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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.41 by pippijn, Thu Mar 1 12:28:16 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 {
398 else 407 else
399 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
400 409
401 op->contr->hidden = 0; 410 op->contr->hidden = 0;
402 } 411 }
412
403 if (makes_invisible_to (op, op)) 413 if (makes_invisible_to (op, op))
404 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!");
405 else 415 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 416 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 417
408 update_object (op, UP_OBJ_FACE); 418 update_object (op, UP_OBJ_CHANGE);
409 419
410 /* Only search the active objects - only these should actually do 420 /* Only search the active objects - only these should actually do
411 * harm to the player. 421 * harm to the player.
412 */ 422 */
413 for_all_actives (tmp) 423 for_all_actives (tmp)
564} 574}
565 575
566int 576int
567perceive_self (object *op) 577perceive_self (object *op)
568{ 578{
569 char *cp = describe_item (op, op), buf[MAX_BUF]; 579 const char *cp = describe_item (op, op);
570 archetype *at = archetype::find (ARCH_DEPLETION); 580 archetype *at = archetype::find (ARCH_DEPLETION);
571 object *tmp;
572 int i;
573 581
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
574 tmp = find_god (determine_god (op)); 588 if (object *god = find_god (determine_god (op)))
575 if (tmp) 589 buf << "You worship " << &god->name << ".\n";
576 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
577 else 590 else
578 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 591 buf << "You worship no god.\n";
579 592
580 tmp = present_arch_in_ob (at, op); 593 object *tmp = present_arch_in_ob (at, op);
581 594
582 if (*cp == '\0' && tmp == NULL) 595 if (*cp == '\0' && tmp == NULL)
583 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 596 buf << "You feel very mundane. ";
584 else 597 else
585 { 598 {
586 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 599 buf << "You have: " << cp << ".\n";
587 new_draw_info (NDI_UNIQUE, 0, op, cp); 600
588 if (tmp != NULL) 601 if (tmp)
589 {
590 for (i = 0; i < NUM_STATS; i++) 602 for (int i = 0; i < NUM_STATS; i++)
591 { 603 if (tmp->stats.stat (i) < 0)
592 if (get_attr_value (&tmp->stats, i) < 0) 604 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
593 {
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
595 }
596 }
597 }
598 } 605 }
599 606
600 if (is_dragon_pl (op)) 607 if (is_dragon_pl (op))
601 {
602 /* now grab the 'dragon_ability'-force from the player's inventory */ 608 /* now grab the 'dragon_ability'-force from the player's inventory */
603 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 609 for (tmp = op->inv; tmp; tmp = tmp->below)
604 { 610 {
605 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 611 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
606 { 612 {
607 if (tmp->stats.exp == 0) 613 if (tmp->stats.exp == 0)
608 sprintf (buf, "Your metabolism isn't focused on anything."); 614 buf << "Your metabolism isn't focused on anything.\n";
609 else 615 else
610 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";
611 617
612 new_draw_info (NDI_UNIQUE, 0, op, buf);
613 break; 618 break;
614 } 619 }
615 } 620 }
616 }
617 621
618 return 1; 622 buf << '\0'; // zero-terminate
619}
620 623
621/* int cast_create_town_portal (object *op, object *caster, int dir) 624 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 maptile *exitmap;
645 int op_level;
646
647 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed.
650 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
652 {
653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
654 return 0;
655 }
656
657 /* The first thing to do is to check if we have a marked destination
658 * dummy is used to make a check inventory for the force
659 */
660 dummy = arch_to_object (spell->other_arch);
661 if (dummy == NULL)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0;
666 }
667
668 force = check_inv_recursive (op, dummy);
669
670 if (force == NULL)
671 {
672 /* Here we know there is no destination marked up.
673 * We have 2 things to do:
674 * 1. Mark the destination in the player inventory.
675 * 2. Let the player know it worked.
676 */
677 dummy->name = op->map->path;
678 EXIT_X (dummy) = op->x;
679 EXIT_Y (dummy) = op->y;
680 insert_ob_in_ob (dummy, op);
681 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.");
682 return 1;
683 }
684
685 dummy->destroy ();
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitmap = maptile::find_sync (old_force->race, op->map);
724
725 if (exitmap)
726 {
727 exitmap->load_sync ();
728
729 int exitx = EXIT_X (old_force);
730 int exity = EXIT_Y (old_force);
731
732 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
733 {
734 if (tmp->name == old_force->name)
735 {
736 tmp->destroy ();
737 break;
738 }
739 }
740 }
741
742 old_force->destroy ();
743 }
744
745 dummy->destroy ();
746
747 /* Creating the portals.
748 * The very first thing to do is to ensure
749 * access to the destination map.
750 * If we can't, don't fizzle. Simply warn player.
751 * This ensure player pays his mana for the spell
752 * because HE is responsible of forgotting.
753 * 'force' is the destination of the town portal, which we got
754 * from the players inventory above.
755 */
756
757 /* Ensure exit map is loaded */
758 exitmap = maptile::find_sync (force->name);
759
760 /* If we were unable to load (ex. random map deleted), warn player */
761 if (!exitmap)
762 {
763 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
764 force->destroy ();
765 return 1;
766 }
767
768 exitmap->load_sync ();
769
770 op_level = caster_level (caster, spell);
771 if (op_level < 15)
772 snprintf (portal_message, 1024,
773 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
774 &op->name);
775 else if (op_level < 30)
776 snprintf (portal_message, 1024,
777 "\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);
778 else if (op_level < 60)
779 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
780 else
781 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
782 &op->name);
783
784 /* Create a portal in front of player
785 * dummy contain the portal and
786 * force contain the track to kill it later
787 */
788 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
789 dummy = get_archetype (spell->slaying); /*The portal */
790 if (dummy == NULL)
791 {
792 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
793 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
794 return 0;
795 }
796
797 EXIT_PATH (dummy) = force->name;
798 EXIT_X (dummy) = EXIT_X (force);
799 EXIT_Y (dummy) = EXIT_Y (force);
800 dummy->name = dummy->name_pl = portal_name;
801 dummy->msg = portal_message;
802 dummy->race = op->name; /*Save the owner of the portal */
803 cast_create_obj (op, caster, dummy, 0);
804
805 /* Now we need to to create a town portal marker inside the player
806 * object, so on future castings, we can know that he has an active
807 * town portal.
808 */
809 object *tmp = get_archetype (spell->race);
810
811 if (!tmp)
812 {
813 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
814 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
815 return 0;
816 }
817
818 tmp->race = op->map->path;
819 tmp->name = portal_name;
820 EXIT_X (tmp) = dummy->x;
821 EXIT_Y (tmp) = dummy->y;
822 op->insert (tmp);
823
824 /* Create a portal in the destination map
825 * dummy contain the portal and
826 * force the track to kill it later
827 * the 'force' variable still contains the 'reminder' of
828 * where this portal goes to.
829 */
830 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
831 dummy = get_archetype (spell->slaying); /*The portal */
832 if (dummy == NULL)
833 {
834 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
835 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
836 return 0;
837 }
838
839 EXIT_PATH (dummy) = op->map->path;
840 EXIT_X (dummy) = op->x;
841 EXIT_Y (dummy) = op->y;
842 dummy->name = dummy->name_pl = portal_name;
843 dummy->msg = portal_message;
844 dummy->race = op->name; /*Save the owner of the portal */
845 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
846
847 /* Now we create another town portal marker that
848 * points back to the one we just made
849 */
850 tmp = get_archetype (spell->race);
851 if (tmp == NULL)
852 {
853 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
854 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
855 return 0;
856 }
857
858 tmp->race = force->name;
859 tmp->name = portal_name;
860 EXIT_X (tmp) = dummy->x;
861 EXIT_Y (tmp) = dummy->y;
862 insert_ob_in_ob (tmp, op);
863
864 /* Describe the player what happened
865 */
866 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
867 force->destroy ();
868 625
869 return 1; 626 return 1;
870} 627}
871 628
872/* This creates magic walls. Really, it can create most any object, 629/* This creates magic walls. Really, it can create most any object,
970 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);
971 return 0; 728 return 0;
972 } 729 }
973 730
974 /* 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 */
975 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 732 if (tmp->other_arch && tmp->other_arch->type == SPELL)
976 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 733 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
977 734
978 /* This code causes the wall to extend some distance in 735 /* This code causes the wall to extend some distance in
979 * each direction, or until an obstruction is encountered. 736 * each direction, or until an obstruction is encountered.
980 * posblocked and negblocked help determine how far the 737 * posblocked and negblocked help determine how far the
1000 { 757 {
1001 object *tmp2 = tmp->clone (); 758 object *tmp2 = tmp->clone ();
1002 m->insert (tmp2, x, y, op); 759 m->insert (tmp2, x, y, op);
1003 760
1004 /* 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 */
1005 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 762 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1006 tmp2->insert (arch_to_object (tmp2->other_arch)); 763 tmp2->insert (arch_to_object (tmp2->other_arch));
1007 764
1008 } 765 }
1009 else 766 else
1010 posblocked = 1; 767 posblocked = 1;
1017 ((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)
1018 { 775 {
1019 object *tmp2 = tmp->clone (); 776 object *tmp2 = tmp->clone ();
1020 m->insert (tmp2, x, y, op); 777 m->insert (tmp2, x, y, op);
1021 778
1022 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 779 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1023 tmp2->insert (arch_to_object (tmp2->other_arch)); 780 tmp2->insert (arch_to_object (tmp2->other_arch));
1024 } 781 }
1025 else 782 else
1026 negblocked = 1; 783 negblocked = 1;
1027 } 784 }
1143 900
1144 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 */
1145 return 1; 902 return 1;
1146} 903}
1147 904
1148
1149/* cast_heal: Heals something. 905/* cast_heal: Heals something.
1150 * op is the caster. 906 * op is the caster.
1151 * dir is the direction he is casting it in. 907 * dir is the direction he is casting it in.
1152 * spell is the spell object. 908 * spell is the spell object.
1153 */ 909 */
1179 { 935 {
1180 /* See how many points we actually heal. Instead of messages 936 /* See how many points we actually heal. Instead of messages
1181 * based on type of spell, we instead do messages based 937 * based on type of spell, we instead do messages based
1182 * on amount of damage healed. 938 * on amount of damage healed.
1183 */ 939 */
1184 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 940 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1185 heal = tmp->stats.maxhp - tmp->stats.hp; 941 heal = tmp->stats.maxhp - tmp->stats.hp;
942
1186 tmp->stats.hp += heal; 943 tmp->stats.hp += heal;
1187 944
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 945 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1190 else if (heal > 50) 947 else if (heal > 50)
1199 success = 1; 956 success = 1;
1200 } 957 }
1201 } 958 }
1202 959
1203 if (spell->attacktype & AT_DISEASE) 960 if (spell->attacktype & AT_DISEASE)
1204 if (cure_disease (tmp, op)) 961 if (cure_disease (tmp, op, spell))
1205 success = 1; 962 success = 1;
1206 963
1207 if (spell->attacktype & AT_POISON) 964 if (spell->attacktype & AT_POISON)
1208 { 965 {
1209 at = archetype::find ("poisoning"); 966 at = archetype::find ("poisoning");
1258 } 1015 }
1259 1016
1260 if (spell->stats.food && tmp->stats.food < 999) 1017 if (spell->stats.food && tmp->stats.food < 999)
1261 { 1018 {
1262 tmp->stats.food += spell->stats.food; 1019 tmp->stats.food += spell->stats.food;
1020
1263 if (tmp->stats.food > 999) 1021 if (tmp->stats.food > 999)
1264 tmp->stats.food = 999; 1022 tmp->stats.food = 999;
1023
1265 success = 1; 1024 success = 1;
1266 /* 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 */
1267 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");
1268 } 1027 }
1269 1028
1270 return success; 1029 return success;
1271} 1030}
1272
1273 1031
1274/* 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
1275 * 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
1276 * good comments for those. 1034 * good comments for those.
1277 */ 1035 */
1278static const char *const no_gain_msgs[NUM_STATS] = { 1036static const char *const no_gain_msgs[NUM_STATS] = {
1279 "You grow no stronger.", 1037 "You grow no stronger.",
1280 "You grow no more agile.", 1038 "You grow no more agile.",
1281 "You don't feel any healthier.", 1039 "You don't feel any healthier.",
1282 "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."
1283 "You are no easier to look at.", 1043 "You are no easier to look at.",
1284 "no int",
1285 "no pow"
1286}; 1044};
1287 1045
1288int 1046int
1289cast_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)
1290{ 1048{
1341 } 1099 }
1342 else 1100 else
1343 { 1101 {
1344 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.");
1345 } 1103 }
1104
1346 return 1; 1105 return 1;
1347 } 1106 }
1107
1348 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;
1349 force->speed = 1.0; 1109 force->speed = 1.0;
1350 force->speed_left = -1.0; 1110 force->speed_left = -1.0;
1351 SET_FLAG (force, FLAG_APPLIED); 1111 SET_FLAG (force, FLAG_APPLIED);
1352 1112
1358 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);
1359 if (force->resist[i] > 100) 1119 if (force->resist[i] > 100)
1360 force->resist[i] = 100; 1120 force->resist[i] = 100;
1361 } 1121 }
1362 } 1122 }
1123
1363 if (spell_ob->stats.hp) 1124 if (spell_ob->stats.hp)
1364 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);
1365 1126
1366 if (tmp->type == PLAYER) 1127 if (tmp->type == PLAYER)
1367 { 1128 {
1368 /* Stat adjustment spells */ 1129 /* Stat adjustment spells */
1369 for (i = 0; i < NUM_STATS; i++) 1130 for (i = 0; i < NUM_STATS; i++)
1370 { 1131 {
1371 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1132 if (sint8 stat = spell_ob->stats.stat (i))
1372
1373 if (stat)
1374 { 1133 {
1375 sm = 0; 1134 sint8 sm = 0;
1376 for (k = 0; k < stat; k++) 1135 for (sint8 k = 0; k < stat; k++)
1377 sm += rndm (1, 3); 1136 sm += rndm (1, 3);
1378 1137
1379 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1138 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1380 { 1139 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1381 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1140
1382 if (sm < 0) 1141 force->stats.stat (i) = sm;
1383 sm = 0; 1142
1384 }
1385 set_attr_value (&force->stats, i, sm);
1386 if (!sm) 1143 if (!sm)
1387 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1144 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1388 } 1145 }
1389 } 1146 }
1390 } 1147 }
1411 force->attacktype = spell_ob->attacktype; 1168 force->attacktype = spell_ob->attacktype;
1412 1169
1413 insert_ob_in_ob (force, tmp); 1170 insert_ob_in_ob (force, tmp);
1414 change_abil (tmp, force); /* Mostly to display any messages */ 1171 change_abil (tmp, force); /* Mostly to display any messages */
1415 tmp->update_stats (); 1172 tmp->update_stats ();
1173
1416 return 1; 1174 return 1;
1417} 1175}
1418 1176
1419/* 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
1420 * 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
1421 * of the caster. 1179 * of the caster.
1422 */ 1180 */
1423
1424int 1181int
1425cast_bless (object *op, object *caster, object *spell_ob, int dir) 1182cast_bless (object *op, object *caster, object *spell_ob, int dir)
1426{ 1183{
1427 int i; 1184 int i;
1428 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1185 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1526} 1283}
1527 1284
1528/* Alchemy code by Mark Wedel 1285/* Alchemy code by Mark Wedel
1529 * 1286 *
1530 * This code adds a new spell, called alchemy. Alchemy will turn 1287 * This code adds a new spell, called alchemy. Alchemy will turn
1531 * objects to gold nuggets, the value of the gold nuggets being 1288 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1532 * about 90% of that of the item itself. It uses the value of the
1533 * object before charisma adjustments, because the nuggets themselves
1534 * will be will be adjusted by charisma when sold.
1535 * 1289 *
1536 * 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
1537 * the maximum number of large nuggets you could get. 1291 * itself. It uses the value of the object before charisma adjustments,
1538 * 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
1539 * to the max amount of small nuggets as you could get. 1293 * when sold.
1540 *
1541 * For example, if an item is worth 110 gold, you will get
1542 * 4 large nuggets, and from 0-10 small nuggets.
1543 * 1294 *
1544 * 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
1545 * 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
1546 * alchemised. 1297 * alchemised.
1547 */ 1298 */
1570 total_weight += obj->total_weight (); 1321 total_weight += obj->total_weight ();
1571 1322
1572 obj->destroy (); 1323 obj->destroy ();
1573} 1324}
1574 1325
1575static void
1576update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1577{
1578 int flag = 0;
1579
1580 /* Put any nuggets below the player, but we can only pass this
1581 * flag if we are on the same space as the player
1582 */
1583 if (x == op->x && y == op->y && op->map == m)
1584 flag = INS_BELOW_ORIGINATOR;
1585
1586 if (small_nuggets)
1587 {
1588 object *tmp = small->clone ();
1589 tmp->nrof = small_nuggets;
1590 m->insert (tmp, x, y, op, flag);
1591 }
1592
1593 if (large_nuggets)
1594 {
1595 object *tmp = large->clone ();
1596 tmp->nrof = large_nuggets;
1597 m->insert (tmp, x, y, op, flag);
1598 }
1599
1600 if (object *pl = m->at (x, y).player ())
1601 if (pl->contr->ns)
1602 pl->contr->ns->look_position = 0;
1603}
1604
1605int 1326int
1606alchemy (object *op, object *caster, object *spell_ob) 1327alchemy (object *op, object *caster, object *spell_ob)
1607{ 1328{
1608 if (op->type != PLAYER) 1329 if (op->type != PLAYER)
1609 return 0; 1330 return 0;
1610 1331
1611 object *large = get_archetype ("largenugget"); 1332 archetype *nugget[3];
1612 object *small = get_archetype ("smallnugget"); 1333
1334 nugget[0] = archetype::find ("pyrite3");
1335 nugget[1] = archetype::find ("pyrite2");
1336 nugget[2] = archetype::find ("pyrite");
1613 1337
1614 /* 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
1615 * some, and also prevents people from alchemising every table/chair/clock 1339 * some, and also prevents people from alchemising every table/chair/clock
1616 * in sight 1340 * in sight
1617 */ 1341 */
1669 if (weight > weight_max) 1393 if (weight > weight_max)
1670 break; 1394 break;
1671 } 1395 }
1672 } 1396 }
1673 1397
1398 value -= rndm (value >> 4);
1674 value = min (value, value_max); 1399 value = min (value, value_max);
1675 1400
1676 uint64 count = value / large->value; 1401 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1677 int large_nuggets = count; 1402 if (int nrof = value / nugget [i]->value)
1678 value -= count * large->value;
1679
1680 count = value / small->value;
1681 int small_nuggets = count;
1682
1683 /* Insert all the nuggets at one time. This probably saves time, but
1684 * it also prevents us from alcheming nuggets that were just created
1685 * with this spell.
1686 */ 1403 {
1687 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 }
1688 1411
1689 if (weight > weight_max) 1412 if (weight > weight_max)
1690 goto bailout; 1413 goto bailout;
1691 } 1414 }
1692 } 1415 }
1693 1416
1694bailout: 1417bailout:
1695 large->destroy ();
1696 small->destroy ();
1697 return 1; 1418 return 1;
1698} 1419}
1699 1420
1700 1421
1701/* This function removes the cursed/damned status on equipped 1422/* This function removes the cursed/damned status on equipped
1762 { 1483 {
1763 identify (tmp); 1484 identify (tmp);
1764 1485
1765 if (op->type == PLAYER) 1486 if (op->type == PLAYER)
1766 { 1487 {
1767 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));
1768 1489
1769 if (tmp->msg) 1490 if (tmp->msg)
1770 { 1491 {
1771 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:");
1772 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1493 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1784 * 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
1785 * was not fully used. 1506 * was not fully used.
1786 */ 1507 */
1787 if (num_ident) 1508 if (num_ident)
1788 { 1509 {
1789 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)
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1791 { 1512 {
1792 identify (tmp); 1513 identify (tmp);
1793 1514
1794 if (op->type == PLAYER) 1515 if (op->type == PLAYER)
1795 { 1516 {
1796 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));
1797 1518
1798 if (tmp->msg) 1519 if (tmp->msg)
1799 { 1520 {
1800 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:");
1801 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2151 /* Basically, if the object is magical and not counterspell, 1872 /* Basically, if the object is magical and not counterspell,
2152 * we will more or less remove the object. Don't counterspell 1873 * we will more or less remove the object. Don't counterspell
2153 * monsters either. 1874 * monsters either.
2154 */ 1875 */
2155 1876
2156 if (head->attacktype & AT_MAGIC && 1877 if (head->attacktype & AT_MAGIC
2157 !(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))
2158 head->destroy (); 1881 head->destroy ();
2159 else 1882 else
2160 switch (head->type) 1883 switch (head->type)
2161 { 1884 {
2162 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
2163 if (op->level > head->level) 1891 if (op->level > head->level)
2164 head->destroy (); 1892 head->destroy ();
2165 1893
2166 break; 1894 break;
2167 1895
2234 * 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,
2235 * 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
2236 * 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
2237 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2238 */ 1966 */
2239
2240int 1967int
2241animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
2242{ 1969{
2243 object *weapon, *tmp; 1970 object *weapon, *tmp;
2244 char buf[MAX_BUF]; 1971 char buf[MAX_BUF];
2245 int a, i; 1972 int a, i;
2246 sint16 x, y; 1973 sint16 x, y;
2247 maptile *m; 1974 maptile *m;
2248 materialtype_t *mt;
2249 1975
2250 if (!spell->other_arch) 1976 if (!spell->other_arch)
2251 { 1977 {
2252 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1978 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2253 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);
2256 /* exit if it's not a player using this spell. */ 1982 /* exit if it's not a player using this spell. */
2257 if (op->type != PLAYER) 1983 if (op->type != PLAYER)
2258 return 0; 1984 return 0;
2259 1985
2260 /* if player already has a golem, abort */ 1986 /* if player already has a golem, abort */
2261 if (op->contr->ranges[range_golem]) 1987 if (object *golem = op->contr->golem)
2262 { 1988 {
2263 control_golem (op->contr->ranges[range_golem], dir); 1989 control_golem (golem, dir);
2264 return 0; 1990 return 0;
2265 } 1991 }
2266 1992
2267 /* if no direction specified, pick one */ 1993 /* if no direction specified, pick one */
2268 if (!dir) 1994 if (!dir)
2272 x = op->x + freearr_x[dir]; 1998 x = op->x + freearr_x[dir];
2273 y = op->y + freearr_y[dir]; 1999 y = op->y + freearr_y[dir];
2274 2000
2275 /* if there's no place to put the golem, abort */ 2001 /* if there's no place to put the golem, abort */
2276 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) ||
2277 ((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))
2278 { 2004 {
2279 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.");
2280 return 0; 2006 return 0;
2281 } 2007 }
2282 2008
2286 if (!weapon) 2012 if (!weapon)
2287 { 2013 {
2288 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!");
2289 return 0; 2015 return 0;
2290 } 2016 }
2291 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2017 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2292 { 2018 {
2293 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.");
2294 return 0; 2020 return 0;
2295 } 2021 }
2296 if (weapon->type != WEAPON) 2022 if (weapon->type != WEAPON)
2318 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 CLEAR_FLAG (tmp, FLAG_MONSTER);
2319 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2320 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2321 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2322 tmp->set_owner (op); 2048 tmp->set_owner (op);
2049 op->contr->golem = tmp;
2323 set_spell_skill (op, caster, spell, tmp); 2050 set_spell_skill (op, caster, spell, tmp);
2324 op->contr->ranges[range_golem] = tmp;
2325 op->contr->shoottype = range_golem;
2326 2051
2327 /* 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
2328 * 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
2329 * used above. 2054 * used above.
2330 */ 2055 */
2331 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2332 weapon->remove (); 2057 weapon->remove ();
2058
2333 insert_ob_in_ob (weapon, tmp); 2059 insert_ob_in_ob (weapon, tmp);
2334 esrv_send_item (op, weapon); 2060 esrv_send_item (op, weapon);
2335 /* 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,
2336 * 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
2337 * body_info, skills, etc) 2063 * body_info, skills, etc)
2365 2091
2366 /* attacktype */ 2092 /* attacktype */
2367 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2368 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2369 2095
2370 mt = NULL;
2371 if (op->materialname != NULL)
2372 mt = name_to_material (op->materialname); 2096 if (materialtype_t *mt = name_to_material (op->materialname))
2373 if (mt != NULL)
2374 { 2097 {
2375 for (i = 0; i < NROFATTACKS; i++) 2098 for (i = 0; i < NROFATTACKS; i++)
2376 tmp->resist[i] = 50 - (mt->save[i] * 5); 2099 tmp->resist[i] = 50 - (mt->save[i] * 5);
2377 a = mt->save[0]; 2100 a = mt->save[0];
2378 } 2101 }
2380 { 2103 {
2381 for (i = 0; i < NROFATTACKS; i++) 2104 for (i = 0; i < NROFATTACKS; i++)
2382 tmp->resist[i] = 5; 2105 tmp->resist[i] = 5;
2383 a = 10; 2106 a = 10;
2384 } 2107 }
2108
2385 /* Set weapon's immunity */ 2109 /* Set weapon's immunity */
2386 tmp->resist[ATNR_CONFUSION] = 100; 2110 tmp->resist[ATNR_CONFUSION] = 100;
2387 tmp->resist[ATNR_POISON] = 100; 2111 tmp->resist[ATNR_POISON] = 100;
2388 tmp->resist[ATNR_SLOW] = 100; 2112 tmp->resist[ATNR_SLOW] = 100;
2389 tmp->resist[ATNR_PARALYZE] = 100; 2113 tmp->resist[ATNR_PARALYZE] = 100;
2395 2119
2396 /* 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 */
2397 2121
2398 if (a > 14) 2122 if (a > 14)
2399 a = 14; 2123 a = 14;
2124
2400 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));
2401 2126
2402 /* Determine golem's speed */ 2127 /* Determine golem's speed */
2403 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)));
2404 2129
2449 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.");
2450 } 2175 }
2451 return success; 2176 return success;
2452} 2177}
2453 2178
2454
2455
2456
2457
2458/* 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.
2459 * 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,
2460 * spell is the spell object itself. 2181 * spell is the spell object itself.
2461 */ 2182 */
2462int 2183int
2473 2194
2474 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);
2475 2196
2476 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);
2477 2198
2478 new_aura->set_owner (op);
2479 set_spell_skill (op, caster, spell, new_aura); 2199 set_spell_skill (op, caster, spell, new_aura);
2480 new_aura->attacktype = spell->attacktype; 2200 new_aura->attacktype = spell->attacktype;
2481 2201
2482 new_aura->level = caster_level (caster, spell); 2202 new_aura->level = caster_level (caster, spell);
2203
2483 if (refresh) 2204 if (refresh)
2484 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.");
2485 else 2206 else
2486 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
2487 insert_ob_in_ob (new_aura, op); 2209 insert_ob_in_ob (new_aura, op);
2210 new_aura->set_owner (op);
2211
2488 return 1; 2212 return 1;
2489} 2213}
2490 2214
2491 2215
2492/* 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,
2559} 2283}
2560 2284
2561/* moves the peacemaker spell. 2285/* moves the peacemaker spell.
2562 * op is the piece object. 2286 * op is the piece object.
2563 */ 2287 */
2564
2565void 2288void
2566move_peacemaker (object *op) 2289move_peacemaker (object *op)
2567{ 2290{
2568 object *tmp; 2291 object *tmp;
2569 2292

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