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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.31 by root, Thu Jan 4 16:19:32 2007 UTC vs.
Revision 1.83 by root, Tue May 6 16:55:26 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
71 return 0; 69 return 0;
72 } 70 }
73 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
74 { 72 {
75 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
76 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
77 esrv_del_item (op->contr, wand->count);
78 wand->destroy (); 75 wand->destroy ();
79 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
81 78
82 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
105 ncharges = 1; 102 ncharges = 1;
106 103
107 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
109 106
110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
111 { 108 {
112 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
113 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
114 } 111 }
115 112
116 return 1; 113 return 1;
117} 114}
118 115
124 * great a plus, the default is used. 121 * great a plus, the default is used.
125 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
126 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
127 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
128 */ 125 */
129
130int 126int
131cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
132{ 128{
133 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
134 const char *missile_name; 130 const char *missile_name = "arrow";
135 object *tmp, *missile;
136 131
137 missile_name = "arrow";
138
139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
140 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
141 missile_name = tmp->race; 134 missile_name = tmp->race;
142 135
143 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
144 137
145 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
146 { 141 {
147 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
148 return 0; 143 return 0;
149 } 144 }
150 145
151 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
152 147
153 if (stringarg) 148 if (stringarg)
154 { 149 {
155 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
156 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
157 { 152 {
158 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
159 154
160 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
161 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, stringarg))
162 break; 157 break;
163 158
164 if (!al) 159 if (!al)
165 { 160 {
174 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
175 return 0; 170 return 0;
176 } 171 }
177 172
178 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
179 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
180 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
181 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
182 */ 177 */
183 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
184 missile_plus = 0; 179 missile_plus = 0;
185 } 180 }
186 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
187 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
188 } 183 }
189 184
190 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
191 missile_plus = 4;
192 else if (missile_plus < -4)
193 missile_plus = -4;
194 186
195 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
196 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
197 189
198 if (missile->nrof < 1) 190 if (missile->nrof < 1)
218{ 210{
219 int food_value; 211 int food_value;
220 archetype *at = NULL; 212 archetype *at = NULL;
221 object *new_op; 213 object *new_op;
222 214
223 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
224 216
225 if (stringarg) 217 if (stringarg)
226 { 218 {
227 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
228 if (at == NULL) 220 if (at == NULL)
229 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
230 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
231 stringarg = NULL; 223 stringarg = NULL;
232 } 224 }
233 225
234 if (!stringarg) 226 if (!stringarg)
235 { 227 {
241 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
242 * to be altered from the donor. 234 * to be altered from the donor.
243 */ 235 */
244 236
245 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
247 { 239 {
248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
249 { 241 {
250 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
251 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
252 * the item we have now, take it instead. 244 * the item we have now, take it instead.
253 */ 245 */
254 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
255 at = at_tmp; 251 at = at_tmp;
256 } 252 }
257 } 253 }
258 } 254 }
255
259 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
260 * know 257 * know
261 */ 258 */
262 if (!at) 259 if (!at)
263 { 260 {
264 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
265 return 0; 262 return 0;
266 } 263 }
267 264
268 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
269 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
270 new_op->nrof = food_value; 267 new_op->nrof = food_value;
271 268
272 new_op->value = 0; 269 new_op->value = 0;
273 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
282{ 279{
283 int r, mflags, maxrange; 280 int r, mflags, maxrange;
284 object *tmp; 281 object *tmp;
285 maptile *m; 282 maptile *m;
286 283
287
288 if (!dir) 284 if (!dir)
289 { 285 {
290 examine_monster (op, op); 286 examine_monster (op, op);
291 return 1; 287 return 1;
292 } 288 }
289
293 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
294 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
295 { 292 {
296 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
297 294
317 examine_monster (op, tmp); 314 examine_monster (op, tmp);
318 return 1; 315 return 1;
319 } 316 }
320 } 317 }
321 } 318 }
319
322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 320 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323 return 1; 321 return 1;
324} 322}
325
326 323
327/* This checks to see if 'pl' is invisible to 'mon'. 324/* This checks to see if 'pl' is invisible to 'mon'.
328 * does race check, undead check, etc 325 * does race check, undead check, etc
329 * Returns TRUE if mon can't see pl, false 326 * Returns TRUE if mon can't see pl, false
330 * otherwise. This doesn't check range, walls, etc. It 327 * otherwise. This doesn't check range, walls, etc. It
332 * pl is invisible. 329 * pl is invisible.
333 */ 330 */
334int 331int
335makes_invisible_to (object *pl, object *mon) 332makes_invisible_to (object *pl, object *mon)
336{ 333{
337
338 if (!pl->invisible) 334 if (!pl->invisible)
339 return 0; 335 return 0;
336
340 if (pl->type == PLAYER) 337 if (pl->type == PLAYER)
341 { 338 {
342 /* If race isn't set, then invisible unless it is undead */ 339 /* If race isn't set, then invisible unless it is undead */
343 if (!pl->contr->invis_race) 340 if (!pl->contr->invis_race)
344 { 341 {
345 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 342 if (QUERY_FLAG (mon, FLAG_UNDEAD))
346 return 0; 343 return 0;
344
347 return 1; 345 return 1;
348 } 346 }
347
349 /* invis_race is set if we get here */ 348 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
351 return 1; 350 return 1;
351
352 /* No race, can't be invisible to it */ 352 /* No race, can't be invisible to it */
353 if (!mon->race) 353 if (!mon->race)
354 return 0; 354 return 0;
355
355 if (strstr (mon->race, pl->contr->invis_race)) 356 if (strstr (mon->race, pl->contr->invis_race))
356 return 1; 357 return 1;
358
357 /* Nothing matched above, return 0 */ 359 /* Nothing matched above, return 0 */
358 return 0; 360 return 0;
359 } 361 }
360 else 362 else
361 { 363 {
374 * normal applies. 376 * normal applies.
375 */ 377 */
376int 378int
377cast_invisible (object *op, object *caster, object *spell_ob) 379cast_invisible (object *op, object *caster, object *spell_ob)
378{ 380{
379 object *tmp;
380
381 if (op->invisible > 1000) 381 if (op->invisible > 1000)
382 { 382 {
383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
384 return 0; 384 return 0;
385 } 385 }
401 else 401 else
402 op->contr->tmp_invis = 1; 402 op->contr->tmp_invis = 1;
403 403
404 op->contr->hidden = 0; 404 op->contr->hidden = 0;
405 } 405 }
406
406 if (makes_invisible_to (op, op)) 407 if (makes_invisible_to (op, op))
407 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 408 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
408 else 409 else
409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
410 411
411 update_object (op, UP_OBJ_FACE); 412 update_object (op, UP_OBJ_CHANGE);
412 413
413 /* Only search the active objects - only these should actually do 414 /* Only search the active objects - only these should actually do
414 * harm to the player. 415 * harm to the player.
415 */ 416 */
416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 417 for_all_actives (tmp)
417 if (tmp->enemy == op) 418 if (tmp->enemy == op)
418 tmp->enemy = NULL; 419 tmp->enemy = 0;
420
419 return 1; 421 return 1;
420} 422}
421 423
422/* earth to dust spell. Basically destroys earthwalls in the area. 424/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 425 */
463 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
464 { 466 {
465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 469 else
468 { 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 // remove first so we do not call update_stats
470 op->remove ();
471 pl->enter_exit (op);
472 }
473 } 471 }
474 472
475 op->destroy (); 473 op->destroy ();
476} 474}
477 475
566} 564}
567 565
568int 566int
569perceive_self (object *op) 567perceive_self (object *op)
570{ 568{
571 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (ARCH_DEPLETION);
573 object *tmp;
574 int i;
575 571
572 dynbuf_text buf;
573
574 if (player *pl = op->contr)
575 if (object *race = archetype::find (op->race))
576 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
577
576 tmp = find_god (determine_god (op)); 578 if (object *god = find_god (determine_god (op)))
577 if (tmp) 579 buf << "You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 580 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 581 buf << "You worship no god.\n";
581 582
582 tmp = present_arch_in_ob (at, op); 583 object *tmp = present_arch_in_ob (at, op);
583 584
584 if (*cp == '\0' && tmp == NULL) 585 if (*cp == '\0' && tmp == NULL)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 586 buf << "You feel very mundane. ";
586 else 587 else
587 { 588 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 589 buf << "You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp); 590
590 if (tmp != NULL) 591 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 592 for (int i = 0; i < NUM_STATS; i++)
593 { 593 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0) 594 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 } 595 }
601 596
602 if (is_dragon_pl (op)) 597 if (is_dragon_pl (op))
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 598 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 599 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 600 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 601 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 602 {
609 if (tmp->stats.exp == 0) 603 if (tmp->stats.exp == 0)
610 {
611 sprintf (buf, "Your metabolism isn't focused on anything."); 604 buf << "Your metabolism isn't focused on anything.\n";
612 }
613 else 605 else
614 {
615 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 606 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
616 } 607
617 new_draw_info (NDI_UNIQUE, 0, op, buf);
618 break; 608 break;
619 } 609 }
620 } 610 }
621 }
622 return 1;
623}
624 611
625/* int cast_create_town_portal (object *op, object *caster, int dir) 612 buf << '\0'; // zero-terminate
626 *
627 * This function cast the spell of town portal for op
628 *
629 * The spell operates in two passes. During the first one a place
630 * is marked as a destination for the portal. During the second one,
631 * 2 portals are created, one in the position the player cast it and
632 * one in the destination place. The portal are synchronized and 2 forces
633 * are inserted in the player to destruct the portal next time player
634 * creates a new portal pair.
635 * This spell has a side effect that it allows people to meet each other
636 * in a permanent, private, appartements by making a town portal from it
637 * to the town or another public place. So, check if the map is unique and if
638 * so return an error
639 *
640 * Code by Tchize (david.delbecq@usa.net)
641 */
642int
643cast_create_town_portal (object *op, object *caster, object *spell, int dir)
644{
645 object *dummy, *force, *old_force;
646 archetype *perm_portal;
647 char portal_name[1024], portal_message[1024];
648 maptile *exitmap;
649 int op_level;
650 613
651 /* Check to see if the map the player is currently on is a per player unique 614 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
652 * map. This can be determined in that per player unique maps have the
653 * full pathname listed.
654 */
655 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
656 {
657 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
658 return 0;
659 }
660
661 /* The first thing to do is to check if we have a marked destination
662 * dummy is used to make a check inventory for the force
663 */
664 dummy = arch_to_object (spell->other_arch);
665 if (dummy == NULL)
666 {
667 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
668 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
669 return 0;
670 }
671
672 force = check_inv_recursive (op, dummy);
673
674 if (force == NULL)
675 {
676 /* Here we know there is no destination marked up.
677 * We have 2 things to do:
678 * 1. Mark the destination in the player inventory.
679 * 2. Let the player know it worked.
680 */
681 dummy->name = op->map->path;
682 EXIT_X (dummy) = op->x;
683 EXIT_Y (dummy) = op->y;
684 insert_ob_in_ob (dummy, op);
685 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
686 return 1;
687 }
688
689 dummy->destroy ();
690
691 /* Here we know where the town portal should go to
692 * We should kill any existing portal associated with the player.
693 * Than we should create the 2 portals.
694 * For each of them, we need:
695 * - To create the portal with the name of the player+destination map
696 * - set the owner of the town portal
697 * - To mark the position of the portal in the player's inventory
698 * for easier destruction.
699 *
700 * The mark works has follow:
701 * slaying: Existing town portal
702 * hp, sp : x & y of the associated portal
703 * name : name of the portal
704 * race : map the portal is in
705 */
706
707 /* First step: killing existing town portals */
708 dummy = get_archetype (spell->race);
709 if (dummy == NULL)
710 {
711 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
712 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
713 return 0;
714 }
715
716 perm_portal = archetype::find (spell->slaying);
717
718 /* To kill a town portal, we go trough the player's inventory,
719 * for each marked portal in player's inventory,
720 * -We try load the associated map (if impossible, consider the portal destructed)
721 * -We find any portal in the specified location.
722 * If it has the good name, we destruct it.
723 * -We destruct the force indicating that portal.
724 */
725 while ((old_force = check_inv_recursive (op, dummy)))
726 {
727 exitmap = maptile::find_sync (old_force->race, op->map);
728
729 if (exitmap)
730 {
731 exitmap->load_sync ();
732
733 int exitx = EXIT_X (old_force);
734 int exity = EXIT_Y (old_force);
735
736 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
737 {
738 if (tmp->name == old_force->name)
739 {
740 tmp->destroy ();
741 break;
742 }
743 }
744 }
745
746 old_force->destroy ();
747 }
748
749 dummy->destroy ();
750
751 /* Creating the portals.
752 * The very first thing to do is to ensure
753 * access to the destination map.
754 * If we can't, don't fizzle. Simply warn player.
755 * This ensure player pays his mana for the spell
756 * because HE is responsible of forgotting.
757 * 'force' is the destination of the town portal, which we got
758 * from the players inventory above.
759 */
760
761 /* Ensure exit map is loaded */
762 exitmap = maptile::find_sync (force->name);
763
764 /* If we were unable to load (ex. random map deleted), warn player */
765 if (!exitmap)
766 {
767 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
768 force->destroy ();
769 return 1;
770 }
771
772 exitmap->load_sync ();
773
774 op_level = caster_level (caster, spell);
775 if (op_level < 15)
776 snprintf (portal_message, 1024,
777 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
778 &op->name);
779 else if (op_level < 30)
780 snprintf (portal_message, 1024,
781 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
782 else if (op_level < 60)
783 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
784 else
785 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
786 &op->name);
787
788 /* Create a portal in front of player
789 * dummy contain the portal and
790 * force contain the track to kill it later
791 */
792 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
793 dummy = get_archetype (spell->slaying); /*The portal */
794 if (dummy == NULL)
795 {
796 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
797 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
798 return 0;
799 }
800
801 EXIT_PATH (dummy) = force->name;
802 EXIT_X (dummy) = EXIT_X (force);
803 EXIT_Y (dummy) = EXIT_Y (force);
804 dummy->name = dummy->name_pl = portal_name;
805 dummy->msg = portal_message;
806 dummy->race = op->name; /*Save the owner of the portal */
807 cast_create_obj (op, caster, dummy, 0);
808
809 /* Now we need to to create a town portal marker inside the player
810 * object, so on future castings, we can know that he has an active
811 * town portal.
812 */
813 object *tmp = get_archetype (spell->race);
814
815 if (!tmp)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
819 return 0;
820 }
821
822 tmp->race = op->map->path;
823 tmp->name = portal_name;
824 EXIT_X (tmp) = dummy->x;
825 EXIT_Y (tmp) = dummy->y;
826 op->insert (tmp);
827
828 /* Create a portal in the destination map
829 * dummy contain the portal and
830 * force the track to kill it later
831 * the 'force' variable still contains the 'reminder' of
832 * where this portal goes to.
833 */
834 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
835 dummy = get_archetype (spell->slaying); /*The portal */
836 if (dummy == NULL)
837 {
838 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
839 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
840 return 0;
841 }
842
843 EXIT_PATH (dummy) = op->map->path;
844 EXIT_X (dummy) = op->x;
845 EXIT_Y (dummy) = op->y;
846 dummy->name = dummy->name_pl = portal_name;
847 dummy->msg = portal_message;
848 dummy->race = op->name; /*Save the owner of the portal */
849 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
850
851 /* Now we create another town portal marker that
852 * points back to the one we just made
853 */
854 tmp = get_archetype (spell->race);
855 if (tmp == NULL)
856 {
857 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
858 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
859 return 0;
860 }
861
862 tmp->race = force->name;
863 tmp->name = portal_name;
864 EXIT_X (tmp) = dummy->x;
865 EXIT_Y (tmp) = dummy->y;
866 insert_ob_in_ob (tmp, op);
867
868 /* Describe the player what happened
869 */
870 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
871 force->destroy ();
872 615
873 return 1; 616 return 1;
874} 617}
875 618
876/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
974 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
975 return 0; 718 return 0;
976 } 719 }
977 720
978 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
979 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
980 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
981 724
982 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
983 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
984 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
1004 { 747 {
1005 object *tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
1006 m->insert (tmp2, x, y, op); 749 m->insert (tmp2, x, y, op);
1007 750
1008 /* If this is a spellcasting wall, need to insert the spell object */ 751 /* If this is a spellcasting wall, need to insert the spell object */
1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1010 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1011 754
1012 } 755 }
1013 else 756 else
1014 posblocked = 1; 757 posblocked = 1;
1021 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 764 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1022 { 765 {
1023 object *tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
1024 m->insert (tmp2, x, y, op); 767 m->insert (tmp2, x, y, op);
1025 768
1026 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1027 tmp2->insert (arch_to_object (tmp2->other_arch)); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1028 } 771 }
1029 else 772 else
1030 negblocked = 1; 773 negblocked = 1;
1031 } 774 }
1147 890
1148 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 891 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1149 return 1; 892 return 1;
1150} 893}
1151 894
1152
1153/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1154 * op is the caster. 896 * op is the caster.
1155 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1156 * spell is the spell object. 898 * spell is the spell object.
1157 */ 899 */
1163 object *poison; 905 object *poison;
1164 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1165 907
1166 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1167 909
1168 if (tmp == NULL) 910 if (!tmp)
1169 return 0; 911 return 0;
1170 912
1171 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1172 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1173 */ 915 */
1176 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1177 919
1178 if (heal) 920 if (heal)
1179 { 921 {
1180 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1181 {
1182 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1183 }
1184 else 924 else
1185 { 925 {
1186 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1187 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1188 * on amount of damage healed. 928 * on amount of damage healed.
1189 */ 929 */
1190 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1191 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1192 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1193 934
1194 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1195 {
1196 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1197 }
1198 else if (heal > 50) 937 else if (heal > 50)
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1201 }
1202 else if (heal > 25) 939 else if (heal > 25)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1205 }
1206 else if (heal > 10) 941 else if (heal > 10)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1209 }
1210 else 943 else
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1213 } 945
1214 success = 1; 946 success = 1;
1215 } 947 }
1216 } 948 }
949
1217 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1218 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1219 success = 1; 952 success = 1;
1220 953
1221 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1222 { 955 {
1223 at = archetype::find ("poisoning"); 956 at = archetype::find ("poisoning");
1227 success = 1; 960 success = 1;
1228 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1229 poison->stats.food = 1; 962 poison->stats.food = 1;
1230 } 963 }
1231 } 964 }
965
1232 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1233 { 967 {
1234 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1235 if (poison) 969 if (poison)
1236 { 970 {
1237 success = 1; 971 success = 1;
1238 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1239 poison->duration = 1; 973 poison->duration = 1;
1240 } 974 }
1241 } 975 }
976
1242 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1243 { 978 {
1244 at = archetype::find ("blindness"); 979 at = archetype::find ("blindness");
1245 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1246 if (poison) 981 if (poison)
1248 success = 1; 983 success = 1;
1249 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1250 poison->stats.food = 1; 985 poison->stats.food = 1;
1251 } 986 }
1252 } 987 }
988
1253 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1254 { 990 {
1255 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1256 if (tmp->stats.sp > tmp->stats.maxsp) 992 if (tmp->stats.sp > tmp->stats.maxsp)
1257 tmp->stats.sp = tmp->stats.maxsp; 993 tmp->stats.sp = tmp->stats.maxsp;
1258 success = 1; 994 success = 1;
1259 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 995 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1260 } 996 }
997
1261 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1262 { 999 {
1263 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1264 if (tmp->stats.grace > tmp->stats.maxgrace) 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1265 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1266 success = 1; 1003 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1268 } 1005 }
1006
1269 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1270 { 1008 {
1271 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1272 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1273 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1274 success = 1; 1014 success = 1;
1275 /* We could do something a bit better like the messages for healing above */ 1015 /* We could do something a bit better like the messages for healing above */
1276 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1277 } 1017 }
1018
1278 return success; 1019 return success;
1279} 1020}
1280
1281 1021
1282/* This is used for the spells that gain stats. There are no spells 1022/* This is used for the spells that gain stats. There are no spells
1283 * right now that icnrease wis/int/pow on a temp basis, so no 1023 * right now that icnrease wis/int/pow on a temp basis, so no
1284 * good comments for those. 1024 * good comments for those.
1285 */ 1025 */
1286static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1287 "You grow no stronger.", 1027 "You grow no stronger.",
1288 "You grow no more agile.", 1028 "You grow no more agile.",
1289 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1290 "no wis", 1030 "You didn't grow any more intelligent.",
1031 "You do not feel any wiser.",
1032 "You don't feel any more powerful."
1291 "You are no easier to look at.", 1033 "You are no easier to look at.",
1292 "no int",
1293 "no pow"
1294}; 1034};
1295 1035
1296int 1036int
1297cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1037cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1298{ 1038{
1349 } 1089 }
1350 else 1090 else
1351 { 1091 {
1352 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1092 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1353 } 1093 }
1094
1354 return 1; 1095 return 1;
1355 } 1096 }
1097
1356 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1098 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1357 force->speed = 1.0; 1099 force->speed = 1.0;
1358 force->speed_left = -1.0; 1100 force->speed_left = -1.0;
1359 SET_FLAG (force, FLAG_APPLIED); 1101 SET_FLAG (force, FLAG_APPLIED);
1360 1102
1366 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1108 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1367 if (force->resist[i] > 100) 1109 if (force->resist[i] > 100)
1368 force->resist[i] = 100; 1110 force->resist[i] = 100;
1369 } 1111 }
1370 } 1112 }
1113
1371 if (spell_ob->stats.hp) 1114 if (spell_ob->stats.hp)
1372 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1115 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1373 1116
1374 if (tmp->type == PLAYER) 1117 if (tmp->type == PLAYER)
1375 { 1118 {
1376 /* Stat adjustment spells */ 1119 /* Stat adjustment spells */
1377 for (i = 0; i < NUM_STATS; i++) 1120 for (i = 0; i < NUM_STATS; i++)
1378 { 1121 {
1379 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1122 if (sint8 stat = spell_ob->stats.stat (i))
1380
1381 if (stat)
1382 { 1123 {
1383 sm = 0; 1124 sint8 sm = 0;
1384 for (k = 0; k < stat; k++) 1125 for (sint8 k = 0; k < stat; k++)
1385 sm += rndm (1, 3); 1126 sm += rndm (1, 3);
1386 1127
1387 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1128 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1388 { 1129 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1389 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1130
1390 if (sm < 0) 1131 force->stats.stat (i) = sm;
1391 sm = 0; 1132
1392 }
1393 set_attr_value (&force->stats, i, sm);
1394 if (!sm) 1133 if (!sm)
1395 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1134 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1396 } 1135 }
1397 } 1136 }
1398 } 1137 }
1419 force->attacktype = spell_ob->attacktype; 1158 force->attacktype = spell_ob->attacktype;
1420 1159
1421 insert_ob_in_ob (force, tmp); 1160 insert_ob_in_ob (force, tmp);
1422 change_abil (tmp, force); /* Mostly to display any messages */ 1161 change_abil (tmp, force); /* Mostly to display any messages */
1423 tmp->update_stats (); 1162 tmp->update_stats ();
1163
1424 return 1; 1164 return 1;
1425} 1165}
1426 1166
1427/* This used to be part of cast_change_ability, but it really didn't make 1167/* This used to be part of cast_change_ability, but it really didn't make
1428 * a lot of sense, since most of the values it derives are from the god 1168 * a lot of sense, since most of the values it derives are from the god
1429 * of the caster. 1169 * of the caster.
1430 */ 1170 */
1431
1432int 1171int
1433cast_bless (object *op, object *caster, object *spell_ob, int dir) 1172cast_bless (object *op, object *caster, object *spell_ob, int dir)
1434{ 1173{
1435 int i; 1174 int i;
1436 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1175 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1531 insert_ob_in_ob (force, tmp); 1270 insert_ob_in_ob (force, tmp);
1532 tmp->update_stats (); 1271 tmp->update_stats ();
1533 return 1; 1272 return 1;
1534} 1273}
1535 1274
1536
1537
1538/* Alchemy code by Mark Wedel 1275/* Alchemy code by Mark Wedel
1539 * 1276 *
1540 * This code adds a new spell, called alchemy. Alchemy will turn 1277 * This code adds a new spell, called alchemy. Alchemy will turn
1541 * objects to gold nuggets, the value of the gold nuggets being 1278 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1542 * about 90% of that of the item itself. It uses the value of the
1543 * object before charisma adjustments, because the nuggets themselves
1544 * will be will be adjusted by charisma when sold.
1545 * 1279 *
1546 * Large nuggets are worth 25 gp each (base). You will always get 1280 * The value of the gold nuggets being about 90% of that of the item
1547 * the maximum number of large nuggets you could get. 1281 * itself. It uses the value of the object before charisma adjustments,
1548 * Small nuggets are worth 1 gp each (base). You will get from 0 1282 * because the nuggets themselves will be will be adjusted by charisma
1549 * to the max amount of small nuggets as you could get. 1283 * when sold.
1550 *
1551 * For example, if an item is worth 110 gold, you will get
1552 * 4 large nuggets, and from 0-10 small nuggets.
1553 * 1284 *
1554 * There is also a chance (1:30) that you will get nothing at all 1285 * There is also a chance (1:30) that you will get nothing at all
1555 * for the object. There is also a maximum weight that will be 1286 * for the object. There is also a maximum weight that will be
1556 * alchemied. 1287 * alchemised.
1557 */ 1288 */
1558
1559/* I didn't feel like passing these as arguements to the
1560 * two functions that need them. Real values are put in them
1561 * when the spell is cast, and these are freed when the spell
1562 * is finished.
1563 */
1564static object *small, *large;
1565
1566static void 1289static void
1567alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1290alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1568{ 1291{
1569 uint64 value = query_cost (obj, NULL, F_TRUE); 1292 uint64 value = query_cost (obj, NULL, F_TRUE);
1570 1293
1571 /* Give third price when we alchemy money (This should hopefully 1294 /* Give third price when we alchemy money (this should hopefully
1572 * make it so that it isn't worth it to alchemy money, sell 1295 * make it so that it isn't worth it to alchemy money, sell
1573 * the nuggets, alchemy the gold from that, etc. 1296 * the nuggets, alchemy the gold from that, etc.
1574 * Otherwise, give 9 silver on the gold for other objects, 1297 * Otherwise, give 9 silver on the gold for other objects,
1575 * so that it would still be more affordable to haul 1298 * so that it would still be more affordable to haul
1576 * the stuff back to town. 1299 * the stuff back to town.
1577 */ 1300 */
1578
1579 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1301 if (QUERY_FLAG (obj, FLAG_UNPAID))
1580 value = 0; 1302 value = 0;
1581 else if (obj->type == MONEY || obj->type == GEM) 1303 else if (obj->type == MONEY || obj->type == GEM)
1582 value /= 3; 1304 value /= 3;
1583 else 1305 else
1584 value = (value * 9) / 10; 1306 value = value * 9 / 10;
1585 1307
1586 value /= 4; // fix by GHJ, don't understand, pcg
1587
1588 if ((obj->value > 0) && rndm (0, 29)) 1308 if (obj->value > 0 && rndm (0, 29))
1589 { 1309 total_value += value;
1590 int count;
1591 1310
1592 count = value / large->value;
1593 *large_nuggets += count;
1594 value -= (uint64) count *(uint64) large->value;
1595
1596 count = value / small->value;
1597 *small_nuggets += count;
1598 }
1599
1600 /* Turn 25 small nuggets into 1 large nugget. If the value
1601 * of large nuggets is not evenly divisable by the small nugget
1602 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1603 */
1604 if (*small_nuggets * small->value >= large->value)
1605 {
1606 (*large_nuggets)++;
1607 *small_nuggets -= large->value / small->value;
1608 if (*small_nuggets && large->value % small->value)
1609 (*small_nuggets)--;
1610 }
1611 weight += obj->weight; 1311 total_weight += obj->total_weight ();
1312
1612 obj->destroy (); 1313 obj->destroy ();
1613} 1314}
1614 1315
1615static void
1616update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1617{
1618 object *tmp;
1619 int flag = 0;
1620
1621 /* Put any nuggets below the player, but we can only pass this
1622 * flag if we are on the same space as the player
1623 */
1624 if (x == op->x && y == op->y && op->map == m)
1625 flag = INS_BELOW_ORIGINATOR;
1626
1627 if (small_nuggets)
1628 {
1629 tmp = small->clone ();
1630 tmp->nrof = small_nuggets;
1631 m->insert (tmp, x, y, op, flag);
1632 }
1633
1634 if (large_nuggets)
1635 {
1636 tmp = large->clone ();
1637 tmp->nrof = large_nuggets;
1638 m->insert (tmp, x, y, op, flag);
1639 }
1640}
1641
1642int 1316int
1643alchemy (object *op, object *caster, object *spell_ob) 1317alchemy (object *op, object *caster, object *spell_ob)
1644{ 1318{
1645 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1646 sint16 nx, ny;
1647 object *next, *tmp;
1648 maptile *mp;
1649
1650 if (op->type != PLAYER) 1319 if (op->type != PLAYER)
1651 return 0; 1320 return 0;
1652 1321
1322 archetype *nugget[3];
1323
1324 nugget[0] = archetype::find ("pyrite3");
1325 nugget[1] = archetype::find ("pyrite2");
1326 nugget[2] = archetype::find ("pyrite");
1327
1653 /* Put a maximum weight of items that can be alchemied. Limits the power 1328 /* Put a maximum weight of items that can be alchemised. Limits the power
1654 * some, and also prevents people from alcheming every table/chair/clock 1329 * some, and also prevents people from alchemising every table/chair/clock
1655 * in sight 1330 * in sight
1656 */ 1331 */
1657 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1332 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1658 weight_max *= 1000; 1333 int weight_max = duration * 1000;
1659 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1334 uint64 value_max = duration * 1000;
1660 1335
1336 int weight = 0;
1337
1661 for (y = op->y - 1; y <= op->y + 1; y++) 1338 for (int y = op->y - 1; y <= op->y + 1; y++)
1662 { 1339 {
1663 for (x = op->x - 1; x <= op->x + 1; x++) 1340 for (int x = op->x - 1; x <= op->x + 1; x++)
1664 { 1341 {
1342 uint64 value = 0;
1343
1665 nx = x; 1344 sint16 nx = x;
1666 ny = y; 1345 sint16 ny = y;
1667 1346
1668 mp = op->map; 1347 maptile *mp = op->map;
1669 1348
1670 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1349 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1671 1350
1672 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1351 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1673 continue; 1352 continue;
1674 1353
1675 /* Treat alchemy a little differently - most spell effects 1354 /* Treat alchemy a little differently - most spell effects
1677 * ground level effect. 1356 * ground level effect.
1678 */ 1357 */
1679 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1358 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1680 continue; 1359 continue;
1681 1360
1682 small_nuggets = 0; 1361 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1683 large_nuggets = 0;
1684
1685 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1686 { 1362 {
1687 next = tmp->above; 1363 next = tmp->above;
1364
1688 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1365 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1689 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1366 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1690 { 1367 {
1691
1692 if (tmp->inv) 1368 if (tmp->inv)
1693 { 1369 {
1694 object *next1, *tmp1; 1370 object *next1, *tmp1;
1695 1371
1696 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1372 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1697 { 1373 {
1698 next1 = tmp1->below; 1374 next1 = tmp1->below;
1699 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1375 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1700 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1376 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1701 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1377 alchemy_object (tmp1, value, weight);
1702 } 1378 }
1703 } 1379 }
1380
1704 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1381 alchemy_object (tmp, value, weight);
1705 1382
1706 if (weight > weight_max) 1383 if (weight > weight_max)
1707 { 1384 break;
1708 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1709 large->destroy ();
1710 small->destroy ();
1711 return 1;
1712 } 1385 }
1713 } /* is alchemable object */
1714 } /* process all objects on this space */
1715
1716 /* Insert all the nuggets at one time. This probably saves time, but
1717 * it also prevents us from alcheming nuggets that were just created
1718 * with this spell.
1719 */ 1386 }
1720 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1387
1388 value -= rndm (value >> 4);
1389 value = min (value, value_max);
1390
1391 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1392 if (int nrof = value / nugget [i]->value)
1393 {
1394 value -= nrof * nugget[i]->value;
1395
1396 object *tmp = arch_to_object (nugget[i]);
1397 tmp->nrof = nrof;
1398 tmp->flag [FLAG_IDENTIFIED] = true;
1399 op->map->insert (tmp, x, y, op, 0);
1721 } 1400 }
1722 }
1723 1401
1724 large->destroy (); 1402 if (weight > weight_max)
1725 small->destroy (); 1403 goto bailout;
1726 /* reset this so that if player standing on a big pile of stuff, 1404 }
1727 * it is redrawn properly. 1405 }
1728 */ 1406
1729 op->contr->ns->look_position = 0; 1407bailout:
1730 return 1; 1408 return 1;
1731} 1409}
1732
1733 1410
1734/* This function removes the cursed/damned status on equipped 1411/* This function removes the cursed/damned status on equipped
1735 * items. 1412 * items.
1736 */ 1413 */
1737int 1414int
1744 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1421 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1745 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1746 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1747 { 1424 {
1748 was_one++; 1425 was_one++;
1426
1749 if (tmp->level <= caster_level (caster, spell)) 1427 if (tmp->level <= caster_level (caster, spell))
1750 { 1428 {
1751 success++; 1429 success++;
1752 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1430 if (QUERY_FLAG (spell, FLAG_DAMNED))
1753 CLEAR_FLAG (tmp, FLAG_DAMNED); 1431 CLEAR_FLAG (tmp, FLAG_DAMNED);
1754 1432
1755 CLEAR_FLAG (tmp, FLAG_CURSED); 1433 CLEAR_FLAG (tmp, FLAG_CURSED);
1756 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1434 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1757 tmp->value = 0; /* Still can't sell it */ 1435 tmp->value = 0; /* Still can't sell it */
1758 if (op->type == PLAYER) 1436
1437 if (object *pl = tmp->visible_to ())
1759 esrv_send_item (op, tmp); 1438 esrv_update_item (UPD_FLAGS, pl, tmp);
1760 } 1439 }
1761 } 1440 }
1762 1441
1763 if (op->type == PLAYER) 1442 if (op->type == PLAYER)
1764 { 1443 {
1765 if (success) 1444 if (success)
1766 {
1767 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1445 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1768 }
1769 else 1446 else
1770 { 1447 {
1771 if (was_one) 1448 if (was_one)
1772 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1449 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1773 else 1450 else
1777 1454
1778 return success; 1455 return success;
1779} 1456}
1780 1457
1781/* Identifies objects in the players inventory/on the ground */ 1458/* Identifies objects in the players inventory/on the ground */
1782
1783int 1459int
1784cast_identify (object *op, object *caster, object *spell) 1460cast_identify (object *op, object *caster, object *spell)
1785{ 1461{
1462 dynbuf_text buf;
1786 object *tmp; 1463 object *tmp;
1787 int success = 0, num_ident;
1788 1464
1789 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1465 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1790 1466
1791 if (num_ident < 1) 1467 if (num_ident < 1)
1792 num_ident = 1; 1468 num_ident = 1;
1793 1469
1794 for (tmp = op->inv; tmp; tmp = tmp->below) 1470 for (tmp = op->inv; tmp; tmp = tmp->below)
1797 { 1473 {
1798 identify (tmp); 1474 identify (tmp);
1799 1475
1800 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1801 { 1477 {
1802 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1478 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1803 1479
1804 if (tmp->msg) 1480 if (tmp->msg)
1805 { 1481 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1806 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1807 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1808 }
1809 } 1482 }
1810 1483
1811 num_ident--; 1484 num_ident--;
1812 success = 1;
1813 if (!num_ident) 1485 if (!num_ident)
1814 break; 1486 break;
1815 } 1487 }
1816 } 1488 }
1817 1489
1819 * stuff on the floor. Only identify stuff on the floor if the spell 1491 * stuff on the floor. Only identify stuff on the floor if the spell
1820 * was not fully used. 1492 * was not fully used.
1821 */ 1493 */
1822 if (num_ident) 1494 if (num_ident)
1823 { 1495 {
1824 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1496 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1825 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1497 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1826 { 1498 {
1827 identify (tmp); 1499 identify (tmp);
1828 1500
1829 if (op->type == PLAYER) 1501 if (object *pl = tmp->visible_to ())
1830 { 1502 {
1831 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1503 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1832 1504
1833 if (tmp->msg) 1505 if (tmp->msg)
1834 { 1506 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1835 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1836 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1837 }
1838
1839 esrv_send_item (op, tmp);
1840 } 1507 }
1841 1508
1842 num_ident--; 1509 num_ident--;
1843 success = 1;
1844 if (!num_ident) 1510 if (!num_ident)
1845 break; 1511 break;
1846 } 1512 }
1847 } 1513 }
1848 1514
1849 if (!success) 1515 if (buf.empty ())
1850 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1851 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1852 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1853 1526 return 1;
1854 return success; 1527 }
1855} 1528}
1856 1529
1857int 1530int
1858cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1859{ 1532{
2001 1674
2002 /* Now process objects in the players inventory if detect curse or magic */ 1675 /* Now process objects in the players inventory if detect curse or magic */
2003 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1676 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2004 { 1677 {
2005 done_one = 0; 1678 done_one = 0;
1679
2006 for (tmp = op->inv; tmp; tmp = tmp->below) 1680 for (tmp = op->inv; tmp; tmp = tmp->below)
2007 { 1681 {
2008 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1682 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2009 { 1683 {
2010 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1684 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2011 { 1685 {
2012 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1686 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2013 if (op->type == PLAYER) 1687
1688 if (object *pl = tmp->visible_to ())
2014 esrv_send_item (op, tmp); 1689 esrv_update_item (UPD_FLAGS, pl, tmp);
2015 } 1690 }
1691
2016 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1692 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2017 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1693 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2018 { 1694 {
2019 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1695 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2020 if (op->type == PLAYER) 1696
1697 if (object *pl = tmp->visible_to ())
2021 esrv_send_item (op, tmp); 1698 esrv_update_item (UPD_FLAGS, pl, tmp);
2022 } 1699 }
2023 } /* if item is not identified */ 1700 } /* if item is not identified */
2024 } /* for the players inventory */ 1701 } /* for the players inventory */
2025 } /* if detect magic/curse and object is a player */ 1702 } /* if detect magic/curse and object is a player */
1703
2026 return 1; 1704 return 1;
2027} 1705}
2028 1706
2029 1707
2030/** 1708/**
2186 /* Basically, if the object is magical and not counterspell, 1864 /* Basically, if the object is magical and not counterspell,
2187 * we will more or less remove the object. Don't counterspell 1865 * we will more or less remove the object. Don't counterspell
2188 * monsters either. 1866 * monsters either.
2189 */ 1867 */
2190 1868
2191 if (head->attacktype & AT_MAGIC && 1869 if (head->attacktype & AT_MAGIC
2192 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1870 && !(head->attacktype & AT_COUNTERSPELL)
1871 && !QUERY_FLAG (head, FLAG_MONSTER)
1872 && (op->level > head->level))
2193 head->destroy (); 1873 head->destroy ();
2194 else 1874 else
2195 switch (head->type) 1875 switch (head->type)
2196 { 1876 {
2197 case SPELL_EFFECT: 1877 case SPELL_EFFECT:
1878 // XXX: Don't affect floor spelleffects. See also XXX comment
1879 // about sanctuary in spell_util.C
1880 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1881 continue;
1882
2198 if (op->level > head->level) 1883 if (op->level > head->level)
2199 head->destroy (); 1884 head->destroy ();
2200 1885
2201 break; 1886 break;
2202 1887
2213 break; 1898 break;
2214 } 1899 }
2215 } 1900 }
2216} 1901}
2217 1902
2218
2219
2220/* cast_consecrate() - a spell to make an altar your god's */ 1903/* cast_consecrate() - a spell to make an altar your god's */
2221int 1904int
2222cast_consecrate (object *op, object *caster, object *spell) 1905cast_consecrate (object *op, object *caster, object *spell)
2223{ 1906{
2224 char buf[MAX_BUF]; 1907 char buf[MAX_BUF];
2248 /* If we got here, we are consecrating an altar */ 1931 /* If we got here, we are consecrating an altar */
2249 sprintf (buf, "Altar of %s", &god->name); 1932 sprintf (buf, "Altar of %s", &god->name);
2250 tmp->name = buf; 1933 tmp->name = buf;
2251 tmp->level = caster_level (caster, spell); 1934 tmp->level = caster_level (caster, spell);
2252 tmp->other_arch = god->arch; 1935 tmp->other_arch = god->arch;
1936
2253 if (op->type == PLAYER) 1937 if (op->type == PLAYER)
2254 esrv_update_item (UPD_NAME, op, tmp); 1938 esrv_update_item (UPD_NAME, op, tmp);
1939
2255 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1940 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2256 return 1; 1941 return 1;
2257 } 1942 }
2258 } 1943 }
2259 } 1944 }
2269 * This code was very odd - code early on would only let players use the spell, 1954 * This code was very odd - code early on would only let players use the spell,
2270 * yet the code wass full of player checks. I've presumed that the code 1955 * yet the code wass full of player checks. I've presumed that the code
2271 * that only let players use it was correct, and removed all the other 1956 * that only let players use it was correct, and removed all the other
2272 * player checks. MSW 2003-01-06 1957 * player checks. MSW 2003-01-06
2273 */ 1958 */
2274
2275int 1959int
2276animate_weapon (object *op, object *caster, object *spell, int dir) 1960animate_weapon (object *op, object *caster, object *spell, int dir)
2277{ 1961{
2278 object *weapon, *tmp; 1962 object *weapon, *tmp;
2279 char buf[MAX_BUF]; 1963 char buf[MAX_BUF];
2280 int a, i; 1964 int a, i;
2281 sint16 x, y; 1965 sint16 x, y;
2282 maptile *m; 1966 maptile *m;
2283 materialtype_t *mt;
2284 1967
2285 if (!spell->other_arch) 1968 if (!spell->other_arch)
2286 { 1969 {
2287 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1970 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2288 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1971 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2291 /* exit if it's not a player using this spell. */ 1974 /* exit if it's not a player using this spell. */
2292 if (op->type != PLAYER) 1975 if (op->type != PLAYER)
2293 return 0; 1976 return 0;
2294 1977
2295 /* if player already has a golem, abort */ 1978 /* if player already has a golem, abort */
2296 if (op->contr->ranges[range_golem]) 1979 if (object *golem = op->contr->golem)
2297 { 1980 {
2298 control_golem (op->contr->ranges[range_golem], dir); 1981 control_golem (golem, dir);
2299 return 0; 1982 return 0;
2300 } 1983 }
2301 1984
2302 /* if no direction specified, pick one */ 1985 /* if no direction specified, pick one */
2303 if (!dir) 1986 if (!dir)
2307 x = op->x + freearr_x[dir]; 1990 x = op->x + freearr_x[dir];
2308 y = op->y + freearr_y[dir]; 1991 y = op->y + freearr_y[dir];
2309 1992
2310 /* if there's no place to put the golem, abort */ 1993 /* if there's no place to put the golem, abort */
2311 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1994 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2312 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1995 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2313 { 1996 {
2314 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1997 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2315 return 0; 1998 return 0;
2316 } 1999 }
2317 2000
2321 if (!weapon) 2004 if (!weapon)
2322 { 2005 {
2323 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2006 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2324 return 0; 2007 return 0;
2325 } 2008 }
2326 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2009 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2327 { 2010 {
2328 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2011 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2329 return 0; 2012 return 0;
2330 } 2013 }
2331 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2337 { 2020 {
2338 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2021 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2339 return 0; 2022 return 0;
2340 } 2023 }
2341 2024
2342 if (weapon->nrof > 1) 2025 weapon = weapon->split ();
2343 {
2344 tmp = get_split_ob (weapon, 1);
2345 esrv_send_item (op, weapon);
2346 weapon = tmp;
2347 }
2348 2026
2349 /* create the golem object */ 2027 /* create the golem object */
2350 tmp = arch_to_object (spell->other_arch); 2028 tmp = arch_to_object (spell->other_arch);
2351 2029
2352 /* if animated by a player, give the player control of the golem */ 2030 /* if animated by a player, give the player control of the golem */
2353 CLEAR_FLAG (tmp, FLAG_MONSTER); 2031 CLEAR_FLAG (tmp, FLAG_MONSTER);
2354 SET_FLAG (tmp, FLAG_FRIENDLY);
2355 tmp->stats.exp = 0; 2032 tmp->stats.exp = 0;
2356 add_friendly_object (tmp); 2033 add_friendly_object (tmp);
2357 tmp->type = GOLEM; 2034 tmp->type = GOLEM;
2358 tmp->set_owner (op); 2035 tmp->set_owner (op);
2036 op->contr->golem = tmp;
2359 set_spell_skill (op, caster, spell, tmp); 2037 set_spell_skill (op, caster, spell, tmp);
2360 op->contr->ranges[range_golem] = tmp;
2361 op->contr->shoottype = range_golem;
2362 2038
2363 /* Give the weapon to the golem now. A bit of a hack to check the 2039 /* Give the weapon to the golem now. A bit of a hack to check the
2364 * removed flag - it should only be set if get_split_object was 2040 * removed flag - it should only be set if weapon->split was
2365 * used above. 2041 * used above.
2366 */ 2042 */
2367 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2043 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2368 weapon->remove (); 2044 weapon->remove ();
2369 insert_ob_in_ob (weapon, tmp); 2045
2370 esrv_send_item (op, weapon); 2046 tmp->insert (weapon);
2047
2371 /* To do everything necessary to let a golem use the weapon is a pain, 2048 /* To do everything necessary to let a golem use the weapon is a pain,
2372 * so instead, just set it as equipped (otherwise, we need to update 2049 * so instead, just set it as equipped (otherwise, we need to update
2373 * body_info, skills, etc) 2050 * body_info, skills, etc)
2374 */ 2051 */
2375 SET_FLAG (tmp, FLAG_USE_WEAPON); 2052 SET_FLAG (tmp, FLAG_USE_WEAPON);
2401 2078
2402 /* attacktype */ 2079 /* attacktype */
2403 if (!tmp->attacktype) 2080 if (!tmp->attacktype)
2404 tmp->attacktype = AT_PHYSICAL; 2081 tmp->attacktype = AT_PHYSICAL;
2405 2082
2406 mt = NULL;
2407 if (op->materialname != NULL)
2408 mt = name_to_material (op->materialname); 2083 if (materialtype_t *mt = name_to_material (op->materialname))
2409 if (mt != NULL)
2410 { 2084 {
2411 for (i = 0; i < NROFATTACKS; i++) 2085 for (i = 0; i < NROFATTACKS; i++)
2412 tmp->resist[i] = 50 - (mt->save[i] * 5); 2086 tmp->resist[i] = 50 - (mt->save[i] * 5);
2413 a = mt->save[0]; 2087 a = mt->save[0];
2414 } 2088 }
2416 { 2090 {
2417 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2418 tmp->resist[i] = 5; 2092 tmp->resist[i] = 5;
2419 a = 10; 2093 a = 10;
2420 } 2094 }
2095
2421 /* Set weapon's immunity */ 2096 /* Set weapon's immunity */
2422 tmp->resist[ATNR_CONFUSION] = 100; 2097 tmp->resist[ATNR_CONFUSION] = 100;
2423 tmp->resist[ATNR_POISON] = 100; 2098 tmp->resist[ATNR_POISON] = 100;
2424 tmp->resist[ATNR_SLOW] = 100; 2099 tmp->resist[ATNR_SLOW] = 100;
2425 tmp->resist[ATNR_PARALYZE] = 100; 2100 tmp->resist[ATNR_PARALYZE] = 100;
2431 2106
2432 /* Improve weapon's armour value according to best save vs. physical of its material */ 2107 /* Improve weapon's armour value according to best save vs. physical of its material */
2433 2108
2434 if (a > 14) 2109 if (a > 14)
2435 a = 14; 2110 a = 14;
2111
2436 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2112 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2437 2113
2438 /* Determine golem's speed */ 2114 /* Determine golem's speed */
2439 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2115 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2440 2116
2485 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2486 } 2162 }
2487 return success; 2163 return success;
2488} 2164}
2489 2165
2490
2491
2492
2493
2494/* create an aura spell object and put it in the player's inventory. 2166/* create an aura spell object and put it in the player's inventory.
2495 * as usual, op is player, caster is the object casting the spell, 2167 * as usual, op is player, caster is the object casting the spell,
2496 * spell is the spell object itself. 2168 * spell is the spell object itself.
2497 */ 2169 */
2498int 2170int
2509 2181
2510 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2182 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2511 2183
2512 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2184 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2513 2185
2514 new_aura->set_owner (op);
2515 set_spell_skill (op, caster, spell, new_aura); 2186 set_spell_skill (op, caster, spell, new_aura);
2516 new_aura->attacktype = spell->attacktype; 2187 new_aura->attacktype = spell->attacktype;
2517 2188
2518 new_aura->level = caster_level (caster, spell); 2189 new_aura->level = caster_level (caster, spell);
2190
2519 if (refresh) 2191 if (refresh)
2520 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2192 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2521 else 2193 else
2522 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2195
2523 insert_ob_in_ob (new_aura, op); 2196 insert_ob_in_ob (new_aura, op);
2197 new_aura->set_owner (op);
2198
2524 return 1; 2199 return 1;
2525} 2200}
2526
2527 2201
2528/* move aura function. An aura is a part of someone's inventory, 2202/* move aura function. An aura is a part of someone's inventory,
2529 * which he carries with him, but which acts on the map immediately 2203 * which he carries with him, but which acts on the map immediately
2530 * around him. 2204 * around him.
2531 * Aura parameters: 2205 * Aura parameters:
2532 * duration: duration counter. 2206 * duration: duration counter.
2533 * attacktype: aura's attacktype 2207 * attacktype: aura's attacktype
2534 * other_arch: archetype to drop where we attack 2208 * other_arch: archetype to drop where we attack
2535 */ 2209 */
2536
2537void 2210void
2538move_aura (object *aura) 2211move_aura (object *aura)
2539{ 2212{
2540 int i, mflags;
2541 object *env;
2542 maptile *m;
2543
2544 /* auras belong in inventories */ 2213 /* auras belong in inventories */
2545 env = aura->env; 2214 object *env = aura->env;
2215 object *owner = aura->owner;
2546 2216
2547 /* no matter what we've gotta remove the aura... 2217 /* no matter what we've gotta remove the aura...
2548 * we'll put it back if its time isn't up. 2218 * we'll put it back if its time isn't up.
2549 */ 2219 */
2550 aura->remove (); 2220 aura->remove ();
2555 aura->destroy (); 2225 aura->destroy ();
2556 return; 2226 return;
2557 } 2227 }
2558 2228
2559 /* auras only exist in inventories */ 2229 /* auras only exist in inventories */
2560 if (env == NULL || env->map == NULL) 2230 if (!env || !env->map)
2561 { 2231 {
2562 aura->destroy (); 2232 aura->destroy ();
2563 return; 2233 return;
2564 } 2234 }
2565 2235
2566 /* we need to jump out of the inventory for a bit 2236 /* we need to jump out of the inventory for a bit
2567 * in order to hit the map conveniently. 2237 * in order to hit the map conveniently.
2568 */ 2238 */
2569 aura->insert_at (env, aura); 2239 aura->insert_at (env, aura);
2570 2240
2571 for (i = 1; i < 9; i++) 2241 for (int i = 1; i < 9; i++)
2572 { 2242 {
2573 sint16 nx, ny; 2243 mapxy pos (env);
2244 pos.move (i);
2574 2245
2575 nx = aura->x + freearr_x[i];
2576 ny = aura->y + freearr_y[i];
2577 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2578
2579 /* Consider the movement tyep of the person with the aura as 2246 /* Consider the movement type of the person with the aura as
2580 * movement type of the aura. Eg, if the player is flying, the aura 2247 * movement type of the aura. Eg, if the player is flying, the aura
2581 * is flying also, if player is walking, it is on the ground, etc. 2248 * is flying also, if player is walking, it is on the ground, etc.
2582 */ 2249 */
2583 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2250 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2584 { 2251 {
2585 hit_map (aura, i, aura->attacktype, 0); 2252 hit_map (aura, i, aura->attacktype, 0);
2586 2253
2587 if (aura->other_arch) 2254 if (aura->other_arch)
2588 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2255 pos.insert (arch_to_object (aura->other_arch), aura);
2589 } 2256 }
2590 } 2257 }
2591 2258
2592 /* put the aura back in the player's inventory */ 2259 /* put the aura back in the player's inventory */
2593 aura->remove (); 2260 env->insert (aura);
2594 insert_ob_in_ob (aura, env); 2261 aura->set_owner (owner);
2595} 2262}
2596 2263
2597/* moves the peacemaker spell. 2264/* moves the peacemaker spell.
2598 * op is the piece object. 2265 * op is the piece object.
2599 */ 2266 */
2600
2601void 2267void
2602move_peacemaker (object *op) 2268move_peacemaker (object *op)
2603{ 2269{
2604 object *tmp; 2270 object *tmp;
2605 2271
2606 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2272 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2607 { 2273 {
2608 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2609 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2610 2276
2611 if (tmp->head)
2612 victim = tmp->head;
2613 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2277 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2614 continue; 2278 continue;
2279
2615 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2616 continue; 2281 continue;
2282
2617 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2618 continue; 2284 continue;
2619 2285
2620 def_lev = MAX (1, victim->level); 2286 def_lev = MAX (1, victim->level);
2621 atk_lev = MAX (1, op->level); 2287 atk_lev = MAX (1, op->level);
2622 2288
2623 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2624 { 2290 {
2625 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2626 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2627 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2628 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2629#if 0 2296#if 0
2630 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2631 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2638 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2639 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2640 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 SET_FLAG (victim, FLAG_RUN_AWAY);
2641 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2642 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 CLEAR_FLAG (victim, FLAG_MONSTER);
2310
2643 if (victim->name) 2311 if (victim->name)
2644 {
2645 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2646 }
2647 } 2313 }
2648 } 2314 }
2649} 2315}
2650 2316
2651 2317

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