1689 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1369 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1690 { 1370 {
1691
1692 if (tmp->inv) 1371 if (tmp->inv)
1693 { 1372 {
1694 object *next1, *tmp1; 1373 object *next1, *tmp1;
1695 1374
1696 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1375 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1697 { 1376 {
1698 next1 = tmp1->below; 1377 next1 = tmp1->below;
1699 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1378 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1700 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1379 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1701 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1380 alchemy_object (tmp1, value, weight);
1702 } 1381 }
1703 } 1382 }
1383
1704 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1384 alchemy_object (tmp, value, weight);
1705 1385
1706 if (weight > weight_max) 1386 if (weight > weight_max)
1707 { 1387 break;
1708 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1709 large->destroy ();
1710 small->destroy ();
1711 return 1;
1712 } 1388 }
1713 } /* is alchemable object */
1714 } /* process all objects on this space */
1715
1716 /* Insert all the nuggets at one time. This probably saves time, but
1717 * it also prevents us from alcheming nuggets that were just created
1718 * with this spell.
1719 */ 1389 }
1720 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);
1721 } 1403 }
1722 }
1723 1404
1724 large->destroy (); 1405 if (weight > weight_max)
1725 small->destroy (); 1406 goto bailout;
1726 /* reset this so that if player standing on a big pile of stuff, 1407 }
1727 * it is redrawn properly. 1408 }
1728 */ 1409
1729 op->contr->ns->look_position = 0; 1410bailout:
1730 return 1; 1411 return 1;
1731} 1412}
1732 1413
1733 1414
1734/* This function removes the cursed/damned status on equipped 1415/* This function removes the cursed/damned status on equipped
1761 } 1442 }
1762 1443
1763 if (op->type == PLAYER) 1444 if (op->type == PLAYER)
1764 { 1445 {
1765 if (success) 1446 if (success)
1766 {
1767 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.");
1768 }
1769 else 1448 else
1770 { 1449 {
1771 if (was_one) 1450 if (was_one)
1772 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.");
1773 else 1452 else
1797 { 1476 {
1798 identify (tmp); 1477 identify (tmp);
1799 1478
1800 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1801 { 1480 {
1802 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));
1803 1482
1804 if (tmp->msg) 1483 if (tmp->msg)
1805 { 1484 {
1806 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:");
1807 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1486 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1819 * 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
1820 * was not fully used. 1499 * was not fully used.
1821 */ 1500 */
1822 if (num_ident) 1501 if (num_ident)
1823 { 1502 {
1824 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)
1825 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1504 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1826 { 1505 {
1827 identify (tmp); 1506 identify (tmp);
1828 1507
1829 if (op->type == PLAYER) 1508 if (op->type == PLAYER)
1830 { 1509 {
1831 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));
1832 1511
1833 if (tmp->msg) 1512 if (tmp->msg)
1834 { 1513 {
1835 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:");
1836 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1515 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2186 /* Basically, if the object is magical and not counterspell, 1865 /* Basically, if the object is magical and not counterspell,
2187 * we will more or less remove the object. Don't counterspell 1866 * we will more or less remove the object. Don't counterspell
2188 * monsters either. 1867 * monsters either.
2189 */ 1868 */
2190 1869
2191 if (head->attacktype & AT_MAGIC && 1870 if (head->attacktype & AT_MAGIC
2192 !(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))
2193 head->destroy (); 1874 head->destroy ();
2194 else 1875 else
2195 switch (head->type) 1876 switch (head->type)
2196 { 1877 {
2197 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
2198 if (op->level > head->level) 1884 if (op->level > head->level)
2199 head->destroy (); 1885 head->destroy ();
2200 1886
2201 break; 1887 break;
2202 1888
2269 * 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,
2270 * 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
2271 * 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
2272 * player checks. MSW 2003-01-06 1958 * player checks. MSW 2003-01-06
2273 */ 1959 */
2274
2275int 1960int
2276animate_weapon (object *op, object *caster, object *spell, int dir) 1961animate_weapon (object *op, object *caster, object *spell, int dir)
2277{ 1962{
2278 object *weapon, *tmp; 1963 object *weapon, *tmp;
2279 char buf[MAX_BUF]; 1964 char buf[MAX_BUF];
2280 int a, i; 1965 int a, i;
2281 sint16 x, y; 1966 sint16 x, y;
2282 maptile *m; 1967 maptile *m;
2283 materialtype_t *mt;
2284 1968
2285 if (!spell->other_arch) 1969 if (!spell->other_arch)
2286 { 1970 {
2287 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1971 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2288 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);
2291 /* exit if it's not a player using this spell. */ 1975 /* exit if it's not a player using this spell. */
2292 if (op->type != PLAYER) 1976 if (op->type != PLAYER)
2293 return 0; 1977 return 0;
2294 1978
2295 /* if player already has a golem, abort */ 1979 /* if player already has a golem, abort */
2296 if (op->contr->ranges[range_golem]) 1980 if (object *golem = op->contr->golem)
2297 { 1981 {
2298 control_golem (op->contr->ranges[range_golem], dir); 1982 control_golem (golem, dir);
2299 return 0; 1983 return 0;
2300 } 1984 }
2301 1985
2302 /* if no direction specified, pick one */ 1986 /* if no direction specified, pick one */
2303 if (!dir) 1987 if (!dir)
2307 x = op->x + freearr_x[dir]; 1991 x = op->x + freearr_x[dir];
2308 y = op->y + freearr_y[dir]; 1992 y = op->y + freearr_y[dir];
2309 1993
2310 /* if there's no place to put the golem, abort */ 1994 /* if there's no place to put the golem, abort */
2311 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) ||
2312 ((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))
2313 { 1997 {
2314 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.");
2315 return 0; 1999 return 0;
2316 } 2000 }
2317 2001
2321 if (!weapon) 2005 if (!weapon)
2322 { 2006 {
2323 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!");
2324 return 0; 2008 return 0;
2325 } 2009 }
2326 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2010 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2327 { 2011 {
2328 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.");
2329 return 0; 2013 return 0;
2330 } 2014 }
2331 if (weapon->type != WEAPON) 2015 if (weapon->type != WEAPON)
2349 /* create the golem object */ 2033 /* create the golem object */
2350 tmp = arch_to_object (spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2351 2035
2352 /* 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 */
2353 CLEAR_FLAG (tmp, FLAG_MONSTER); 2037 CLEAR_FLAG (tmp, FLAG_MONSTER);
2354 SET_FLAG (tmp, FLAG_FRIENDLY);
2355 tmp->stats.exp = 0; 2038 tmp->stats.exp = 0;
2356 add_friendly_object (tmp); 2039 add_friendly_object (tmp);
2357 tmp->type = GOLEM; 2040 tmp->type = GOLEM;
2358 tmp->set_owner (op); 2041 tmp->set_owner (op);
2042 op->contr->golem = tmp;
2359 set_spell_skill (op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2360 op->contr->ranges[range_golem] = tmp;
2361 op->contr->shoottype = range_golem;
2362 2044
2363 /* 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
2364 * 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
2365 * used above. 2047 * used above.
2366 */ 2048 */
2367 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2368 weapon->remove (); 2050 weapon->remove ();
2051
2369 insert_ob_in_ob (weapon, tmp); 2052 insert_ob_in_ob (weapon, tmp);
2370 esrv_send_item (op, weapon); 2053 esrv_send_item (op, weapon);
2371 /* 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,
2372 * 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
2373 * body_info, skills, etc) 2056 * body_info, skills, etc)
2401 2084
2402 /* attacktype */ 2085 /* attacktype */
2403 if (!tmp->attacktype) 2086 if (!tmp->attacktype)
2404 tmp->attacktype = AT_PHYSICAL; 2087 tmp->attacktype = AT_PHYSICAL;
2405 2088
2406 mt = NULL;
2407 if (op->materialname != NULL)
2408 mt = name_to_material (op->materialname); 2089 if (materialtype_t *mt = name_to_material (op->materialname))
2409 if (mt != NULL)
2410 { 2090 {
2411 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2412 tmp->resist[i] = 50 - (mt->save[i] * 5); 2092 tmp->resist[i] = 50 - (mt->save[i] * 5);
2413 a = mt->save[0]; 2093 a = mt->save[0];
2414 } 2094 }
2416 { 2096 {
2417 for (i = 0; i < NROFATTACKS; i++) 2097 for (i = 0; i < NROFATTACKS; i++)
2418 tmp->resist[i] = 5; 2098 tmp->resist[i] = 5;
2419 a = 10; 2099 a = 10;
2420 } 2100 }
2101
2421 /* Set weapon's immunity */ 2102 /* Set weapon's immunity */
2422 tmp->resist[ATNR_CONFUSION] = 100; 2103 tmp->resist[ATNR_CONFUSION] = 100;
2423 tmp->resist[ATNR_POISON] = 100; 2104 tmp->resist[ATNR_POISON] = 100;
2424 tmp->resist[ATNR_SLOW] = 100; 2105 tmp->resist[ATNR_SLOW] = 100;
2425 tmp->resist[ATNR_PARALYZE] = 100; 2106 tmp->resist[ATNR_PARALYZE] = 100;
2431 2112
2432 /* 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 */
2433 2114
2434 if (a > 14) 2115 if (a > 14)
2435 a = 14; 2116 a = 14;
2117
2436 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));
2437 2119
2438 /* Determine golem's speed */ 2120 /* Determine golem's speed */
2439 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)));
2440 2122

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