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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.51 by root, Sat May 12 18:14:48 2007 UTC vs.
Revision 1.69 by root, Thu Aug 23 17:17:41 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <living.h> 26#include <living.h>
70 return 0; 69 return 0;
71 } 70 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 72 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 76 wand->destroy ();
78 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 79
104 ncharges = 1; 103 ncharges = 1;
105 104
106 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 107
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
110 { 109 {
111 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 111 wand->set_speed (wand->arch->speed);
113 } 112 }
114 113
115 return 1; 114 return 1;
116} 115}
117 116
123 * great a plus, the default is used. 122 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
127 */ 126 */
128
129int 127int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
131{ 129{
132 int missile_plus = 0, bonus_plus = 0; 130 int missile_plus = 0, bonus_plus = 0;
133 const char *missile_name; 131 const char *missile_name;
224 if (stringarg) 222 if (stringarg)
225 { 223 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, stringarg);
227 if (at == NULL) 225 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, stringarg);
229 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 228 stringarg = NULL;
231 } 229 }
232 230
233 if (!stringarg) 231 if (!stringarg)
234 { 232 {
240 * 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
241 * to be altered from the donor. 239 * to be altered from the donor.
242 */ 240 */
243 241
244 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
246 { 244 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 246 {
249 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 249 * the item we have now, take it instead.
252 */ 250 */
253 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)))
254 at = at_tmp; 256 at = at_tmp;
255 } 257 }
256 } 258 }
257 } 259 }
260
258 /* 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
259 * know 262 * know
260 */ 263 */
261 if (!at) 264 if (!at)
262 { 265 {
263 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.");
264 return 0; 267 return 0;
265 } 268 }
266 269
267 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 271 new_op = arch_to_object (at);
269 new_op->nrof = food_value; 272 new_op->nrof = food_value;
270 273
271 new_op->value = 0; 274 new_op->value = 0;
272 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
287 if (!dir) 290 if (!dir)
288 { 291 {
289 examine_monster (op, op); 292 examine_monster (op, op);
290 return 1; 293 return 1;
291 } 294 }
295
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
294 { 298 {
295 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];
296 300
316 examine_monster (op, tmp); 320 examine_monster (op, tmp);
317 return 1; 321 return 1;
318 } 322 }
319 } 323 }
320 } 324 }
325
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 327 return 1;
323} 328}
324
325 329
326/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 331 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 335 * pl is invisible.
332 */ 336 */
333int 337int
334makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
335{ 339{
336
337 if (!pl->invisible) 340 if (!pl->invisible)
338 return 0; 341 return 0;
342
339 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
340 { 344 {
341 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
343 { 347 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0; 349 return 0;
350
346 return 1; 351 return 1;
347 } 352 }
353
348 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
350 return 1; 356 return 1;
357
351 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
352 if (!mon->race) 359 if (!mon->race)
353 return 0; 360 return 0;
361
354 if (strstr (mon->race, pl->contr->invis_race)) 362 if (strstr (mon->race, pl->contr->invis_race))
355 return 1; 363 return 1;
364
356 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
357 return 0; 366 return 0;
358 } 367 }
359 else 368 else
360 { 369 {
565} 574}
566 575
567int 576int
568perceive_self (object *op) 577perceive_self (object *op)
569{ 578{
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op); 579 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 580 archetype *at = archetype::find (ARCH_DEPLETION);
573 object *tmp;
574 int i;
575 581
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
576 tmp = find_god (determine_god (op)); 588 if (object *god = find_god (determine_god (op)))
577 if (tmp) 589 buf << "You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 590 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 591 buf << "You worship no god.\n";
581 592
582 tmp = present_arch_in_ob (at, op); 593 object *tmp = present_arch_in_ob (at, op);
583 594
584 if (*cp == '\0' && tmp == NULL) 595 if (*cp == '\0' && tmp == NULL)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 596 buf << "You feel very mundane. ";
586 else 597 else
587 { 598 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 599 buf << "You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590 600
591 if (tmp) 601 if (tmp)
592 for (i = 0; i < NUM_STATS; i++) 602 for (int i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0) 603 if (tmp->stats.stat (i) < 0)
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i)); 604 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 } 605 }
596 606
597 if (is_dragon_pl (op)) 607 if (is_dragon_pl (op))
598 {
599 /* now grab the 'dragon_ability'-force from the player's inventory */ 608 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 609 for (tmp = op->inv; tmp; tmp = tmp->below)
601 { 610 {
602 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 611 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
603 { 612 {
604 if (tmp->stats.exp == 0) 613 if (tmp->stats.exp == 0)
605 sprintf (buf, "Your metabolism isn't focused on anything."); 614 buf << "Your metabolism isn't focused on anything.\n";
606 else 615 else
607 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";
608 617
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 618 break;
611 } 619 }
612 } 620 }
613 }
614 621
615 return 1; 622 buf << '\0'; // zero-terminate
616}
617 623
618/* int cast_create_town_portal (object *op, object *caster, int dir) 624 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
619 *
620 * This function cast the spell of town portal for op
621 *
622 * The spell operates in two passes. During the first one a place
623 * is marked as a destination for the portal. During the second one,
624 * 2 portals are created, one in the position the player cast it and
625 * one in the destination place. The portal are synchronized and 2 forces
626 * are inserted in the player to destruct the portal next time player
627 * creates a new portal pair.
628 * This spell has a side effect that it allows people to meet each other
629 * in a permanent, private, appartements by making a town portal from it
630 * to the town or another public place. So, check if the map is unique and if
631 * so return an error
632 *
633 * Code by Tchize (david.delbecq@usa.net)
634 */
635int
636cast_create_town_portal (object *op, object *caster, object *spell, int dir)
637{
638 object *dummy, *force, *old_force;
639 archetype *perm_portal;
640 char portal_name[1024], portal_message[1024];
641 maptile *exitmap;
642 int op_level;
643
644 /* Check to see if the map the player is currently on is a per player unique
645 * map. This can be determined in that per player unique maps have the
646 * full pathname listed.
647 */
648 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
649 {
650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
651 return 0;
652 }
653
654 /* The first thing to do is to check if we have a marked destination
655 * dummy is used to make a check inventory for the force
656 */
657 dummy = arch_to_object (spell->other_arch);
658 if (dummy == NULL)
659 {
660 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
661 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
662 return 0;
663 }
664
665 force = check_inv_recursive (op, dummy);
666
667 if (force == NULL)
668 {
669 /* Here we know there is no destination marked up.
670 * We have 2 things to do:
671 * 1. Mark the destination in the player inventory.
672 * 2. Let the player know it worked.
673 */
674 dummy->name = op->map->path;
675 EXIT_X (dummy) = op->x;
676 EXIT_Y (dummy) = op->y;
677 insert_ob_in_ob (dummy, op);
678 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind. You feel you are able to come here from anywhere.");
679 return 1;
680 }
681
682 dummy->destroy ();
683
684 /* Here we know where the town portal should go to
685 * We should kill any existing portal associated with the player.
686 * Than we should create the 2 portals.
687 * For each of them, we need:
688 * - To create the portal with the name of the player+destination map
689 * - set the owner of the town portal
690 * - To mark the position of the portal in the player's inventory
691 * for easier destruction.
692 *
693 * The mark works has follow:
694 * slaying: Existing town portal
695 * hp, sp : x & y of the associated portal
696 * name : name of the portal
697 * race : map the portal is in
698 */
699
700 /* First step: killing existing town portals */
701 dummy = get_archetype (spell->race);
702 if (dummy == NULL)
703 {
704 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
705 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
706 return 0;
707 }
708
709 perm_portal = archetype::find (spell->slaying);
710
711 /* To kill a town portal, we go trough the player's inventory,
712 * for each marked portal in player's inventory,
713 * -We try load the associated map (if impossible, consider the portal destructed)
714 * -We find any portal in the specified location.
715 * If it has the good name, we destruct it.
716 * -We destruct the force indicating that portal.
717 */
718 while ((old_force = check_inv_recursive (op, dummy)))
719 {
720 exitmap = maptile::find_sync (old_force->race, op->map);
721
722 if (exitmap)
723 {
724 exitmap->load_sync ();
725
726 int exitx = EXIT_X (old_force);
727 int exity = EXIT_Y (old_force);
728
729 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
730 {
731 if (tmp->name == old_force->name)
732 {
733 tmp->destroy ();
734 break;
735 }
736 }
737 }
738
739 old_force->destroy ();
740 }
741
742 dummy->destroy ();
743
744 /* Creating the portals.
745 * The very first thing to do is to ensure
746 * access to the destination map.
747 * If we can't, don't fizzle. Simply warn player.
748 * This ensure player pays his mana for the spell
749 * because HE is responsible of forgotting.
750 * 'force' is the destination of the town portal, which we got
751 * from the players inventory above.
752 */
753
754 /* Ensure exit map is loaded */
755 exitmap = maptile::find_sync (force->name);
756
757 /* If we were unable to load (ex. random map deleted), warn player */
758 if (!exitmap)
759 {
760 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens. You can't remember where to go!?");
761 force->destroy ();
762 return 1;
763 }
764
765 exitmap->load_sync ();
766
767 op_level = caster_level (caster, spell);
768 if (op_level < 15)
769 snprintf (portal_message, 1024,
770 "The air moves around you and a huge smell of ammonia surounds you as you pass through %s's tiny portal. Pouah!\n",
771 &op->name);
772 else if (op_level < 30)
773 snprintf (portal_message, 1024,
774 "%s's portal smells of ozone. You do a lot of movements and finally pass through the small hole in the air\n", &op->name);
775 else if (op_level < 60)
776 snprintf (portal_message, 1024, "A shining door opens in the air in front of you, showing you the path to another place.\n");
777 else
778 snprintf (portal_message, 1024, "As you walk through %s's portal, flowers come out from the ground around you. You feel awed.\n",
779 &op->name);
780
781 /* Create a portal in front of player
782 * dummy contain the portal and
783 * force contain the track to kill it later
784 */
785 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
786 dummy = get_archetype (spell->slaying); /*The portal */
787 if (dummy == NULL)
788 {
789 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
790 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
791 return 0;
792 }
793
794 EXIT_PATH (dummy) = force->name;
795 EXIT_X (dummy) = EXIT_X (force);
796 EXIT_Y (dummy) = EXIT_Y (force);
797 dummy->name = dummy->name_pl = portal_name;
798 dummy->msg = portal_message;
799 dummy->race = op->name; /*Save the owner of the portal */
800 cast_create_obj (op, caster, dummy, 0);
801
802 /* Now we need to to create a town portal marker inside the player
803 * object, so on future castings, we can know that he has an active
804 * town portal.
805 */
806 object *tmp = get_archetype (spell->race);
807
808 if (!tmp)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
811 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
812 return 0;
813 }
814
815 tmp->race = op->map->path;
816 tmp->name = portal_name;
817 EXIT_X (tmp) = dummy->x;
818 EXIT_Y (tmp) = dummy->y;
819 op->insert (tmp);
820
821 /* Create a portal in the destination map
822 * dummy contain the portal and
823 * force the track to kill it later
824 * the 'force' variable still contains the 'reminder' of
825 * where this portal goes to.
826 */
827 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
828 dummy = get_archetype (spell->slaying); /*The portal */
829 if (dummy == NULL)
830 {
831 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
832 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
833 return 0;
834 }
835
836 EXIT_PATH (dummy) = op->map->path;
837 EXIT_X (dummy) = op->x;
838 EXIT_Y (dummy) = op->y;
839 dummy->name = dummy->name_pl = portal_name;
840 dummy->msg = portal_message;
841 dummy->race = op->name; /*Save the owner of the portal */
842 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
843
844 /* Now we create another town portal marker that
845 * points back to the one we just made
846 */
847 tmp = get_archetype (spell->race);
848 if (tmp == NULL)
849 {
850 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
851 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
852 return 0;
853 }
854
855 tmp->race = force->name;
856 tmp->name = portal_name;
857 EXIT_X (tmp) = dummy->x;
858 EXIT_Y (tmp) = dummy->y;
859 insert_ob_in_ob (tmp, op);
860
861 /* Describe the player what happened
862 */
863 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
864 force->destroy ();
865 625
866 return 1; 626 return 1;
867} 627}
868 628
869/* This creates magic walls. Really, it can create most any object, 629/* This creates magic walls. Really, it can create most any object,
967 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);
968 return 0; 728 return 0;
969 } 729 }
970 730
971 /* 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 */
972 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 732 if (tmp->other_arch && tmp->other_arch->type == SPELL)
973 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 733 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
974 734
975 /* This code causes the wall to extend some distance in 735 /* This code causes the wall to extend some distance in
976 * each direction, or until an obstruction is encountered. 736 * each direction, or until an obstruction is encountered.
977 * posblocked and negblocked help determine how far the 737 * posblocked and negblocked help determine how far the
997 { 757 {
998 object *tmp2 = tmp->clone (); 758 object *tmp2 = tmp->clone ();
999 m->insert (tmp2, x, y, op); 759 m->insert (tmp2, x, y, op);
1000 760
1001 /* 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 */
1002 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 762 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1003 tmp2->insert (arch_to_object (tmp2->other_arch)); 763 tmp2->insert (arch_to_object (tmp2->other_arch));
1004 764
1005 } 765 }
1006 else 766 else
1007 posblocked = 1; 767 posblocked = 1;
1014 ((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)
1015 { 775 {
1016 object *tmp2 = tmp->clone (); 776 object *tmp2 = tmp->clone ();
1017 m->insert (tmp2, x, y, op); 777 m->insert (tmp2, x, y, op);
1018 778
1019 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 779 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1020 tmp2->insert (arch_to_object (tmp2->other_arch)); 780 tmp2->insert (arch_to_object (tmp2->other_arch));
1021 } 781 }
1022 else 782 else
1023 negblocked = 1; 783 negblocked = 1;
1024 } 784 }
1265 } 1025 }
1266 1026
1267 return success; 1027 return success;
1268} 1028}
1269 1029
1270
1271/* 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
1272 * 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
1273 * good comments for those. 1032 * good comments for those.
1274 */ 1033 */
1275static const char *const no_gain_msgs[NUM_STATS] = { 1034static const char *const no_gain_msgs[NUM_STATS] = {
1276 "You grow no stronger.", 1035 "You grow no stronger.",
1277 "You grow no more agile.", 1036 "You grow no more agile.",
1278 "You don't feel any healthier.", 1037 "You don't feel any healthier.",
1279 "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."
1280 "You are no easier to look at.", 1041 "You are no easier to look at.",
1281 "no int",
1282 "no pow"
1283}; 1042};
1284 1043
1285int 1044int
1286cast_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)
1287{ 1046{
1338 } 1097 }
1339 else 1098 else
1340 { 1099 {
1341 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.");
1342 } 1101 }
1102
1343 return 1; 1103 return 1;
1344 } 1104 }
1105
1345 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;
1346 force->speed = 1.0; 1107 force->speed = 1.0;
1347 force->speed_left = -1.0; 1108 force->speed_left = -1.0;
1348 SET_FLAG (force, FLAG_APPLIED); 1109 SET_FLAG (force, FLAG_APPLIED);
1349 1110
1355 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);
1356 if (force->resist[i] > 100) 1117 if (force->resist[i] > 100)
1357 force->resist[i] = 100; 1118 force->resist[i] = 100;
1358 } 1119 }
1359 } 1120 }
1121
1360 if (spell_ob->stats.hp) 1122 if (spell_ob->stats.hp)
1361 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);
1362 1124
1363 if (tmp->type == PLAYER) 1125 if (tmp->type == PLAYER)
1364 { 1126 {
1404 force->attacktype = spell_ob->attacktype; 1166 force->attacktype = spell_ob->attacktype;
1405 1167
1406 insert_ob_in_ob (force, tmp); 1168 insert_ob_in_ob (force, tmp);
1407 change_abil (tmp, force); /* Mostly to display any messages */ 1169 change_abil (tmp, force); /* Mostly to display any messages */
1408 tmp->update_stats (); 1170 tmp->update_stats ();
1171
1409 return 1; 1172 return 1;
1410} 1173}
1411 1174
1412/* 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
1413 * 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
1414 * of the caster. 1177 * of the caster.
1415 */ 1178 */
1416
1417int 1179int
1418cast_bless (object *op, object *caster, object *spell_ob, int dir) 1180cast_bless (object *op, object *caster, object *spell_ob, int dir)
1419{ 1181{
1420 int i; 1182 int i;
1421 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1183 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1519} 1281}
1520 1282
1521/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1522 * 1284 *
1523 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1524 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1525 * about 90% of that of the item itself. It uses the value of the
1526 * object before charisma adjustments, because the nuggets themselves
1527 * will be will be adjusted by charisma when sold.
1528 * 1287 *
1529 * 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
1530 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1531 * 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
1532 * to the max amount of small nuggets as you could get. 1291 * when sold.
1533 *
1534 * For example, if an item is worth 110 gold, you will get
1535 * 4 large nuggets, and from 0-10 small nuggets.
1536 * 1292 *
1537 * 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
1538 * 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
1539 * alchemised. 1295 * alchemised.
1540 */ 1296 */
1563 total_weight += obj->total_weight (); 1319 total_weight += obj->total_weight ();
1564 1320
1565 obj->destroy (); 1321 obj->destroy ();
1566} 1322}
1567 1323
1568static void
1569update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1570{
1571 int flag = 0;
1572
1573 /* Put any nuggets below the player, but we can only pass this
1574 * flag if we are on the same space as the player
1575 */
1576 if (x == op->x && y == op->y && op->map == m)
1577 flag = INS_BELOW_ORIGINATOR;
1578
1579 if (small_nuggets)
1580 {
1581 object *tmp = small->clone ();
1582 tmp->nrof = small_nuggets;
1583 m->insert (tmp, x, y, op, flag);
1584 }
1585
1586 if (large_nuggets)
1587 {
1588 object *tmp = large->clone ();
1589 tmp->nrof = large_nuggets;
1590 m->insert (tmp, x, y, op, flag);
1591 }
1592
1593 if (object *pl = m->at (x, y).player ())
1594 if (pl->contr->ns)
1595 pl->contr->ns->look_position = 0;
1596}
1597
1598int 1324int
1599alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1600{ 1326{
1601 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1602 return 0; 1328 return 0;
1603 1329
1604 object *large = get_archetype ("largenugget"); 1330 archetype *nugget[3];
1605 object *small = get_archetype ("smallnugget"); 1331
1332 nugget[0] = archetype::find ("pyrite3");
1333 nugget[1] = archetype::find ("pyrite2");
1334 nugget[2] = archetype::find ("pyrite");
1606 1335
1607 /* Put a maximum weight of items that can be alchemised. Limits the power 1336 /* Put a maximum weight of items that can be alchemised. Limits the power
1608 * some, and also prevents people from alchemising every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1609 * in sight 1338 * in sight
1610 */ 1339 */
1662 if (weight > weight_max) 1391 if (weight > weight_max)
1663 break; 1392 break;
1664 } 1393 }
1665 } 1394 }
1666 1395
1396 value -= rndm (value >> 4);
1667 value = min (value, value_max); 1397 value = min (value, value_max);
1668 1398
1669 uint64 count = value / large->value; 1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1670 int large_nuggets = count; 1400 if (int nrof = value / nugget [i]->value)
1671 value -= count * large->value;
1672
1673 count = value / small->value;
1674 int small_nuggets = count;
1675
1676 /* Insert all the nuggets at one time. This probably saves time, but
1677 * it also prevents us from alcheming nuggets that were just created
1678 * with this spell.
1679 */ 1401 {
1680 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 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);
1408 }
1681 1409
1682 if (weight > weight_max) 1410 if (weight > weight_max)
1683 goto bailout; 1411 goto bailout;
1684 } 1412 }
1685 } 1413 }
1686 1414
1687bailout: 1415bailout:
1688 large->destroy ();
1689 small->destroy ();
1690 return 1; 1416 return 1;
1691} 1417}
1692 1418
1693 1419
1694/* This function removes the cursed/damned status on equipped 1420/* This function removes the cursed/damned status on equipped
2242 object *weapon, *tmp; 1968 object *weapon, *tmp;
2243 char buf[MAX_BUF]; 1969 char buf[MAX_BUF];
2244 int a, i; 1970 int a, i;
2245 sint16 x, y; 1971 sint16 x, y;
2246 maptile *m; 1972 maptile *m;
2247 materialtype_t *mt;
2248 1973
2249 if (!spell->other_arch) 1974 if (!spell->other_arch)
2250 { 1975 {
2251 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1976 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2252 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);
2271 x = op->x + freearr_x[dir]; 1996 x = op->x + freearr_x[dir];
2272 y = op->y + freearr_y[dir]; 1997 y = op->y + freearr_y[dir];
2273 1998
2274 /* if there's no place to put the golem, abort */ 1999 /* if there's no place to put the golem, abort */
2275 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) ||
2276 ((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))
2277 { 2002 {
2278 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.");
2279 return 0; 2004 return 0;
2280 } 2005 }
2281 2006
2285 if (!weapon) 2010 if (!weapon)
2286 { 2011 {
2287 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!");
2288 return 0; 2013 return 0;
2289 } 2014 }
2290 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2015 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2291 { 2016 {
2292 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.");
2293 return 0; 2018 return 0;
2294 } 2019 }
2295 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2364 2089
2365 /* attacktype */ 2090 /* attacktype */
2366 if (!tmp->attacktype) 2091 if (!tmp->attacktype)
2367 tmp->attacktype = AT_PHYSICAL; 2092 tmp->attacktype = AT_PHYSICAL;
2368 2093
2369 mt = NULL;
2370 if (op->materialname != NULL)
2371 mt = name_to_material (op->materialname); 2094 if (materialtype_t *mt = name_to_material (op->materialname))
2372 if (mt != NULL)
2373 { 2095 {
2374 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2375 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (mt->save[i] * 5);
2376 a = mt->save[0]; 2098 a = mt->save[0];
2377 } 2099 }
2379 { 2101 {
2380 for (i = 0; i < NROFATTACKS; i++) 2102 for (i = 0; i < NROFATTACKS; i++)
2381 tmp->resist[i] = 5; 2103 tmp->resist[i] = 5;
2382 a = 10; 2104 a = 10;
2383 } 2105 }
2106
2384 /* Set weapon's immunity */ 2107 /* Set weapon's immunity */
2385 tmp->resist[ATNR_CONFUSION] = 100; 2108 tmp->resist[ATNR_CONFUSION] = 100;
2386 tmp->resist[ATNR_POISON] = 100; 2109 tmp->resist[ATNR_POISON] = 100;
2387 tmp->resist[ATNR_SLOW] = 100; 2110 tmp->resist[ATNR_SLOW] = 100;
2388 tmp->resist[ATNR_PARALYZE] = 100; 2111 tmp->resist[ATNR_PARALYZE] = 100;
2394 2117
2395 /* 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 */
2396 2119
2397 if (a > 14) 2120 if (a > 14)
2398 a = 14; 2121 a = 14;
2122
2399 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));
2400 2124
2401 /* Determine golem's speed */ 2125 /* Determine golem's speed */
2402 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)));
2403 2127

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