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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.39 by root, Wed Feb 7 23:43:01 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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <living.h> 26#include <living.h>
70 return 0; 69 return 0;
71 } 70 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 72 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 76 wand->destroy ();
78 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 79
104 ncharges = 1; 103 ncharges = 1;
105 104
106 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 107
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
110 { 109 {
111 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 111 wand->set_speed (wand->arch->speed);
113 } 112 }
114 113
115 return 1; 114 return 1;
116} 115}
117 116
123 * great a plus, the default is used. 122 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
127 */ 126 */
128
129int 127int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
131{ 129{
132 int missile_plus = 0, bonus_plus = 0; 130 int missile_plus = 0, bonus_plus = 0;
133 const char *missile_name; 131 const char *missile_name;
154 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 153 if (isalpha (*stringarg))
156 { 154 {
157 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
158 156
159 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, stringarg))
161 break; 159 break;
162 160
163 if (!al) 161 if (!al)
164 { 162 {
224 if (stringarg) 222 if (stringarg)
225 { 223 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, stringarg);
227 if (at == NULL) 225 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, stringarg);
229 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 228 stringarg = NULL;
231 } 229 }
232 230
233 if (!stringarg) 231 if (!stringarg)
234 { 232 {
240 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 239 * to be altered from the donor.
242 */ 240 */
243 241
244 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
246 { 244 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 246 {
249 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 249 * the item we have now, take it instead.
252 */ 250 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 251 if (at_tmp->stats.food <= food_value
252 && (!at
253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
254 at = at_tmp; 256 at = at_tmp;
255 } 257 }
256 } 258 }
257 } 259 }
260
258 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
259 * know 262 * know
260 */ 263 */
261 if (!at) 264 if (!at)
262 { 265 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
264 return 0; 267 return 0;
265 } 268 }
266 269
267 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 271 new_op = arch_to_object (at);
269 new_op->nrof = food_value; 272 new_op->nrof = food_value;
270 273
271 new_op->value = 0; 274 new_op->value = 0;
272 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
287 if (!dir) 290 if (!dir)
288 { 291 {
289 examine_monster (op, op); 292 examine_monster (op, op);
290 return 1; 293 return 1;
291 } 294 }
295
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
294 { 298 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 299 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296 300
316 examine_monster (op, tmp); 320 examine_monster (op, tmp);
317 return 1; 321 return 1;
318 } 322 }
319 } 323 }
320 } 324 }
325
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 327 return 1;
323} 328}
324
325 329
326/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 331 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 335 * pl is invisible.
332 */ 336 */
333int 337int
334makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
335{ 339{
336
337 if (!pl->invisible) 340 if (!pl->invisible)
338 return 0; 341 return 0;
342
339 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
340 { 344 {
341 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
343 { 347 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0; 349 return 0;
350
346 return 1; 351 return 1;
347 } 352 }
353
348 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
350 return 1; 356 return 1;
357
351 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
352 if (!mon->race) 359 if (!mon->race)
353 return 0; 360 return 0;
361
354 if (strstr (mon->race, pl->contr->invis_race)) 362 if (strstr (mon->race, pl->contr->invis_race))
355 return 1; 363 return 1;
364
356 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
357 return 0; 366 return 0;
358 } 367 }
359 else 368 else
360 { 369 {
373 * normal applies. 382 * normal applies.
374 */ 383 */
375int 384int
376cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
377{ 386{
378 object *tmp;
379
380 if (op->invisible > 1000) 387 if (op->invisible > 1000)
381 { 388 {
382 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");
383 return 0; 390 return 0;
384 } 391 }
400 else 407 else
401 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
402 409
403 op->contr->hidden = 0; 410 op->contr->hidden = 0;
404 } 411 }
412
405 if (makes_invisible_to (op, op)) 413 if (makes_invisible_to (op, op))
406 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!");
407 else 415 else
408 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 416 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
409 417
410 update_object (op, UP_OBJ_FACE); 418 update_object (op, UP_OBJ_CHANGE);
411 419
412 /* Only search the active objects - only these should actually do 420 /* Only search the active objects - only these should actually do
413 * harm to the player. 421 * harm to the player.
414 */ 422 */
415 for_all_actives (tmp) 423 for_all_actives (tmp)
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 sprintf (buf, "Your metabolism isn't focused on anything."); 614 buf << "Your metabolism isn't focused on anything.\n";
611 else 615 else
612 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";
613 617
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 618 break;
616 } 619 }
617 } 620 }
618 }
619 621
620 return 1; 622 buf << '\0'; // zero-terminate
621}
622 623
623/* int cast_create_town_portal (object *op, object *caster, int dir) 624 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
624 *
625 * This function cast the spell of town portal for op
626 *
627 * The spell operates in two passes. During the first one a place
628 * is marked as a destination for the portal. During the second one,
629 * 2 portals are created, one in the position the player cast it and
630 * one in the destination place. The portal are synchronized and 2 forces
631 * are inserted in the player to destruct the portal next time player
632 * creates a new portal pair.
633 * This spell has a side effect that it allows people to meet each other
634 * in a permanent, private, appartements by making a town portal from it
635 * to the town or another public place. So, check if the map is unique and if
636 * so return an error
637 *
638 * Code by Tchize (david.delbecq@usa.net)
639 */
640int
641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
642{
643 object *dummy, *force, *old_force;
644 archetype *perm_portal;
645 char portal_name[1024], portal_message[1024];
646 maptile *exitmap;
647 int op_level;
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 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.");
684 return 1;
685 }
686
687 dummy->destroy ();
688
689 /* Here we know where the town portal should go to
690 * We should kill any existing portal associated with the player.
691 * Than we should create the 2 portals.
692 * For each of them, we need:
693 * - To create the portal with the name of the player+destination map
694 * - set the owner of the town portal
695 * - To mark the position of the portal in the player's inventory
696 * for easier destruction.
697 *
698 * The mark works has follow:
699 * slaying: Existing town portal
700 * hp, sp : x & y of the associated portal
701 * name : name of the portal
702 * race : map the portal is in
703 */
704
705 /* First step: killing existing town portals */
706 dummy = get_archetype (spell->race);
707 if (dummy == NULL)
708 {
709 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
710 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
711 return 0;
712 }
713
714 perm_portal = archetype::find (spell->slaying);
715
716 /* To kill a town portal, we go trough the player's inventory,
717 * for each marked portal in player's inventory,
718 * -We try load the associated map (if impossible, consider the portal destructed)
719 * -We find any portal in the specified location.
720 * If it has the good name, we destruct it.
721 * -We destruct the force indicating that portal.
722 */
723 while ((old_force = check_inv_recursive (op, dummy)))
724 {
725 exitmap = maptile::find_sync (old_force->race, op->map);
726
727 if (exitmap)
728 {
729 exitmap->load_sync ();
730
731 int exitx = EXIT_X (old_force);
732 int exity = EXIT_Y (old_force);
733
734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->destroy ();
739 break;
740 }
741 }
742 }
743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
749 /* Creating the portals.
750 * The very first thing to do is to ensure
751 * access to the destination map.
752 * If we can't, don't fizzle. Simply warn player.
753 * This ensure player pays his mana for the spell
754 * because HE is responsible of forgotting.
755 * 'force' is the destination of the town portal, which we got
756 * from the players inventory above.
757 */
758
759 /* Ensure exit map is loaded */
760 exitmap = maptile::find_sync (force->name);
761
762 /* If we were unable to load (ex. random map deleted), warn player */
763 if (!exitmap)
764 {
765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
766 force->destroy ();
767 return 1;
768 }
769
770 exitmap->load_sync ();
771
772 op_level = caster_level (caster, spell);
773 if (op_level < 15)
774 snprintf (portal_message, 1024,
775 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
776 &op->name);
777 else if (op_level < 30)
778 snprintf (portal_message, 1024,
779 "\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);
780 else if (op_level < 60)
781 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
782 else
783 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
784 &op->name);
785
786 /* Create a portal in front of player
787 * dummy contain the portal and
788 * force contain the track to kill it later
789 */
790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
791 dummy = get_archetype (spell->slaying); /*The portal */
792 if (dummy == NULL)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
795 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
796 return 0;
797 }
798
799 EXIT_PATH (dummy) = force->name;
800 EXIT_X (dummy) = EXIT_X (force);
801 EXIT_Y (dummy) = EXIT_Y (force);
802 dummy->name = dummy->name_pl = portal_name;
803 dummy->msg = portal_message;
804 dummy->race = op->name; /*Save the owner of the portal */
805 cast_create_obj (op, caster, dummy, 0);
806
807 /* Now we need to to create a town portal marker inside the player
808 * object, so on future castings, we can know that he has an active
809 * town portal.
810 */
811 object *tmp = get_archetype (spell->race);
812
813 if (!tmp)
814 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
816 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
817 return 0;
818 }
819
820 tmp->race = op->map->path;
821 tmp->name = portal_name;
822 EXIT_X (tmp) = dummy->x;
823 EXIT_Y (tmp) = dummy->y;
824 op->insert (tmp);
825
826 /* Create a portal in the destination map
827 * dummy contain the portal and
828 * force the track to kill it later
829 * the 'force' variable still contains the 'reminder' of
830 * where this portal goes to.
831 */
832 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
833 dummy = get_archetype (spell->slaying); /*The portal */
834 if (dummy == NULL)
835 {
836 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
837 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
838 return 0;
839 }
840
841 EXIT_PATH (dummy) = op->map->path;
842 EXIT_X (dummy) = op->x;
843 EXIT_Y (dummy) = op->y;
844 dummy->name = dummy->name_pl = portal_name;
845 dummy->msg = portal_message;
846 dummy->race = op->name; /*Save the owner of the portal */
847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
848
849 /* Now we create another town portal marker that
850 * points back to the one we just made
851 */
852 tmp = get_archetype (spell->race);
853 if (tmp == NULL)
854 {
855 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
856 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
857 return 0;
858 }
859
860 tmp->race = force->name;
861 tmp->name = portal_name;
862 EXIT_X (tmp) = dummy->x;
863 EXIT_Y (tmp) = dummy->y;
864 insert_ob_in_ob (tmp, op);
865
866 /* Describe the player what happened
867 */
868 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
869 force->destroy ();
870 625
871 return 1; 626 return 1;
872} 627}
873 628
874/* This creates magic walls. Really, it can create most any object, 629/* This creates magic walls. Really, it can create most any object,
972 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);
973 return 0; 728 return 0;
974 } 729 }
975 730
976 /* 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 */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 732 if (tmp->other_arch && tmp->other_arch->type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 733 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
979 734
980 /* This code causes the wall to extend some distance in 735 /* This code causes the wall to extend some distance in
981 * each direction, or until an obstruction is encountered. 736 * each direction, or until an obstruction is encountered.
982 * posblocked and negblocked help determine how far the 737 * posblocked and negblocked help determine how far the
1002 { 757 {
1003 object *tmp2 = tmp->clone (); 758 object *tmp2 = tmp->clone ();
1004 m->insert (tmp2, x, y, op); 759 m->insert (tmp2, x, y, op);
1005 760
1006 /* 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 */
1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 762 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1008 tmp2->insert (arch_to_object (tmp2->other_arch)); 763 tmp2->insert (arch_to_object (tmp2->other_arch));
1009 764
1010 } 765 }
1011 else 766 else
1012 posblocked = 1; 767 posblocked = 1;
1019 ((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)
1020 { 775 {
1021 object *tmp2 = tmp->clone (); 776 object *tmp2 = tmp->clone ();
1022 m->insert (tmp2, x, y, op); 777 m->insert (tmp2, x, y, op);
1023 778
1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 779 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1025 tmp2->insert (arch_to_object (tmp2->other_arch)); 780 tmp2->insert (arch_to_object (tmp2->other_arch));
1026 } 781 }
1027 else 782 else
1028 negblocked = 1; 783 negblocked = 1;
1029 } 784 }
1145 900
1146 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 */
1147 return 1; 902 return 1;
1148} 903}
1149 904
1150
1151/* cast_heal: Heals something. 905/* cast_heal: Heals something.
1152 * op is the caster. 906 * op is the caster.
1153 * dir is the direction he is casting it in. 907 * dir is the direction he is casting it in.
1154 * spell is the spell object. 908 * spell is the spell object.
1155 */ 909 */
1161 object *poison; 915 object *poison;
1162 int heal = 0, success = 0; 916 int heal = 0, success = 0;
1163 917
1164 tmp = find_target_for_friendly_spell (op, dir); 918 tmp = find_target_for_friendly_spell (op, dir);
1165 919
1166 if (tmp == NULL) 920 if (!tmp)
1167 return 0; 921 return 0;
1168 922
1169 /* Figure out how many hp this spell might cure. 923 /* Figure out how many hp this spell might cure.
1170 * could be zero if this spell heals effects, not damage. 924 * could be zero if this spell heals effects, not damage.
1171 */ 925 */
1174 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;
1175 929
1176 if (heal) 930 if (heal)
1177 { 931 {
1178 if (tmp->stats.hp >= tmp->stats.maxhp) 932 if (tmp->stats.hp >= tmp->stats.maxhp)
1179 {
1180 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.");
1181 }
1182 else 934 else
1183 { 935 {
1184 /* See how many points we actually heal. Instead of messages 936 /* See how many points we actually heal. Instead of messages
1185 * based on type of spell, we instead do messages based 937 * based on type of spell, we instead do messages based
1186 * on amount of damage healed. 938 * on amount of damage healed.
1187 */ 939 */
1188 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 940 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1189 heal = tmp->stats.maxhp - tmp->stats.hp; 941 heal = tmp->stats.maxhp - tmp->stats.hp;
942
1190 tmp->stats.hp += heal; 943 tmp->stats.hp += heal;
1191 944
1192 if (tmp->stats.hp >= tmp->stats.maxhp) 945 if (tmp->stats.hp >= tmp->stats.maxhp)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1195 }
1196 else if (heal > 50) 947 else if (heal > 50)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 948 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1199 }
1200 else if (heal > 25) 949 else if (heal > 25)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 950 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1203 }
1204 else if (heal > 10) 951 else if (heal > 10)
1205 {
1206 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.");
1207 }
1208 else 953 else
1209 {
1210 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.");
1211 } 955
1212 success = 1; 956 success = 1;
1213 } 957 }
1214 } 958 }
959
1215 if (spell->attacktype & AT_DISEASE) 960 if (spell->attacktype & AT_DISEASE)
1216 if (cure_disease (tmp, op)) 961 if (cure_disease (tmp, op, spell))
1217 success = 1; 962 success = 1;
1218 963
1219 if (spell->attacktype & AT_POISON) 964 if (spell->attacktype & AT_POISON)
1220 { 965 {
1221 at = archetype::find ("poisoning"); 966 at = archetype::find ("poisoning");
1225 success = 1; 970 success = 1;
1226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1227 poison->stats.food = 1; 972 poison->stats.food = 1;
1228 } 973 }
1229 } 974 }
975
1230 if (spell->attacktype & AT_CONFUSION) 976 if (spell->attacktype & AT_CONFUSION)
1231 { 977 {
1232 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 978 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1233 if (poison) 979 if (poison)
1234 { 980 {
1235 success = 1; 981 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1237 poison->duration = 1; 983 poison->duration = 1;
1238 } 984 }
1239 } 985 }
986
1240 if (spell->attacktype & AT_BLIND) 987 if (spell->attacktype & AT_BLIND)
1241 { 988 {
1242 at = archetype::find ("blindness"); 989 at = archetype::find ("blindness");
1243 poison = present_arch_in_ob (at, tmp); 990 poison = present_arch_in_ob (at, tmp);
1244 if (poison) 991 if (poison)
1246 success = 1; 993 success = 1;
1247 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.");
1248 poison->stats.food = 1; 995 poison->stats.food = 1;
1249 } 996 }
1250 } 997 }
998
1251 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 999 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1252 { 1000 {
1253 tmp->stats.sp += spell->last_sp; 1001 tmp->stats.sp += spell->last_sp;
1254 if (tmp->stats.sp > tmp->stats.maxsp) 1002 if (tmp->stats.sp > tmp->stats.maxsp)
1255 tmp->stats.sp = tmp->stats.maxsp; 1003 tmp->stats.sp = tmp->stats.maxsp;
1256 success = 1; 1004 success = 1;
1257 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!");
1258 } 1006 }
1007
1259 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1008 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1260 { 1009 {
1261 tmp->stats.grace += spell->last_grace; 1010 tmp->stats.grace += spell->last_grace;
1262 if (tmp->stats.grace > tmp->stats.maxgrace) 1011 if (tmp->stats.grace > tmp->stats.maxgrace)
1263 tmp->stats.grace = tmp->stats.maxgrace; 1012 tmp->stats.grace = tmp->stats.maxgrace;
1264 success = 1; 1013 success = 1;
1265 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!");
1266 } 1015 }
1016
1267 if (spell->stats.food && tmp->stats.food < 999) 1017 if (spell->stats.food && tmp->stats.food < 999)
1268 { 1018 {
1269 tmp->stats.food += spell->stats.food; 1019 tmp->stats.food += spell->stats.food;
1020
1270 if (tmp->stats.food > 999) 1021 if (tmp->stats.food > 999)
1271 tmp->stats.food = 999; 1022 tmp->stats.food = 999;
1023
1272 success = 1; 1024 success = 1;
1273 /* 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 */
1274 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");
1275 } 1027 }
1028
1276 return success; 1029 return success;
1277} 1030}
1278
1279 1031
1280/* 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
1281 * 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
1282 * good comments for those. 1034 * good comments for those.
1283 */ 1035 */
1284static const char *const no_gain_msgs[NUM_STATS] = { 1036static const char *const no_gain_msgs[NUM_STATS] = {
1285 "You grow no stronger.", 1037 "You grow no stronger.",
1286 "You grow no more agile.", 1038 "You grow no more agile.",
1287 "You don't feel any healthier.", 1039 "You don't feel any healthier.",
1288 "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."
1289 "You are no easier to look at.", 1043 "You are no easier to look at.",
1290 "no int",
1291 "no pow"
1292}; 1044};
1293 1045
1294int 1046int
1295cast_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)
1296{ 1048{
1347 } 1099 }
1348 else 1100 else
1349 { 1101 {
1350 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.");
1351 } 1103 }
1104
1352 return 1; 1105 return 1;
1353 } 1106 }
1107
1354 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;
1355 force->speed = 1.0; 1109 force->speed = 1.0;
1356 force->speed_left = -1.0; 1110 force->speed_left = -1.0;
1357 SET_FLAG (force, FLAG_APPLIED); 1111 SET_FLAG (force, FLAG_APPLIED);
1358 1112
1364 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);
1365 if (force->resist[i] > 100) 1119 if (force->resist[i] > 100)
1366 force->resist[i] = 100; 1120 force->resist[i] = 100;
1367 } 1121 }
1368 } 1122 }
1123
1369 if (spell_ob->stats.hp) 1124 if (spell_ob->stats.hp)
1370 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);
1371 1126
1372 if (tmp->type == PLAYER) 1127 if (tmp->type == PLAYER)
1373 { 1128 {
1374 /* Stat adjustment spells */ 1129 /* Stat adjustment spells */
1375 for (i = 0; i < NUM_STATS; i++) 1130 for (i = 0; i < NUM_STATS; i++)
1376 { 1131 {
1377 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1132 if (sint8 stat = spell_ob->stats.stat (i))
1378
1379 if (stat)
1380 { 1133 {
1381 sm = 0; 1134 sint8 sm = 0;
1382 for (k = 0; k < stat; k++) 1135 for (sint8 k = 0; k < stat; k++)
1383 sm += rndm (1, 3); 1136 sm += rndm (1, 3);
1384 1137
1385 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1138 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1386 { 1139 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1387 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1140
1388 if (sm < 0) 1141 force->stats.stat (i) = sm;
1389 sm = 0; 1142
1390 }
1391 set_attr_value (&force->stats, i, sm);
1392 if (!sm) 1143 if (!sm)
1393 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1144 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1394 } 1145 }
1395 } 1146 }
1396 } 1147 }
1417 force->attacktype = spell_ob->attacktype; 1168 force->attacktype = spell_ob->attacktype;
1418 1169
1419 insert_ob_in_ob (force, tmp); 1170 insert_ob_in_ob (force, tmp);
1420 change_abil (tmp, force); /* Mostly to display any messages */ 1171 change_abil (tmp, force); /* Mostly to display any messages */
1421 tmp->update_stats (); 1172 tmp->update_stats ();
1173
1422 return 1; 1174 return 1;
1423} 1175}
1424 1176
1425/* 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
1426 * 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
1427 * of the caster. 1179 * of the caster.
1428 */ 1180 */
1429
1430int 1181int
1431cast_bless (object *op, object *caster, object *spell_ob, int dir) 1182cast_bless (object *op, object *caster, object *spell_ob, int dir)
1432{ 1183{
1433 int i; 1184 int i;
1434 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1185 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1532} 1283}
1533 1284
1534/* Alchemy code by Mark Wedel 1285/* Alchemy code by Mark Wedel
1535 * 1286 *
1536 * This code adds a new spell, called alchemy. Alchemy will turn 1287 * This code adds a new spell, called alchemy. Alchemy will turn
1537 * objects to gold nuggets, the value of the gold nuggets being 1288 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1538 * about 90% of that of the item itself. It uses the value of the
1539 * object before charisma adjustments, because the nuggets themselves
1540 * will be will be adjusted by charisma when sold.
1541 * 1289 *
1542 * 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
1543 * the maximum number of large nuggets you could get. 1291 * itself. It uses the value of the object before charisma adjustments,
1544 * 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
1545 * to the max amount of small nuggets as you could get. 1293 * when sold.
1546 *
1547 * For example, if an item is worth 110 gold, you will get
1548 * 4 large nuggets, and from 0-10 small nuggets.
1549 * 1294 *
1550 * 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
1551 * 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
1552 * alchemised. 1297 * alchemised.
1553 */ 1298 */
1576 total_weight += obj->total_weight (); 1321 total_weight += obj->total_weight ();
1577 1322
1578 obj->destroy (); 1323 obj->destroy ();
1579} 1324}
1580 1325
1581static void
1582update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1583{
1584 int flag = 0;
1585
1586 /* Put any nuggets below the player, but we can only pass this
1587 * flag if we are on the same space as the player
1588 */
1589 if (x == op->x && y == op->y && op->map == m)
1590 flag = INS_BELOW_ORIGINATOR;
1591
1592 if (small_nuggets)
1593 {
1594 object *tmp = small->clone ();
1595 tmp->nrof = small_nuggets;
1596 m->insert (tmp, x, y, op, flag);
1597 }
1598
1599 if (large_nuggets)
1600 {
1601 object *tmp = large->clone ();
1602 tmp->nrof = large_nuggets;
1603 m->insert (tmp, x, y, op, flag);
1604 }
1605
1606 if (object *pl = m->at (x, y).player ())
1607 if (pl->contr->ns)
1608 pl->contr->ns->look_position = 0;
1609}
1610
1611int 1326int
1612alchemy (object *op, object *caster, object *spell_ob) 1327alchemy (object *op, object *caster, object *spell_ob)
1613{ 1328{
1614 if (op->type != PLAYER) 1329 if (op->type != PLAYER)
1615 return 0; 1330 return 0;
1616 1331
1617 object *large = get_archetype ("largenugget"); 1332 archetype *nugget[3];
1618 object *small = get_archetype ("smallnugget"); 1333
1334 nugget[0] = archetype::find ("pyrite3");
1335 nugget[1] = archetype::find ("pyrite2");
1336 nugget[2] = archetype::find ("pyrite");
1619 1337
1620 /* Put a maximum weight of items that can be alchemised. Limits the power 1338 /* Put a maximum weight of items that can be alchemised. Limits the power
1621 * some, and also prevents people from alchemising every table/chair/clock 1339 * some, and also prevents people from alchemising every table/chair/clock
1622 * in sight 1340 * in sight
1623 */ 1341 */
1675 if (weight > weight_max) 1393 if (weight > weight_max)
1676 break; 1394 break;
1677 } 1395 }
1678 } 1396 }
1679 1397
1398 value -= rndm (value >> 4);
1680 value = min (value, value_max); 1399 value = min (value, value_max);
1681 1400
1682 uint64 count = value / large->value; 1401 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1683 int large_nuggets = count; 1402 if (int nrof = value / nugget [i]->value)
1684 value -= count * large->value;
1685
1686 count = value / small->value;
1687 int small_nuggets = count;
1688
1689 /* Insert all the nuggets at one time. This probably saves time, but
1690 * it also prevents us from alcheming nuggets that were just created
1691 * with this spell.
1692 */ 1403 {
1693 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 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);
1410 }
1694 1411
1695 if (weight > weight_max) 1412 if (weight > weight_max)
1696 goto bailout; 1413 goto bailout;
1697 } 1414 }
1698 } 1415 }
1699 1416
1700bailout: 1417bailout:
1701 large->destroy ();
1702 small->destroy ();
1703 return 1; 1418 return 1;
1704} 1419}
1705 1420
1706 1421
1707/* This function removes the cursed/damned status on equipped 1422/* This function removes the cursed/damned status on equipped
1768 { 1483 {
1769 identify (tmp); 1484 identify (tmp);
1770 1485
1771 if (op->type == PLAYER) 1486 if (op->type == PLAYER)
1772 { 1487 {
1773 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));
1774 1489
1775 if (tmp->msg) 1490 if (tmp->msg)
1776 { 1491 {
1777 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:");
1778 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1493 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1790 * 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
1791 * was not fully used. 1506 * was not fully used.
1792 */ 1507 */
1793 if (num_ident) 1508 if (num_ident)
1794 { 1509 {
1795 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)
1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1797 { 1512 {
1798 identify (tmp); 1513 identify (tmp);
1799 1514
1800 if (op->type == PLAYER) 1515 if (op->type == PLAYER)
1801 { 1516 {
1802 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));
1803 1518
1804 if (tmp->msg) 1519 if (tmp->msg)
1805 { 1520 {
1806 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:");
1807 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2157 /* Basically, if the object is magical and not counterspell, 1872 /* Basically, if the object is magical and not counterspell,
2158 * we will more or less remove the object. Don't counterspell 1873 * we will more or less remove the object. Don't counterspell
2159 * monsters either. 1874 * monsters either.
2160 */ 1875 */
2161 1876
2162 if (head->attacktype & AT_MAGIC && 1877 if (head->attacktype & AT_MAGIC
2163 !(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))
2164 head->destroy (); 1881 head->destroy ();
2165 else 1882 else
2166 switch (head->type) 1883 switch (head->type)
2167 { 1884 {
2168 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
2169 if (op->level > head->level) 1891 if (op->level > head->level)
2170 head->destroy (); 1892 head->destroy ();
2171 1893
2172 break; 1894 break;
2173 1895
2240 * 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,
2241 * 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
2242 * 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
2243 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2244 */ 1966 */
2245
2246int 1967int
2247animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
2248{ 1969{
2249 object *weapon, *tmp; 1970 object *weapon, *tmp;
2250 char buf[MAX_BUF]; 1971 char buf[MAX_BUF];
2251 int a, i; 1972 int a, i;
2252 sint16 x, y; 1973 sint16 x, y;
2253 maptile *m; 1974 maptile *m;
2254 materialtype_t *mt;
2255 1975
2256 if (!spell->other_arch) 1976 if (!spell->other_arch)
2257 { 1977 {
2258 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1978 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2259 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);
2262 /* exit if it's not a player using this spell. */ 1982 /* exit if it's not a player using this spell. */
2263 if (op->type != PLAYER) 1983 if (op->type != PLAYER)
2264 return 0; 1984 return 0;
2265 1985
2266 /* if player already has a golem, abort */ 1986 /* if player already has a golem, abort */
2267 if (op->contr->ranges[range_golem]) 1987 if (object *golem = op->contr->golem)
2268 { 1988 {
2269 control_golem (op->contr->ranges[range_golem], dir); 1989 control_golem (golem, dir);
2270 return 0; 1990 return 0;
2271 } 1991 }
2272 1992
2273 /* if no direction specified, pick one */ 1993 /* if no direction specified, pick one */
2274 if (!dir) 1994 if (!dir)
2278 x = op->x + freearr_x[dir]; 1998 x = op->x + freearr_x[dir];
2279 y = op->y + freearr_y[dir]; 1999 y = op->y + freearr_y[dir];
2280 2000
2281 /* if there's no place to put the golem, abort */ 2001 /* if there's no place to put the golem, abort */
2282 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) ||
2283 ((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))
2284 { 2004 {
2285 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.");
2286 return 0; 2006 return 0;
2287 } 2007 }
2288 2008
2292 if (!weapon) 2012 if (!weapon)
2293 { 2013 {
2294 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!");
2295 return 0; 2015 return 0;
2296 } 2016 }
2297 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2017 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2298 { 2018 {
2299 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.");
2300 return 0; 2020 return 0;
2301 } 2021 }
2302 if (weapon->type != WEAPON) 2022 if (weapon->type != WEAPON)
2324 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 CLEAR_FLAG (tmp, FLAG_MONSTER);
2325 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2326 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2327 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2328 tmp->set_owner (op); 2048 tmp->set_owner (op);
2049 op->contr->golem = tmp;
2329 set_spell_skill (op, caster, spell, tmp); 2050 set_spell_skill (op, caster, spell, tmp);
2330 op->contr->ranges[range_golem] = tmp;
2331 op->contr->shoottype = range_golem;
2332 2051
2333 /* 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
2334 * 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
2335 * used above. 2054 * used above.
2336 */ 2055 */
2337 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2338 weapon->remove (); 2057 weapon->remove ();
2058
2339 insert_ob_in_ob (weapon, tmp); 2059 insert_ob_in_ob (weapon, tmp);
2340 esrv_send_item (op, weapon); 2060 esrv_send_item (op, weapon);
2341 /* 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,
2342 * 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
2343 * body_info, skills, etc) 2063 * body_info, skills, etc)
2371 2091
2372 /* attacktype */ 2092 /* attacktype */
2373 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2374 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2375 2095
2376 mt = NULL;
2377 if (op->materialname != NULL)
2378 mt = name_to_material (op->materialname); 2096 if (materialtype_t *mt = name_to_material (op->materialname))
2379 if (mt != NULL)
2380 { 2097 {
2381 for (i = 0; i < NROFATTACKS; i++) 2098 for (i = 0; i < NROFATTACKS; i++)
2382 tmp->resist[i] = 50 - (mt->save[i] * 5); 2099 tmp->resist[i] = 50 - (mt->save[i] * 5);
2383 a = mt->save[0]; 2100 a = mt->save[0];
2384 } 2101 }
2386 { 2103 {
2387 for (i = 0; i < NROFATTACKS; i++) 2104 for (i = 0; i < NROFATTACKS; i++)
2388 tmp->resist[i] = 5; 2105 tmp->resist[i] = 5;
2389 a = 10; 2106 a = 10;
2390 } 2107 }
2108
2391 /* Set weapon's immunity */ 2109 /* Set weapon's immunity */
2392 tmp->resist[ATNR_CONFUSION] = 100; 2110 tmp->resist[ATNR_CONFUSION] = 100;
2393 tmp->resist[ATNR_POISON] = 100; 2111 tmp->resist[ATNR_POISON] = 100;
2394 tmp->resist[ATNR_SLOW] = 100; 2112 tmp->resist[ATNR_SLOW] = 100;
2395 tmp->resist[ATNR_PARALYZE] = 100; 2113 tmp->resist[ATNR_PARALYZE] = 100;
2401 2119
2402 /* 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 */
2403 2121
2404 if (a > 14) 2122 if (a > 14)
2405 a = 14; 2123 a = 14;
2124
2406 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));
2407 2126
2408 /* Determine golem's speed */ 2127 /* Determine golem's speed */
2409 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)));
2410 2129
2455 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.");
2456 } 2175 }
2457 return success; 2176 return success;
2458} 2177}
2459 2178
2460
2461
2462
2463
2464/* 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.
2465 * 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,
2466 * spell is the spell object itself. 2181 * spell is the spell object itself.
2467 */ 2182 */
2468int 2183int
2479 2194
2480 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);
2481 2196
2482 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);
2483 2198
2484 new_aura->set_owner (op);
2485 set_spell_skill (op, caster, spell, new_aura); 2199 set_spell_skill (op, caster, spell, new_aura);
2486 new_aura->attacktype = spell->attacktype; 2200 new_aura->attacktype = spell->attacktype;
2487 2201
2488 new_aura->level = caster_level (caster, spell); 2202 new_aura->level = caster_level (caster, spell);
2203
2489 if (refresh) 2204 if (refresh)
2490 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.");
2491 else 2206 else
2492 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
2493 insert_ob_in_ob (new_aura, op); 2209 insert_ob_in_ob (new_aura, op);
2210 new_aura->set_owner (op);
2211
2494 return 1; 2212 return 1;
2495} 2213}
2496 2214
2497 2215
2498/* 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,
2565} 2283}
2566 2284
2567/* moves the peacemaker spell. 2285/* moves the peacemaker spell.
2568 * op is the piece object. 2286 * op is the piece object.
2569 */ 2287 */
2570
2571void 2288void
2572move_peacemaker (object *op) 2289move_peacemaker (object *op)
2573{ 2290{
2574 object *tmp; 2291 object *tmp;
2575 2292

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