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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.31 by root, Thu Jan 4 16:19:32 2007 UTC vs.
Revision 1.71 by root, Wed Aug 29 20:40:25 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
71 return 0; 69 return 0;
72 } 70 }
73 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
74 { 72 {
75 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
76 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
77 esrv_del_item (op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
78 wand->destroy (); 76 wand->destroy ();
79 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
81 79
105 ncharges = 1; 103 ncharges = 1;
106 104
107 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
109 107
110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
111 { 109 {
112 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
113 wand->set_speed (wand->arch->clone.speed); 111 wand->set_speed (wand->arch->speed);
114 } 112 }
115 113
116 return 1; 114 return 1;
117} 115}
118 116
124 * great a plus, the default is used. 122 * great a plus, the default is used.
125 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
126 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
127 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
128 */ 126 */
129
130int 127int
131cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
132{ 129{
133 int missile_plus = 0, bonus_plus = 0; 130 int missile_plus = 0, bonus_plus = 0;
134 const char *missile_name; 131 const char *missile_name;
155 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
156 if (isalpha (*stringarg)) 153 if (isalpha (*stringarg))
157 { 154 {
158 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
159 156
160 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
161 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, stringarg))
162 break; 159 break;
163 160
164 if (!al) 161 if (!al)
165 { 162 {
225 if (stringarg) 222 if (stringarg)
226 { 223 {
227 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, stringarg);
228 if (at == NULL) 225 if (at == NULL)
229 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, stringarg);
230 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
231 stringarg = NULL; 228 stringarg = NULL;
232 } 229 }
233 230
234 if (!stringarg) 231 if (!stringarg)
235 { 232 {
241 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
242 * to be altered from the donor. 239 * to be altered from the donor.
243 */ 240 */
244 241
245 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
247 { 244 {
248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
249 { 246 {
250 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
251 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
252 * the item we have now, take it instead. 249 * the item we have now, take it instead.
253 */ 250 */
254 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 251 if (at_tmp->stats.food <= food_value
252 && (!at
253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
255 at = at_tmp; 256 at = at_tmp;
256 } 257 }
257 } 258 }
258 } 259 }
260
259 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
260 * know 262 * know
261 */ 263 */
262 if (!at) 264 if (!at)
263 { 265 {
264 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
265 return 0; 267 return 0;
266 } 268 }
267 269
268 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
269 new_op = arch_to_object (at); 271 new_op = arch_to_object (at);
270 new_op->nrof = food_value; 272 new_op->nrof = food_value;
271 273
272 new_op->value = 0; 274 new_op->value = 0;
273 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
288 if (!dir) 290 if (!dir)
289 { 291 {
290 examine_monster (op, op); 292 examine_monster (op, op);
291 return 1; 293 return 1;
292 } 294 }
295
293 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
294 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
295 { 298 {
296 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 299 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
297 300
317 examine_monster (op, tmp); 320 examine_monster (op, tmp);
318 return 1; 321 return 1;
319 } 322 }
320 } 323 }
321 } 324 }
325
322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323 return 1; 327 return 1;
324} 328}
325
326 329
327/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
328 * does race check, undead check, etc 331 * does race check, undead check, etc
329 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
330 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
332 * pl is invisible. 335 * pl is invisible.
333 */ 336 */
334int 337int
335makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
336{ 339{
337
338 if (!pl->invisible) 340 if (!pl->invisible)
339 return 0; 341 return 0;
342
340 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
341 { 344 {
342 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
343 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
344 { 347 {
345 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (QUERY_FLAG (mon, FLAG_UNDEAD))
346 return 0; 349 return 0;
350
347 return 1; 351 return 1;
348 } 352 }
353
349 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
351 return 1; 356 return 1;
357
352 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
353 if (!mon->race) 359 if (!mon->race)
354 return 0; 360 return 0;
361
355 if (strstr (mon->race, pl->contr->invis_race)) 362 if (strstr (mon->race, pl->contr->invis_race))
356 return 1; 363 return 1;
364
357 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
358 return 0; 366 return 0;
359 } 367 }
360 else 368 else
361 { 369 {
374 * normal applies. 382 * normal applies.
375 */ 383 */
376int 384int
377cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
378{ 386{
379 object *tmp;
380
381 if (op->invisible > 1000) 387 if (op->invisible > 1000)
382 { 388 {
383 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");
384 return 0; 390 return 0;
385 } 391 }
401 else 407 else
402 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
403 409
404 op->contr->hidden = 0; 410 op->contr->hidden = 0;
405 } 411 }
412
406 if (makes_invisible_to (op, op)) 413 if (makes_invisible_to (op, op))
407 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!");
408 else 415 else
409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 416 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
410 417
411 update_object (op, UP_OBJ_FACE); 418 update_object (op, UP_OBJ_CHANGE);
412 419
413 /* Only search the active objects - only these should actually do 420 /* Only search the active objects - only these should actually do
414 * harm to the player. 421 * harm to the player.
415 */ 422 */
416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 423 for_all_actives (tmp)
417 if (tmp->enemy == op) 424 if (tmp->enemy == op)
418 tmp->enemy = NULL; 425 tmp->enemy = 0;
426
419 return 1; 427 return 1;
420} 428}
421 429
422/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 431 */
566} 574}
567 575
568int 576int
569perceive_self (object *op) 577perceive_self (object *op)
570{ 578{
571 char *cp = describe_item (op, op), buf[MAX_BUF]; 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); 600
590 if (tmp != NULL) 601 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 602 for (int i = 0; i < NUM_STATS; i++)
593 { 603 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0) 604 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
597 }
598 }
599 }
600 } 605 }
601 606
602 if (is_dragon_pl (op)) 607 if (is_dragon_pl (op))
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 608 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 609 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 610 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 611 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 612 {
609 if (tmp->stats.exp == 0) 613 if (tmp->stats.exp == 0)
610 {
611 sprintf (buf, "Your metabolism isn't focused on anything."); 614 buf << "Your metabolism isn't focused on anything.\n";
612 }
613 else 615 else
614 {
615 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";
616 } 617
617 new_draw_info (NDI_UNIQUE, 0, op, buf);
618 break; 618 break;
619 } 619 }
620 } 620 }
621 }
622 return 1;
623}
624 621
625/* int cast_create_town_portal (object *op, object *caster, int dir) 622 buf << '\0'; // zero-terminate
626 *
627 * This function cast the spell of town portal for op
628 *
629 * The spell operates in two passes. During the first one a place
630 * is marked as a destination for the portal. During the second one,
631 * 2 portals are created, one in the position the player cast it and
632 * one in the destination place. The portal are synchronized and 2 forces
633 * are inserted in the player to destruct the portal next time player
634 * creates a new portal pair.
635 * This spell has a side effect that it allows people to meet each other
636 * in a permanent, private, appartements by making a town portal from it
637 * to the town or another public place. So, check if the map is unique and if
638 * so return an error
639 *
640 * Code by Tchize (david.delbecq@usa.net)
641 */
642int
643cast_create_town_portal (object *op, object *caster, object *spell, int dir)
644{
645 object *dummy, *force, *old_force;
646 archetype *perm_portal;
647 char portal_name[1024], portal_message[1024];
648 maptile *exitmap;
649 int op_level;
650 623
651 /* 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 ());
652 * map. This can be determined in that per player unique maps have the
653 * full pathname listed.
654 */
655 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
656 {
657 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
658 return 0;
659 }
660
661 /* The first thing to do is to check if we have a marked destination
662 * dummy is used to make a check inventory for the force
663 */
664 dummy = arch_to_object (spell->other_arch);
665 if (dummy == NULL)
666 {
667 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
668 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
669 return 0;
670 }
671
672 force = check_inv_recursive (op, dummy);
673
674 if (force == NULL)
675 {
676 /* Here we know there is no destination marked up.
677 * We have 2 things to do:
678 * 1. Mark the destination in the player inventory.
679 * 2. Let the player know it worked.
680 */
681 dummy->name = op->map->path;
682 EXIT_X (dummy) = op->x;
683 EXIT_Y (dummy) = op->y;
684 insert_ob_in_ob (dummy, op);
685 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
686 return 1;
687 }
688
689 dummy->destroy ();
690
691 /* Here we know where the town portal should go to
692 * We should kill any existing portal associated with the player.
693 * Than we should create the 2 portals.
694 * For each of them, we need:
695 * - To create the portal with the name of the player+destination map
696 * - set the owner of the town portal
697 * - To mark the position of the portal in the player's inventory
698 * for easier destruction.
699 *
700 * The mark works has follow:
701 * slaying: Existing town portal
702 * hp, sp : x & y of the associated portal
703 * name : name of the portal
704 * race : map the portal is in
705 */
706
707 /* First step: killing existing town portals */
708 dummy = get_archetype (spell->race);
709 if (dummy == NULL)
710 {
711 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
712 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
713 return 0;
714 }
715
716 perm_portal = archetype::find (spell->slaying);
717
718 /* To kill a town portal, we go trough the player's inventory,
719 * for each marked portal in player's inventory,
720 * -We try load the associated map (if impossible, consider the portal destructed)
721 * -We find any portal in the specified location.
722 * If it has the good name, we destruct it.
723 * -We destruct the force indicating that portal.
724 */
725 while ((old_force = check_inv_recursive (op, dummy)))
726 {
727 exitmap = maptile::find_sync (old_force->race, op->map);
728
729 if (exitmap)
730 {
731 exitmap->load_sync ();
732
733 int exitx = EXIT_X (old_force);
734 int exity = EXIT_Y (old_force);
735
736 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
737 {
738 if (tmp->name == old_force->name)
739 {
740 tmp->destroy ();
741 break;
742 }
743 }
744 }
745
746 old_force->destroy ();
747 }
748
749 dummy->destroy ();
750
751 /* Creating the portals.
752 * The very first thing to do is to ensure
753 * access to the destination map.
754 * If we can't, don't fizzle. Simply warn player.
755 * This ensure player pays his mana for the spell
756 * because HE is responsible of forgotting.
757 * 'force' is the destination of the town portal, which we got
758 * from the players inventory above.
759 */
760
761 /* Ensure exit map is loaded */
762 exitmap = maptile::find_sync (force->name);
763
764 /* If we were unable to load (ex. random map deleted), warn player */
765 if (!exitmap)
766 {
767 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
768 force->destroy ();
769 return 1;
770 }
771
772 exitmap->load_sync ();
773
774 op_level = caster_level (caster, spell);
775 if (op_level < 15)
776 snprintf (portal_message, 1024,
777 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
778 &op->name);
779 else if (op_level < 30)
780 snprintf (portal_message, 1024,
781 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
782 else if (op_level < 60)
783 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
784 else
785 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
786 &op->name);
787
788 /* Create a portal in front of player
789 * dummy contain the portal and
790 * force contain the track to kill it later
791 */
792 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
793 dummy = get_archetype (spell->slaying); /*The portal */
794 if (dummy == NULL)
795 {
796 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
797 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
798 return 0;
799 }
800
801 EXIT_PATH (dummy) = force->name;
802 EXIT_X (dummy) = EXIT_X (force);
803 EXIT_Y (dummy) = EXIT_Y (force);
804 dummy->name = dummy->name_pl = portal_name;
805 dummy->msg = portal_message;
806 dummy->race = op->name; /*Save the owner of the portal */
807 cast_create_obj (op, caster, dummy, 0);
808
809 /* Now we need to to create a town portal marker inside the player
810 * object, so on future castings, we can know that he has an active
811 * town portal.
812 */
813 object *tmp = get_archetype (spell->race);
814
815 if (!tmp)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
819 return 0;
820 }
821
822 tmp->race = op->map->path;
823 tmp->name = portal_name;
824 EXIT_X (tmp) = dummy->x;
825 EXIT_Y (tmp) = dummy->y;
826 op->insert (tmp);
827
828 /* Create a portal in the destination map
829 * dummy contain the portal and
830 * force the track to kill it later
831 * the 'force' variable still contains the 'reminder' of
832 * where this portal goes to.
833 */
834 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
835 dummy = get_archetype (spell->slaying); /*The portal */
836 if (dummy == NULL)
837 {
838 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
839 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
840 return 0;
841 }
842
843 EXIT_PATH (dummy) = op->map->path;
844 EXIT_X (dummy) = op->x;
845 EXIT_Y (dummy) = op->y;
846 dummy->name = dummy->name_pl = portal_name;
847 dummy->msg = portal_message;
848 dummy->race = op->name; /*Save the owner of the portal */
849 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
850
851 /* Now we create another town portal marker that
852 * points back to the one we just made
853 */
854 tmp = get_archetype (spell->race);
855 if (tmp == NULL)
856 {
857 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
858 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
859 return 0;
860 }
861
862 tmp->race = force->name;
863 tmp->name = portal_name;
864 EXIT_X (tmp) = dummy->x;
865 EXIT_Y (tmp) = dummy->y;
866 insert_ob_in_ob (tmp, op);
867
868 /* Describe the player what happened
869 */
870 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
871 force->destroy ();
872 625
873 return 1; 626 return 1;
874} 627}
875 628
876/* This creates magic walls. Really, it can create most any object, 629/* This creates magic walls. Really, it can create most any object,
974 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 727 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
975 return 0; 728 return 0;
976 } 729 }
977 730
978 /* 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 */
979 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 732 if (tmp->other_arch && tmp->other_arch->type == SPELL)
980 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 733 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
981 734
982 /* This code causes the wall to extend some distance in 735 /* This code causes the wall to extend some distance in
983 * each direction, or until an obstruction is encountered. 736 * each direction, or until an obstruction is encountered.
984 * posblocked and negblocked help determine how far the 737 * posblocked and negblocked help determine how far the
1004 { 757 {
1005 object *tmp2 = tmp->clone (); 758 object *tmp2 = tmp->clone ();
1006 m->insert (tmp2, x, y, op); 759 m->insert (tmp2, x, y, op);
1007 760
1008 /* 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 */
1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 762 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1010 tmp2->insert (arch_to_object (tmp2->other_arch)); 763 tmp2->insert (arch_to_object (tmp2->other_arch));
1011 764
1012 } 765 }
1013 else 766 else
1014 posblocked = 1; 767 posblocked = 1;
1021 ((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)
1022 { 775 {
1023 object *tmp2 = tmp->clone (); 776 object *tmp2 = tmp->clone ();
1024 m->insert (tmp2, x, y, op); 777 m->insert (tmp2, x, y, op);
1025 778
1026 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 779 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1027 tmp2->insert (arch_to_object (tmp2->other_arch)); 780 tmp2->insert (arch_to_object (tmp2->other_arch));
1028 } 781 }
1029 else 782 else
1030 negblocked = 1; 783 negblocked = 1;
1031 } 784 }
1147 900
1148 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 901 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1149 return 1; 902 return 1;
1150} 903}
1151 904
1152
1153/* cast_heal: Heals something. 905/* cast_heal: Heals something.
1154 * op is the caster. 906 * op is the caster.
1155 * dir is the direction he is casting it in. 907 * dir is the direction he is casting it in.
1156 * spell is the spell object. 908 * spell is the spell object.
1157 */ 909 */
1163 object *poison; 915 object *poison;
1164 int heal = 0, success = 0; 916 int heal = 0, success = 0;
1165 917
1166 tmp = find_target_for_friendly_spell (op, dir); 918 tmp = find_target_for_friendly_spell (op, dir);
1167 919
1168 if (tmp == NULL) 920 if (!tmp)
1169 return 0; 921 return 0;
1170 922
1171 /* Figure out how many hp this spell might cure. 923 /* Figure out how many hp this spell might cure.
1172 * could be zero if this spell heals effects, not damage. 924 * could be zero if this spell heals effects, not damage.
1173 */ 925 */
1176 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 928 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1177 929
1178 if (heal) 930 if (heal)
1179 { 931 {
1180 if (tmp->stats.hp >= tmp->stats.maxhp) 932 if (tmp->stats.hp >= tmp->stats.maxhp)
1181 {
1182 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 933 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1183 }
1184 else 934 else
1185 { 935 {
1186 /* See how many points we actually heal. Instead of messages 936 /* See how many points we actually heal. Instead of messages
1187 * based on type of spell, we instead do messages based 937 * based on type of spell, we instead do messages based
1188 * on amount of damage healed. 938 * on amount of damage healed.
1189 */ 939 */
1190 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 940 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1191 heal = tmp->stats.maxhp - tmp->stats.hp; 941 heal = tmp->stats.maxhp - tmp->stats.hp;
942
1192 tmp->stats.hp += heal; 943 tmp->stats.hp += heal;
1193 944
1194 if (tmp->stats.hp >= tmp->stats.maxhp) 945 if (tmp->stats.hp >= tmp->stats.maxhp)
1195 {
1196 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1197 }
1198 else if (heal > 50) 947 else if (heal > 50)
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 948 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1201 }
1202 else if (heal > 25) 949 else if (heal > 25)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 950 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1205 }
1206 else if (heal > 10) 951 else if (heal > 10)
1207 {
1208 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.");
1209 }
1210 else 953 else
1211 {
1212 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.");
1213 } 955
1214 success = 1; 956 success = 1;
1215 } 957 }
1216 } 958 }
959
1217 if (spell->attacktype & AT_DISEASE) 960 if (spell->attacktype & AT_DISEASE)
1218 if (cure_disease (tmp, op)) 961 if (cure_disease (tmp, op, spell))
1219 success = 1; 962 success = 1;
1220 963
1221 if (spell->attacktype & AT_POISON) 964 if (spell->attacktype & AT_POISON)
1222 { 965 {
1223 at = archetype::find ("poisoning"); 966 at = archetype::find ("poisoning");
1227 success = 1; 970 success = 1;
1228 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1229 poison->stats.food = 1; 972 poison->stats.food = 1;
1230 } 973 }
1231 } 974 }
975
1232 if (spell->attacktype & AT_CONFUSION) 976 if (spell->attacktype & AT_CONFUSION)
1233 { 977 {
1234 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 978 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1235 if (poison) 979 if (poison)
1236 { 980 {
1237 success = 1; 981 success = 1;
1238 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1239 poison->duration = 1; 983 poison->duration = 1;
1240 } 984 }
1241 } 985 }
986
1242 if (spell->attacktype & AT_BLIND) 987 if (spell->attacktype & AT_BLIND)
1243 { 988 {
1244 at = archetype::find ("blindness"); 989 at = archetype::find ("blindness");
1245 poison = present_arch_in_ob (at, tmp); 990 poison = present_arch_in_ob (at, tmp);
1246 if (poison) 991 if (poison)
1248 success = 1; 993 success = 1;
1249 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.");
1250 poison->stats.food = 1; 995 poison->stats.food = 1;
1251 } 996 }
1252 } 997 }
998
1253 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 999 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1254 { 1000 {
1255 tmp->stats.sp += spell->last_sp; 1001 tmp->stats.sp += spell->last_sp;
1256 if (tmp->stats.sp > tmp->stats.maxsp) 1002 if (tmp->stats.sp > tmp->stats.maxsp)
1257 tmp->stats.sp = tmp->stats.maxsp; 1003 tmp->stats.sp = tmp->stats.maxsp;
1258 success = 1; 1004 success = 1;
1259 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!");
1260 } 1006 }
1007
1261 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1008 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1262 { 1009 {
1263 tmp->stats.grace += spell->last_grace; 1010 tmp->stats.grace += spell->last_grace;
1264 if (tmp->stats.grace > tmp->stats.maxgrace) 1011 if (tmp->stats.grace > tmp->stats.maxgrace)
1265 tmp->stats.grace = tmp->stats.maxgrace; 1012 tmp->stats.grace = tmp->stats.maxgrace;
1266 success = 1; 1013 success = 1;
1267 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!");
1268 } 1015 }
1016
1269 if (spell->stats.food && tmp->stats.food < 999) 1017 if (spell->stats.food && tmp->stats.food < 999)
1270 { 1018 {
1271 tmp->stats.food += spell->stats.food; 1019 tmp->stats.food += spell->stats.food;
1020
1272 if (tmp->stats.food > 999) 1021 if (tmp->stats.food > 999)
1273 tmp->stats.food = 999; 1022 tmp->stats.food = 999;
1023
1274 success = 1; 1024 success = 1;
1275 /* We could do something a bit better like the messages for healing above */ 1025 /* We could do something a bit better like the messages for healing above */
1276 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1026 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1277 } 1027 }
1028
1278 return success; 1029 return success;
1279} 1030}
1280
1281 1031
1282/* This is used for the spells that gain stats. There are no spells 1032/* This is used for the spells that gain stats. There are no spells
1283 * right now that icnrease wis/int/pow on a temp basis, so no 1033 * right now that icnrease wis/int/pow on a temp basis, so no
1284 * good comments for those. 1034 * good comments for those.
1285 */ 1035 */
1286static const char *const no_gain_msgs[NUM_STATS] = { 1036static const char *const no_gain_msgs[NUM_STATS] = {
1287 "You grow no stronger.", 1037 "You grow no stronger.",
1288 "You grow no more agile.", 1038 "You grow no more agile.",
1289 "You don't feel any healthier.", 1039 "You don't feel any healthier.",
1290 "no wis", 1040 "You didn't grow any more intelligent.",
1041 "You do not feel any wiser.",
1042 "You don't feel any more powerful."
1291 "You are no easier to look at.", 1043 "You are no easier to look at.",
1292 "no int",
1293 "no pow"
1294}; 1044};
1295 1045
1296int 1046int
1297cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1047cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1298{ 1048{
1349 } 1099 }
1350 else 1100 else
1351 { 1101 {
1352 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1102 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1353 } 1103 }
1104
1354 return 1; 1105 return 1;
1355 } 1106 }
1107
1356 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1108 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1357 force->speed = 1.0; 1109 force->speed = 1.0;
1358 force->speed_left = -1.0; 1110 force->speed_left = -1.0;
1359 SET_FLAG (force, FLAG_APPLIED); 1111 SET_FLAG (force, FLAG_APPLIED);
1360 1112
1366 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1118 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1367 if (force->resist[i] > 100) 1119 if (force->resist[i] > 100)
1368 force->resist[i] = 100; 1120 force->resist[i] = 100;
1369 } 1121 }
1370 } 1122 }
1123
1371 if (spell_ob->stats.hp) 1124 if (spell_ob->stats.hp)
1372 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1125 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1373 1126
1374 if (tmp->type == PLAYER) 1127 if (tmp->type == PLAYER)
1375 { 1128 {
1376 /* Stat adjustment spells */ 1129 /* Stat adjustment spells */
1377 for (i = 0; i < NUM_STATS; i++) 1130 for (i = 0; i < NUM_STATS; i++)
1378 { 1131 {
1379 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1132 if (sint8 stat = spell_ob->stats.stat (i))
1380
1381 if (stat)
1382 { 1133 {
1383 sm = 0; 1134 sint8 sm = 0;
1384 for (k = 0; k < stat; k++) 1135 for (sint8 k = 0; k < stat; k++)
1385 sm += rndm (1, 3); 1136 sm += rndm (1, 3);
1386 1137
1387 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1138 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1388 { 1139 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1389 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1140
1390 if (sm < 0) 1141 force->stats.stat (i) = sm;
1391 sm = 0; 1142
1392 }
1393 set_attr_value (&force->stats, i, sm);
1394 if (!sm) 1143 if (!sm)
1395 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1144 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1396 } 1145 }
1397 } 1146 }
1398 } 1147 }
1419 force->attacktype = spell_ob->attacktype; 1168 force->attacktype = spell_ob->attacktype;
1420 1169
1421 insert_ob_in_ob (force, tmp); 1170 insert_ob_in_ob (force, tmp);
1422 change_abil (tmp, force); /* Mostly to display any messages */ 1171 change_abil (tmp, force); /* Mostly to display any messages */
1423 tmp->update_stats (); 1172 tmp->update_stats ();
1173
1424 return 1; 1174 return 1;
1425} 1175}
1426 1176
1427/* This used to be part of cast_change_ability, but it really didn't make 1177/* This used to be part of cast_change_ability, but it really didn't make
1428 * a lot of sense, since most of the values it derives are from the god 1178 * a lot of sense, since most of the values it derives are from the god
1429 * of the caster. 1179 * of the caster.
1430 */ 1180 */
1431
1432int 1181int
1433cast_bless (object *op, object *caster, object *spell_ob, int dir) 1182cast_bless (object *op, object *caster, object *spell_ob, int dir)
1434{ 1183{
1435 int i; 1184 int i;
1436 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1185 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1531 insert_ob_in_ob (force, tmp); 1280 insert_ob_in_ob (force, tmp);
1532 tmp->update_stats (); 1281 tmp->update_stats ();
1533 return 1; 1282 return 1;
1534} 1283}
1535 1284
1536
1537
1538/* Alchemy code by Mark Wedel 1285/* Alchemy code by Mark Wedel
1539 * 1286 *
1540 * This code adds a new spell, called alchemy. Alchemy will turn 1287 * This code adds a new spell, called alchemy. Alchemy will turn
1541 * objects to gold nuggets, the value of the gold nuggets being 1288 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1542 * about 90% of that of the item itself. It uses the value of the
1543 * object before charisma adjustments, because the nuggets themselves
1544 * will be will be adjusted by charisma when sold.
1545 * 1289 *
1546 * Large nuggets are worth 25 gp each (base). You will always get 1290 * The value of the gold nuggets being about 90% of that of the item
1547 * the maximum number of large nuggets you could get. 1291 * itself. It uses the value of the object before charisma adjustments,
1548 * Small nuggets are worth 1 gp each (base). You will get from 0 1292 * because the nuggets themselves will be will be adjusted by charisma
1549 * to the max amount of small nuggets as you could get. 1293 * when sold.
1550 *
1551 * For example, if an item is worth 110 gold, you will get
1552 * 4 large nuggets, and from 0-10 small nuggets.
1553 * 1294 *
1554 * There is also a chance (1:30) that you will get nothing at all 1295 * There is also a chance (1:30) that you will get nothing at all
1555 * for the object. There is also a maximum weight that will be 1296 * for the object. There is also a maximum weight that will be
1556 * alchemied. 1297 * alchemised.
1557 */ 1298 */
1558
1559/* I didn't feel like passing these as arguements to the
1560 * two functions that need them. Real values are put in them
1561 * when the spell is cast, and these are freed when the spell
1562 * is finished.
1563 */
1564static object *small, *large;
1565
1566static void 1299static void
1567alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1300alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1568{ 1301{
1569 uint64 value = query_cost (obj, NULL, F_TRUE); 1302 uint64 value = query_cost (obj, NULL, F_TRUE);
1570 1303
1571 /* Give third price when we alchemy money (This should hopefully 1304 /* Give third price when we alchemy money (This should hopefully
1572 * make it so that it isn't worth it to alchemy money, sell 1305 * make it so that it isn't worth it to alchemy money, sell
1573 * the nuggets, alchemy the gold from that, etc. 1306 * the nuggets, alchemy the gold from that, etc.
1574 * Otherwise, give 9 silver on the gold for other objects, 1307 * Otherwise, give 9 silver on the gold for other objects,
1575 * so that it would still be more affordable to haul 1308 * so that it would still be more affordable to haul
1576 * the stuff back to town. 1309 * the stuff back to town.
1577 */ 1310 */
1578
1579 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1311 if (QUERY_FLAG (obj, FLAG_UNPAID))
1580 value = 0; 1312 value = 0;
1581 else if (obj->type == MONEY || obj->type == GEM) 1313 else if (obj->type == MONEY || obj->type == GEM)
1582 value /= 3; 1314 value /= 3;
1583 else 1315 else
1584 value = (value * 9) / 10; 1316 value = value * 9 / 10;
1585 1317
1586 value /= 4; // fix by GHJ, don't understand, pcg
1587
1588 if ((obj->value > 0) && rndm (0, 29)) 1318 if (obj->value > 0 && rndm (0, 29))
1589 { 1319 total_value += value;
1590 int count;
1591 1320
1592 count = value / large->value;
1593 *large_nuggets += count;
1594 value -= (uint64) count *(uint64) large->value;
1595
1596 count = value / small->value;
1597 *small_nuggets += count;
1598 }
1599
1600 /* Turn 25 small nuggets into 1 large nugget. If the value
1601 * of large nuggets is not evenly divisable by the small nugget
1602 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1603 */
1604 if (*small_nuggets * small->value >= large->value)
1605 {
1606 (*large_nuggets)++;
1607 *small_nuggets -= large->value / small->value;
1608 if (*small_nuggets && large->value % small->value)
1609 (*small_nuggets)--;
1610 }
1611 weight += obj->weight; 1321 total_weight += obj->total_weight ();
1322
1612 obj->destroy (); 1323 obj->destroy ();
1613} 1324}
1614 1325
1615static void
1616update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1617{
1618 object *tmp;
1619 int flag = 0;
1620
1621 /* Put any nuggets below the player, but we can only pass this
1622 * flag if we are on the same space as the player
1623 */
1624 if (x == op->x && y == op->y && op->map == m)
1625 flag = INS_BELOW_ORIGINATOR;
1626
1627 if (small_nuggets)
1628 {
1629 tmp = small->clone ();
1630 tmp->nrof = small_nuggets;
1631 m->insert (tmp, x, y, op, flag);
1632 }
1633
1634 if (large_nuggets)
1635 {
1636 tmp = large->clone ();
1637 tmp->nrof = large_nuggets;
1638 m->insert (tmp, x, y, op, flag);
1639 }
1640}
1641
1642int 1326int
1643alchemy (object *op, object *caster, object *spell_ob) 1327alchemy (object *op, object *caster, object *spell_ob)
1644{ 1328{
1645 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1646 sint16 nx, ny;
1647 object *next, *tmp;
1648 maptile *mp;
1649
1650 if (op->type != PLAYER) 1329 if (op->type != PLAYER)
1651 return 0; 1330 return 0;
1652 1331
1332 archetype *nugget[3];
1333
1334 nugget[0] = archetype::find ("pyrite3");
1335 nugget[1] = archetype::find ("pyrite2");
1336 nugget[2] = archetype::find ("pyrite");
1337
1653 /* Put a maximum weight of items that can be alchemied. Limits the power 1338 /* Put a maximum weight of items that can be alchemised. Limits the power
1654 * some, and also prevents people from alcheming every table/chair/clock 1339 * some, and also prevents people from alchemising every table/chair/clock
1655 * in sight 1340 * in sight
1656 */ 1341 */
1657 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1342 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1658 weight_max *= 1000; 1343 int weight_max = duration * 1000;
1659 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1344 uint64 value_max = duration * 1000;
1660 1345
1346 int weight = 0;
1347
1661 for (y = op->y - 1; y <= op->y + 1; y++) 1348 for (int y = op->y - 1; y <= op->y + 1; y++)
1662 { 1349 {
1663 for (x = op->x - 1; x <= op->x + 1; x++) 1350 for (int x = op->x - 1; x <= op->x + 1; x++)
1664 { 1351 {
1352 uint64 value = 0;
1353
1665 nx = x; 1354 sint16 nx = x;
1666 ny = y; 1355 sint16 ny = y;
1667 1356
1668 mp = op->map; 1357 maptile *mp = op->map;
1669 1358
1670 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1359 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1671 1360
1672 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1361 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1673 continue; 1362 continue;
1674 1363
1675 /* Treat alchemy a little differently - most spell effects 1364 /* Treat alchemy a little differently - most spell effects
1677 * ground level effect. 1366 * ground level effect.
1678 */ 1367 */
1679 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1368 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1680 continue; 1369 continue;
1681 1370
1682 small_nuggets = 0; 1371 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1683 large_nuggets = 0;
1684
1685 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1686 { 1372 {
1687 next = tmp->above; 1373 next = tmp->above;
1374
1688 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1375 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1689 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1376 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1690 { 1377 {
1691
1692 if (tmp->inv) 1378 if (tmp->inv)
1693 { 1379 {
1694 object *next1, *tmp1; 1380 object *next1, *tmp1;
1695 1381
1696 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1382 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1697 { 1383 {
1698 next1 = tmp1->below; 1384 next1 = tmp1->below;
1699 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1385 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1700 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1386 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1701 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1387 alchemy_object (tmp1, value, weight);
1702 } 1388 }
1703 } 1389 }
1390
1704 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1391 alchemy_object (tmp, value, weight);
1705 1392
1706 if (weight > weight_max) 1393 if (weight > weight_max)
1707 { 1394 break;
1708 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1709 large->destroy ();
1710 small->destroy ();
1711 return 1;
1712 } 1395 }
1713 } /* is alchemable object */
1714 } /* process all objects on this space */
1715
1716 /* Insert all the nuggets at one time. This probably saves time, but
1717 * it also prevents us from alcheming nuggets that were just created
1718 * with this spell.
1719 */ 1396 }
1720 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1397
1398 value -= rndm (value >> 4);
1399 value = min (value, value_max);
1400
1401 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1402 if (int nrof = value / nugget [i]->value)
1403 {
1404 value -= nrof * nugget[i]->value;
1405
1406 object *tmp = arch_to_object (nugget[i]);
1407 tmp->nrof = nrof;
1408 tmp->flag [FLAG_IDENTIFIED] = true;
1409 op->map->insert (tmp, x, y, op, 0);
1721 } 1410 }
1722 }
1723 1411
1724 large->destroy (); 1412 if (weight > weight_max)
1725 small->destroy (); 1413 goto bailout;
1726 /* reset this so that if player standing on a big pile of stuff, 1414 }
1727 * it is redrawn properly. 1415 }
1728 */ 1416
1729 op->contr->ns->look_position = 0; 1417bailout:
1730 return 1; 1418 return 1;
1731} 1419}
1732 1420
1733 1421
1734/* This function removes the cursed/damned status on equipped 1422/* This function removes the cursed/damned status on equipped
1761 } 1449 }
1762 1450
1763 if (op->type == PLAYER) 1451 if (op->type == PLAYER)
1764 { 1452 {
1765 if (success) 1453 if (success)
1766 {
1767 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1454 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1768 }
1769 else 1455 else
1770 { 1456 {
1771 if (was_one) 1457 if (was_one)
1772 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1458 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1773 else 1459 else
1797 { 1483 {
1798 identify (tmp); 1484 identify (tmp);
1799 1485
1800 if (op->type == PLAYER) 1486 if (op->type == PLAYER)
1801 { 1487 {
1802 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1488 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1803 1489
1804 if (tmp->msg) 1490 if (tmp->msg)
1805 { 1491 {
1806 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1492 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1807 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1493 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1819 * stuff on the floor. Only identify stuff on the floor if the spell 1505 * stuff on the floor. Only identify stuff on the floor if the spell
1820 * was not fully used. 1506 * was not fully used.
1821 */ 1507 */
1822 if (num_ident) 1508 if (num_ident)
1823 { 1509 {
1824 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1510 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1825 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1826 { 1512 {
1827 identify (tmp); 1513 identify (tmp);
1828 1514
1829 if (op->type == PLAYER) 1515 if (op->type == PLAYER)
1830 { 1516 {
1831 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1517 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1832 1518
1833 if (tmp->msg) 1519 if (tmp->msg)
1834 { 1520 {
1835 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1836 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2186 /* Basically, if the object is magical and not counterspell, 1872 /* Basically, if the object is magical and not counterspell,
2187 * we will more or less remove the object. Don't counterspell 1873 * we will more or less remove the object. Don't counterspell
2188 * monsters either. 1874 * monsters either.
2189 */ 1875 */
2190 1876
2191 if (head->attacktype & AT_MAGIC && 1877 if (head->attacktype & AT_MAGIC
2192 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1878 && !(head->attacktype & AT_COUNTERSPELL)
1879 && !QUERY_FLAG (head, FLAG_MONSTER)
1880 && (op->level > head->level))
2193 head->destroy (); 1881 head->destroy ();
2194 else 1882 else
2195 switch (head->type) 1883 switch (head->type)
2196 { 1884 {
2197 case SPELL_EFFECT: 1885 case SPELL_EFFECT:
1886 // XXX: Don't affect floor spelleffects. See also XXX comment
1887 // about sanctuary in spell_util.C
1888 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1889 continue;
1890
2198 if (op->level > head->level) 1891 if (op->level > head->level)
2199 head->destroy (); 1892 head->destroy ();
2200 1893
2201 break; 1894 break;
2202 1895
2269 * This code was very odd - code early on would only let players use the spell, 1962 * This code was very odd - code early on would only let players use the spell,
2270 * yet the code wass full of player checks. I've presumed that the code 1963 * yet the code wass full of player checks. I've presumed that the code
2271 * that only let players use it was correct, and removed all the other 1964 * that only let players use it was correct, and removed all the other
2272 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2273 */ 1966 */
2274
2275int 1967int
2276animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
2277{ 1969{
2278 object *weapon, *tmp; 1970 object *weapon, *tmp;
2279 char buf[MAX_BUF]; 1971 char buf[MAX_BUF];
2280 int a, i; 1972 int a, i;
2281 sint16 x, y; 1973 sint16 x, y;
2282 maptile *m; 1974 maptile *m;
2283 materialtype_t *mt;
2284 1975
2285 if (!spell->other_arch) 1976 if (!spell->other_arch)
2286 { 1977 {
2287 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1978 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2288 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1979 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2291 /* exit if it's not a player using this spell. */ 1982 /* exit if it's not a player using this spell. */
2292 if (op->type != PLAYER) 1983 if (op->type != PLAYER)
2293 return 0; 1984 return 0;
2294 1985
2295 /* if player already has a golem, abort */ 1986 /* if player already has a golem, abort */
2296 if (op->contr->ranges[range_golem]) 1987 if (object *golem = op->contr->golem)
2297 { 1988 {
2298 control_golem (op->contr->ranges[range_golem], dir); 1989 control_golem (golem, dir);
2299 return 0; 1990 return 0;
2300 } 1991 }
2301 1992
2302 /* if no direction specified, pick one */ 1993 /* if no direction specified, pick one */
2303 if (!dir) 1994 if (!dir)
2307 x = op->x + freearr_x[dir]; 1998 x = op->x + freearr_x[dir];
2308 y = op->y + freearr_y[dir]; 1999 y = op->y + freearr_y[dir];
2309 2000
2310 /* if there's no place to put the golem, abort */ 2001 /* if there's no place to put the golem, abort */
2311 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2002 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2312 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2003 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2313 { 2004 {
2314 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2315 return 0; 2006 return 0;
2316 } 2007 }
2317 2008
2321 if (!weapon) 2012 if (!weapon)
2322 { 2013 {
2323 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2014 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2324 return 0; 2015 return 0;
2325 } 2016 }
2326 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2017 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2327 { 2018 {
2328 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2329 return 0; 2020 return 0;
2330 } 2021 }
2331 if (weapon->type != WEAPON) 2022 if (weapon->type != WEAPON)
2349 /* create the golem object */ 2040 /* create the golem object */
2350 tmp = arch_to_object (spell->other_arch); 2041 tmp = arch_to_object (spell->other_arch);
2351 2042
2352 /* if animated by a player, give the player control of the golem */ 2043 /* if animated by a player, give the player control of the golem */
2353 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 CLEAR_FLAG (tmp, FLAG_MONSTER);
2354 SET_FLAG (tmp, FLAG_FRIENDLY);
2355 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2356 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2357 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2358 tmp->set_owner (op); 2048 tmp->set_owner (op);
2049 op->contr->golem = tmp;
2359 set_spell_skill (op, caster, spell, tmp); 2050 set_spell_skill (op, caster, spell, tmp);
2360 op->contr->ranges[range_golem] = tmp;
2361 op->contr->shoottype = range_golem;
2362 2051
2363 /* Give the weapon to the golem now. A bit of a hack to check the 2052 /* Give the weapon to the golem now. A bit of a hack to check the
2364 * removed flag - it should only be set if get_split_object was 2053 * removed flag - it should only be set if get_split_object was
2365 * used above. 2054 * used above.
2366 */ 2055 */
2367 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2368 weapon->remove (); 2057 weapon->remove ();
2058
2369 insert_ob_in_ob (weapon, tmp); 2059 insert_ob_in_ob (weapon, tmp);
2370 esrv_send_item (op, weapon); 2060 esrv_send_item (op, weapon);
2371 /* To do everything necessary to let a golem use the weapon is a pain, 2061 /* To do everything necessary to let a golem use the weapon is a pain,
2372 * so instead, just set it as equipped (otherwise, we need to update 2062 * so instead, just set it as equipped (otherwise, we need to update
2373 * body_info, skills, etc) 2063 * body_info, skills, etc)
2401 2091
2402 /* attacktype */ 2092 /* attacktype */
2403 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2404 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2405 2095
2406 mt = NULL;
2407 if (op->materialname != NULL)
2408 mt = name_to_material (op->materialname); 2096 if (materialtype_t *mt = name_to_material (op->materialname))
2409 if (mt != NULL)
2410 { 2097 {
2411 for (i = 0; i < NROFATTACKS; i++) 2098 for (i = 0; i < NROFATTACKS; i++)
2412 tmp->resist[i] = 50 - (mt->save[i] * 5); 2099 tmp->resist[i] = 50 - (mt->save[i] * 5);
2413 a = mt->save[0]; 2100 a = mt->save[0];
2414 } 2101 }
2416 { 2103 {
2417 for (i = 0; i < NROFATTACKS; i++) 2104 for (i = 0; i < NROFATTACKS; i++)
2418 tmp->resist[i] = 5; 2105 tmp->resist[i] = 5;
2419 a = 10; 2106 a = 10;
2420 } 2107 }
2108
2421 /* Set weapon's immunity */ 2109 /* Set weapon's immunity */
2422 tmp->resist[ATNR_CONFUSION] = 100; 2110 tmp->resist[ATNR_CONFUSION] = 100;
2423 tmp->resist[ATNR_POISON] = 100; 2111 tmp->resist[ATNR_POISON] = 100;
2424 tmp->resist[ATNR_SLOW] = 100; 2112 tmp->resist[ATNR_SLOW] = 100;
2425 tmp->resist[ATNR_PARALYZE] = 100; 2113 tmp->resist[ATNR_PARALYZE] = 100;
2431 2119
2432 /* Improve weapon's armour value according to best save vs. physical of its material */ 2120 /* Improve weapon's armour value according to best save vs. physical of its material */
2433 2121
2434 if (a > 14) 2122 if (a > 14)
2435 a = 14; 2123 a = 14;
2124
2436 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2125 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2437 2126
2438 /* Determine golem's speed */ 2127 /* Determine golem's speed */
2439 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2128 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2440 2129
2485 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2174 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2486 } 2175 }
2487 return success; 2176 return success;
2488} 2177}
2489 2178
2490
2491
2492
2493
2494/* create an aura spell object and put it in the player's inventory. 2179/* create an aura spell object and put it in the player's inventory.
2495 * as usual, op is player, caster is the object casting the spell, 2180 * as usual, op is player, caster is the object casting the spell,
2496 * spell is the spell object itself. 2181 * spell is the spell object itself.
2497 */ 2182 */
2498int 2183int
2509 2194
2510 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2195 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2511 2196
2512 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2197 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2513 2198
2514 new_aura->set_owner (op);
2515 set_spell_skill (op, caster, spell, new_aura); 2199 set_spell_skill (op, caster, spell, new_aura);
2516 new_aura->attacktype = spell->attacktype; 2200 new_aura->attacktype = spell->attacktype;
2517 2201
2518 new_aura->level = caster_level (caster, spell); 2202 new_aura->level = caster_level (caster, spell);
2203
2519 if (refresh) 2204 if (refresh)
2520 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2205 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2521 else 2206 else
2522 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2207 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2208
2523 insert_ob_in_ob (new_aura, op); 2209 insert_ob_in_ob (new_aura, op);
2210 new_aura->set_owner (op);
2211
2524 return 1; 2212 return 1;
2525} 2213}
2526 2214
2527 2215
2528/* move aura function. An aura is a part of someone's inventory, 2216/* move aura function. An aura is a part of someone's inventory,
2595} 2283}
2596 2284
2597/* moves the peacemaker spell. 2285/* moves the peacemaker spell.
2598 * op is the piece object. 2286 * op is the piece object.
2599 */ 2287 */
2600
2601void 2288void
2602move_peacemaker (object *op) 2289move_peacemaker (object *op)
2603{ 2290{
2604 object *tmp; 2291 object *tmp;
2605 2292

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