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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.32 by pippijn, Sat Jan 6 14:42:31 2007 UTC vs.
Revision 1.69 by root, Thu Aug 23 17:17:41 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <living.h> 26#include <living.h>
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <spells.h> 28#include <spells.h>
32#include <sounds.h> 29#include <sounds.h>
33 30
34/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
35 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 76 wand->destroy ();
80 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
82 79
106 ncharges = 1; 103 ncharges = 1;
107 104
108 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
109 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
110 107
111 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
112 { 109 {
113 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
114 wand->set_speed (wand->arch->clone.speed); 111 wand->set_speed (wand->arch->speed);
115 } 112 }
116 113
117 return 1; 114 return 1;
118} 115}
119 116
125 * great a plus, the default is used. 122 * great a plus, the default is used.
126 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
127 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
128 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
129 */ 126 */
130
131int 127int
132cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
133{ 129{
134 int missile_plus = 0, bonus_plus = 0; 130 int missile_plus = 0, bonus_plus = 0;
135 const char *missile_name; 131 const char *missile_name;
156 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
157 if (isalpha (*stringarg)) 153 if (isalpha (*stringarg))
158 { 154 {
159 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
160 156
161 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
162 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, stringarg))
163 break; 159 break;
164 160
165 if (!al) 161 if (!al)
166 { 162 {
226 if (stringarg) 222 if (stringarg)
227 { 223 {
228 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, stringarg);
229 if (at == NULL) 225 if (at == NULL)
230 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, stringarg);
231 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
232 stringarg = NULL; 228 stringarg = NULL;
233 } 229 }
234 230
235 if (!stringarg) 231 if (!stringarg)
236 { 232 {
242 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
243 * to be altered from the donor. 239 * to be altered from the donor.
244 */ 240 */
245 241
246 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
247 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
248 { 244 {
249 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
250 { 246 {
251 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
252 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
253 * the item we have now, take it instead. 249 * the item we have now, take it instead.
254 */ 250 */
255 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 251 if (at_tmp->stats.food <= food_value
252 && (!at
253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
256 at = at_tmp; 256 at = at_tmp;
257 } 257 }
258 } 258 }
259 } 259 }
260
260 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
261 * know 262 * know
262 */ 263 */
263 if (!at) 264 if (!at)
264 { 265 {
265 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
266 return 0; 267 return 0;
267 } 268 }
268 269
269 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
270 new_op = arch_to_object (at); 271 new_op = arch_to_object (at);
271 new_op->nrof = food_value; 272 new_op->nrof = food_value;
272 273
273 new_op->value = 0; 274 new_op->value = 0;
274 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
289 if (!dir) 290 if (!dir)
290 { 291 {
291 examine_monster (op, op); 292 examine_monster (op, op);
292 return 1; 293 return 1;
293 } 294 }
295
294 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
295 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
296 { 298 {
297 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 299 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
298 300
318 examine_monster (op, tmp); 320 examine_monster (op, tmp);
319 return 1; 321 return 1;
320 } 322 }
321 } 323 }
322 } 324 }
325
323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
324 return 1; 327 return 1;
325} 328}
326
327 329
328/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
329 * does race check, undead check, etc 331 * does race check, undead check, etc
330 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
331 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
333 * pl is invisible. 335 * pl is invisible.
334 */ 336 */
335int 337int
336makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
337{ 339{
338
339 if (!pl->invisible) 340 if (!pl->invisible)
340 return 0; 341 return 0;
342
341 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
342 { 344 {
343 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
344 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
345 { 347 {
346 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (QUERY_FLAG (mon, FLAG_UNDEAD))
347 return 0; 349 return 0;
350
348 return 1; 351 return 1;
349 } 352 }
353
350 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
351 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
352 return 1; 356 return 1;
357
353 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
354 if (!mon->race) 359 if (!mon->race)
355 return 0; 360 return 0;
361
356 if (strstr (mon->race, pl->contr->invis_race)) 362 if (strstr (mon->race, pl->contr->invis_race))
357 return 1; 363 return 1;
364
358 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
359 return 0; 366 return 0;
360 } 367 }
361 else 368 else
362 { 369 {
375 * normal applies. 382 * normal applies.
376 */ 383 */
377int 384int
378cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
379{ 386{
380 object *tmp;
381
382 if (op->invisible > 1000) 387 if (op->invisible > 1000)
383 { 388 {
384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 389 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
385 return 0; 390 return 0;
386 } 391 }
402 else 407 else
403 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
404 409
405 op->contr->hidden = 0; 410 op->contr->hidden = 0;
406 } 411 }
412
407 if (makes_invisible_to (op, op)) 413 if (makes_invisible_to (op, op))
408 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 414 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
409 else 415 else
410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 416 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
411 417
412 update_object (op, UP_OBJ_FACE); 418 update_object (op, UP_OBJ_CHANGE);
413 419
414 /* Only search the active objects - only these should actually do 420 /* Only search the active objects - only these should actually do
415 * harm to the player. 421 * harm to the player.
416 */ 422 */
417 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 423 for_all_actives (tmp)
418 if (tmp->enemy == op) 424 if (tmp->enemy == op)
419 tmp->enemy = NULL; 425 tmp->enemy = 0;
426
420 return 1; 427 return 1;
421} 428}
422 429
423/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
424 */ 431 */
567} 574}
568 575
569int 576int
570perceive_self (object *op) 577perceive_self (object *op)
571{ 578{
572 char *cp = describe_item (op, op), buf[MAX_BUF]; 579 const char *cp = describe_item (op, op);
573 archetype *at = archetype::find (ARCH_DEPLETION); 580 archetype *at = archetype::find (ARCH_DEPLETION);
574 object *tmp;
575 int i;
576 581
582 dynbuf_text buf;
583
584 if (player *pl = op->contr)
585 if (object *race = archetype::find (op->race))
586 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
587
577 tmp = find_god (determine_god (op)); 588 if (object *god = find_god (determine_god (op)))
578 if (tmp) 589 buf << "You worship " << &god->name << ".\n";
579 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
580 else 590 else
581 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 591 buf << "You worship no god.\n";
582 592
583 tmp = present_arch_in_ob (at, op); 593 object *tmp = present_arch_in_ob (at, op);
584 594
585 if (*cp == '\0' && tmp == NULL) 595 if (*cp == '\0' && tmp == NULL)
586 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 596 buf << "You feel very mundane. ";
587 else 597 else
588 { 598 {
589 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 599 buf << "You have: " << cp << ".\n";
590 new_draw_info (NDI_UNIQUE, 0, op, cp); 600
591 if (tmp != NULL) 601 if (tmp)
592 {
593 for (i = 0; i < NUM_STATS; i++) 602 for (int i = 0; i < NUM_STATS; i++)
594 { 603 if (tmp->stats.stat (i) < 0)
595 if (get_attr_value (&tmp->stats, i) < 0) 604 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
596 {
597 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
598 }
599 }
600 }
601 } 605 }
602 606
603 if (is_dragon_pl (op)) 607 if (is_dragon_pl (op))
604 {
605 /* now grab the 'dragon_ability'-force from the player's inventory */ 608 /* now grab the 'dragon_ability'-force from the player's inventory */
606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 609 for (tmp = op->inv; tmp; tmp = tmp->below)
607 { 610 {
608 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 611 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
609 { 612 {
610 if (tmp->stats.exp == 0) 613 if (tmp->stats.exp == 0)
611 {
612 sprintf (buf, "Your metabolism isn't focused on anything."); 614 buf << "Your metabolism isn't focused on anything.\n";
613 }
614 else 615 else
615 {
616 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 616 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
617 } 617
618 new_draw_info (NDI_UNIQUE, 0, op, buf);
619 break; 618 break;
620 } 619 }
621 } 620 }
622 }
623 return 1;
624}
625 621
626/* int cast_create_town_portal (object *op, object *caster, int dir) 622 buf << '\0'; // zero-terminate
627 *
628 * This function cast the spell of town portal for op
629 *
630 * The spell operates in two passes. During the first one a place
631 * is marked as a destination for the portal. During the second one,
632 * 2 portals are created, one in the position the player cast it and
633 * one in the destination place. The portal are synchronized and 2 forces
634 * are inserted in the player to destruct the portal next time player
635 * creates a new portal pair.
636 * This spell has a side effect that it allows people to meet each other
637 * in a permanent, private, appartements by making a town portal from it
638 * to the town or another public place. So, check if the map is unique and if
639 * so return an error
640 *
641 * Code by Tchize (david.delbecq@usa.net)
642 */
643int
644cast_create_town_portal (object *op, object *caster, object *spell, int dir)
645{
646 object *dummy, *force, *old_force;
647 archetype *perm_portal;
648 char portal_name[1024], portal_message[1024];
649 maptile *exitmap;
650 int op_level;
651 623
652 /* Check to see if the map the player is currently on is a per player unique 624 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
653 * map. This can be determined in that per player unique maps have the
654 * full pathname listed.
655 */
656 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
657 {
658 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
659 return 0;
660 }
661
662 /* The first thing to do is to check if we have a marked destination
663 * dummy is used to make a check inventory for the force
664 */
665 dummy = arch_to_object (spell->other_arch);
666 if (dummy == NULL)
667 {
668 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
669 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
670 return 0;
671 }
672
673 force = check_inv_recursive (op, dummy);
674
675 if (force == NULL)
676 {
677 /* Here we know there is no destination marked up.
678 * We have 2 things to do:
679 * 1. Mark the destination in the player inventory.
680 * 2. Let the player know it worked.
681 */
682 dummy->name = op->map->path;
683 EXIT_X (dummy) = op->x;
684 EXIT_Y (dummy) = op->y;
685 insert_ob_in_ob (dummy, op);
686 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.");
687 return 1;
688 }
689
690 dummy->destroy ();
691
692 /* Here we know where the town portal should go to
693 * We should kill any existing portal associated with the player.
694 * Than we should create the 2 portals.
695 * For each of them, we need:
696 * - To create the portal with the name of the player+destination map
697 * - set the owner of the town portal
698 * - To mark the position of the portal in the player's inventory
699 * for easier destruction.
700 *
701 * The mark works has follow:
702 * slaying: Existing town portal
703 * hp, sp : x & y of the associated portal
704 * name : name of the portal
705 * race : map the portal is in
706 */
707
708 /* First step: killing existing town portals */
709 dummy = get_archetype (spell->race);
710 if (dummy == NULL)
711 {
712 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
713 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
714 return 0;
715 }
716
717 perm_portal = archetype::find (spell->slaying);
718
719 /* To kill a town portal, we go trough the player's inventory,
720 * for each marked portal in player's inventory,
721 * -We try load the associated map (if impossible, consider the portal destructed)
722 * -We find any portal in the specified location.
723 * If it has the good name, we destruct it.
724 * -We destruct the force indicating that portal.
725 */
726 while ((old_force = check_inv_recursive (op, dummy)))
727 {
728 exitmap = maptile::find_sync (old_force->race, op->map);
729
730 if (exitmap)
731 {
732 exitmap->load_sync ();
733
734 int exitx = EXIT_X (old_force);
735 int exity = EXIT_Y (old_force);
736
737 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
738 {
739 if (tmp->name == old_force->name)
740 {
741 tmp->destroy ();
742 break;
743 }
744 }
745 }
746
747 old_force->destroy ();
748 }
749
750 dummy->destroy ();
751
752 /* Creating the portals.
753 * The very first thing to do is to ensure
754 * access to the destination map.
755 * If we can't, don't fizzle. Simply warn player.
756 * This ensure player pays his mana for the spell
757 * because HE is responsible of forgotting.
758 * 'force' is the destination of the town portal, which we got
759 * from the players inventory above.
760 */
761
762 /* Ensure exit map is loaded */
763 exitmap = maptile::find_sync (force->name);
764
765 /* If we were unable to load (ex. random map deleted), warn player */
766 if (!exitmap)
767 {
768 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
769 force->destroy ();
770 return 1;
771 }
772
773 exitmap->load_sync ();
774
775 op_level = caster_level (caster, spell);
776 if (op_level < 15)
777 snprintf (portal_message, 1024,
778 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
779 &op->name);
780 else if (op_level < 30)
781 snprintf (portal_message, 1024,
782 "\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);
783 else if (op_level < 60)
784 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
785 else
786 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
787 &op->name);
788
789 /* Create a portal in front of player
790 * dummy contain the portal and
791 * force contain the track to kill it later
792 */
793 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
794 dummy = get_archetype (spell->slaying); /*The portal */
795 if (dummy == NULL)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
798 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
799 return 0;
800 }
801
802 EXIT_PATH (dummy) = force->name;
803 EXIT_X (dummy) = EXIT_X (force);
804 EXIT_Y (dummy) = EXIT_Y (force);
805 dummy->name = dummy->name_pl = portal_name;
806 dummy->msg = portal_message;
807 dummy->race = op->name; /*Save the owner of the portal */
808 cast_create_obj (op, caster, dummy, 0);
809
810 /* Now we need to to create a town portal marker inside the player
811 * object, so on future castings, we can know that he has an active
812 * town portal.
813 */
814 object *tmp = get_archetype (spell->race);
815
816 if (!tmp)
817 {
818 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
819 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
820 return 0;
821 }
822
823 tmp->race = op->map->path;
824 tmp->name = portal_name;
825 EXIT_X (tmp) = dummy->x;
826 EXIT_Y (tmp) = dummy->y;
827 op->insert (tmp);
828
829 /* Create a portal in the destination map
830 * dummy contain the portal and
831 * force the track to kill it later
832 * the 'force' variable still contains the 'reminder' of
833 * where this portal goes to.
834 */
835 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
836 dummy = get_archetype (spell->slaying); /*The portal */
837 if (dummy == NULL)
838 {
839 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
840 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
841 return 0;
842 }
843
844 EXIT_PATH (dummy) = op->map->path;
845 EXIT_X (dummy) = op->x;
846 EXIT_Y (dummy) = op->y;
847 dummy->name = dummy->name_pl = portal_name;
848 dummy->msg = portal_message;
849 dummy->race = op->name; /*Save the owner of the portal */
850 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
851
852 /* Now we create another town portal marker that
853 * points back to the one we just made
854 */
855 tmp = get_archetype (spell->race);
856 if (tmp == NULL)
857 {
858 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
859 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
860 return 0;
861 }
862
863 tmp->race = force->name;
864 tmp->name = portal_name;
865 EXIT_X (tmp) = dummy->x;
866 EXIT_Y (tmp) = dummy->y;
867 insert_ob_in_ob (tmp, op);
868
869 /* Describe the player what happened
870 */
871 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
872 force->destroy ();
873 625
874 return 1; 626 return 1;
875} 627}
876 628
877/* This creates magic walls. Really, it can create most any object, 629/* This creates magic walls. Really, it can create most any object,
975 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 727 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
976 return 0; 728 return 0;
977 } 729 }
978 730
979 /* If this is a spellcasting wall, need to insert the spell object */ 731 /* If this is a spellcasting wall, need to insert the spell object */
980 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 732 if (tmp->other_arch && tmp->other_arch->type == SPELL)
981 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 733 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
982 734
983 /* This code causes the wall to extend some distance in 735 /* This code causes the wall to extend some distance in
984 * each direction, or until an obstruction is encountered. 736 * each direction, or until an obstruction is encountered.
985 * posblocked and negblocked help determine how far the 737 * posblocked and negblocked help determine how far the
1005 { 757 {
1006 object *tmp2 = tmp->clone (); 758 object *tmp2 = tmp->clone ();
1007 m->insert (tmp2, x, y, op); 759 m->insert (tmp2, x, y, op);
1008 760
1009 /* If this is a spellcasting wall, need to insert the spell object */ 761 /* If this is a spellcasting wall, need to insert the spell object */
1010 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 762 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1011 tmp2->insert (arch_to_object (tmp2->other_arch)); 763 tmp2->insert (arch_to_object (tmp2->other_arch));
1012 764
1013 } 765 }
1014 else 766 else
1015 posblocked = 1; 767 posblocked = 1;
1022 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 774 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1023 { 775 {
1024 object *tmp2 = tmp->clone (); 776 object *tmp2 = tmp->clone ();
1025 m->insert (tmp2, x, y, op); 777 m->insert (tmp2, x, y, op);
1026 778
1027 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 779 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1028 tmp2->insert (arch_to_object (tmp2->other_arch)); 780 tmp2->insert (arch_to_object (tmp2->other_arch));
1029 } 781 }
1030 else 782 else
1031 negblocked = 1; 783 negblocked = 1;
1032 } 784 }
1164 object *poison; 916 object *poison;
1165 int heal = 0, success = 0; 917 int heal = 0, success = 0;
1166 918
1167 tmp = find_target_for_friendly_spell (op, dir); 919 tmp = find_target_for_friendly_spell (op, dir);
1168 920
1169 if (tmp == NULL) 921 if (!tmp)
1170 return 0; 922 return 0;
1171 923
1172 /* Figure out how many hp this spell might cure. 924 /* Figure out how many hp this spell might cure.
1173 * could be zero if this spell heals effects, not damage. 925 * could be zero if this spell heals effects, not damage.
1174 */ 926 */
1177 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 929 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1178 930
1179 if (heal) 931 if (heal)
1180 { 932 {
1181 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1182 {
1183 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1184 }
1185 else 935 else
1186 { 936 {
1187 /* See how many points we actually heal. Instead of messages 937 /* See how many points we actually heal. Instead of messages
1188 * based on type of spell, we instead do messages based 938 * based on type of spell, we instead do messages based
1189 * on amount of damage healed. 939 * on amount of damage healed.
1191 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 941 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1192 heal = tmp->stats.maxhp - tmp->stats.hp; 942 heal = tmp->stats.maxhp - tmp->stats.hp;
1193 tmp->stats.hp += heal; 943 tmp->stats.hp += heal;
1194 944
1195 if (tmp->stats.hp >= tmp->stats.maxhp) 945 if (tmp->stats.hp >= tmp->stats.maxhp)
1196 {
1197 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1198 }
1199 else if (heal > 50) 947 else if (heal > 50)
1200 {
1201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 948 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1202 }
1203 else if (heal > 25) 949 else if (heal > 25)
1204 {
1205 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 950 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1206 }
1207 else if (heal > 10) 951 else if (heal > 10)
1208 {
1209 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 952 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1210 }
1211 else 953 else
1212 {
1213 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1214 } 955
1215 success = 1; 956 success = 1;
1216 } 957 }
1217 } 958 }
959
1218 if (spell->attacktype & AT_DISEASE) 960 if (spell->attacktype & AT_DISEASE)
1219 if (cure_disease (tmp, op)) 961 if (cure_disease (tmp, op))
1220 success = 1; 962 success = 1;
1221 963
1222 if (spell->attacktype & AT_POISON) 964 if (spell->attacktype & AT_POISON)
1228 success = 1; 970 success = 1;
1229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1230 poison->stats.food = 1; 972 poison->stats.food = 1;
1231 } 973 }
1232 } 974 }
975
1233 if (spell->attacktype & AT_CONFUSION) 976 if (spell->attacktype & AT_CONFUSION)
1234 { 977 {
1235 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 978 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1236 if (poison) 979 if (poison)
1237 { 980 {
1238 success = 1; 981 success = 1;
1239 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1240 poison->duration = 1; 983 poison->duration = 1;
1241 } 984 }
1242 } 985 }
986
1243 if (spell->attacktype & AT_BLIND) 987 if (spell->attacktype & AT_BLIND)
1244 { 988 {
1245 at = archetype::find ("blindness"); 989 at = archetype::find ("blindness");
1246 poison = present_arch_in_ob (at, tmp); 990 poison = present_arch_in_ob (at, tmp);
1247 if (poison) 991 if (poison)
1249 success = 1; 993 success = 1;
1250 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1251 poison->stats.food = 1; 995 poison->stats.food = 1;
1252 } 996 }
1253 } 997 }
998
1254 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 999 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1255 { 1000 {
1256 tmp->stats.sp += spell->last_sp; 1001 tmp->stats.sp += spell->last_sp;
1257 if (tmp->stats.sp > tmp->stats.maxsp) 1002 if (tmp->stats.sp > tmp->stats.maxsp)
1258 tmp->stats.sp = tmp->stats.maxsp; 1003 tmp->stats.sp = tmp->stats.maxsp;
1259 success = 1; 1004 success = 1;
1260 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 1005 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1261 } 1006 }
1007
1262 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1008 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1263 { 1009 {
1264 tmp->stats.grace += spell->last_grace; 1010 tmp->stats.grace += spell->last_grace;
1265 if (tmp->stats.grace > tmp->stats.maxgrace) 1011 if (tmp->stats.grace > tmp->stats.maxgrace)
1266 tmp->stats.grace = tmp->stats.maxgrace; 1012 tmp->stats.grace = tmp->stats.maxgrace;
1267 success = 1; 1013 success = 1;
1268 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1269 } 1015 }
1016
1270 if (spell->stats.food && tmp->stats.food < 999) 1017 if (spell->stats.food && tmp->stats.food < 999)
1271 { 1018 {
1272 tmp->stats.food += spell->stats.food; 1019 tmp->stats.food += spell->stats.food;
1273 if (tmp->stats.food > 999) 1020 if (tmp->stats.food > 999)
1274 tmp->stats.food = 999; 1021 tmp->stats.food = 999;
1275 success = 1; 1022 success = 1;
1276 /* We could do something a bit better like the messages for healing above */ 1023 /* We could do something a bit better like the messages for healing above */
1277 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1024 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1278 } 1025 }
1026
1279 return success; 1027 return success;
1280} 1028}
1281
1282 1029
1283/* This is used for the spells that gain stats. There are no spells 1030/* This is used for the spells that gain stats. There are no spells
1284 * right now that icnrease wis/int/pow on a temp basis, so no 1031 * right now that icnrease wis/int/pow on a temp basis, so no
1285 * good comments for those. 1032 * good comments for those.
1286 */ 1033 */
1287static const char *const no_gain_msgs[NUM_STATS] = { 1034static const char *const no_gain_msgs[NUM_STATS] = {
1288 "You grow no stronger.", 1035 "You grow no stronger.",
1289 "You grow no more agile.", 1036 "You grow no more agile.",
1290 "You don't feel any healthier.", 1037 "You don't feel any healthier.",
1291 "no wis", 1038 "You didn't grow any more intelligent.",
1039 "You do not feel any wiser.",
1040 "You don't feel any more powerful."
1292 "You are no easier to look at.", 1041 "You are no easier to look at.",
1293 "no int",
1294 "no pow"
1295}; 1042};
1296 1043
1297int 1044int
1298cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1045cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1299{ 1046{
1350 } 1097 }
1351 else 1098 else
1352 { 1099 {
1353 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1100 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1354 } 1101 }
1102
1355 return 1; 1103 return 1;
1356 } 1104 }
1105
1357 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1106 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 force->speed = 1.0; 1107 force->speed = 1.0;
1359 force->speed_left = -1.0; 1108 force->speed_left = -1.0;
1360 SET_FLAG (force, FLAG_APPLIED); 1109 SET_FLAG (force, FLAG_APPLIED);
1361 1110
1367 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1116 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1368 if (force->resist[i] > 100) 1117 if (force->resist[i] > 100)
1369 force->resist[i] = 100; 1118 force->resist[i] = 100;
1370 } 1119 }
1371 } 1120 }
1121
1372 if (spell_ob->stats.hp) 1122 if (spell_ob->stats.hp)
1373 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1123 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1374 1124
1375 if (tmp->type == PLAYER) 1125 if (tmp->type == PLAYER)
1376 { 1126 {
1377 /* Stat adjustment spells */ 1127 /* Stat adjustment spells */
1378 for (i = 0; i < NUM_STATS; i++) 1128 for (i = 0; i < NUM_STATS; i++)
1379 { 1129 {
1380 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1130 if (sint8 stat = spell_ob->stats.stat (i))
1381
1382 if (stat)
1383 { 1131 {
1384 sm = 0; 1132 sint8 sm = 0;
1385 for (k = 0; k < stat; k++) 1133 for (sint8 k = 0; k < stat; k++)
1386 sm += rndm (1, 3); 1134 sm += rndm (1, 3);
1387 1135
1388 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1136 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1389 { 1137 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1390 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1138
1391 if (sm < 0) 1139 force->stats.stat (i) = sm;
1392 sm = 0; 1140
1393 }
1394 set_attr_value (&force->stats, i, sm);
1395 if (!sm) 1141 if (!sm)
1396 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1142 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1397 } 1143 }
1398 } 1144 }
1399 } 1145 }
1420 force->attacktype = spell_ob->attacktype; 1166 force->attacktype = spell_ob->attacktype;
1421 1167
1422 insert_ob_in_ob (force, tmp); 1168 insert_ob_in_ob (force, tmp);
1423 change_abil (tmp, force); /* Mostly to display any messages */ 1169 change_abil (tmp, force); /* Mostly to display any messages */
1424 tmp->update_stats (); 1170 tmp->update_stats ();
1171
1425 return 1; 1172 return 1;
1426} 1173}
1427 1174
1428/* This used to be part of cast_change_ability, but it really didn't make 1175/* This used to be part of cast_change_ability, but it really didn't make
1429 * a lot of sense, since most of the values it derives are from the god 1176 * a lot of sense, since most of the values it derives are from the god
1430 * of the caster. 1177 * of the caster.
1431 */ 1178 */
1432
1433int 1179int
1434cast_bless (object *op, object *caster, object *spell_ob, int dir) 1180cast_bless (object *op, object *caster, object *spell_ob, int dir)
1435{ 1181{
1436 int i; 1182 int i;
1437 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1183 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1532 insert_ob_in_ob (force, tmp); 1278 insert_ob_in_ob (force, tmp);
1533 tmp->update_stats (); 1279 tmp->update_stats ();
1534 return 1; 1280 return 1;
1535} 1281}
1536 1282
1537
1538
1539/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1540 * 1284 *
1541 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1542 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1543 * about 90% of that of the item itself. It uses the value of the
1544 * object before charisma adjustments, because the nuggets themselves
1545 * will be will be adjusted by charisma when sold.
1546 * 1287 *
1547 * Large nuggets are worth 25 gp each (base). You will always get 1288 * The value of the gold nuggets being about 90% of that of the item
1548 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1549 * Small nuggets are worth 1 gp each (base). You will get from 0 1290 * because the nuggets themselves will be will be adjusted by charisma
1550 * to the max amount of small nuggets as you could get. 1291 * when sold.
1551 *
1552 * For example, if an item is worth 110 gold, you will get
1553 * 4 large nuggets, and from 0-10 small nuggets.
1554 * 1292 *
1555 * There is also a chance (1:30) that you will get nothing at all 1293 * There is also a chance (1:30) that you will get nothing at all
1556 * for the object. There is also a maximum weight that will be 1294 * for the object. There is also a maximum weight that will be
1557 * alchemied. 1295 * alchemised.
1558 */ 1296 */
1559
1560/* I didn't feel like passing these as arguements to the
1561 * two functions that need them. Real values are put in them
1562 * when the spell is cast, and these are freed when the spell
1563 * is finished.
1564 */
1565static object *small, *large;
1566
1567static void 1297static void
1568alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1569{ 1299{
1570 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1571 1301
1572 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (This should hopefully
1573 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1574 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1575 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1576 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1577 * the stuff back to town. 1307 * the stuff back to town.
1578 */ 1308 */
1579
1580 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1581 value = 0; 1310 value = 0;
1582 else if (obj->type == MONEY || obj->type == GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1583 value /= 3; 1312 value /= 3;
1584 else 1313 else
1585 value = (value * 9) / 10; 1314 value = value * 9 / 10;
1586 1315
1587 value /= 4; // fix by GHJ, don't understand, pcg
1588
1589 if ((obj->value > 0) && rndm (0, 29)) 1316 if (obj->value > 0 && rndm (0, 29))
1590 { 1317 total_value += value;
1591 int count;
1592 1318
1593 count = value / large->value;
1594 *large_nuggets += count;
1595 value -= (uint64) count *(uint64) large->value;
1596
1597 count = value / small->value;
1598 *small_nuggets += count;
1599 }
1600
1601 /* Turn 25 small nuggets into 1 large nugget. If the value
1602 * of large nuggets is not evenly divisable by the small nugget
1603 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1604 */
1605 if (*small_nuggets * small->value >= large->value)
1606 {
1607 (*large_nuggets)++;
1608 *small_nuggets -= large->value / small->value;
1609 if (*small_nuggets && large->value % small->value)
1610 (*small_nuggets)--;
1611 }
1612 weight += obj->weight; 1319 total_weight += obj->total_weight ();
1320
1613 obj->destroy (); 1321 obj->destroy ();
1614} 1322}
1615 1323
1616static void
1617update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1618{
1619 object *tmp;
1620 int flag = 0;
1621
1622 /* Put any nuggets below the player, but we can only pass this
1623 * flag if we are on the same space as the player
1624 */
1625 if (x == op->x && y == op->y && op->map == m)
1626 flag = INS_BELOW_ORIGINATOR;
1627
1628 if (small_nuggets)
1629 {
1630 tmp = small->clone ();
1631 tmp->nrof = small_nuggets;
1632 m->insert (tmp, x, y, op, flag);
1633 }
1634
1635 if (large_nuggets)
1636 {
1637 tmp = large->clone ();
1638 tmp->nrof = large_nuggets;
1639 m->insert (tmp, x, y, op, flag);
1640 }
1641}
1642
1643int 1324int
1644alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1645{ 1326{
1646 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1647 sint16 nx, ny;
1648 object *next, *tmp;
1649 maptile *mp;
1650
1651 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1652 return 0; 1328 return 0;
1653 1329
1330 archetype *nugget[3];
1331
1332 nugget[0] = archetype::find ("pyrite3");
1333 nugget[1] = archetype::find ("pyrite2");
1334 nugget[2] = archetype::find ("pyrite");
1335
1654 /* Put a maximum weight of items that can be alchemied. Limits the power 1336 /* Put a maximum weight of items that can be alchemised. Limits the power
1655 * some, and also prevents people from alcheming every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1656 * in sight 1338 * in sight
1657 */ 1339 */
1658 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1340 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1659 weight_max *= 1000; 1341 int weight_max = duration * 1000;
1660 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1342 uint64 value_max = duration * 1000;
1661 1343
1344 int weight = 0;
1345
1662 for (y = op->y - 1; y <= op->y + 1; y++) 1346 for (int y = op->y - 1; y <= op->y + 1; y++)
1663 { 1347 {
1664 for (x = op->x - 1; x <= op->x + 1; x++) 1348 for (int x = op->x - 1; x <= op->x + 1; x++)
1665 { 1349 {
1350 uint64 value = 0;
1351
1666 nx = x; 1352 sint16 nx = x;
1667 ny = y; 1353 sint16 ny = y;
1668 1354
1669 mp = op->map; 1355 maptile *mp = op->map;
1670 1356
1671 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1357 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1672 1358
1673 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1359 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1674 continue; 1360 continue;
1675 1361
1676 /* Treat alchemy a little differently - most spell effects 1362 /* Treat alchemy a little differently - most spell effects
1678 * ground level effect. 1364 * ground level effect.
1679 */ 1365 */
1680 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1366 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1681 continue; 1367 continue;
1682 1368
1683 small_nuggets = 0; 1369 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1684 large_nuggets = 0;
1685
1686 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1687 { 1370 {
1688 next = tmp->above; 1371 next = tmp->above;
1372
1689 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1690 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1691 { 1375 {
1692
1693 if (tmp->inv) 1376 if (tmp->inv)
1694 { 1377 {
1695 object *next1, *tmp1; 1378 object *next1, *tmp1;
1696 1379
1697 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1698 { 1381 {
1699 next1 = tmp1->below; 1382 next1 = tmp1->below;
1700 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1701 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1702 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1385 alchemy_object (tmp1, value, weight);
1703 } 1386 }
1704 } 1387 }
1388
1705 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1389 alchemy_object (tmp, value, weight);
1706 1390
1707 if (weight > weight_max) 1391 if (weight > weight_max)
1708 { 1392 break;
1709 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1710 large->destroy ();
1711 small->destroy ();
1712 return 1;
1713 } 1393 }
1714 } /* is alchemable object */
1715 } /* process all objects on this space */
1716
1717 /* Insert all the nuggets at one time. This probably saves time, but
1718 * it also prevents us from alcheming nuggets that were just created
1719 * with this spell.
1720 */ 1394 }
1721 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1395
1396 value -= rndm (value >> 4);
1397 value = min (value, value_max);
1398
1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1400 if (int nrof = value / nugget [i]->value)
1401 {
1402 value -= nrof * nugget[i]->value;
1403
1404 object *tmp = arch_to_object (nugget[i]);
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1722 } 1408 }
1723 }
1724 1409
1725 large->destroy (); 1410 if (weight > weight_max)
1726 small->destroy (); 1411 goto bailout;
1727 /* reset this so that if player standing on a big pile of stuff, 1412 }
1728 * it is redrawn properly. 1413 }
1729 */ 1414
1730 op->contr->ns->look_position = 0; 1415bailout:
1731 return 1; 1416 return 1;
1732} 1417}
1733 1418
1734 1419
1735/* This function removes the cursed/damned status on equipped 1420/* This function removes the cursed/damned status on equipped
1762 } 1447 }
1763 1448
1764 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1765 { 1450 {
1766 if (success) 1451 if (success)
1767 {
1768 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1452 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1769 }
1770 else 1453 else
1771 { 1454 {
1772 if (was_one) 1455 if (was_one)
1773 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1774 else 1457 else
1798 { 1481 {
1799 identify (tmp); 1482 identify (tmp);
1800 1483
1801 if (op->type == PLAYER) 1484 if (op->type == PLAYER)
1802 { 1485 {
1803 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1486 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1804 1487
1805 if (tmp->msg) 1488 if (tmp->msg)
1806 { 1489 {
1807 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1490 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1808 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1491 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1820 * stuff on the floor. Only identify stuff on the floor if the spell 1503 * stuff on the floor. Only identify stuff on the floor if the spell
1821 * was not fully used. 1504 * was not fully used.
1822 */ 1505 */
1823 if (num_ident) 1506 if (num_ident)
1824 { 1507 {
1825 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1508 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1826 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1827 { 1510 {
1828 identify (tmp); 1511 identify (tmp);
1829 1512
1830 if (op->type == PLAYER) 1513 if (op->type == PLAYER)
1831 { 1514 {
1832 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1515 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1833 1516
1834 if (tmp->msg) 1517 if (tmp->msg)
1835 { 1518 {
1836 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1837 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2187 /* Basically, if the object is magical and not counterspell, 1870 /* Basically, if the object is magical and not counterspell,
2188 * we will more or less remove the object. Don't counterspell 1871 * we will more or less remove the object. Don't counterspell
2189 * monsters either. 1872 * monsters either.
2190 */ 1873 */
2191 1874
2192 if (head->attacktype & AT_MAGIC && 1875 if (head->attacktype & AT_MAGIC
2193 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1876 && !(head->attacktype & AT_COUNTERSPELL)
1877 && !QUERY_FLAG (head, FLAG_MONSTER)
1878 && (op->level > head->level))
2194 head->destroy (); 1879 head->destroy ();
2195 else 1880 else
2196 switch (head->type) 1881 switch (head->type)
2197 { 1882 {
2198 case SPELL_EFFECT: 1883 case SPELL_EFFECT:
1884 // XXX: Don't affect floor spelleffects. See also XXX comment
1885 // about sanctuary in spell_util.C
1886 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1887 continue;
1888
2199 if (op->level > head->level) 1889 if (op->level > head->level)
2200 head->destroy (); 1890 head->destroy ();
2201 1891
2202 break; 1892 break;
2203 1893
2270 * This code was very odd - code early on would only let players use the spell, 1960 * This code was very odd - code early on would only let players use the spell,
2271 * yet the code wass full of player checks. I've presumed that the code 1961 * yet the code wass full of player checks. I've presumed that the code
2272 * that only let players use it was correct, and removed all the other 1962 * that only let players use it was correct, and removed all the other
2273 * player checks. MSW 2003-01-06 1963 * player checks. MSW 2003-01-06
2274 */ 1964 */
2275
2276int 1965int
2277animate_weapon (object *op, object *caster, object *spell, int dir) 1966animate_weapon (object *op, object *caster, object *spell, int dir)
2278{ 1967{
2279 object *weapon, *tmp; 1968 object *weapon, *tmp;
2280 char buf[MAX_BUF]; 1969 char buf[MAX_BUF];
2281 int a, i; 1970 int a, i;
2282 sint16 x, y; 1971 sint16 x, y;
2283 maptile *m; 1972 maptile *m;
2284 materialtype_t *mt;
2285 1973
2286 if (!spell->other_arch) 1974 if (!spell->other_arch)
2287 { 1975 {
2288 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1976 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2289 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1977 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2292 /* exit if it's not a player using this spell. */ 1980 /* exit if it's not a player using this spell. */
2293 if (op->type != PLAYER) 1981 if (op->type != PLAYER)
2294 return 0; 1982 return 0;
2295 1983
2296 /* if player already has a golem, abort */ 1984 /* if player already has a golem, abort */
2297 if (op->contr->ranges[range_golem]) 1985 if (object *golem = op->contr->golem)
2298 { 1986 {
2299 control_golem (op->contr->ranges[range_golem], dir); 1987 control_golem (golem, dir);
2300 return 0; 1988 return 0;
2301 } 1989 }
2302 1990
2303 /* if no direction specified, pick one */ 1991 /* if no direction specified, pick one */
2304 if (!dir) 1992 if (!dir)
2308 x = op->x + freearr_x[dir]; 1996 x = op->x + freearr_x[dir];
2309 y = op->y + freearr_y[dir]; 1997 y = op->y + freearr_y[dir];
2310 1998
2311 /* if there's no place to put the golem, abort */ 1999 /* if there's no place to put the golem, abort */
2312 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2000 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2313 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2001 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2314 { 2002 {
2315 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2316 return 0; 2004 return 0;
2317 } 2005 }
2318 2006
2322 if (!weapon) 2010 if (!weapon)
2323 { 2011 {
2324 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2012 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2325 return 0; 2013 return 0;
2326 } 2014 }
2327 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2015 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2328 { 2016 {
2329 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2330 return 0; 2018 return 0;
2331 } 2019 }
2332 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2350 /* create the golem object */ 2038 /* create the golem object */
2351 tmp = arch_to_object (spell->other_arch); 2039 tmp = arch_to_object (spell->other_arch);
2352 2040
2353 /* if animated by a player, give the player control of the golem */ 2041 /* if animated by a player, give the player control of the golem */
2354 CLEAR_FLAG (tmp, FLAG_MONSTER); 2042 CLEAR_FLAG (tmp, FLAG_MONSTER);
2355 SET_FLAG (tmp, FLAG_FRIENDLY);
2356 tmp->stats.exp = 0; 2043 tmp->stats.exp = 0;
2357 add_friendly_object (tmp); 2044 add_friendly_object (tmp);
2358 tmp->type = GOLEM; 2045 tmp->type = GOLEM;
2359 tmp->set_owner (op); 2046 tmp->set_owner (op);
2047 op->contr->golem = tmp;
2360 set_spell_skill (op, caster, spell, tmp); 2048 set_spell_skill (op, caster, spell, tmp);
2361 op->contr->ranges[range_golem] = tmp;
2362 op->contr->shoottype = range_golem;
2363 2049
2364 /* Give the weapon to the golem now. A bit of a hack to check the 2050 /* Give the weapon to the golem now. A bit of a hack to check the
2365 * removed flag - it should only be set if get_split_object was 2051 * removed flag - it should only be set if get_split_object was
2366 * used above. 2052 * used above.
2367 */ 2053 */
2368 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2054 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2369 weapon->remove (); 2055 weapon->remove ();
2056
2370 insert_ob_in_ob (weapon, tmp); 2057 insert_ob_in_ob (weapon, tmp);
2371 esrv_send_item (op, weapon); 2058 esrv_send_item (op, weapon);
2372 /* To do everything necessary to let a golem use the weapon is a pain, 2059 /* To do everything necessary to let a golem use the weapon is a pain,
2373 * so instead, just set it as equipped (otherwise, we need to update 2060 * so instead, just set it as equipped (otherwise, we need to update
2374 * body_info, skills, etc) 2061 * body_info, skills, etc)
2402 2089
2403 /* attacktype */ 2090 /* attacktype */
2404 if (!tmp->attacktype) 2091 if (!tmp->attacktype)
2405 tmp->attacktype = AT_PHYSICAL; 2092 tmp->attacktype = AT_PHYSICAL;
2406 2093
2407 mt = NULL;
2408 if (op->materialname != NULL)
2409 mt = name_to_material (op->materialname); 2094 if (materialtype_t *mt = name_to_material (op->materialname))
2410 if (mt != NULL)
2411 { 2095 {
2412 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2413 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (mt->save[i] * 5);
2414 a = mt->save[0]; 2098 a = mt->save[0];
2415 } 2099 }
2417 { 2101 {
2418 for (i = 0; i < NROFATTACKS; i++) 2102 for (i = 0; i < NROFATTACKS; i++)
2419 tmp->resist[i] = 5; 2103 tmp->resist[i] = 5;
2420 a = 10; 2104 a = 10;
2421 } 2105 }
2106
2422 /* Set weapon's immunity */ 2107 /* Set weapon's immunity */
2423 tmp->resist[ATNR_CONFUSION] = 100; 2108 tmp->resist[ATNR_CONFUSION] = 100;
2424 tmp->resist[ATNR_POISON] = 100; 2109 tmp->resist[ATNR_POISON] = 100;
2425 tmp->resist[ATNR_SLOW] = 100; 2110 tmp->resist[ATNR_SLOW] = 100;
2426 tmp->resist[ATNR_PARALYZE] = 100; 2111 tmp->resist[ATNR_PARALYZE] = 100;
2432 2117
2433 /* Improve weapon's armour value according to best save vs. physical of its material */ 2118 /* Improve weapon's armour value according to best save vs. physical of its material */
2434 2119
2435 if (a > 14) 2120 if (a > 14)
2436 a = 14; 2121 a = 14;
2122
2437 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2123 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2438 2124
2439 /* Determine golem's speed */ 2125 /* Determine golem's speed */
2440 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2126 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2441 2127

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