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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.32 by pippijn, Sat Jan 6 14:42:31 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <living.h> 26#include <living.h>
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <spells.h> 28#include <spells.h>
32#include <sounds.h> 29#include <sounds.h>
33 30
34/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
35 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 75 wand->destroy ();
80 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
81 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;
82 78
83 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
106 ncharges = 1; 102 ncharges = 1;
107 103
108 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
109 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));
110 106
111 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
112 { 108 {
113 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
114 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
115 } 111 }
116 112
117 return 1; 113 return 1;
118} 114}
119 115
125 * great a plus, the default is used. 121 * great a plus, the default is used.
126 * 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
127 * 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
128 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
129 */ 125 */
130
131int 126int
132cast_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)
133{ 128{
134 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
135 const char *missile_name; 130 const char *missile_name = "arrow";
136 object *tmp, *missile;
137 131
138 missile_name = "arrow";
139
140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
141 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
142 missile_name = tmp->race; 134 missile_name = tmp->race;
143 135
144 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
145 137
146 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
147 { 141 {
148 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);
149 return 0; 143 return 0;
150 } 144 }
151 145
152 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
153 147
154 if (stringarg) 148 if (stringarg)
155 { 149 {
156 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
157 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
158 { 152 {
159 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
160 154
161 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
162 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, stringarg))
163 break; 157 break;
164 158
165 if (!al) 159 if (!al)
166 { 160 {
175 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);
176 return 0; 170 return 0;
177 } 171 }
178 172
179 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
180 /* 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 -
181 * 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
182 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
183 */ 177 */
184 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
185 missile_plus = 0; 179 missile_plus = 0;
186 } 180 }
187 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
188 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
189 } 183 }
190 184
191 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
192 missile_plus = 4;
193 else if (missile_plus < -4)
194 missile_plus = -4;
195 186
196 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
197 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
198 189
199 if (missile->nrof < 1) 190 if (missile->nrof < 1)
219{ 210{
220 int food_value; 211 int food_value;
221 archetype *at = NULL; 212 archetype *at = NULL;
222 object *new_op; 213 object *new_op;
223 214
224 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);
225 216
226 if (stringarg) 217 if (stringarg)
227 { 218 {
228 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
229 if (at == NULL) 220 if (at == NULL)
230 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
231 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
232 stringarg = NULL; 223 stringarg = NULL;
233 } 224 }
234 225
235 if (!stringarg) 226 if (!stringarg)
236 { 227 {
242 * 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
243 * to be altered from the donor. 234 * to be altered from the donor.
244 */ 235 */
245 236
246 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
247 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
248 { 239 {
249 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
250 { 241 {
251 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
252 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
253 * the item we have now, take it instead. 244 * the item we have now, take it instead.
254 */ 245 */
255 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)))
256 at = at_tmp; 251 at = at_tmp;
257 } 252 }
258 } 253 }
259 } 254 }
255
260 /* 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
261 * know 257 * know
262 */ 258 */
263 if (!at) 259 if (!at)
264 { 260 {
265 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.");
266 return 0; 262 return 0;
267 } 263 }
268 264
269 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
270 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
271 new_op->nrof = food_value; 267 new_op->nrof = food_value;
272 268
273 new_op->value = 0; 269 new_op->value = 0;
274 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
283{ 279{
284 int r, mflags, maxrange; 280 int r, mflags, maxrange;
285 object *tmp; 281 object *tmp;
286 maptile *m; 282 maptile *m;
287 283
288
289 if (!dir) 284 if (!dir)
290 { 285 {
291 examine_monster (op, op); 286 examine_monster (op, op);
292 return 1; 287 return 1;
293 } 288 }
289
294 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
295 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
296 { 292 {
297 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];
298 294
318 examine_monster (op, tmp); 314 examine_monster (op, tmp);
319 return 1; 315 return 1;
320 } 316 }
321 } 317 }
322 } 318 }
319
323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 320 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
324 return 1; 321 return 1;
325} 322}
326
327 323
328/* This checks to see if 'pl' is invisible to 'mon'. 324/* This checks to see if 'pl' is invisible to 'mon'.
329 * does race check, undead check, etc 325 * does race check, undead check, etc
330 * Returns TRUE if mon can't see pl, false 326 * Returns TRUE if mon can't see pl, false
331 * otherwise. This doesn't check range, walls, etc. It 327 * otherwise. This doesn't check range, walls, etc. It
333 * pl is invisible. 329 * pl is invisible.
334 */ 330 */
335int 331int
336makes_invisible_to (object *pl, object *mon) 332makes_invisible_to (object *pl, object *mon)
337{ 333{
338
339 if (!pl->invisible) 334 if (!pl->invisible)
340 return 0; 335 return 0;
336
341 if (pl->type == PLAYER) 337 if (pl->type == PLAYER)
342 { 338 {
343 /* If race isn't set, then invisible unless it is undead */ 339 /* If race isn't set, then invisible unless it is undead */
344 if (!pl->contr->invis_race) 340 if (!pl->contr->invis_race)
345 { 341 {
346 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 342 if (QUERY_FLAG (mon, FLAG_UNDEAD))
347 return 0; 343 return 0;
344
348 return 1; 345 return 1;
349 } 346 }
347
350 /* invis_race is set if we get here */ 348 /* invis_race is set if we get here */
351 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
352 return 1; 350 return 1;
351
353 /* No race, can't be invisible to it */ 352 /* No race, can't be invisible to it */
354 if (!mon->race) 353 if (!mon->race)
355 return 0; 354 return 0;
355
356 if (strstr (mon->race, pl->contr->invis_race)) 356 if (strstr (mon->race, pl->contr->invis_race))
357 return 1; 357 return 1;
358
358 /* Nothing matched above, return 0 */ 359 /* Nothing matched above, return 0 */
359 return 0; 360 return 0;
360 } 361 }
361 else 362 else
362 { 363 {
375 * normal applies. 376 * normal applies.
376 */ 377 */
377int 378int
378cast_invisible (object *op, object *caster, object *spell_ob) 379cast_invisible (object *op, object *caster, object *spell_ob)
379{ 380{
380 object *tmp;
381
382 if (op->invisible > 1000) 381 if (op->invisible > 1000)
383 { 382 {
384 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");
385 return 0; 384 return 0;
386 } 385 }
402 else 401 else
403 op->contr->tmp_invis = 1; 402 op->contr->tmp_invis = 1;
404 403
405 op->contr->hidden = 0; 404 op->contr->hidden = 0;
406 } 405 }
406
407 if (makes_invisible_to (op, op)) 407 if (makes_invisible_to (op, op))
408 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!");
409 else 409 else
410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
411 411
412 update_object (op, UP_OBJ_FACE); 412 update_object (op, UP_OBJ_CHANGE);
413 413
414 /* Only search the active objects - only these should actually do 414 /* Only search the active objects - only these should actually do
415 * harm to the player. 415 * harm to the player.
416 */ 416 */
417 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 417 for_all_actives (tmp)
418 if (tmp->enemy == op) 418 if (tmp->enemy == op)
419 tmp->enemy = NULL; 419 tmp->enemy = 0;
420
420 return 1; 421 return 1;
421} 422}
422 423
423/* earth to dust spell. Basically destroys earthwalls in the area. 424/* earth to dust spell. Basically destroys earthwalls in the area.
424 */ 425 */
464 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
465 { 466 {
466 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))
467 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.");
468 else 469 else
469 { 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
470 // remove first so we do not call update_stats
471 op->remove ();
472 pl->enter_exit (op);
473 }
474 } 471 }
475 472
476 op->destroy (); 473 op->destroy ();
477} 474}
478 475
567} 564}
568 565
569int 566int
570perceive_self (object *op) 567perceive_self (object *op)
571{ 568{
572 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 const char *cp = describe_item (op, op);
573 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (ARCH_DEPLETION);
574 object *tmp;
575 int i;
576 571
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
577 tmp = find_god (determine_god (op)); 578 if (object *god = find_god (determine_god (op)))
578 if (tmp) 579 buf << "You worship " << &god->name << ".\n";
579 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
580 else 580 else
581 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 581 buf << "You worship no god.\n";
582 582
583 tmp = present_arch_in_ob (at, op); 583 object *tmp = present_arch_in_ob (at, op);
584 584
585 if (*cp == '\0' && tmp == NULL) 585 if (*cp == '\0' && tmp == NULL)
586 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 586 buf << "You feel very mundane. ";
587 else 587 else
588 { 588 {
589 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 589 buf << "You have: " << cp << ".\n";
590 new_draw_info (NDI_UNIQUE, 0, op, cp); 590
591 if (tmp != NULL) 591 if (tmp)
592 {
593 for (i = 0; i < NUM_STATS; i++) 592 for (int i = 0; i < NUM_STATS; i++)
594 { 593 if (tmp->stats.stat (i) < 0)
595 if (get_attr_value (&tmp->stats, i) < 0) 594 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
596 {
597 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
598 }
599 }
600 }
601 } 595 }
602 596
603 if (is_dragon_pl (op)) 597 if (is_dragon_pl (op))
604 {
605 /* now grab the 'dragon_ability'-force from the player's inventory */ 598 /* now grab the 'dragon_ability'-force from the player's inventory */
606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 599 for (tmp = op->inv; tmp; tmp = tmp->below)
607 { 600 {
608 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 601 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
609 { 602 {
610 if (tmp->stats.exp == 0) 603 if (tmp->stats.exp == 0)
611 {
612 sprintf (buf, "Your metabolism isn't focused on anything."); 604 buf << "Your metabolism isn't focused on anything.\n";
613 }
614 else 605 else
615 {
616 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";
617 } 607
618 new_draw_info (NDI_UNIQUE, 0, op, buf);
619 break; 608 break;
620 } 609 }
621 } 610 }
622 }
623 return 1;
624}
625 611
626/* int cast_create_town_portal (object *op, object *caster, int dir) 612 buf << '\0'; // zero-terminate
627 *
628 * This function cast the spell of town portal for op
629 *
630 * The spell operates in two passes. During the first one a place
631 * is marked as a destination for the portal. During the second one,
632 * 2 portals are created, one in the position the player cast it and
633 * one in the destination place. The portal are synchronized and 2 forces
634 * are inserted in the player to destruct the portal next time player
635 * creates a new portal pair.
636 * This spell has a side effect that it allows people to meet each other
637 * in a permanent, private, appartements by making a town portal from it
638 * to the town or another public place. So, check if the map is unique and if
639 * so return an error
640 *
641 * Code by Tchize (david.delbecq@usa.net)
642 */
643int
644cast_create_town_portal (object *op, object *caster, object *spell, int dir)
645{
646 object *dummy, *force, *old_force;
647 archetype *perm_portal;
648 char portal_name[1024], portal_message[1024];
649 maptile *exitmap;
650 int op_level;
651 613
652 /* 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 ());
653 * map. This can be determined in that per player unique maps have the
654 * full pathname listed.
655 */
656 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
657 {
658 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
659 return 0;
660 }
661
662 /* The first thing to do is to check if we have a marked destination
663 * dummy is used to make a check inventory for the force
664 */
665 dummy = arch_to_object (spell->other_arch);
666 if (dummy == NULL)
667 {
668 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
669 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
670 return 0;
671 }
672
673 force = check_inv_recursive (op, dummy);
674
675 if (force == NULL)
676 {
677 /* Here we know there is no destination marked up.
678 * We have 2 things to do:
679 * 1. Mark the destination in the player inventory.
680 * 2. Let the player know it worked.
681 */
682 dummy->name = op->map->path;
683 EXIT_X (dummy) = op->x;
684 EXIT_Y (dummy) = op->y;
685 insert_ob_in_ob (dummy, op);
686 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.");
687 return 1;
688 }
689
690 dummy->destroy ();
691
692 /* Here we know where the town portal should go to
693 * We should kill any existing portal associated with the player.
694 * Than we should create the 2 portals.
695 * For each of them, we need:
696 * - To create the portal with the name of the player+destination map
697 * - set the owner of the town portal
698 * - To mark the position of the portal in the player's inventory
699 * for easier destruction.
700 *
701 * The mark works has follow:
702 * slaying: Existing town portal
703 * hp, sp : x & y of the associated portal
704 * name : name of the portal
705 * race : map the portal is in
706 */
707
708 /* First step: killing existing town portals */
709 dummy = get_archetype (spell->race);
710 if (dummy == NULL)
711 {
712 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
713 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
714 return 0;
715 }
716
717 perm_portal = archetype::find (spell->slaying);
718
719 /* To kill a town portal, we go trough the player's inventory,
720 * for each marked portal in player's inventory,
721 * -We try load the associated map (if impossible, consider the portal destructed)
722 * -We find any portal in the specified location.
723 * If it has the good name, we destruct it.
724 * -We destruct the force indicating that portal.
725 */
726 while ((old_force = check_inv_recursive (op, dummy)))
727 {
728 exitmap = maptile::find_sync (old_force->race, op->map);
729
730 if (exitmap)
731 {
732 exitmap->load_sync ();
733
734 int exitx = EXIT_X (old_force);
735 int exity = EXIT_Y (old_force);
736
737 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
738 {
739 if (tmp->name == old_force->name)
740 {
741 tmp->destroy ();
742 break;
743 }
744 }
745 }
746
747 old_force->destroy ();
748 }
749
750 dummy->destroy ();
751
752 /* Creating the portals.
753 * The very first thing to do is to ensure
754 * access to the destination map.
755 * If we can't, don't fizzle. Simply warn player.
756 * This ensure player pays his mana for the spell
757 * because HE is responsible of forgotting.
758 * 'force' is the destination of the town portal, which we got
759 * from the players inventory above.
760 */
761
762 /* Ensure exit map is loaded */
763 exitmap = maptile::find_sync (force->name);
764
765 /* If we were unable to load (ex. random map deleted), warn player */
766 if (!exitmap)
767 {
768 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
769 force->destroy ();
770 return 1;
771 }
772
773 exitmap->load_sync ();
774
775 op_level = caster_level (caster, spell);
776 if (op_level < 15)
777 snprintf (portal_message, 1024,
778 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
779 &op->name);
780 else if (op_level < 30)
781 snprintf (portal_message, 1024,
782 "\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);
783 else if (op_level < 60)
784 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
785 else
786 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
787 &op->name);
788
789 /* Create a portal in front of player
790 * dummy contain the portal and
791 * force contain the track to kill it later
792 */
793 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
794 dummy = get_archetype (spell->slaying); /*The portal */
795 if (dummy == NULL)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
798 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
799 return 0;
800 }
801
802 EXIT_PATH (dummy) = force->name;
803 EXIT_X (dummy) = EXIT_X (force);
804 EXIT_Y (dummy) = EXIT_Y (force);
805 dummy->name = dummy->name_pl = portal_name;
806 dummy->msg = portal_message;
807 dummy->race = op->name; /*Save the owner of the portal */
808 cast_create_obj (op, caster, dummy, 0);
809
810 /* Now we need to to create a town portal marker inside the player
811 * object, so on future castings, we can know that he has an active
812 * town portal.
813 */
814 object *tmp = get_archetype (spell->race);
815
816 if (!tmp)
817 {
818 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
819 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
820 return 0;
821 }
822
823 tmp->race = op->map->path;
824 tmp->name = portal_name;
825 EXIT_X (tmp) = dummy->x;
826 EXIT_Y (tmp) = dummy->y;
827 op->insert (tmp);
828
829 /* Create a portal in the destination map
830 * dummy contain the portal and
831 * force the track to kill it later
832 * the 'force' variable still contains the 'reminder' of
833 * where this portal goes to.
834 */
835 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
836 dummy = get_archetype (spell->slaying); /*The portal */
837 if (dummy == NULL)
838 {
839 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
840 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
841 return 0;
842 }
843
844 EXIT_PATH (dummy) = op->map->path;
845 EXIT_X (dummy) = op->x;
846 EXIT_Y (dummy) = op->y;
847 dummy->name = dummy->name_pl = portal_name;
848 dummy->msg = portal_message;
849 dummy->race = op->name; /*Save the owner of the portal */
850 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
851
852 /* Now we create another town portal marker that
853 * points back to the one we just made
854 */
855 tmp = get_archetype (spell->race);
856 if (tmp == NULL)
857 {
858 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
859 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
860 return 0;
861 }
862
863 tmp->race = force->name;
864 tmp->name = portal_name;
865 EXIT_X (tmp) = dummy->x;
866 EXIT_Y (tmp) = dummy->y;
867 insert_ob_in_ob (tmp, op);
868
869 /* Describe the player what happened
870 */
871 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
872 force->destroy ();
873 615
874 return 1; 616 return 1;
875} 617}
876 618
877/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
975 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);
976 return 0; 718 return 0;
977 } 719 }
978 720
979 /* 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 */
980 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
981 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
982 724
983 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
984 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
985 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
1005 { 747 {
1006 object *tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
1007 m->insert (tmp2, x, y, op); 749 m->insert (tmp2, x, y, op);
1008 750
1009 /* 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 */
1010 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1011 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1012 754
1013 } 755 }
1014 else 756 else
1015 posblocked = 1; 757 posblocked = 1;
1022 ((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)
1023 { 765 {
1024 object *tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
1025 m->insert (tmp2, x, y, op); 767 m->insert (tmp2, x, y, op);
1026 768
1027 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1028 tmp2->insert (arch_to_object (tmp2->other_arch)); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1029 } 771 }
1030 else 772 else
1031 negblocked = 1; 773 negblocked = 1;
1032 } 774 }
1148 890
1149 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 */
1150 return 1; 892 return 1;
1151} 893}
1152 894
1153
1154/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1155 * op is the caster. 896 * op is the caster.
1156 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1157 * spell is the spell object. 898 * spell is the spell object.
1158 */ 899 */
1164 object *poison; 905 object *poison;
1165 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1166 907
1167 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1168 909
1169 if (tmp == NULL) 910 if (!tmp)
1170 return 0; 911 return 0;
1171 912
1172 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1173 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1174 */ 915 */
1177 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;
1178 919
1179 if (heal) 920 if (heal)
1180 { 921 {
1181 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1182 {
1183 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.");
1184 }
1185 else 924 else
1186 { 925 {
1187 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1188 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1189 * on amount of damage healed. 928 * on amount of damage healed.
1190 */ 929 */
1191 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1192 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1193 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1194 934
1195 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1196 {
1197 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1198 }
1199 else if (heal > 50) 937 else if (heal > 50)
1200 {
1201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1202 }
1203 else if (heal > 25) 939 else if (heal > 25)
1204 {
1205 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1206 }
1207 else if (heal > 10) 941 else if (heal > 10)
1208 {
1209 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.");
1210 }
1211 else 943 else
1212 {
1213 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.");
1214 } 945
1215 success = 1; 946 success = 1;
1216 } 947 }
1217 } 948 }
949
1218 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1219 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1220 success = 1; 952 success = 1;
1221 953
1222 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1223 { 955 {
1224 at = archetype::find ("poisoning"); 956 at = archetype::find ("poisoning");
1228 success = 1; 960 success = 1;
1229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1230 poison->stats.food = 1; 962 poison->stats.food = 1;
1231 } 963 }
1232 } 964 }
965
1233 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1234 { 967 {
1235 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1236 if (poison) 969 if (poison)
1237 { 970 {
1238 success = 1; 971 success = 1;
1239 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1240 poison->duration = 1; 973 poison->duration = 1;
1241 } 974 }
1242 } 975 }
976
1243 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1244 { 978 {
1245 at = archetype::find ("blindness"); 979 at = archetype::find ("blindness");
1246 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1247 if (poison) 981 if (poison)
1249 success = 1; 983 success = 1;
1250 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.");
1251 poison->stats.food = 1; 985 poison->stats.food = 1;
1252 } 986 }
1253 } 987 }
988
1254 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1255 { 990 {
1256 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1257 if (tmp->stats.sp > tmp->stats.maxsp) 992 if (tmp->stats.sp > tmp->stats.maxsp)
1258 tmp->stats.sp = tmp->stats.maxsp; 993 tmp->stats.sp = tmp->stats.maxsp;
1259 success = 1; 994 success = 1;
1260 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!");
1261 } 996 }
997
1262 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1263 { 999 {
1264 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1265 if (tmp->stats.grace > tmp->stats.maxgrace) 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1266 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1267 success = 1; 1003 success = 1;
1268 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!");
1269 } 1005 }
1006
1270 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1271 { 1008 {
1272 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1273 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1274 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1275 success = 1; 1014 success = 1;
1276 /* 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 */
1277 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");
1278 } 1017 }
1018
1279 return success; 1019 return success;
1280} 1020}
1281
1282 1021
1283/* 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
1284 * 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
1285 * good comments for those. 1024 * good comments for those.
1286 */ 1025 */
1287static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1288 "You grow no stronger.", 1027 "You grow no stronger.",
1289 "You grow no more agile.", 1028 "You grow no more agile.",
1290 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1291 "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."
1292 "You are no easier to look at.", 1033 "You are no easier to look at.",
1293 "no int",
1294 "no pow"
1295}; 1034};
1296 1035
1297int 1036int
1298cast_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)
1299{ 1038{
1350 } 1089 }
1351 else 1090 else
1352 { 1091 {
1353 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.");
1354 } 1093 }
1094
1355 return 1; 1095 return 1;
1356 } 1096 }
1097
1357 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;
1358 force->speed = 1.0; 1099 force->speed = 1.0;
1359 force->speed_left = -1.0; 1100 force->speed_left = -1.0;
1360 SET_FLAG (force, FLAG_APPLIED); 1101 SET_FLAG (force, FLAG_APPLIED);
1361 1102
1367 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);
1368 if (force->resist[i] > 100) 1109 if (force->resist[i] > 100)
1369 force->resist[i] = 100; 1110 force->resist[i] = 100;
1370 } 1111 }
1371 } 1112 }
1113
1372 if (spell_ob->stats.hp) 1114 if (spell_ob->stats.hp)
1373 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);
1374 1116
1375 if (tmp->type == PLAYER) 1117 if (tmp->type == PLAYER)
1376 { 1118 {
1377 /* Stat adjustment spells */ 1119 /* Stat adjustment spells */
1378 for (i = 0; i < NUM_STATS; i++) 1120 for (i = 0; i < NUM_STATS; i++)
1379 { 1121 {
1380 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1122 if (sint8 stat = spell_ob->stats.stat (i))
1381
1382 if (stat)
1383 { 1123 {
1384 sm = 0; 1124 sint8 sm = 0;
1385 for (k = 0; k < stat; k++) 1125 for (sint8 k = 0; k < stat; k++)
1386 sm += rndm (1, 3); 1126 sm += rndm (1, 3);
1387 1127
1388 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1128 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1389 { 1129 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1390 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1130
1391 if (sm < 0) 1131 force->stats.stat (i) = sm;
1392 sm = 0; 1132
1393 }
1394 set_attr_value (&force->stats, i, sm);
1395 if (!sm) 1133 if (!sm)
1396 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1134 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1397 } 1135 }
1398 } 1136 }
1399 } 1137 }
1420 force->attacktype = spell_ob->attacktype; 1158 force->attacktype = spell_ob->attacktype;
1421 1159
1422 insert_ob_in_ob (force, tmp); 1160 insert_ob_in_ob (force, tmp);
1423 change_abil (tmp, force); /* Mostly to display any messages */ 1161 change_abil (tmp, force); /* Mostly to display any messages */
1424 tmp->update_stats (); 1162 tmp->update_stats ();
1163
1425 return 1; 1164 return 1;
1426} 1165}
1427 1166
1428/* 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
1429 * 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
1430 * of the caster. 1169 * of the caster.
1431 */ 1170 */
1432
1433int 1171int
1434cast_bless (object *op, object *caster, object *spell_ob, int dir) 1172cast_bless (object *op, object *caster, object *spell_ob, int dir)
1435{ 1173{
1436 int i; 1174 int i;
1437 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1175 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1532 insert_ob_in_ob (force, tmp); 1270 insert_ob_in_ob (force, tmp);
1533 tmp->update_stats (); 1271 tmp->update_stats ();
1534 return 1; 1272 return 1;
1535} 1273}
1536 1274
1537
1538
1539/* Alchemy code by Mark Wedel 1275/* Alchemy code by Mark Wedel
1540 * 1276 *
1541 * This code adds a new spell, called alchemy. Alchemy will turn 1277 * This code adds a new spell, called alchemy. Alchemy will turn
1542 * objects to gold nuggets, the value of the gold nuggets being 1278 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1543 * about 90% of that of the item itself. It uses the value of the
1544 * object before charisma adjustments, because the nuggets themselves
1545 * will be will be adjusted by charisma when sold.
1546 * 1279 *
1547 * 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
1548 * the maximum number of large nuggets you could get. 1281 * itself. It uses the value of the object before charisma adjustments,
1549 * 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
1550 * to the max amount of small nuggets as you could get. 1283 * when sold.
1551 *
1552 * For example, if an item is worth 110 gold, you will get
1553 * 4 large nuggets, and from 0-10 small nuggets.
1554 * 1284 *
1555 * 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
1556 * 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
1557 * alchemied. 1287 * alchemised.
1558 */ 1288 */
1559
1560/* I didn't feel like passing these as arguements to the
1561 * two functions that need them. Real values are put in them
1562 * when the spell is cast, and these are freed when the spell
1563 * is finished.
1564 */
1565static object *small, *large;
1566
1567static void 1289static void
1568alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1290alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1569{ 1291{
1570 uint64 value = query_cost (obj, NULL, F_TRUE); 1292 uint64 value = query_cost (obj, NULL, F_TRUE);
1571 1293
1572 /* Give third price when we alchemy money (This should hopefully 1294 /* Give third price when we alchemy money (this should hopefully
1573 * 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
1574 * the nuggets, alchemy the gold from that, etc. 1296 * the nuggets, alchemy the gold from that, etc.
1575 * Otherwise, give 9 silver on the gold for other objects, 1297 * Otherwise, give 9 silver on the gold for other objects,
1576 * so that it would still be more affordable to haul 1298 * so that it would still be more affordable to haul
1577 * the stuff back to town. 1299 * the stuff back to town.
1578 */ 1300 */
1579
1580 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1301 if (QUERY_FLAG (obj, FLAG_UNPAID))
1581 value = 0; 1302 value = 0;
1582 else if (obj->type == MONEY || obj->type == GEM) 1303 else if (obj->type == MONEY || obj->type == GEM)
1583 value /= 3; 1304 value /= 3;
1584 else 1305 else
1585 value = (value * 9) / 10; 1306 value = value * 9 / 10;
1586 1307
1587 value /= 4; // fix by GHJ, don't understand, pcg
1588
1589 if ((obj->value > 0) && rndm (0, 29)) 1308 if (obj->value > 0 && rndm (0, 29))
1590 { 1309 total_value += value;
1591 int count;
1592 1310
1593 count = value / large->value;
1594 *large_nuggets += count;
1595 value -= (uint64) count *(uint64) large->value;
1596
1597 count = value / small->value;
1598 *small_nuggets += count;
1599 }
1600
1601 /* Turn 25 small nuggets into 1 large nugget. If the value
1602 * of large nuggets is not evenly divisable by the small nugget
1603 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1604 */
1605 if (*small_nuggets * small->value >= large->value)
1606 {
1607 (*large_nuggets)++;
1608 *small_nuggets -= large->value / small->value;
1609 if (*small_nuggets && large->value % small->value)
1610 (*small_nuggets)--;
1611 }
1612 weight += obj->weight; 1311 total_weight += obj->total_weight ();
1312
1613 obj->destroy (); 1313 obj->destroy ();
1614} 1314}
1615 1315
1616static void
1617update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1618{
1619 object *tmp;
1620 int flag = 0;
1621
1622 /* Put any nuggets below the player, but we can only pass this
1623 * flag if we are on the same space as the player
1624 */
1625 if (x == op->x && y == op->y && op->map == m)
1626 flag = INS_BELOW_ORIGINATOR;
1627
1628 if (small_nuggets)
1629 {
1630 tmp = small->clone ();
1631 tmp->nrof = small_nuggets;
1632 m->insert (tmp, x, y, op, flag);
1633 }
1634
1635 if (large_nuggets)
1636 {
1637 tmp = large->clone ();
1638 tmp->nrof = large_nuggets;
1639 m->insert (tmp, x, y, op, flag);
1640 }
1641}
1642
1643int 1316int
1644alchemy (object *op, object *caster, object *spell_ob) 1317alchemy (object *op, object *caster, object *spell_ob)
1645{ 1318{
1646 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1647 sint16 nx, ny;
1648 object *next, *tmp;
1649 maptile *mp;
1650
1651 if (op->type != PLAYER) 1319 if (op->type != PLAYER)
1652 return 0; 1320 return 0;
1653 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
1654 /* 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
1655 * some, and also prevents people from alcheming every table/chair/clock 1329 * some, and also prevents people from alchemising every table/chair/clock
1656 * in sight 1330 * in sight
1657 */ 1331 */
1658 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);
1659 weight_max *= 1000; 1333 int weight_max = duration * 1000;
1660 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1334 uint64 value_max = duration * 1000;
1661 1335
1336 int weight = 0;
1337
1662 for (y = op->y - 1; y <= op->y + 1; y++) 1338 for (int y = op->y - 1; y <= op->y + 1; y++)
1663 { 1339 {
1664 for (x = op->x - 1; x <= op->x + 1; x++) 1340 for (int x = op->x - 1; x <= op->x + 1; x++)
1665 { 1341 {
1342 uint64 value = 0;
1343
1666 nx = x; 1344 sint16 nx = x;
1667 ny = y; 1345 sint16 ny = y;
1668 1346
1669 mp = op->map; 1347 maptile *mp = op->map;
1670 1348
1671 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1349 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1672 1350
1673 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1351 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1674 continue; 1352 continue;
1675 1353
1676 /* Treat alchemy a little differently - most spell effects 1354 /* Treat alchemy a little differently - most spell effects
1678 * ground level effect. 1356 * ground level effect.
1679 */ 1357 */
1680 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1358 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1681 continue; 1359 continue;
1682 1360
1683 small_nuggets = 0; 1361 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1684 large_nuggets = 0;
1685
1686 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1687 { 1362 {
1688 next = tmp->above; 1363 next = tmp->above;
1364
1689 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1365 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1690 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1366 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1691 { 1367 {
1692
1693 if (tmp->inv) 1368 if (tmp->inv)
1694 { 1369 {
1695 object *next1, *tmp1; 1370 object *next1, *tmp1;
1696 1371
1697 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1372 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1698 { 1373 {
1699 next1 = tmp1->below; 1374 next1 = tmp1->below;
1700 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1375 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1701 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1376 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1702 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1377 alchemy_object (tmp1, value, weight);
1703 } 1378 }
1704 } 1379 }
1380
1705 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1381 alchemy_object (tmp, value, weight);
1706 1382
1707 if (weight > weight_max) 1383 if (weight > weight_max)
1708 { 1384 break;
1709 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1710 large->destroy ();
1711 small->destroy ();
1712 return 1;
1713 } 1385 }
1714 } /* is alchemable object */
1715 } /* process all objects on this space */
1716
1717 /* Insert all the nuggets at one time. This probably saves time, but
1718 * it also prevents us from alcheming nuggets that were just created
1719 * with this spell.
1720 */ 1386 }
1721 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);
1722 } 1400 }
1723 }
1724 1401
1725 large->destroy (); 1402 if (weight > weight_max)
1726 small->destroy (); 1403 goto bailout;
1727 /* reset this so that if player standing on a big pile of stuff, 1404 }
1728 * it is redrawn properly. 1405 }
1729 */ 1406
1730 op->contr->ns->look_position = 0; 1407bailout:
1731 return 1; 1408 return 1;
1732} 1409}
1733
1734 1410
1735/* This function removes the cursed/damned status on equipped 1411/* This function removes the cursed/damned status on equipped
1736 * items. 1412 * items.
1737 */ 1413 */
1738int 1414int
1745 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1421 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1746 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1747 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1748 { 1424 {
1749 was_one++; 1425 was_one++;
1426
1750 if (tmp->level <= caster_level (caster, spell)) 1427 if (tmp->level <= caster_level (caster, spell))
1751 { 1428 {
1752 success++; 1429 success++;
1753 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1430 if (QUERY_FLAG (spell, FLAG_DAMNED))
1754 CLEAR_FLAG (tmp, FLAG_DAMNED); 1431 CLEAR_FLAG (tmp, FLAG_DAMNED);
1755 1432
1756 CLEAR_FLAG (tmp, FLAG_CURSED); 1433 CLEAR_FLAG (tmp, FLAG_CURSED);
1757 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1434 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1758 tmp->value = 0; /* Still can't sell it */ 1435 tmp->value = 0; /* Still can't sell it */
1759 if (op->type == PLAYER) 1436
1437 if (object *pl = tmp->visible_to ())
1760 esrv_send_item (op, tmp); 1438 esrv_update_item (UPD_FLAGS, pl, tmp);
1761 } 1439 }
1762 } 1440 }
1763 1441
1764 if (op->type == PLAYER) 1442 if (op->type == PLAYER)
1765 { 1443 {
1766 if (success) 1444 if (success)
1767 {
1768 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.");
1769 }
1770 else 1446 else
1771 { 1447 {
1772 if (was_one) 1448 if (was_one)
1773 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.");
1774 else 1450 else
1778 1454
1779 return success; 1455 return success;
1780} 1456}
1781 1457
1782/* Identifies objects in the players inventory/on the ground */ 1458/* Identifies objects in the players inventory/on the ground */
1783
1784int 1459int
1785cast_identify (object *op, object *caster, object *spell) 1460cast_identify (object *op, object *caster, object *spell)
1786{ 1461{
1462 dynbuf_text buf;
1787 object *tmp; 1463 object *tmp;
1788 int success = 0, num_ident;
1789 1464
1790 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1465 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1791 1466
1792 if (num_ident < 1) 1467 if (num_ident < 1)
1793 num_ident = 1; 1468 num_ident = 1;
1794 1469
1795 for (tmp = op->inv; tmp; tmp = tmp->below) 1470 for (tmp = op->inv; tmp; tmp = tmp->below)
1798 { 1473 {
1799 identify (tmp); 1474 identify (tmp);
1800 1475
1801 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1802 { 1477 {
1803 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));
1804 1479
1805 if (tmp->msg) 1480 if (tmp->msg)
1806 { 1481 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1807 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1808 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1809 }
1810 } 1482 }
1811 1483
1812 num_ident--; 1484 num_ident--;
1813 success = 1;
1814 if (!num_ident) 1485 if (!num_ident)
1815 break; 1486 break;
1816 } 1487 }
1817 } 1488 }
1818 1489
1820 * 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
1821 * was not fully used. 1492 * was not fully used.
1822 */ 1493 */
1823 if (num_ident) 1494 if (num_ident)
1824 { 1495 {
1825 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)
1826 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1497 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1827 { 1498 {
1828 identify (tmp); 1499 identify (tmp);
1829 1500
1830 if (op->type == PLAYER) 1501 if (object *pl = tmp->visible_to ())
1831 { 1502 {
1832 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));
1833 1504
1834 if (tmp->msg) 1505 if (tmp->msg)
1835 { 1506 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1836 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1837 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1838 }
1839
1840 esrv_send_item (op, tmp);
1841 } 1507 }
1842 1508
1843 num_ident--; 1509 num_ident--;
1844 success = 1;
1845 if (!num_ident) 1510 if (!num_ident)
1846 break; 1511 break;
1847 } 1512 }
1848 } 1513 }
1849 1514
1850 if (!success) 1515 if (buf.empty ())
1851 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 }
1852 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1853 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1854 1526 return 1;
1855 return success; 1527 }
1856} 1528}
1857 1529
1858int 1530int
1859cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1860{ 1532{
2002 1674
2003 /* 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 */
2004 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))
2005 { 1677 {
2006 done_one = 0; 1678 done_one = 0;
1679
2007 for (tmp = op->inv; tmp; tmp = tmp->below) 1680 for (tmp = op->inv; tmp; tmp = tmp->below)
2008 { 1681 {
2009 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1682 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2010 { 1683 {
2011 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))
2012 { 1685 {
2013 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1686 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2014 if (op->type == PLAYER) 1687
1688 if (object *pl = tmp->visible_to ())
2015 esrv_send_item (op, tmp); 1689 esrv_update_item (UPD_FLAGS, pl, tmp);
2016 } 1690 }
1691
2017 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) &&
2018 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1693 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2019 { 1694 {
2020 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1695 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2021 if (op->type == PLAYER) 1696
1697 if (object *pl = tmp->visible_to ())
2022 esrv_send_item (op, tmp); 1698 esrv_update_item (UPD_FLAGS, pl, tmp);
2023 } 1699 }
2024 } /* if item is not identified */ 1700 } /* if item is not identified */
2025 } /* for the players inventory */ 1701 } /* for the players inventory */
2026 } /* if detect magic/curse and object is a player */ 1702 } /* if detect magic/curse and object is a player */
1703
2027 return 1; 1704 return 1;
2028} 1705}
2029 1706
2030 1707
2031/** 1708/**
2187 /* Basically, if the object is magical and not counterspell, 1864 /* Basically, if the object is magical and not counterspell,
2188 * we will more or less remove the object. Don't counterspell 1865 * we will more or less remove the object. Don't counterspell
2189 * monsters either. 1866 * monsters either.
2190 */ 1867 */
2191 1868
2192 if (head->attacktype & AT_MAGIC && 1869 if (head->attacktype & AT_MAGIC
2193 !(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))
2194 head->destroy (); 1873 head->destroy ();
2195 else 1874 else
2196 switch (head->type) 1875 switch (head->type)
2197 { 1876 {
2198 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
2199 if (op->level > head->level) 1883 if (op->level > head->level)
2200 head->destroy (); 1884 head->destroy ();
2201 1885
2202 break; 1886 break;
2203 1887
2214 break; 1898 break;
2215 } 1899 }
2216 } 1900 }
2217} 1901}
2218 1902
2219
2220
2221/* cast_consecrate() - a spell to make an altar your god's */ 1903/* cast_consecrate() - a spell to make an altar your god's */
2222int 1904int
2223cast_consecrate (object *op, object *caster, object *spell) 1905cast_consecrate (object *op, object *caster, object *spell)
2224{ 1906{
2225 char buf[MAX_BUF]; 1907 char buf[MAX_BUF];
2249 /* If we got here, we are consecrating an altar */ 1931 /* If we got here, we are consecrating an altar */
2250 sprintf (buf, "Altar of %s", &god->name); 1932 sprintf (buf, "Altar of %s", &god->name);
2251 tmp->name = buf; 1933 tmp->name = buf;
2252 tmp->level = caster_level (caster, spell); 1934 tmp->level = caster_level (caster, spell);
2253 tmp->other_arch = god->arch; 1935 tmp->other_arch = god->arch;
1936
2254 if (op->type == PLAYER) 1937 if (op->type == PLAYER)
2255 esrv_update_item (UPD_NAME, op, tmp); 1938 esrv_update_item (UPD_NAME, op, tmp);
1939
2256 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);
2257 return 1; 1941 return 1;
2258 } 1942 }
2259 } 1943 }
2260 } 1944 }
2270 * 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,
2271 * 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
2272 * 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
2273 * player checks. MSW 2003-01-06 1957 * player checks. MSW 2003-01-06
2274 */ 1958 */
2275
2276int 1959int
2277animate_weapon (object *op, object *caster, object *spell, int dir) 1960animate_weapon (object *op, object *caster, object *spell, int dir)
2278{ 1961{
2279 object *weapon, *tmp; 1962 object *weapon, *tmp;
2280 char buf[MAX_BUF]; 1963 char buf[MAX_BUF];
2281 int a, i; 1964 int a, i;
2282 sint16 x, y; 1965 sint16 x, y;
2283 maptile *m; 1966 maptile *m;
2284 materialtype_t *mt;
2285 1967
2286 if (!spell->other_arch) 1968 if (!spell->other_arch)
2287 { 1969 {
2288 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1970 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2289 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);
2292 /* exit if it's not a player using this spell. */ 1974 /* exit if it's not a player using this spell. */
2293 if (op->type != PLAYER) 1975 if (op->type != PLAYER)
2294 return 0; 1976 return 0;
2295 1977
2296 /* if player already has a golem, abort */ 1978 /* if player already has a golem, abort */
2297 if (op->contr->ranges[range_golem]) 1979 if (object *golem = op->contr->golem)
2298 { 1980 {
2299 control_golem (op->contr->ranges[range_golem], dir); 1981 control_golem (golem, dir);
2300 return 0; 1982 return 0;
2301 } 1983 }
2302 1984
2303 /* if no direction specified, pick one */ 1985 /* if no direction specified, pick one */
2304 if (!dir) 1986 if (!dir)
2308 x = op->x + freearr_x[dir]; 1990 x = op->x + freearr_x[dir];
2309 y = op->y + freearr_y[dir]; 1991 y = op->y + freearr_y[dir];
2310 1992
2311 /* if there's no place to put the golem, abort */ 1993 /* if there's no place to put the golem, abort */
2312 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) ||
2313 ((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))
2314 { 1996 {
2315 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.");
2316 return 0; 1998 return 0;
2317 } 1999 }
2318 2000
2322 if (!weapon) 2004 if (!weapon)
2323 { 2005 {
2324 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!");
2325 return 0; 2007 return 0;
2326 } 2008 }
2327 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2009 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2328 { 2010 {
2329 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.");
2330 return 0; 2012 return 0;
2331 } 2013 }
2332 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2338 { 2020 {
2339 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));
2340 return 0; 2022 return 0;
2341 } 2023 }
2342 2024
2343 if (weapon->nrof > 1) 2025 weapon = weapon->split ();
2344 {
2345 tmp = get_split_ob (weapon, 1);
2346 esrv_send_item (op, weapon);
2347 weapon = tmp;
2348 }
2349 2026
2350 /* create the golem object */ 2027 /* create the golem object */
2351 tmp = arch_to_object (spell->other_arch); 2028 tmp = arch_to_object (spell->other_arch);
2352 2029
2353 /* 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 */
2354 CLEAR_FLAG (tmp, FLAG_MONSTER); 2031 CLEAR_FLAG (tmp, FLAG_MONSTER);
2355 SET_FLAG (tmp, FLAG_FRIENDLY);
2356 tmp->stats.exp = 0; 2032 tmp->stats.exp = 0;
2357 add_friendly_object (tmp); 2033 add_friendly_object (tmp);
2358 tmp->type = GOLEM; 2034 tmp->type = GOLEM;
2359 tmp->set_owner (op); 2035 tmp->set_owner (op);
2036 op->contr->golem = tmp;
2360 set_spell_skill (op, caster, spell, tmp); 2037 set_spell_skill (op, caster, spell, tmp);
2361 op->contr->ranges[range_golem] = tmp;
2362 op->contr->shoottype = range_golem;
2363 2038
2364 /* 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
2365 * removed flag - it should only be set if get_split_object was 2040 * removed flag - it should only be set if weapon->split was
2366 * used above. 2041 * used above.
2367 */ 2042 */
2368 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2043 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2369 weapon->remove (); 2044 weapon->remove ();
2370 insert_ob_in_ob (weapon, tmp); 2045
2371 esrv_send_item (op, weapon); 2046 tmp->insert (weapon);
2047
2372 /* 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,
2373 * 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
2374 * body_info, skills, etc) 2050 * body_info, skills, etc)
2375 */ 2051 */
2376 SET_FLAG (tmp, FLAG_USE_WEAPON); 2052 SET_FLAG (tmp, FLAG_USE_WEAPON);
2402 2078
2403 /* attacktype */ 2079 /* attacktype */
2404 if (!tmp->attacktype) 2080 if (!tmp->attacktype)
2405 tmp->attacktype = AT_PHYSICAL; 2081 tmp->attacktype = AT_PHYSICAL;
2406 2082
2407 mt = NULL;
2408 if (op->materialname != NULL)
2409 mt = name_to_material (op->materialname); 2083 if (materialtype_t *mt = name_to_material (op->materialname))
2410 if (mt != NULL)
2411 { 2084 {
2412 for (i = 0; i < NROFATTACKS; i++) 2085 for (i = 0; i < NROFATTACKS; i++)
2413 tmp->resist[i] = 50 - (mt->save[i] * 5); 2086 tmp->resist[i] = 50 - (mt->save[i] * 5);
2414 a = mt->save[0]; 2087 a = mt->save[0];
2415 } 2088 }
2417 { 2090 {
2418 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2419 tmp->resist[i] = 5; 2092 tmp->resist[i] = 5;
2420 a = 10; 2093 a = 10;
2421 } 2094 }
2095
2422 /* Set weapon's immunity */ 2096 /* Set weapon's immunity */
2423 tmp->resist[ATNR_CONFUSION] = 100; 2097 tmp->resist[ATNR_CONFUSION] = 100;
2424 tmp->resist[ATNR_POISON] = 100; 2098 tmp->resist[ATNR_POISON] = 100;
2425 tmp->resist[ATNR_SLOW] = 100; 2099 tmp->resist[ATNR_SLOW] = 100;
2426 tmp->resist[ATNR_PARALYZE] = 100; 2100 tmp->resist[ATNR_PARALYZE] = 100;
2432 2106
2433 /* 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 */
2434 2108
2435 if (a > 14) 2109 if (a > 14)
2436 a = 14; 2110 a = 14;
2111
2437 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));
2438 2113
2439 /* Determine golem's speed */ 2114 /* Determine golem's speed */
2440 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)));
2441 2116
2486 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.");
2487 } 2162 }
2488 return success; 2163 return success;
2489} 2164}
2490 2165
2491
2492
2493
2494
2495/* 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.
2496 * 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,
2497 * spell is the spell object itself. 2168 * spell is the spell object itself.
2498 */ 2169 */
2499int 2170int
2510 2181
2511 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);
2512 2183
2513 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);
2514 2185
2515 new_aura->set_owner (op);
2516 set_spell_skill (op, caster, spell, new_aura); 2186 set_spell_skill (op, caster, spell, new_aura);
2517 new_aura->attacktype = spell->attacktype; 2187 new_aura->attacktype = spell->attacktype;
2518 2188
2519 new_aura->level = caster_level (caster, spell); 2189 new_aura->level = caster_level (caster, spell);
2190
2520 if (refresh) 2191 if (refresh)
2521 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.");
2522 else 2193 else
2523 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
2524 insert_ob_in_ob (new_aura, op); 2196 insert_ob_in_ob (new_aura, op);
2197 new_aura->set_owner (op);
2198
2525 return 1; 2199 return 1;
2526} 2200}
2527
2528 2201
2529/* 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,
2530 * 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
2531 * around him. 2204 * around him.
2532 * Aura parameters: 2205 * Aura parameters:
2533 * duration: duration counter. 2206 * duration: duration counter.
2534 * attacktype: aura's attacktype 2207 * attacktype: aura's attacktype
2535 * other_arch: archetype to drop where we attack 2208 * other_arch: archetype to drop where we attack
2536 */ 2209 */
2537
2538void 2210void
2539move_aura (object *aura) 2211move_aura (object *aura)
2540{ 2212{
2541 int i, mflags;
2542 object *env;
2543 maptile *m;
2544
2545 /* auras belong in inventories */ 2213 /* auras belong in inventories */
2546 env = aura->env; 2214 object *env = aura->env;
2215 object *owner = aura->owner;
2547 2216
2548 /* no matter what we've gotta remove the aura... 2217 /* no matter what we've gotta remove the aura...
2549 * we'll put it back if its time isn't up. 2218 * we'll put it back if its time isn't up.
2550 */ 2219 */
2551 aura->remove (); 2220 aura->remove ();
2556 aura->destroy (); 2225 aura->destroy ();
2557 return; 2226 return;
2558 } 2227 }
2559 2228
2560 /* auras only exist in inventories */ 2229 /* auras only exist in inventories */
2561 if (env == NULL || env->map == NULL) 2230 if (!env || !env->map)
2562 { 2231 {
2563 aura->destroy (); 2232 aura->destroy ();
2564 return; 2233 return;
2565 } 2234 }
2566 2235
2567 /* we need to jump out of the inventory for a bit 2236 /* we need to jump out of the inventory for a bit
2568 * in order to hit the map conveniently. 2237 * in order to hit the map conveniently.
2569 */ 2238 */
2570 aura->insert_at (env, aura); 2239 aura->insert_at (env, aura);
2571 2240
2572 for (i = 1; i < 9; i++) 2241 for (int i = 1; i < 9; i++)
2573 { 2242 {
2574 sint16 nx, ny; 2243 mapxy pos (env);
2244 pos.move (i);
2575 2245
2576 nx = aura->x + freearr_x[i];
2577 ny = aura->y + freearr_y[i];
2578 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2579
2580 /* Consider the movement tyep of the person with the aura as 2246 /* Consider the movement type of the person with the aura as
2581 * 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
2582 * 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.
2583 */ 2249 */
2584 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)))
2585 { 2251 {
2586 hit_map (aura, i, aura->attacktype, 0); 2252 hit_map (aura, i, aura->attacktype, 0);
2587 2253
2588 if (aura->other_arch) 2254 if (aura->other_arch)
2589 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2255 pos.insert (arch_to_object (aura->other_arch), aura);
2590 } 2256 }
2591 } 2257 }
2592 2258
2593 /* put the aura back in the player's inventory */ 2259 /* put the aura back in the player's inventory */
2594 aura->remove (); 2260 env->insert (aura);
2595 insert_ob_in_ob (aura, env); 2261 aura->set_owner (owner);
2596} 2262}
2597 2263
2598/* moves the peacemaker spell. 2264/* moves the peacemaker spell.
2599 * op is the piece object. 2265 * op is the piece object.
2600 */ 2266 */
2601
2602void 2267void
2603move_peacemaker (object *op) 2268move_peacemaker (object *op)
2604{ 2269{
2605 object *tmp; 2270 object *tmp;
2606 2271
2607 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)
2608 { 2273 {
2609 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2610 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2611 2276
2612 if (tmp->head)
2613 victim = tmp->head;
2614 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2277 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2615 continue; 2278 continue;
2279
2616 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2617 continue; 2281 continue;
2282
2618 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2619 continue; 2284 continue;
2620 2285
2621 def_lev = MAX (1, victim->level); 2286 def_lev = MAX (1, victim->level);
2622 atk_lev = MAX (1, op->level); 2287 atk_lev = MAX (1, op->level);
2623 2288
2624 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2625 { 2290 {
2626 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2627 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2628 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2629 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2630#if 0 2296#if 0
2631 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2632 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2639 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2640 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2641 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 SET_FLAG (victim, FLAG_RUN_AWAY);
2642 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2643 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 CLEAR_FLAG (victim, FLAG_MONSTER);
2310
2644 if (victim->name) 2311 if (victim->name)
2645 {
2646 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);
2647 }
2648 } 2313 }
2649 } 2314 }
2650} 2315}
2651 2316
2652 2317

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