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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.39 by root, Wed Feb 7 23:43:01 2007 UTC vs.
Revision 1.83 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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <living.h> 26#include <living.h>
70 return 0; 69 return 0;
71 } 70 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 72 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 75 wand->destroy ();
78 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
79 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;
80 78
81 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
104 ncharges = 1; 102 ncharges = 1;
105 103
106 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
107 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));
108 106
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
110 { 108 {
111 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
113 } 111 }
114 112
115 return 1; 113 return 1;
116} 114}
117 115
123 * great a plus, the default is used. 121 * great a plus, the default is used.
124 * 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
125 * 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
126 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
127 */ 125 */
128
129int 126int
130cast_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)
131{ 128{
132 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
133 const char *missile_name; 130 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 131
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race; 134 missile_name = tmp->race;
141 135
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 137
144 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
145 { 141 {
146 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);
147 return 0; 143 return 0;
148 } 144 }
149 145
150 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
151 147
152 if (stringarg) 148 if (stringarg)
153 { 149 {
154 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
156 { 152 {
157 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
158 154
159 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, stringarg))
161 break; 157 break;
162 158
163 if (!al) 159 if (!al)
164 { 160 {
173 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);
174 return 0; 170 return 0;
175 } 171 }
176 172
177 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
178 /* 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 -
179 * 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
180 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
181 */ 177 */
182 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 179 missile_plus = 0;
184 } 180 }
185 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
186 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
187 } 183 }
188 184
189 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 186
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 189
197 if (missile->nrof < 1) 190 if (missile->nrof < 1)
217{ 210{
218 int food_value; 211 int food_value;
219 archetype *at = NULL; 212 archetype *at = NULL;
220 object *new_op; 213 object *new_op;
221 214
222 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);
223 216
224 if (stringarg) 217 if (stringarg)
225 { 218 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
227 if (at == NULL) 220 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
229 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 223 stringarg = NULL;
231 } 224 }
232 225
233 if (!stringarg) 226 if (!stringarg)
234 { 227 {
240 * 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
241 * to be altered from the donor. 234 * to be altered from the donor.
242 */ 235 */
243 236
244 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
246 { 239 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 241 {
249 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 244 * the item we have now, take it instead.
252 */ 245 */
253 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)))
254 at = at_tmp; 251 at = at_tmp;
255 } 252 }
256 } 253 }
257 } 254 }
255
258 /* 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
259 * know 257 * know
260 */ 258 */
261 if (!at) 259 if (!at)
262 { 260 {
263 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.");
264 return 0; 262 return 0;
265 } 263 }
266 264
267 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
269 new_op->nrof = food_value; 267 new_op->nrof = food_value;
270 268
271 new_op->value = 0; 269 new_op->value = 0;
272 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
281{ 279{
282 int r, mflags, maxrange; 280 int r, mflags, maxrange;
283 object *tmp; 281 object *tmp;
284 maptile *m; 282 maptile *m;
285 283
286
287 if (!dir) 284 if (!dir)
288 { 285 {
289 examine_monster (op, op); 286 examine_monster (op, op);
290 return 1; 287 return 1;
291 } 288 }
289
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
294 { 292 {
295 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];
296 294
316 examine_monster (op, tmp); 314 examine_monster (op, tmp);
317 return 1; 315 return 1;
318 } 316 }
319 } 317 }
320 } 318 }
319
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 320 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 321 return 1;
323} 322}
324
325 323
326/* This checks to see if 'pl' is invisible to 'mon'. 324/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 325 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 326 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 327 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 329 * pl is invisible.
332 */ 330 */
333int 331int
334makes_invisible_to (object *pl, object *mon) 332makes_invisible_to (object *pl, object *mon)
335{ 333{
336
337 if (!pl->invisible) 334 if (!pl->invisible)
338 return 0; 335 return 0;
336
339 if (pl->type == PLAYER) 337 if (pl->type == PLAYER)
340 { 338 {
341 /* If race isn't set, then invisible unless it is undead */ 339 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 340 if (!pl->contr->invis_race)
343 { 341 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 342 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0; 343 return 0;
344
346 return 1; 345 return 1;
347 } 346 }
347
348 /* invis_race is set if we get here */ 348 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
350 return 1; 350 return 1;
351
351 /* No race, can't be invisible to it */ 352 /* No race, can't be invisible to it */
352 if (!mon->race) 353 if (!mon->race)
353 return 0; 354 return 0;
355
354 if (strstr (mon->race, pl->contr->invis_race)) 356 if (strstr (mon->race, pl->contr->invis_race))
355 return 1; 357 return 1;
358
356 /* Nothing matched above, return 0 */ 359 /* Nothing matched above, return 0 */
357 return 0; 360 return 0;
358 } 361 }
359 else 362 else
360 { 363 {
373 * normal applies. 376 * normal applies.
374 */ 377 */
375int 378int
376cast_invisible (object *op, object *caster, object *spell_ob) 379cast_invisible (object *op, object *caster, object *spell_ob)
377{ 380{
378 object *tmp;
379
380 if (op->invisible > 1000) 381 if (op->invisible > 1000)
381 { 382 {
382 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");
383 return 0; 384 return 0;
384 } 385 }
400 else 401 else
401 op->contr->tmp_invis = 1; 402 op->contr->tmp_invis = 1;
402 403
403 op->contr->hidden = 0; 404 op->contr->hidden = 0;
404 } 405 }
406
405 if (makes_invisible_to (op, op)) 407 if (makes_invisible_to (op, op))
406 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!");
407 else 409 else
408 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
409 411
410 update_object (op, UP_OBJ_FACE); 412 update_object (op, UP_OBJ_CHANGE);
411 413
412 /* Only search the active objects - only these should actually do 414 /* Only search the active objects - only these should actually do
413 * harm to the player. 415 * harm to the player.
414 */ 416 */
415 for_all_actives (tmp) 417 for_all_actives (tmp)
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 sprintf (buf, "Your metabolism isn't focused on anything."); 604 buf << "Your metabolism isn't focused on anything.\n";
611 else 605 else
612 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";
613 607
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 608 break;
616 } 609 }
617 } 610 }
618 }
619 611
620 return 1; 612 buf << '\0'; // zero-terminate
621}
622 613
623/* int cast_create_town_portal (object *op, object *caster, int dir) 614 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
624 *
625 * This function cast the spell of town portal for op
626 *
627 * The spell operates in two passes. During the first one a place
628 * is marked as a destination for the portal. During the second one,
629 * 2 portals are created, one in the position the player cast it and
630 * one in the destination place. The portal are synchronized and 2 forces
631 * are inserted in the player to destruct the portal next time player
632 * creates a new portal pair.
633 * This spell has a side effect that it allows people to meet each other
634 * in a permanent, private, appartements by making a town portal from it
635 * to the town or another public place. So, check if the map is unique and if
636 * so return an error
637 *
638 * Code by Tchize (david.delbecq@usa.net)
639 */
640int
641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
642{
643 object *dummy, *force, *old_force;
644 archetype *perm_portal;
645 char portal_name[1024], portal_message[1024];
646 maptile *exitmap;
647 int op_level;
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
684 return 1;
685 }
686
687 dummy->destroy ();
688
689 /* Here we know where the town portal should go to
690 * We should kill any existing portal associated with the player.
691 * Than we should create the 2 portals.
692 * For each of them, we need:
693 * - To create the portal with the name of the player+destination map
694 * - set the owner of the town portal
695 * - To mark the position of the portal in the player's inventory
696 * for easier destruction.
697 *
698 * The mark works has follow:
699 * slaying: Existing town portal
700 * hp, sp : x & y of the associated portal
701 * name : name of the portal
702 * race : map the portal is in
703 */
704
705 /* First step: killing existing town portals */
706 dummy = get_archetype (spell->race);
707 if (dummy == NULL)
708 {
709 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
710 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
711 return 0;
712 }
713
714 perm_portal = archetype::find (spell->slaying);
715
716 /* To kill a town portal, we go trough the player's inventory,
717 * for each marked portal in player's inventory,
718 * -We try load the associated map (if impossible, consider the portal destructed)
719 * -We find any portal in the specified location.
720 * If it has the good name, we destruct it.
721 * -We destruct the force indicating that portal.
722 */
723 while ((old_force = check_inv_recursive (op, dummy)))
724 {
725 exitmap = maptile::find_sync (old_force->race, op->map);
726
727 if (exitmap)
728 {
729 exitmap->load_sync ();
730
731 int exitx = EXIT_X (old_force);
732 int exity = EXIT_Y (old_force);
733
734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->destroy ();
739 break;
740 }
741 }
742 }
743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
749 /* Creating the portals.
750 * The very first thing to do is to ensure
751 * access to the destination map.
752 * If we can't, don't fizzle. Simply warn player.
753 * This ensure player pays his mana for the spell
754 * because HE is responsible of forgotting.
755 * 'force' is the destination of the town portal, which we got
756 * from the players inventory above.
757 */
758
759 /* Ensure exit map is loaded */
760 exitmap = maptile::find_sync (force->name);
761
762 /* If we were unable to load (ex. random map deleted), warn player */
763 if (!exitmap)
764 {
765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
766 force->destroy ();
767 return 1;
768 }
769
770 exitmap->load_sync ();
771
772 op_level = caster_level (caster, spell);
773 if (op_level < 15)
774 snprintf (portal_message, 1024,
775 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
776 &op->name);
777 else if (op_level < 30)
778 snprintf (portal_message, 1024,
779 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
780 else if (op_level < 60)
781 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
782 else
783 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
784 &op->name);
785
786 /* Create a portal in front of player
787 * dummy contain the portal and
788 * force contain the track to kill it later
789 */
790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
791 dummy = get_archetype (spell->slaying); /*The portal */
792 if (dummy == NULL)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
795 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
796 return 0;
797 }
798
799 EXIT_PATH (dummy) = force->name;
800 EXIT_X (dummy) = EXIT_X (force);
801 EXIT_Y (dummy) = EXIT_Y (force);
802 dummy->name = dummy->name_pl = portal_name;
803 dummy->msg = portal_message;
804 dummy->race = op->name; /*Save the owner of the portal */
805 cast_create_obj (op, caster, dummy, 0);
806
807 /* Now we need to to create a town portal marker inside the player
808 * object, so on future castings, we can know that he has an active
809 * town portal.
810 */
811 object *tmp = get_archetype (spell->race);
812
813 if (!tmp)
814 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
816 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
817 return 0;
818 }
819
820 tmp->race = op->map->path;
821 tmp->name = portal_name;
822 EXIT_X (tmp) = dummy->x;
823 EXIT_Y (tmp) = dummy->y;
824 op->insert (tmp);
825
826 /* Create a portal in the destination map
827 * dummy contain the portal and
828 * force the track to kill it later
829 * the 'force' variable still contains the 'reminder' of
830 * where this portal goes to.
831 */
832 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
833 dummy = get_archetype (spell->slaying); /*The portal */
834 if (dummy == NULL)
835 {
836 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
837 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
838 return 0;
839 }
840
841 EXIT_PATH (dummy) = op->map->path;
842 EXIT_X (dummy) = op->x;
843 EXIT_Y (dummy) = op->y;
844 dummy->name = dummy->name_pl = portal_name;
845 dummy->msg = portal_message;
846 dummy->race = op->name; /*Save the owner of the portal */
847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
848
849 /* Now we create another town portal marker that
850 * points back to the one we just made
851 */
852 tmp = get_archetype (spell->race);
853 if (tmp == NULL)
854 {
855 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
856 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
857 return 0;
858 }
859
860 tmp->race = force->name;
861 tmp->name = portal_name;
862 EXIT_X (tmp) = dummy->x;
863 EXIT_Y (tmp) = dummy->y;
864 insert_ob_in_ob (tmp, op);
865
866 /* Describe the player what happened
867 */
868 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
869 force->destroy ();
870 615
871 return 1; 616 return 1;
872} 617}
873 618
874/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
972 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
973 return 0; 718 return 0;
974 } 719 }
975 720
976 /* 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 */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
979 724
980 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
981 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
982 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
1002 { 747 {
1003 object *tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
1004 m->insert (tmp2, x, y, op); 749 m->insert (tmp2, x, y, op);
1005 750
1006 /* 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 */
1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1008 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1009 754
1010 } 755 }
1011 else 756 else
1012 posblocked = 1; 757 posblocked = 1;
1019 ((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)
1020 { 765 {
1021 object *tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
1022 m->insert (tmp2, x, y, op); 767 m->insert (tmp2, x, y, op);
1023 768
1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1025 tmp2->insert (arch_to_object (tmp2->other_arch)); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1026 } 771 }
1027 else 772 else
1028 negblocked = 1; 773 negblocked = 1;
1029 } 774 }
1145 890
1146 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 */
1147 return 1; 892 return 1;
1148} 893}
1149 894
1150
1151/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1152 * op is the caster. 896 * op is the caster.
1153 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1154 * spell is the spell object. 898 * spell is the spell object.
1155 */ 899 */
1161 object *poison; 905 object *poison;
1162 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1163 907
1164 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1165 909
1166 if (tmp == NULL) 910 if (!tmp)
1167 return 0; 911 return 0;
1168 912
1169 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1170 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1171 */ 915 */
1174 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;
1175 919
1176 if (heal) 920 if (heal)
1177 { 921 {
1178 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1179 {
1180 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.");
1181 }
1182 else 924 else
1183 { 925 {
1184 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1185 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1186 * on amount of damage healed. 928 * on amount of damage healed.
1187 */ 929 */
1188 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1189 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1190 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1191 934
1192 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1195 }
1196 else if (heal > 50) 937 else if (heal > 50)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1199 }
1200 else if (heal > 25) 939 else if (heal > 25)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1203 }
1204 else if (heal > 10) 941 else if (heal > 10)
1205 {
1206 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.");
1207 }
1208 else 943 else
1209 {
1210 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.");
1211 } 945
1212 success = 1; 946 success = 1;
1213 } 947 }
1214 } 948 }
949
1215 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1216 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1217 success = 1; 952 success = 1;
1218 953
1219 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1220 { 955 {
1221 at = archetype::find ("poisoning"); 956 at = archetype::find ("poisoning");
1225 success = 1; 960 success = 1;
1226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1227 poison->stats.food = 1; 962 poison->stats.food = 1;
1228 } 963 }
1229 } 964 }
965
1230 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1231 { 967 {
1232 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1233 if (poison) 969 if (poison)
1234 { 970 {
1235 success = 1; 971 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1237 poison->duration = 1; 973 poison->duration = 1;
1238 } 974 }
1239 } 975 }
976
1240 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1241 { 978 {
1242 at = archetype::find ("blindness"); 979 at = archetype::find ("blindness");
1243 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1244 if (poison) 981 if (poison)
1246 success = 1; 983 success = 1;
1247 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.");
1248 poison->stats.food = 1; 985 poison->stats.food = 1;
1249 } 986 }
1250 } 987 }
988
1251 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1252 { 990 {
1253 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1254 if (tmp->stats.sp > tmp->stats.maxsp) 992 if (tmp->stats.sp > tmp->stats.maxsp)
1255 tmp->stats.sp = tmp->stats.maxsp; 993 tmp->stats.sp = tmp->stats.maxsp;
1256 success = 1; 994 success = 1;
1257 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!");
1258 } 996 }
997
1259 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1260 { 999 {
1261 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1262 if (tmp->stats.grace > tmp->stats.maxgrace) 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1263 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1264 success = 1; 1003 success = 1;
1265 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!");
1266 } 1005 }
1006
1267 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1268 { 1008 {
1269 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1270 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1271 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1272 success = 1; 1014 success = 1;
1273 /* 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 */
1274 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");
1275 } 1017 }
1018
1276 return success; 1019 return success;
1277} 1020}
1278
1279 1021
1280/* 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
1281 * 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
1282 * good comments for those. 1024 * good comments for those.
1283 */ 1025 */
1284static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1285 "You grow no stronger.", 1027 "You grow no stronger.",
1286 "You grow no more agile.", 1028 "You grow no more agile.",
1287 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1288 "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."
1289 "You are no easier to look at.", 1033 "You are no easier to look at.",
1290 "no int",
1291 "no pow"
1292}; 1034};
1293 1035
1294int 1036int
1295cast_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)
1296{ 1038{
1347 } 1089 }
1348 else 1090 else
1349 { 1091 {
1350 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.");
1351 } 1093 }
1094
1352 return 1; 1095 return 1;
1353 } 1096 }
1097
1354 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;
1355 force->speed = 1.0; 1099 force->speed = 1.0;
1356 force->speed_left = -1.0; 1100 force->speed_left = -1.0;
1357 SET_FLAG (force, FLAG_APPLIED); 1101 SET_FLAG (force, FLAG_APPLIED);
1358 1102
1364 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);
1365 if (force->resist[i] > 100) 1109 if (force->resist[i] > 100)
1366 force->resist[i] = 100; 1110 force->resist[i] = 100;
1367 } 1111 }
1368 } 1112 }
1113
1369 if (spell_ob->stats.hp) 1114 if (spell_ob->stats.hp)
1370 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);
1371 1116
1372 if (tmp->type == PLAYER) 1117 if (tmp->type == PLAYER)
1373 { 1118 {
1374 /* Stat adjustment spells */ 1119 /* Stat adjustment spells */
1375 for (i = 0; i < NUM_STATS; i++) 1120 for (i = 0; i < NUM_STATS; i++)
1376 { 1121 {
1377 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1122 if (sint8 stat = spell_ob->stats.stat (i))
1378
1379 if (stat)
1380 { 1123 {
1381 sm = 0; 1124 sint8 sm = 0;
1382 for (k = 0; k < stat; k++) 1125 for (sint8 k = 0; k < stat; k++)
1383 sm += rndm (1, 3); 1126 sm += rndm (1, 3);
1384 1127
1385 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1128 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1386 { 1129 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1387 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1130
1388 if (sm < 0) 1131 force->stats.stat (i) = sm;
1389 sm = 0; 1132
1390 }
1391 set_attr_value (&force->stats, i, sm);
1392 if (!sm) 1133 if (!sm)
1393 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1134 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1394 } 1135 }
1395 } 1136 }
1396 } 1137 }
1417 force->attacktype = spell_ob->attacktype; 1158 force->attacktype = spell_ob->attacktype;
1418 1159
1419 insert_ob_in_ob (force, tmp); 1160 insert_ob_in_ob (force, tmp);
1420 change_abil (tmp, force); /* Mostly to display any messages */ 1161 change_abil (tmp, force); /* Mostly to display any messages */
1421 tmp->update_stats (); 1162 tmp->update_stats ();
1163
1422 return 1; 1164 return 1;
1423} 1165}
1424 1166
1425/* 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
1426 * 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
1427 * of the caster. 1169 * of the caster.
1428 */ 1170 */
1429
1430int 1171int
1431cast_bless (object *op, object *caster, object *spell_ob, int dir) 1172cast_bless (object *op, object *caster, object *spell_ob, int dir)
1432{ 1173{
1433 int i; 1174 int i;
1434 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1175 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1532} 1273}
1533 1274
1534/* Alchemy code by Mark Wedel 1275/* Alchemy code by Mark Wedel
1535 * 1276 *
1536 * This code adds a new spell, called alchemy. Alchemy will turn 1277 * This code adds a new spell, called alchemy. Alchemy will turn
1537 * objects to gold nuggets, the value of the gold nuggets being 1278 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1538 * about 90% of that of the item itself. It uses the value of the
1539 * object before charisma adjustments, because the nuggets themselves
1540 * will be will be adjusted by charisma when sold.
1541 * 1279 *
1542 * 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
1543 * the maximum number of large nuggets you could get. 1281 * itself. It uses the value of the object before charisma adjustments,
1544 * Small nuggets are worth 1 gp each (base). You will get from 0 1282 * because the nuggets themselves will be will be adjusted by charisma
1545 * to the max amount of small nuggets as you could get. 1283 * when sold.
1546 *
1547 * For example, if an item is worth 110 gold, you will get
1548 * 4 large nuggets, and from 0-10 small nuggets.
1549 * 1284 *
1550 * 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
1551 * 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
1552 * alchemised. 1287 * alchemised.
1553 */ 1288 */
1554static void 1289static void
1555alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1290alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1556{ 1291{
1557 uint64 value = query_cost (obj, NULL, F_TRUE); 1292 uint64 value = query_cost (obj, NULL, F_TRUE);
1558 1293
1559 /* Give third price when we alchemy money (This should hopefully 1294 /* Give third price when we alchemy money (this should hopefully
1560 * 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
1561 * the nuggets, alchemy the gold from that, etc. 1296 * the nuggets, alchemy the gold from that, etc.
1562 * Otherwise, give 9 silver on the gold for other objects, 1297 * Otherwise, give 9 silver on the gold for other objects,
1563 * so that it would still be more affordable to haul 1298 * so that it would still be more affordable to haul
1564 * the stuff back to town. 1299 * the stuff back to town.
1576 total_weight += obj->total_weight (); 1311 total_weight += obj->total_weight ();
1577 1312
1578 obj->destroy (); 1313 obj->destroy ();
1579} 1314}
1580 1315
1581static void
1582update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1583{
1584 int flag = 0;
1585
1586 /* Put any nuggets below the player, but we can only pass this
1587 * flag if we are on the same space as the player
1588 */
1589 if (x == op->x && y == op->y && op->map == m)
1590 flag = INS_BELOW_ORIGINATOR;
1591
1592 if (small_nuggets)
1593 {
1594 object *tmp = small->clone ();
1595 tmp->nrof = small_nuggets;
1596 m->insert (tmp, x, y, op, flag);
1597 }
1598
1599 if (large_nuggets)
1600 {
1601 object *tmp = large->clone ();
1602 tmp->nrof = large_nuggets;
1603 m->insert (tmp, x, y, op, flag);
1604 }
1605
1606 if (object *pl = m->at (x, y).player ())
1607 if (pl->contr->ns)
1608 pl->contr->ns->look_position = 0;
1609}
1610
1611int 1316int
1612alchemy (object *op, object *caster, object *spell_ob) 1317alchemy (object *op, object *caster, object *spell_ob)
1613{ 1318{
1614 if (op->type != PLAYER) 1319 if (op->type != PLAYER)
1615 return 0; 1320 return 0;
1616 1321
1617 object *large = get_archetype ("largenugget"); 1322 archetype *nugget[3];
1618 object *small = get_archetype ("smallnugget"); 1323
1324 nugget[0] = archetype::find ("pyrite3");
1325 nugget[1] = archetype::find ("pyrite2");
1326 nugget[2] = archetype::find ("pyrite");
1619 1327
1620 /* Put a maximum weight of items that can be alchemised. Limits the power 1328 /* Put a maximum weight of items that can be alchemised. Limits the power
1621 * some, and also prevents people from alchemising every table/chair/clock 1329 * some, and also prevents people from alchemising every table/chair/clock
1622 * in sight 1330 * in sight
1623 */ 1331 */
1675 if (weight > weight_max) 1383 if (weight > weight_max)
1676 break; 1384 break;
1677 } 1385 }
1678 } 1386 }
1679 1387
1388 value -= rndm (value >> 4);
1680 value = min (value, value_max); 1389 value = min (value, value_max);
1681 1390
1682 uint64 count = value / large->value; 1391 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1683 int large_nuggets = count; 1392 if (int nrof = value / nugget [i]->value)
1684 value -= count * large->value;
1685
1686 count = value / small->value;
1687 int small_nuggets = count;
1688
1689 /* Insert all the nuggets at one time. This probably saves time, but
1690 * it also prevents us from alcheming nuggets that were just created
1691 * with this spell.
1692 */ 1393 {
1693 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 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);
1400 }
1694 1401
1695 if (weight > weight_max) 1402 if (weight > weight_max)
1696 goto bailout; 1403 goto bailout;
1697 } 1404 }
1698 } 1405 }
1699 1406
1700bailout: 1407bailout:
1701 large->destroy ();
1702 small->destroy ();
1703 return 1; 1408 return 1;
1704} 1409}
1705
1706 1410
1707/* This function removes the cursed/damned status on equipped 1411/* This function removes the cursed/damned status on equipped
1708 * items. 1412 * items.
1709 */ 1413 */
1710int 1414int
1717 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1421 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1718 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1719 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1720 { 1424 {
1721 was_one++; 1425 was_one++;
1426
1722 if (tmp->level <= caster_level (caster, spell)) 1427 if (tmp->level <= caster_level (caster, spell))
1723 { 1428 {
1724 success++; 1429 success++;
1725 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1430 if (QUERY_FLAG (spell, FLAG_DAMNED))
1726 CLEAR_FLAG (tmp, FLAG_DAMNED); 1431 CLEAR_FLAG (tmp, FLAG_DAMNED);
1727 1432
1728 CLEAR_FLAG (tmp, FLAG_CURSED); 1433 CLEAR_FLAG (tmp, FLAG_CURSED);
1729 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1434 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1730 tmp->value = 0; /* Still can't sell it */ 1435 tmp->value = 0; /* Still can't sell it */
1731 if (op->type == PLAYER) 1436
1437 if (object *pl = tmp->visible_to ())
1732 esrv_send_item (op, tmp); 1438 esrv_update_item (UPD_FLAGS, pl, tmp);
1733 } 1439 }
1734 } 1440 }
1735 1441
1736 if (op->type == PLAYER) 1442 if (op->type == PLAYER)
1737 { 1443 {
1748 1454
1749 return success; 1455 return success;
1750} 1456}
1751 1457
1752/* Identifies objects in the players inventory/on the ground */ 1458/* Identifies objects in the players inventory/on the ground */
1753
1754int 1459int
1755cast_identify (object *op, object *caster, object *spell) 1460cast_identify (object *op, object *caster, object *spell)
1756{ 1461{
1462 dynbuf_text buf;
1757 object *tmp; 1463 object *tmp;
1758 int success = 0, num_ident;
1759 1464
1760 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1465 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1761 1466
1762 if (num_ident < 1) 1467 if (num_ident < 1)
1763 num_ident = 1; 1468 num_ident = 1;
1764 1469
1765 for (tmp = op->inv; tmp; tmp = tmp->below) 1470 for (tmp = op->inv; tmp; tmp = tmp->below)
1768 { 1473 {
1769 identify (tmp); 1474 identify (tmp);
1770 1475
1771 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1772 { 1477 {
1773 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));
1774 1479
1775 if (tmp->msg) 1480 if (tmp->msg)
1776 { 1481 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1777 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1778 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1779 }
1780 } 1482 }
1781 1483
1782 num_ident--; 1484 num_ident--;
1783 success = 1;
1784 if (!num_ident) 1485 if (!num_ident)
1785 break; 1486 break;
1786 } 1487 }
1787 } 1488 }
1788 1489
1790 * 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
1791 * was not fully used. 1492 * was not fully used.
1792 */ 1493 */
1793 if (num_ident) 1494 if (num_ident)
1794 { 1495 {
1795 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)
1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1497 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1797 { 1498 {
1798 identify (tmp); 1499 identify (tmp);
1799 1500
1800 if (op->type == PLAYER) 1501 if (object *pl = tmp->visible_to ())
1801 { 1502 {
1802 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));
1803 1504
1804 if (tmp->msg) 1505 if (tmp->msg)
1805 { 1506 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
1810 esrv_send_item (op, tmp);
1811 } 1507 }
1812 1508
1813 num_ident--; 1509 num_ident--;
1814 success = 1;
1815 if (!num_ident) 1510 if (!num_ident)
1816 break; 1511 break;
1817 } 1512 }
1818 } 1513 }
1819 1514
1820 if (!success) 1515 if (buf.empty ())
1821 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 }
1822 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1823 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1824 1526 return 1;
1825 return success; 1527 }
1826} 1528}
1827 1529
1828int 1530int
1829cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1830{ 1532{
1972 1674
1973 /* 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 */
1974 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))
1975 { 1677 {
1976 done_one = 0; 1678 done_one = 0;
1679
1977 for (tmp = op->inv; tmp; tmp = tmp->below) 1680 for (tmp = op->inv; tmp; tmp = tmp->below)
1978 { 1681 {
1979 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1682 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1980 { 1683 {
1981 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))
1982 { 1685 {
1983 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1686 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1984 if (op->type == PLAYER) 1687
1688 if (object *pl = tmp->visible_to ())
1985 esrv_send_item (op, tmp); 1689 esrv_update_item (UPD_FLAGS, pl, tmp);
1986 } 1690 }
1691
1987 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) &&
1988 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1693 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1989 { 1694 {
1990 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1695 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1991 if (op->type == PLAYER) 1696
1697 if (object *pl = tmp->visible_to ())
1992 esrv_send_item (op, tmp); 1698 esrv_update_item (UPD_FLAGS, pl, tmp);
1993 } 1699 }
1994 } /* if item is not identified */ 1700 } /* if item is not identified */
1995 } /* for the players inventory */ 1701 } /* for the players inventory */
1996 } /* if detect magic/curse and object is a player */ 1702 } /* if detect magic/curse and object is a player */
1703
1997 return 1; 1704 return 1;
1998} 1705}
1999 1706
2000 1707
2001/** 1708/**
2157 /* Basically, if the object is magical and not counterspell, 1864 /* Basically, if the object is magical and not counterspell,
2158 * we will more or less remove the object. Don't counterspell 1865 * we will more or less remove the object. Don't counterspell
2159 * monsters either. 1866 * monsters either.
2160 */ 1867 */
2161 1868
2162 if (head->attacktype & AT_MAGIC && 1869 if (head->attacktype & AT_MAGIC
2163 !(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))
2164 head->destroy (); 1873 head->destroy ();
2165 else 1874 else
2166 switch (head->type) 1875 switch (head->type)
2167 { 1876 {
2168 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
2169 if (op->level > head->level) 1883 if (op->level > head->level)
2170 head->destroy (); 1884 head->destroy ();
2171 1885
2172 break; 1886 break;
2173 1887
2184 break; 1898 break;
2185 } 1899 }
2186 } 1900 }
2187} 1901}
2188 1902
2189
2190
2191/* cast_consecrate() - a spell to make an altar your god's */ 1903/* cast_consecrate() - a spell to make an altar your god's */
2192int 1904int
2193cast_consecrate (object *op, object *caster, object *spell) 1905cast_consecrate (object *op, object *caster, object *spell)
2194{ 1906{
2195 char buf[MAX_BUF]; 1907 char buf[MAX_BUF];
2219 /* If we got here, we are consecrating an altar */ 1931 /* If we got here, we are consecrating an altar */
2220 sprintf (buf, "Altar of %s", &god->name); 1932 sprintf (buf, "Altar of %s", &god->name);
2221 tmp->name = buf; 1933 tmp->name = buf;
2222 tmp->level = caster_level (caster, spell); 1934 tmp->level = caster_level (caster, spell);
2223 tmp->other_arch = god->arch; 1935 tmp->other_arch = god->arch;
1936
2224 if (op->type == PLAYER) 1937 if (op->type == PLAYER)
2225 esrv_update_item (UPD_NAME, op, tmp); 1938 esrv_update_item (UPD_NAME, op, tmp);
1939
2226 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);
2227 return 1; 1941 return 1;
2228 } 1942 }
2229 } 1943 }
2230 } 1944 }
2240 * 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,
2241 * 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
2242 * 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
2243 * player checks. MSW 2003-01-06 1957 * player checks. MSW 2003-01-06
2244 */ 1958 */
2245
2246int 1959int
2247animate_weapon (object *op, object *caster, object *spell, int dir) 1960animate_weapon (object *op, object *caster, object *spell, int dir)
2248{ 1961{
2249 object *weapon, *tmp; 1962 object *weapon, *tmp;
2250 char buf[MAX_BUF]; 1963 char buf[MAX_BUF];
2251 int a, i; 1964 int a, i;
2252 sint16 x, y; 1965 sint16 x, y;
2253 maptile *m; 1966 maptile *m;
2254 materialtype_t *mt;
2255 1967
2256 if (!spell->other_arch) 1968 if (!spell->other_arch)
2257 { 1969 {
2258 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1970 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2259 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);
2262 /* exit if it's not a player using this spell. */ 1974 /* exit if it's not a player using this spell. */
2263 if (op->type != PLAYER) 1975 if (op->type != PLAYER)
2264 return 0; 1976 return 0;
2265 1977
2266 /* if player already has a golem, abort */ 1978 /* if player already has a golem, abort */
2267 if (op->contr->ranges[range_golem]) 1979 if (object *golem = op->contr->golem)
2268 { 1980 {
2269 control_golem (op->contr->ranges[range_golem], dir); 1981 control_golem (golem, dir);
2270 return 0; 1982 return 0;
2271 } 1983 }
2272 1984
2273 /* if no direction specified, pick one */ 1985 /* if no direction specified, pick one */
2274 if (!dir) 1986 if (!dir)
2278 x = op->x + freearr_x[dir]; 1990 x = op->x + freearr_x[dir];
2279 y = op->y + freearr_y[dir]; 1991 y = op->y + freearr_y[dir];
2280 1992
2281 /* if there's no place to put the golem, abort */ 1993 /* if there's no place to put the golem, abort */
2282 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1994 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2283 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1995 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2284 { 1996 {
2285 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.");
2286 return 0; 1998 return 0;
2287 } 1999 }
2288 2000
2292 if (!weapon) 2004 if (!weapon)
2293 { 2005 {
2294 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!");
2295 return 0; 2007 return 0;
2296 } 2008 }
2297 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2009 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2298 { 2010 {
2299 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.");
2300 return 0; 2012 return 0;
2301 } 2013 }
2302 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2308 { 2020 {
2309 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));
2310 return 0; 2022 return 0;
2311 } 2023 }
2312 2024
2313 if (weapon->nrof > 1) 2025 weapon = weapon->split ();
2314 {
2315 tmp = get_split_ob (weapon, 1);
2316 esrv_send_item (op, weapon);
2317 weapon = tmp;
2318 }
2319 2026
2320 /* create the golem object */ 2027 /* create the golem object */
2321 tmp = arch_to_object (spell->other_arch); 2028 tmp = arch_to_object (spell->other_arch);
2322 2029
2323 /* 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 */
2324 CLEAR_FLAG (tmp, FLAG_MONSTER); 2031 CLEAR_FLAG (tmp, FLAG_MONSTER);
2325 tmp->stats.exp = 0; 2032 tmp->stats.exp = 0;
2326 add_friendly_object (tmp); 2033 add_friendly_object (tmp);
2327 tmp->type = GOLEM; 2034 tmp->type = GOLEM;
2328 tmp->set_owner (op); 2035 tmp->set_owner (op);
2036 op->contr->golem = tmp;
2329 set_spell_skill (op, caster, spell, tmp); 2037 set_spell_skill (op, caster, spell, tmp);
2330 op->contr->ranges[range_golem] = tmp;
2331 op->contr->shoottype = range_golem;
2332 2038
2333 /* 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
2334 * removed flag - it should only be set if get_split_object was 2040 * removed flag - it should only be set if weapon->split was
2335 * used above. 2041 * used above.
2336 */ 2042 */
2337 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2043 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2338 weapon->remove (); 2044 weapon->remove ();
2339 insert_ob_in_ob (weapon, tmp); 2045
2340 esrv_send_item (op, weapon); 2046 tmp->insert (weapon);
2047
2341 /* 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,
2342 * 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
2343 * body_info, skills, etc) 2050 * body_info, skills, etc)
2344 */ 2051 */
2345 SET_FLAG (tmp, FLAG_USE_WEAPON); 2052 SET_FLAG (tmp, FLAG_USE_WEAPON);
2371 2078
2372 /* attacktype */ 2079 /* attacktype */
2373 if (!tmp->attacktype) 2080 if (!tmp->attacktype)
2374 tmp->attacktype = AT_PHYSICAL; 2081 tmp->attacktype = AT_PHYSICAL;
2375 2082
2376 mt = NULL;
2377 if (op->materialname != NULL)
2378 mt = name_to_material (op->materialname); 2083 if (materialtype_t *mt = name_to_material (op->materialname))
2379 if (mt != NULL)
2380 { 2084 {
2381 for (i = 0; i < NROFATTACKS; i++) 2085 for (i = 0; i < NROFATTACKS; i++)
2382 tmp->resist[i] = 50 - (mt->save[i] * 5); 2086 tmp->resist[i] = 50 - (mt->save[i] * 5);
2383 a = mt->save[0]; 2087 a = mt->save[0];
2384 } 2088 }
2386 { 2090 {
2387 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2388 tmp->resist[i] = 5; 2092 tmp->resist[i] = 5;
2389 a = 10; 2093 a = 10;
2390 } 2094 }
2095
2391 /* Set weapon's immunity */ 2096 /* Set weapon's immunity */
2392 tmp->resist[ATNR_CONFUSION] = 100; 2097 tmp->resist[ATNR_CONFUSION] = 100;
2393 tmp->resist[ATNR_POISON] = 100; 2098 tmp->resist[ATNR_POISON] = 100;
2394 tmp->resist[ATNR_SLOW] = 100; 2099 tmp->resist[ATNR_SLOW] = 100;
2395 tmp->resist[ATNR_PARALYZE] = 100; 2100 tmp->resist[ATNR_PARALYZE] = 100;
2401 2106
2402 /* 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 */
2403 2108
2404 if (a > 14) 2109 if (a > 14)
2405 a = 14; 2110 a = 14;
2111
2406 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));
2407 2113
2408 /* Determine golem's speed */ 2114 /* Determine golem's speed */
2409 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)));
2410 2116
2455 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.");
2456 } 2162 }
2457 return success; 2163 return success;
2458} 2164}
2459 2165
2460
2461
2462
2463
2464/* 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.
2465 * 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,
2466 * spell is the spell object itself. 2168 * spell is the spell object itself.
2467 */ 2169 */
2468int 2170int
2479 2181
2480 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);
2481 2183
2482 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);
2483 2185
2484 new_aura->set_owner (op);
2485 set_spell_skill (op, caster, spell, new_aura); 2186 set_spell_skill (op, caster, spell, new_aura);
2486 new_aura->attacktype = spell->attacktype; 2187 new_aura->attacktype = spell->attacktype;
2487 2188
2488 new_aura->level = caster_level (caster, spell); 2189 new_aura->level = caster_level (caster, spell);
2190
2489 if (refresh) 2191 if (refresh)
2490 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.");
2491 else 2193 else
2492 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
2493 insert_ob_in_ob (new_aura, op); 2196 insert_ob_in_ob (new_aura, op);
2197 new_aura->set_owner (op);
2198
2494 return 1; 2199 return 1;
2495} 2200}
2496
2497 2201
2498/* 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,
2499 * 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
2500 * around him. 2204 * around him.
2501 * Aura parameters: 2205 * Aura parameters:
2502 * duration: duration counter. 2206 * duration: duration counter.
2503 * attacktype: aura's attacktype 2207 * attacktype: aura's attacktype
2504 * other_arch: archetype to drop where we attack 2208 * other_arch: archetype to drop where we attack
2505 */ 2209 */
2506
2507void 2210void
2508move_aura (object *aura) 2211move_aura (object *aura)
2509{ 2212{
2510 int i, mflags;
2511 object *env;
2512 maptile *m;
2513
2514 /* auras belong in inventories */ 2213 /* auras belong in inventories */
2515 env = aura->env; 2214 object *env = aura->env;
2215 object *owner = aura->owner;
2516 2216
2517 /* no matter what we've gotta remove the aura... 2217 /* no matter what we've gotta remove the aura...
2518 * we'll put it back if its time isn't up. 2218 * we'll put it back if its time isn't up.
2519 */ 2219 */
2520 aura->remove (); 2220 aura->remove ();
2525 aura->destroy (); 2225 aura->destroy ();
2526 return; 2226 return;
2527 } 2227 }
2528 2228
2529 /* auras only exist in inventories */ 2229 /* auras only exist in inventories */
2530 if (env == NULL || env->map == NULL) 2230 if (!env || !env->map)
2531 { 2231 {
2532 aura->destroy (); 2232 aura->destroy ();
2533 return; 2233 return;
2534 } 2234 }
2535 2235
2536 /* we need to jump out of the inventory for a bit 2236 /* we need to jump out of the inventory for a bit
2537 * in order to hit the map conveniently. 2237 * in order to hit the map conveniently.
2538 */ 2238 */
2539 aura->insert_at (env, aura); 2239 aura->insert_at (env, aura);
2540 2240
2541 for (i = 1; i < 9; i++) 2241 for (int i = 1; i < 9; i++)
2542 { 2242 {
2543 sint16 nx, ny; 2243 mapxy pos (env);
2244 pos.move (i);
2544 2245
2545 nx = aura->x + freearr_x[i];
2546 ny = aura->y + freearr_y[i];
2547 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2548
2549 /* Consider the movement tyep of the person with the aura as 2246 /* Consider the movement type of the person with the aura as
2550 * 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
2551 * 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.
2552 */ 2249 */
2553 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)))
2554 { 2251 {
2555 hit_map (aura, i, aura->attacktype, 0); 2252 hit_map (aura, i, aura->attacktype, 0);
2556 2253
2557 if (aura->other_arch) 2254 if (aura->other_arch)
2558 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2255 pos.insert (arch_to_object (aura->other_arch), aura);
2559 } 2256 }
2560 } 2257 }
2561 2258
2562 /* put the aura back in the player's inventory */ 2259 /* put the aura back in the player's inventory */
2563 aura->remove (); 2260 env->insert (aura);
2564 insert_ob_in_ob (aura, env); 2261 aura->set_owner (owner);
2565} 2262}
2566 2263
2567/* moves the peacemaker spell. 2264/* moves the peacemaker spell.
2568 * op is the piece object. 2265 * op is the piece object.
2569 */ 2266 */
2570
2571void 2267void
2572move_peacemaker (object *op) 2268move_peacemaker (object *op)
2573{ 2269{
2574 object *tmp; 2270 object *tmp;
2575 2271
2576 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)
2577 { 2273 {
2578 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2579 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2580 2276
2581 if (tmp->head)
2582 victim = tmp->head;
2583 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2277 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2584 continue; 2278 continue;
2279
2585 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2586 continue; 2281 continue;
2282
2587 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2588 continue; 2284 continue;
2589 2285
2590 def_lev = MAX (1, victim->level); 2286 def_lev = MAX (1, victim->level);
2591 atk_lev = MAX (1, op->level); 2287 atk_lev = MAX (1, op->level);
2592 2288
2593 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2594 { 2290 {
2595 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2596 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2597 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2598 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2599#if 0 2296#if 0
2600 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2601 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2608 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2609 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2610 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 SET_FLAG (victim, FLAG_RUN_AWAY);
2611 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2612 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 CLEAR_FLAG (victim, FLAG_MONSTER);
2310
2613 if (victim->name) 2311 if (victim->name)
2614 {
2615 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);
2616 }
2617 } 2313 }
2618 } 2314 }
2619} 2315}
2620 2316
2621 2317

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