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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.34 by root, Mon Jan 8 01:19:04 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <living.h> 26#include <living.h>
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <spells.h> 28#include <spells.h>
32#include <sounds.h> 29#include <sounds.h>
33 30
34/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
35 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 76 wand->destroy ();
80 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
82 79
106 ncharges = 1; 103 ncharges = 1;
107 104
108 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
109 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
110 107
111 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
112 { 109 {
113 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
114 wand->set_speed (wand->arch->clone.speed); 111 wand->set_speed (wand->arch->speed);
115 } 112 }
116 113
117 return 1; 114 return 1;
118} 115}
119 116
125 * great a plus, the default is used. 122 * great a plus, the default is used.
126 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
127 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
128 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
129 */ 126 */
130
131int 127int
132cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
133{ 129{
134 int missile_plus = 0, bonus_plus = 0; 130 int missile_plus = 0, bonus_plus = 0;
135 const char *missile_name; 131 const char *missile_name;
156 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
157 if (isalpha (*stringarg)) 153 if (isalpha (*stringarg))
158 { 154 {
159 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
160 156
161 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
162 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, stringarg))
163 break; 159 break;
164 160
165 if (!al) 161 if (!al)
166 { 162 {
226 if (stringarg) 222 if (stringarg)
227 { 223 {
228 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, stringarg);
229 if (at == NULL) 225 if (at == NULL)
230 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, stringarg);
231 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
232 stringarg = NULL; 228 stringarg = NULL;
233 } 229 }
234 230
235 if (!stringarg) 231 if (!stringarg)
236 { 232 {
242 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
243 * to be altered from the donor. 239 * to be altered from the donor.
244 */ 240 */
245 241
246 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
247 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
248 { 244 {
249 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
250 { 246 {
251 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
252 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
253 * the item we have now, take it instead. 249 * the item we have now, take it instead.
254 */ 250 */
255 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 251 if (at_tmp->stats.food <= food_value
252 && (!at
253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
256 at = at_tmp; 256 at = at_tmp;
257 } 257 }
258 } 258 }
259 } 259 }
260
260 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
261 * know 262 * know
262 */ 263 */
263 if (!at) 264 if (!at)
264 { 265 {
265 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
266 return 0; 267 return 0;
267 } 268 }
268 269
269 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
270 new_op = arch_to_object (at); 271 new_op = arch_to_object (at);
271 new_op->nrof = food_value; 272 new_op->nrof = food_value;
272 273
273 new_op->value = 0; 274 new_op->value = 0;
274 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
289 if (!dir) 290 if (!dir)
290 { 291 {
291 examine_monster (op, op); 292 examine_monster (op, op);
292 return 1; 293 return 1;
293 } 294 }
295
294 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
295 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
296 { 298 {
297 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 299 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
298 300
318 examine_monster (op, tmp); 320 examine_monster (op, tmp);
319 return 1; 321 return 1;
320 } 322 }
321 } 323 }
322 } 324 }
325
323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
324 return 1; 327 return 1;
325} 328}
326
327 329
328/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
329 * does race check, undead check, etc 331 * does race check, undead check, etc
330 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
331 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
333 * pl is invisible. 335 * pl is invisible.
334 */ 336 */
335int 337int
336makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
337{ 339{
338
339 if (!pl->invisible) 340 if (!pl->invisible)
340 return 0; 341 return 0;
342
341 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
342 { 344 {
343 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
344 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
345 { 347 {
346 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (QUERY_FLAG (mon, FLAG_UNDEAD))
347 return 0; 349 return 0;
350
348 return 1; 351 return 1;
349 } 352 }
353
350 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
351 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
352 return 1; 356 return 1;
357
353 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
354 if (!mon->race) 359 if (!mon->race)
355 return 0; 360 return 0;
361
356 if (strstr (mon->race, pl->contr->invis_race)) 362 if (strstr (mon->race, pl->contr->invis_race))
357 return 1; 363 return 1;
364
358 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
359 return 0; 366 return 0;
360 } 367 }
361 else 368 else
362 { 369 {
375 * normal applies. 382 * normal applies.
376 */ 383 */
377int 384int
378cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
379{ 386{
380 object *tmp;
381
382 if (op->invisible > 1000) 387 if (op->invisible > 1000)
383 { 388 {
384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 389 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
385 return 0; 390 return 0;
386 } 391 }
402 else 407 else
403 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
404 409
405 op->contr->hidden = 0; 410 op->contr->hidden = 0;
406 } 411 }
412
407 if (makes_invisible_to (op, op)) 413 if (makes_invisible_to (op, op))
408 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 414 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
409 else 415 else
410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 416 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
411 417
412 update_object (op, UP_OBJ_FACE); 418 update_object (op, UP_OBJ_CHANGE);
413 419
414 /* Only search the active objects - only these should actually do 420 /* Only search the active objects - only these should actually do
415 * harm to the player. 421 * harm to the player.
416 */ 422 */
417 for_all_actives (tmp) 423 for_all_actives (tmp)
568} 574}
569 575
570int 576int
571perceive_self (object *op) 577perceive_self (object *op)
572{ 578{
573 char *cp = describe_item (op, op), buf[MAX_BUF]; 579 const char *cp = describe_item (op, op);
574 archetype *at = archetype::find (ARCH_DEPLETION); 580 archetype *at = archetype::find (ARCH_DEPLETION);
575 object *tmp;
576 int i;
577 581
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
578 tmp = find_god (determine_god (op)); 588 if (object *god = find_god (determine_god (op)))
579 if (tmp) 589 buf << "You worship " << &god->name << ".\n";
580 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
581 else 590 else
582 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 591 buf << "You worship no god.\n";
583 592
584 tmp = present_arch_in_ob (at, op); 593 object *tmp = present_arch_in_ob (at, op);
585 594
586 if (*cp == '\0' && tmp == NULL) 595 if (*cp == '\0' && tmp == NULL)
587 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 596 buf << "You feel very mundane. ";
588 else 597 else
589 { 598 {
590 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 599 buf << "You have: " << cp << ".\n";
591 new_draw_info (NDI_UNIQUE, 0, op, cp); 600
592 if (tmp != NULL) 601 if (tmp)
593 {
594 for (i = 0; i < NUM_STATS; i++) 602 for (int i = 0; i < NUM_STATS; i++)
595 { 603 if (tmp->stats.stat (i) < 0)
596 if (get_attr_value (&tmp->stats, i) < 0) 604 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
597 {
598 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
599 }
600 }
601 }
602 } 605 }
603 606
604 if (is_dragon_pl (op)) 607 if (is_dragon_pl (op))
605 {
606 /* now grab the 'dragon_ability'-force from the player's inventory */ 608 /* now grab the 'dragon_ability'-force from the player's inventory */
607 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 609 for (tmp = op->inv; tmp; tmp = tmp->below)
608 { 610 {
609 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 611 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
610 { 612 {
611 if (tmp->stats.exp == 0) 613 if (tmp->stats.exp == 0)
612 {
613 sprintf (buf, "Your metabolism isn't focused on anything."); 614 buf << "Your metabolism isn't focused on anything.\n";
614 }
615 else 615 else
616 {
617 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";
618 } 617
619 new_draw_info (NDI_UNIQUE, 0, op, buf);
620 break; 618 break;
621 } 619 }
622 } 620 }
623 }
624 return 1;
625}
626 621
627/* int cast_create_town_portal (object *op, object *caster, int dir) 622 buf << '\0'; // zero-terminate
628 *
629 * This function cast the spell of town portal for op
630 *
631 * The spell operates in two passes. During the first one a place
632 * is marked as a destination for the portal. During the second one,
633 * 2 portals are created, one in the position the player cast it and
634 * one in the destination place. The portal are synchronized and 2 forces
635 * are inserted in the player to destruct the portal next time player
636 * creates a new portal pair.
637 * This spell has a side effect that it allows people to meet each other
638 * in a permanent, private, appartements by making a town portal from it
639 * to the town or another public place. So, check if the map is unique and if
640 * so return an error
641 *
642 * Code by Tchize (david.delbecq@usa.net)
643 */
644int
645cast_create_town_portal (object *op, object *caster, object *spell, int dir)
646{
647 object *dummy, *force, *old_force;
648 archetype *perm_portal;
649 char portal_name[1024], portal_message[1024];
650 maptile *exitmap;
651 int op_level;
652 623
653 /* 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 ());
654 * map. This can be determined in that per player unique maps have the
655 * full pathname listed.
656 */
657 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
658 {
659 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
660 return 0;
661 }
662
663 /* The first thing to do is to check if we have a marked destination
664 * dummy is used to make a check inventory for the force
665 */
666 dummy = arch_to_object (spell->other_arch);
667 if (dummy == NULL)
668 {
669 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
670 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
671 return 0;
672 }
673
674 force = check_inv_recursive (op, dummy);
675
676 if (force == NULL)
677 {
678 /* Here we know there is no destination marked up.
679 * We have 2 things to do:
680 * 1. Mark the destination in the player inventory.
681 * 2. Let the player know it worked.
682 */
683 dummy->name = op->map->path;
684 EXIT_X (dummy) = op->x;
685 EXIT_Y (dummy) = op->y;
686 insert_ob_in_ob (dummy, op);
687 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.");
688 return 1;
689 }
690
691 dummy->destroy ();
692
693 /* Here we know where the town portal should go to
694 * We should kill any existing portal associated with the player.
695 * Than we should create the 2 portals.
696 * For each of them, we need:
697 * - To create the portal with the name of the player+destination map
698 * - set the owner of the town portal
699 * - To mark the position of the portal in the player's inventory
700 * for easier destruction.
701 *
702 * The mark works has follow:
703 * slaying: Existing town portal
704 * hp, sp : x & y of the associated portal
705 * name : name of the portal
706 * race : map the portal is in
707 */
708
709 /* First step: killing existing town portals */
710 dummy = get_archetype (spell->race);
711 if (dummy == NULL)
712 {
713 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
714 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
715 return 0;
716 }
717
718 perm_portal = archetype::find (spell->slaying);
719
720 /* To kill a town portal, we go trough the player's inventory,
721 * for each marked portal in player's inventory,
722 * -We try load the associated map (if impossible, consider the portal destructed)
723 * -We find any portal in the specified location.
724 * If it has the good name, we destruct it.
725 * -We destruct the force indicating that portal.
726 */
727 while ((old_force = check_inv_recursive (op, dummy)))
728 {
729 exitmap = maptile::find_sync (old_force->race, op->map);
730
731 if (exitmap)
732 {
733 exitmap->load_sync ();
734
735 int exitx = EXIT_X (old_force);
736 int exity = EXIT_Y (old_force);
737
738 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
739 {
740 if (tmp->name == old_force->name)
741 {
742 tmp->destroy ();
743 break;
744 }
745 }
746 }
747
748 old_force->destroy ();
749 }
750
751 dummy->destroy ();
752
753 /* Creating the portals.
754 * The very first thing to do is to ensure
755 * access to the destination map.
756 * If we can't, don't fizzle. Simply warn player.
757 * This ensure player pays his mana for the spell
758 * because HE is responsible of forgotting.
759 * 'force' is the destination of the town portal, which we got
760 * from the players inventory above.
761 */
762
763 /* Ensure exit map is loaded */
764 exitmap = maptile::find_sync (force->name);
765
766 /* If we were unable to load (ex. random map deleted), warn player */
767 if (!exitmap)
768 {
769 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
770 force->destroy ();
771 return 1;
772 }
773
774 exitmap->load_sync ();
775
776 op_level = caster_level (caster, spell);
777 if (op_level < 15)
778 snprintf (portal_message, 1024,
779 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
780 &op->name);
781 else if (op_level < 30)
782 snprintf (portal_message, 1024,
783 "\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);
784 else if (op_level < 60)
785 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
786 else
787 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
788 &op->name);
789
790 /* Create a portal in front of player
791 * dummy contain the portal and
792 * force contain the track to kill it later
793 */
794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
795 dummy = get_archetype (spell->slaying); /*The portal */
796 if (dummy == NULL)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
799 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
800 return 0;
801 }
802
803 EXIT_PATH (dummy) = force->name;
804 EXIT_X (dummy) = EXIT_X (force);
805 EXIT_Y (dummy) = EXIT_Y (force);
806 dummy->name = dummy->name_pl = portal_name;
807 dummy->msg = portal_message;
808 dummy->race = op->name; /*Save the owner of the portal */
809 cast_create_obj (op, caster, dummy, 0);
810
811 /* Now we need to to create a town portal marker inside the player
812 * object, so on future castings, we can know that he has an active
813 * town portal.
814 */
815 object *tmp = get_archetype (spell->race);
816
817 if (!tmp)
818 {
819 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
820 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
821 return 0;
822 }
823
824 tmp->race = op->map->path;
825 tmp->name = portal_name;
826 EXIT_X (tmp) = dummy->x;
827 EXIT_Y (tmp) = dummy->y;
828 op->insert (tmp);
829
830 /* Create a portal in the destination map
831 * dummy contain the portal and
832 * force the track to kill it later
833 * the 'force' variable still contains the 'reminder' of
834 * where this portal goes to.
835 */
836 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
837 dummy = get_archetype (spell->slaying); /*The portal */
838 if (dummy == NULL)
839 {
840 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
841 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
842 return 0;
843 }
844
845 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message;
850 dummy->race = op->name; /*Save the owner of the portal */
851 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
852
853 /* Now we create another town portal marker that
854 * points back to the one we just made
855 */
856 tmp = get_archetype (spell->race);
857 if (tmp == NULL)
858 {
859 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
860 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
861 return 0;
862 }
863
864 tmp->race = force->name;
865 tmp->name = portal_name;
866 EXIT_X (tmp) = dummy->x;
867 EXIT_Y (tmp) = dummy->y;
868 insert_ob_in_ob (tmp, op);
869
870 /* Describe the player what happened
871 */
872 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
873 force->destroy ();
874 625
875 return 1; 626 return 1;
876} 627}
877 628
878/* This creates magic walls. Really, it can create most any object, 629/* This creates magic walls. Really, it can create most any object,
976 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);
977 return 0; 728 return 0;
978 } 729 }
979 730
980 /* 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 */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 732 if (tmp->other_arch && tmp->other_arch->type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 733 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
983 734
984 /* This code causes the wall to extend some distance in 735 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered. 736 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the 737 * posblocked and negblocked help determine how far the
1006 { 757 {
1007 object *tmp2 = tmp->clone (); 758 object *tmp2 = tmp->clone ();
1008 m->insert (tmp2, x, y, op); 759 m->insert (tmp2, x, y, op);
1009 760
1010 /* 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 */
1011 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 762 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1012 tmp2->insert (arch_to_object (tmp2->other_arch)); 763 tmp2->insert (arch_to_object (tmp2->other_arch));
1013 764
1014 } 765 }
1015 else 766 else
1016 posblocked = 1; 767 posblocked = 1;
1023 ((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)
1024 { 775 {
1025 object *tmp2 = tmp->clone (); 776 object *tmp2 = tmp->clone ();
1026 m->insert (tmp2, x, y, op); 777 m->insert (tmp2, x, y, op);
1027 778
1028 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 779 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1029 tmp2->insert (arch_to_object (tmp2->other_arch)); 780 tmp2->insert (arch_to_object (tmp2->other_arch));
1030 } 781 }
1031 else 782 else
1032 negblocked = 1; 783 negblocked = 1;
1033 } 784 }
1149 900
1150 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 */
1151 return 1; 902 return 1;
1152} 903}
1153 904
1154
1155/* cast_heal: Heals something. 905/* cast_heal: Heals something.
1156 * op is the caster. 906 * op is the caster.
1157 * dir is the direction he is casting it in. 907 * dir is the direction he is casting it in.
1158 * spell is the spell object. 908 * spell is the spell object.
1159 */ 909 */
1165 object *poison; 915 object *poison;
1166 int heal = 0, success = 0; 916 int heal = 0, success = 0;
1167 917
1168 tmp = find_target_for_friendly_spell (op, dir); 918 tmp = find_target_for_friendly_spell (op, dir);
1169 919
1170 if (tmp == NULL) 920 if (!tmp)
1171 return 0; 921 return 0;
1172 922
1173 /* Figure out how many hp this spell might cure. 923 /* Figure out how many hp this spell might cure.
1174 * could be zero if this spell heals effects, not damage. 924 * could be zero if this spell heals effects, not damage.
1175 */ 925 */
1178 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;
1179 929
1180 if (heal) 930 if (heal)
1181 { 931 {
1182 if (tmp->stats.hp >= tmp->stats.maxhp) 932 if (tmp->stats.hp >= tmp->stats.maxhp)
1183 {
1184 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.");
1185 }
1186 else 934 else
1187 { 935 {
1188 /* See how many points we actually heal. Instead of messages 936 /* See how many points we actually heal. Instead of messages
1189 * based on type of spell, we instead do messages based 937 * based on type of spell, we instead do messages based
1190 * on amount of damage healed. 938 * on amount of damage healed.
1191 */ 939 */
1192 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 940 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1193 heal = tmp->stats.maxhp - tmp->stats.hp; 941 heal = tmp->stats.maxhp - tmp->stats.hp;
942
1194 tmp->stats.hp += heal; 943 tmp->stats.hp += heal;
1195 944
1196 if (tmp->stats.hp >= tmp->stats.maxhp) 945 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1199 }
1200 else if (heal > 50) 947 else if (heal > 50)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 948 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1203 }
1204 else if (heal > 25) 949 else if (heal > 25)
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 950 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1207 }
1208 else if (heal > 10) 951 else if (heal > 10)
1209 {
1210 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.");
1211 }
1212 else 953 else
1213 {
1214 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.");
1215 } 955
1216 success = 1; 956 success = 1;
1217 } 957 }
1218 } 958 }
959
1219 if (spell->attacktype & AT_DISEASE) 960 if (spell->attacktype & AT_DISEASE)
1220 if (cure_disease (tmp, op)) 961 if (cure_disease (tmp, op, spell))
1221 success = 1; 962 success = 1;
1222 963
1223 if (spell->attacktype & AT_POISON) 964 if (spell->attacktype & AT_POISON)
1224 { 965 {
1225 at = archetype::find ("poisoning"); 966 at = archetype::find ("poisoning");
1229 success = 1; 970 success = 1;
1230 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1231 poison->stats.food = 1; 972 poison->stats.food = 1;
1232 } 973 }
1233 } 974 }
975
1234 if (spell->attacktype & AT_CONFUSION) 976 if (spell->attacktype & AT_CONFUSION)
1235 { 977 {
1236 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 978 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1237 if (poison) 979 if (poison)
1238 { 980 {
1239 success = 1; 981 success = 1;
1240 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1241 poison->duration = 1; 983 poison->duration = 1;
1242 } 984 }
1243 } 985 }
986
1244 if (spell->attacktype & AT_BLIND) 987 if (spell->attacktype & AT_BLIND)
1245 { 988 {
1246 at = archetype::find ("blindness"); 989 at = archetype::find ("blindness");
1247 poison = present_arch_in_ob (at, tmp); 990 poison = present_arch_in_ob (at, tmp);
1248 if (poison) 991 if (poison)
1250 success = 1; 993 success = 1;
1251 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.");
1252 poison->stats.food = 1; 995 poison->stats.food = 1;
1253 } 996 }
1254 } 997 }
998
1255 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 999 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1256 { 1000 {
1257 tmp->stats.sp += spell->last_sp; 1001 tmp->stats.sp += spell->last_sp;
1258 if (tmp->stats.sp > tmp->stats.maxsp) 1002 if (tmp->stats.sp > tmp->stats.maxsp)
1259 tmp->stats.sp = tmp->stats.maxsp; 1003 tmp->stats.sp = tmp->stats.maxsp;
1260 success = 1; 1004 success = 1;
1261 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!");
1262 } 1006 }
1007
1263 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1008 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1264 { 1009 {
1265 tmp->stats.grace += spell->last_grace; 1010 tmp->stats.grace += spell->last_grace;
1266 if (tmp->stats.grace > tmp->stats.maxgrace) 1011 if (tmp->stats.grace > tmp->stats.maxgrace)
1267 tmp->stats.grace = tmp->stats.maxgrace; 1012 tmp->stats.grace = tmp->stats.maxgrace;
1268 success = 1; 1013 success = 1;
1269 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!");
1270 } 1015 }
1016
1271 if (spell->stats.food && tmp->stats.food < 999) 1017 if (spell->stats.food && tmp->stats.food < 999)
1272 { 1018 {
1273 tmp->stats.food += spell->stats.food; 1019 tmp->stats.food += spell->stats.food;
1020
1274 if (tmp->stats.food > 999) 1021 if (tmp->stats.food > 999)
1275 tmp->stats.food = 999; 1022 tmp->stats.food = 999;
1023
1276 success = 1; 1024 success = 1;
1277 /* 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 */
1278 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");
1279 } 1027 }
1028
1280 return success; 1029 return success;
1281} 1030}
1282
1283 1031
1284/* 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
1285 * 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
1286 * good comments for those. 1034 * good comments for those.
1287 */ 1035 */
1288static const char *const no_gain_msgs[NUM_STATS] = { 1036static const char *const no_gain_msgs[NUM_STATS] = {
1289 "You grow no stronger.", 1037 "You grow no stronger.",
1290 "You grow no more agile.", 1038 "You grow no more agile.",
1291 "You don't feel any healthier.", 1039 "You don't feel any healthier.",
1292 "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."
1293 "You are no easier to look at.", 1043 "You are no easier to look at.",
1294 "no int",
1295 "no pow"
1296}; 1044};
1297 1045
1298int 1046int
1299cast_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)
1300{ 1048{
1351 } 1099 }
1352 else 1100 else
1353 { 1101 {
1354 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.");
1355 } 1103 }
1104
1356 return 1; 1105 return 1;
1357 } 1106 }
1107
1358 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;
1359 force->speed = 1.0; 1109 force->speed = 1.0;
1360 force->speed_left = -1.0; 1110 force->speed_left = -1.0;
1361 SET_FLAG (force, FLAG_APPLIED); 1111 SET_FLAG (force, FLAG_APPLIED);
1362 1112
1368 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);
1369 if (force->resist[i] > 100) 1119 if (force->resist[i] > 100)
1370 force->resist[i] = 100; 1120 force->resist[i] = 100;
1371 } 1121 }
1372 } 1122 }
1123
1373 if (spell_ob->stats.hp) 1124 if (spell_ob->stats.hp)
1374 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);
1375 1126
1376 if (tmp->type == PLAYER) 1127 if (tmp->type == PLAYER)
1377 { 1128 {
1378 /* Stat adjustment spells */ 1129 /* Stat adjustment spells */
1379 for (i = 0; i < NUM_STATS; i++) 1130 for (i = 0; i < NUM_STATS; i++)
1380 { 1131 {
1381 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1132 if (sint8 stat = spell_ob->stats.stat (i))
1382
1383 if (stat)
1384 { 1133 {
1385 sm = 0; 1134 sint8 sm = 0;
1386 for (k = 0; k < stat; k++) 1135 for (sint8 k = 0; k < stat; k++)
1387 sm += rndm (1, 3); 1136 sm += rndm (1, 3);
1388 1137
1389 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1138 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1390 { 1139 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1391 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1140
1392 if (sm < 0) 1141 force->stats.stat (i) = sm;
1393 sm = 0; 1142
1394 }
1395 set_attr_value (&force->stats, i, sm);
1396 if (!sm) 1143 if (!sm)
1397 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1144 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1398 } 1145 }
1399 } 1146 }
1400 } 1147 }
1421 force->attacktype = spell_ob->attacktype; 1168 force->attacktype = spell_ob->attacktype;
1422 1169
1423 insert_ob_in_ob (force, tmp); 1170 insert_ob_in_ob (force, tmp);
1424 change_abil (tmp, force); /* Mostly to display any messages */ 1171 change_abil (tmp, force); /* Mostly to display any messages */
1425 tmp->update_stats (); 1172 tmp->update_stats ();
1173
1426 return 1; 1174 return 1;
1427} 1175}
1428 1176
1429/* 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
1430 * 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
1431 * of the caster. 1179 * of the caster.
1432 */ 1180 */
1433
1434int 1181int
1435cast_bless (object *op, object *caster, object *spell_ob, int dir) 1182cast_bless (object *op, object *caster, object *spell_ob, int dir)
1436{ 1183{
1437 int i; 1184 int i;
1438 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1185 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1533 insert_ob_in_ob (force, tmp); 1280 insert_ob_in_ob (force, tmp);
1534 tmp->update_stats (); 1281 tmp->update_stats ();
1535 return 1; 1282 return 1;
1536} 1283}
1537 1284
1538
1539
1540/* Alchemy code by Mark Wedel 1285/* Alchemy code by Mark Wedel
1541 * 1286 *
1542 * This code adds a new spell, called alchemy. Alchemy will turn 1287 * This code adds a new spell, called alchemy. Alchemy will turn
1543 * objects to gold nuggets, the value of the gold nuggets being 1288 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1544 * about 90% of that of the item itself. It uses the value of the
1545 * object before charisma adjustments, because the nuggets themselves
1546 * will be will be adjusted by charisma when sold.
1547 * 1289 *
1548 * 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
1549 * the maximum number of large nuggets you could get. 1291 * itself. It uses the value of the object before charisma adjustments,
1550 * 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
1551 * to the max amount of small nuggets as you could get. 1293 * when sold.
1552 *
1553 * For example, if an item is worth 110 gold, you will get
1554 * 4 large nuggets, and from 0-10 small nuggets.
1555 * 1294 *
1556 * 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
1557 * 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
1558 * alchemied. 1297 * alchemised.
1559 */ 1298 */
1560
1561/* I didn't feel like passing these as arguements to the
1562 * two functions that need them. Real values are put in them
1563 * when the spell is cast, and these are freed when the spell
1564 * is finished.
1565 */
1566static object *small, *large;
1567
1568static void 1299static void
1569alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1300alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1570{ 1301{
1571 uint64 value = query_cost (obj, NULL, F_TRUE); 1302 uint64 value = query_cost (obj, NULL, F_TRUE);
1572 1303
1573 /* Give third price when we alchemy money (This should hopefully 1304 /* Give third price when we alchemy money (This should hopefully
1574 * 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
1575 * the nuggets, alchemy the gold from that, etc. 1306 * the nuggets, alchemy the gold from that, etc.
1576 * Otherwise, give 9 silver on the gold for other objects, 1307 * Otherwise, give 9 silver on the gold for other objects,
1577 * so that it would still be more affordable to haul 1308 * so that it would still be more affordable to haul
1578 * the stuff back to town. 1309 * the stuff back to town.
1579 */ 1310 */
1580
1581 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1311 if (QUERY_FLAG (obj, FLAG_UNPAID))
1582 value = 0; 1312 value = 0;
1583 else if (obj->type == MONEY || obj->type == GEM) 1313 else if (obj->type == MONEY || obj->type == GEM)
1584 value /= 3; 1314 value /= 3;
1585 else 1315 else
1586 value = (value * 9) / 10; 1316 value = value * 9 / 10;
1587 1317
1588 value /= 4; // fix by GHJ, don't understand, pcg
1589
1590 if ((obj->value > 0) && rndm (0, 29)) 1318 if (obj->value > 0 && rndm (0, 29))
1591 { 1319 total_value += value;
1592 int count;
1593 1320
1594 count = value / large->value;
1595 *large_nuggets += count;
1596 value -= (uint64) count *(uint64) large->value;
1597
1598 count = value / small->value;
1599 *small_nuggets += count;
1600 }
1601
1602 /* Turn 25 small nuggets into 1 large nugget. If the value
1603 * of large nuggets is not evenly divisable by the small nugget
1604 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1605 */
1606 if (*small_nuggets * small->value >= large->value)
1607 {
1608 (*large_nuggets)++;
1609 *small_nuggets -= large->value / small->value;
1610 if (*small_nuggets && large->value % small->value)
1611 (*small_nuggets)--;
1612 }
1613 weight += obj->weight; 1321 total_weight += obj->total_weight ();
1322
1614 obj->destroy (); 1323 obj->destroy ();
1615} 1324}
1616 1325
1617static void
1618update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1619{
1620 object *tmp;
1621 int flag = 0;
1622
1623 /* Put any nuggets below the player, but we can only pass this
1624 * flag if we are on the same space as the player
1625 */
1626 if (x == op->x && y == op->y && op->map == m)
1627 flag = INS_BELOW_ORIGINATOR;
1628
1629 if (small_nuggets)
1630 {
1631 tmp = small->clone ();
1632 tmp->nrof = small_nuggets;
1633 m->insert (tmp, x, y, op, flag);
1634 }
1635
1636 if (large_nuggets)
1637 {
1638 tmp = large->clone ();
1639 tmp->nrof = large_nuggets;
1640 m->insert (tmp, x, y, op, flag);
1641 }
1642}
1643
1644int 1326int
1645alchemy (object *op, object *caster, object *spell_ob) 1327alchemy (object *op, object *caster, object *spell_ob)
1646{ 1328{
1647 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1648 sint16 nx, ny;
1649 object *next, *tmp;
1650 maptile *mp;
1651
1652 if (op->type != PLAYER) 1329 if (op->type != PLAYER)
1653 return 0; 1330 return 0;
1654 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
1655 /* 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
1656 * some, and also prevents people from alcheming every table/chair/clock 1339 * some, and also prevents people from alchemising every table/chair/clock
1657 * in sight 1340 * in sight
1658 */ 1341 */
1659 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);
1660 weight_max *= 1000; 1343 int weight_max = duration * 1000;
1661 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1344 uint64 value_max = duration * 1000;
1662 1345
1346 int weight = 0;
1347
1663 for (y = op->y - 1; y <= op->y + 1; y++) 1348 for (int y = op->y - 1; y <= op->y + 1; y++)
1664 { 1349 {
1665 for (x = op->x - 1; x <= op->x + 1; x++) 1350 for (int x = op->x - 1; x <= op->x + 1; x++)
1666 { 1351 {
1352 uint64 value = 0;
1353
1667 nx = x; 1354 sint16 nx = x;
1668 ny = y; 1355 sint16 ny = y;
1669 1356
1670 mp = op->map; 1357 maptile *mp = op->map;
1671 1358
1672 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1359 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1673 1360
1674 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1361 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1675 continue; 1362 continue;
1676 1363
1677 /* Treat alchemy a little differently - most spell effects 1364 /* Treat alchemy a little differently - most spell effects
1679 * ground level effect. 1366 * ground level effect.
1680 */ 1367 */
1681 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1368 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1682 continue; 1369 continue;
1683 1370
1684 small_nuggets = 0; 1371 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1685 large_nuggets = 0;
1686
1687 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1688 { 1372 {
1689 next = tmp->above; 1373 next = tmp->above;
1374
1690 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1375 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1691 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1376 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1692 { 1377 {
1693
1694 if (tmp->inv) 1378 if (tmp->inv)
1695 { 1379 {
1696 object *next1, *tmp1; 1380 object *next1, *tmp1;
1697 1381
1698 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1382 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1699 { 1383 {
1700 next1 = tmp1->below; 1384 next1 = tmp1->below;
1701 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1385 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1702 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1386 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1703 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1387 alchemy_object (tmp1, value, weight);
1704 } 1388 }
1705 } 1389 }
1390
1706 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1391 alchemy_object (tmp, value, weight);
1707 1392
1708 if (weight > weight_max) 1393 if (weight > weight_max)
1709 { 1394 break;
1710 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1711 large->destroy ();
1712 small->destroy ();
1713 return 1;
1714 } 1395 }
1715 } /* is alchemable object */
1716 } /* process all objects on this space */
1717
1718 /* Insert all the nuggets at one time. This probably saves time, but
1719 * it also prevents us from alcheming nuggets that were just created
1720 * with this spell.
1721 */ 1396 }
1722 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);
1723 } 1410 }
1724 }
1725 1411
1726 large->destroy (); 1412 if (weight > weight_max)
1727 small->destroy (); 1413 goto bailout;
1728 /* reset this so that if player standing on a big pile of stuff, 1414 }
1729 * it is redrawn properly. 1415 }
1730 */ 1416
1731 op->contr->ns->look_position = 0; 1417bailout:
1732 return 1; 1418 return 1;
1733} 1419}
1734 1420
1735 1421
1736/* This function removes the cursed/damned status on equipped 1422/* This function removes the cursed/damned status on equipped
1763 } 1449 }
1764 1450
1765 if (op->type == PLAYER) 1451 if (op->type == PLAYER)
1766 { 1452 {
1767 if (success) 1453 if (success)
1768 {
1769 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.");
1770 }
1771 else 1455 else
1772 { 1456 {
1773 if (was_one) 1457 if (was_one)
1774 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.");
1775 else 1459 else
1799 { 1483 {
1800 identify (tmp); 1484 identify (tmp);
1801 1485
1802 if (op->type == PLAYER) 1486 if (op->type == PLAYER)
1803 { 1487 {
1804 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));
1805 1489
1806 if (tmp->msg) 1490 if (tmp->msg)
1807 { 1491 {
1808 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:");
1809 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1493 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1821 * 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
1822 * was not fully used. 1506 * was not fully used.
1823 */ 1507 */
1824 if (num_ident) 1508 if (num_ident)
1825 { 1509 {
1826 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)
1827 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1828 { 1512 {
1829 identify (tmp); 1513 identify (tmp);
1830 1514
1831 if (op->type == PLAYER) 1515 if (op->type == PLAYER)
1832 { 1516 {
1833 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));
1834 1518
1835 if (tmp->msg) 1519 if (tmp->msg)
1836 { 1520 {
1837 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:");
1838 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2188 /* Basically, if the object is magical and not counterspell, 1872 /* Basically, if the object is magical and not counterspell,
2189 * we will more or less remove the object. Don't counterspell 1873 * we will more or less remove the object. Don't counterspell
2190 * monsters either. 1874 * monsters either.
2191 */ 1875 */
2192 1876
2193 if (head->attacktype & AT_MAGIC && 1877 if (head->attacktype & AT_MAGIC
2194 !(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))
2195 head->destroy (); 1881 head->destroy ();
2196 else 1882 else
2197 switch (head->type) 1883 switch (head->type)
2198 { 1884 {
2199 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
2200 if (op->level > head->level) 1891 if (op->level > head->level)
2201 head->destroy (); 1892 head->destroy ();
2202 1893
2203 break; 1894 break;
2204 1895
2271 * 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,
2272 * 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
2273 * 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
2274 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2275 */ 1966 */
2276
2277int 1967int
2278animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
2279{ 1969{
2280 object *weapon, *tmp; 1970 object *weapon, *tmp;
2281 char buf[MAX_BUF]; 1971 char buf[MAX_BUF];
2282 int a, i; 1972 int a, i;
2283 sint16 x, y; 1973 sint16 x, y;
2284 maptile *m; 1974 maptile *m;
2285 materialtype_t *mt;
2286 1975
2287 if (!spell->other_arch) 1976 if (!spell->other_arch)
2288 { 1977 {
2289 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1978 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2290 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);
2293 /* exit if it's not a player using this spell. */ 1982 /* exit if it's not a player using this spell. */
2294 if (op->type != PLAYER) 1983 if (op->type != PLAYER)
2295 return 0; 1984 return 0;
2296 1985
2297 /* if player already has a golem, abort */ 1986 /* if player already has a golem, abort */
2298 if (op->contr->ranges[range_golem]) 1987 if (object *golem = op->contr->golem)
2299 { 1988 {
2300 control_golem (op->contr->ranges[range_golem], dir); 1989 control_golem (golem, dir);
2301 return 0; 1990 return 0;
2302 } 1991 }
2303 1992
2304 /* if no direction specified, pick one */ 1993 /* if no direction specified, pick one */
2305 if (!dir) 1994 if (!dir)
2309 x = op->x + freearr_x[dir]; 1998 x = op->x + freearr_x[dir];
2310 y = op->y + freearr_y[dir]; 1999 y = op->y + freearr_y[dir];
2311 2000
2312 /* if there's no place to put the golem, abort */ 2001 /* if there's no place to put the golem, abort */
2313 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) ||
2314 ((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))
2315 { 2004 {
2316 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.");
2317 return 0; 2006 return 0;
2318 } 2007 }
2319 2008
2323 if (!weapon) 2012 if (!weapon)
2324 { 2013 {
2325 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!");
2326 return 0; 2015 return 0;
2327 } 2016 }
2328 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2017 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2329 { 2018 {
2330 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.");
2331 return 0; 2020 return 0;
2332 } 2021 }
2333 if (weapon->type != WEAPON) 2022 if (weapon->type != WEAPON)
2355 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 CLEAR_FLAG (tmp, FLAG_MONSTER);
2356 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2357 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2358 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2359 tmp->set_owner (op); 2048 tmp->set_owner (op);
2049 op->contr->golem = tmp;
2360 set_spell_skill (op, caster, spell, tmp); 2050 set_spell_skill (op, caster, spell, tmp);
2361 op->contr->ranges[range_golem] = tmp;
2362 op->contr->shoottype = range_golem;
2363 2051
2364 /* 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
2365 * 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
2366 * used above. 2054 * used above.
2367 */ 2055 */
2368 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2369 weapon->remove (); 2057 weapon->remove ();
2058
2370 insert_ob_in_ob (weapon, tmp); 2059 insert_ob_in_ob (weapon, tmp);
2371 esrv_send_item (op, weapon); 2060 esrv_send_item (op, weapon);
2372 /* 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,
2373 * 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
2374 * body_info, skills, etc) 2063 * body_info, skills, etc)
2402 2091
2403 /* attacktype */ 2092 /* attacktype */
2404 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2405 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2406 2095
2407 mt = NULL;
2408 if (op->materialname != NULL)
2409 mt = name_to_material (op->materialname); 2096 if (materialtype_t *mt = name_to_material (op->materialname))
2410 if (mt != NULL)
2411 { 2097 {
2412 for (i = 0; i < NROFATTACKS; i++) 2098 for (i = 0; i < NROFATTACKS; i++)
2413 tmp->resist[i] = 50 - (mt->save[i] * 5); 2099 tmp->resist[i] = 50 - (mt->save[i] * 5);
2414 a = mt->save[0]; 2100 a = mt->save[0];
2415 } 2101 }
2417 { 2103 {
2418 for (i = 0; i < NROFATTACKS; i++) 2104 for (i = 0; i < NROFATTACKS; i++)
2419 tmp->resist[i] = 5; 2105 tmp->resist[i] = 5;
2420 a = 10; 2106 a = 10;
2421 } 2107 }
2108
2422 /* Set weapon's immunity */ 2109 /* Set weapon's immunity */
2423 tmp->resist[ATNR_CONFUSION] = 100; 2110 tmp->resist[ATNR_CONFUSION] = 100;
2424 tmp->resist[ATNR_POISON] = 100; 2111 tmp->resist[ATNR_POISON] = 100;
2425 tmp->resist[ATNR_SLOW] = 100; 2112 tmp->resist[ATNR_SLOW] = 100;
2426 tmp->resist[ATNR_PARALYZE] = 100; 2113 tmp->resist[ATNR_PARALYZE] = 100;
2432 2119
2433 /* 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 */
2434 2121
2435 if (a > 14) 2122 if (a > 14)
2436 a = 14; 2123 a = 14;
2124
2437 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));
2438 2126
2439 /* Determine golem's speed */ 2127 /* Determine golem's speed */
2440 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)));
2441 2129
2486 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.");
2487 } 2175 }
2488 return success; 2176 return success;
2489} 2177}
2490 2178
2491
2492
2493
2494
2495/* 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.
2496 * 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,
2497 * spell is the spell object itself. 2181 * spell is the spell object itself.
2498 */ 2182 */
2499int 2183int
2510 2194
2511 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);
2512 2196
2513 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);
2514 2198
2515 new_aura->set_owner (op);
2516 set_spell_skill (op, caster, spell, new_aura); 2199 set_spell_skill (op, caster, spell, new_aura);
2517 new_aura->attacktype = spell->attacktype; 2200 new_aura->attacktype = spell->attacktype;
2518 2201
2519 new_aura->level = caster_level (caster, spell); 2202 new_aura->level = caster_level (caster, spell);
2203
2520 if (refresh) 2204 if (refresh)
2521 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.");
2522 else 2206 else
2523 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
2524 insert_ob_in_ob (new_aura, op); 2209 insert_ob_in_ob (new_aura, op);
2210 new_aura->set_owner (op);
2211
2525 return 1; 2212 return 1;
2526} 2213}
2527 2214
2528 2215
2529/* 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,
2596} 2283}
2597 2284
2598/* moves the peacemaker spell. 2285/* moves the peacemaker spell.
2599 * op is the piece object. 2286 * op is the piece object.
2600 */ 2287 */
2601
2602void 2288void
2603move_peacemaker (object *op) 2289move_peacemaker (object *op)
2604{ 2290{
2605 object *tmp; 2291 object *tmp;
2606 2292

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