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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.13 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.57 by root, Mon Jun 4 13:04:01 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
37void 36void
38cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
39{ 38{
40 if (!tmp) 39 if (!tmp)
41 return; /* error */ 40 return; /* error */
41
42 tmp->level = op->level; 42 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
47 45
48 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
52 */ 50 */
53 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
54 tmp->duration = 40; 52 tmp->duration = 40;
53
55 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 56
57 tmp->insert_at (op, op);
59} 58}
60
61 59
62int 60int
63recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
64{ 62{
65 object *wand, *tmp; 63 object *wand, *tmp;
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 73 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 74 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); 75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item (op->contr, wand->count); 76 esrv_del_item (op->contr, wand->count);
79 remove_ob (wand); 77 wand->destroy ();
80 free_object (wand);
81 tmp = get_archetype ("fireball"); 78 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80
83 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83
85 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85
86 if (tmp->stats.hp < 2) 86 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2; 87 tmp->stats.hp = 2;
88 tmp->x = op->x; 88
89 tmp->y = op->y; 89 tmp->insert_at (op);
90 insert_ob_in_map (tmp, op->map, NULL, 0);
91 return 1; 90 return 1;
92 } 91 }
93 92
94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
95 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
97 else 97 else
98 { 98 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
100 return 0; 100 return 0;
101 } 101 }
102
102 if (!ncharges) 103 if (!ncharges)
103 ncharges = 1; 104 ncharges = 1;
104 105
105 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108
107 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
108 { 110 {
109 SET_FLAG (wand, FLAG_ANIMATE); 111 SET_FLAG (wand, FLAG_ANIMATE);
110 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->speed);
111 update_ob_speed (wand);
112 } 113 }
114
113 return 1; 115 return 1;
114} 116}
115 117
116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 118/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
117 * based on whether a crossbow or bow is equiped. If neither, it defaults to 119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
152 /* If it starts with a letter, presume it is a description */ 154 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 155 if (isalpha (*stringarg))
154 { 156 {
155 artifact *al = find_artifactlist (missile->type)->items; 157 artifact *al = find_artifactlist (missile->type)->items;
156 158
157 for (; al != NULL; al = al->next) 159 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 160 if (!strcasecmp (al->item->name, stringarg))
159 break; 161 break;
160 162
161 if (!al) 163 if (!al)
162 { 164 {
163 free_object (missile); 165 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
165 return 0; 167 return 0;
166 } 168 }
167 169
168 if (al->item->slaying) 170 if (al->item->slaying)
169 { 171 {
170 free_object (missile); 172 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
172 return 0; 174 return 0;
173 } 175 }
174 176
175 give_artifact_abilities (missile, al->item); 177 give_artifact_abilities (missile, al->item);
222 if (stringarg) 224 if (stringarg)
223 { 225 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 226 at = find_archetype_by_object_type_name (FOOD, stringarg);
225 if (at == NULL) 227 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 228 at = find_archetype_by_object_type_name (DRINK, stringarg);
227 if (at == NULL || at->clone.stats.food > food_value) 229 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 230 stringarg = NULL;
229 } 231 }
230 232
231 if (!stringarg) 233 if (!stringarg)
232 { 234 {
238 * We don't use flesh types because the weight values of those need 240 * We don't use flesh types because the weight values of those need
239 * to be altered from the donor. 241 * to be altered from the donor.
240 */ 242 */
241 243
242 /* We assume the food items don't have multiple parts */ 244 /* We assume the food items don't have multiple parts */
243 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 245 for_all_archetypes (at)
244 { 246 {
245 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 247 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 { 248 {
247 /* Basically, if the food value is something that is creatable 249 /* Basically, if the food value is something that is creatable
248 * under the limits of the spell and it is higher than 250 * under the limits of the spell and it is higher than
249 * the item we have now, take it instead. 251 * the item we have now, take it instead.
250 */ 252 */
251 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 253 if (at_tmp->stats.food <= food_value && (!at || at_tmp->stats.food > at->stats.food))
252 at = at_tmp; 254 at = at_tmp;
253 } 255 }
254 } 256 }
255 } 257 }
256 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
260 { 262 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
262 return 0; 264 return 0;
263 } 265 }
264 266
265 food_value /= at->clone.stats.food; 267 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 268 new_op = arch_to_object (at);
267 new_op->nrof = food_value; 269 new_op->nrof = food_value;
268 270
269 new_op->value = 0; 271 new_op->value = 0;
270 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 306 return 0;
305 } 307 }
306 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
307 { 309 {
308 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
309 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
310 { 312 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 314 if (tmp->head != NULL)
313 tmp = tmp->head; 315 tmp = tmp->head;
371 * normal applies. 373 * normal applies.
372 */ 374 */
373int 375int
374cast_invisible (object *op, object *caster, object *spell_ob) 376cast_invisible (object *op, object *caster, object *spell_ob)
375{ 377{
376 object *tmp;
377
378 if (op->invisible > 1000) 378 if (op->invisible > 1000)
379 { 379 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
381 return 0; 381 return 0;
382 } 382 }
398 else 398 else
399 op->contr->tmp_invis = 1; 399 op->contr->tmp_invis = 1;
400 400
401 op->contr->hidden = 0; 401 op->contr->hidden = 0;
402 } 402 }
403
403 if (makes_invisible_to (op, op)) 404 if (makes_invisible_to (op, op))
404 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 405 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
405 else 406 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 407 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 408
408 update_object (op, UP_OBJ_FACE); 409 update_object (op, UP_OBJ_CHANGE);
409 410
410 /* Only search the active objects - only these should actually do 411 /* Only search the active objects - only these should actually do
411 * harm to the player. 412 * harm to the player.
412 */ 413 */
413 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 414 for_all_actives (tmp)
414 if (tmp->enemy == op) 415 if (tmp->enemy == op)
415 tmp->enemy = NULL; 416 tmp->enemy = 0;
417
416 return 1; 418 return 1;
417} 419}
418 420
419/* earth to dust spell. Basically destroys earthwalls in the area. 421/* earth to dust spell. Basically destroys earthwalls in the area.
420 */ 422 */
441 443
442 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
443 continue; 445 continue;
444 446
445 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be teared down
446 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 448 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
447 { 449 {
448 next = tmp->above; 450 next = tmp->above;
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 } 453 }
452 } 454 }
455
453 return 1; 456 return 1;
454} 457}
455
456 458
457void 459void
458execute_word_of_recall (object *op) 460execute_word_of_recall (object *op)
459{ 461{
460 object *wor = op; 462 if (object *pl = op->in_player ())
461
462 while (op != NULL && op->type != PLAYER)
463 op = op->env;
464
465 if (op != NULL && op->map)
466 { 463 {
467 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) 464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
468 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
469 else 466 else
467 {
468 // remove first so we do not call update_stats
469 op->remove ();
470 enter_exit (op, wor); 470 pl->enter_exit (op);
471 }
471 } 472 }
472 remove_ob (wor); 473
473 free_object (wor); 474 op->destroy ();
474} 475}
475 476
476/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
477 * we put a force into the player object, so that there is a 478 * we put a force into the player object, so that there is a
478 * time delay effect. 479 * time delay effect.
497 { 498 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500 return 0; 501 return 0;
501 } 502 }
503
502 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
503 if (time < 1) 505 if (time < 1)
504 time = 1; 506 time = 1;
505 507
506 /* value of speed really doesn't make much difference, as long as it is 508 /* value of speed really doesn't make much difference, as long as it is
507 * positive. Lower value may be useful so that the problem doesn't 509 * positive. Lower value may be useful so that the problem doesn't
508 * do anything really odd if it say a -1000 or something. 510 * do anything really odd if it say a -1000 or something.
509 */ 511 */
510 dummy->speed = 0.002; 512 dummy->set_speed (0.002);
511 update_ob_speed (dummy);
512 dummy->speed_left = -dummy->speed * time; 513 dummy->speed_left = -dummy->speed * time;
513 dummy->type = SPELL_EFFECT; 514 dummy->type = SPELL_EFFECT;
514 dummy->subtype = SP_WORD_OF_RECALL; 515 dummy->subtype = SP_WORD_OF_RECALL;
515 516
516 /* If we could take advantage of enter_player_savebed() here, it would be 517 /* If we could take advantage of enter_player_savebed() here, it would be
517 * nice, but until the map load fails, we can't. 518 * nice, but until the map load fails, we can't.
518 */ 519 */
519 EXIT_PATH (dummy) = op->contr->savebed_map; 520 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x; 521 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y; 522 EXIT_Y (dummy) = op->contr->bed_y;
522 523
523 (void) insert_ob_in_ob (dummy, op); 524 op->insert (dummy);
525
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 526 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
527
525 return 1; 528 return 1;
526} 529}
527 530
528/* cast_wonder 531/* cast_wonder
529 * wonder is really just a spell that will likely cast another 532 * wonder is really just a spell that will likely cast another
559 return cast_spell (op, caster, dir, newspell, NULL); 562 return cast_spell (op, caster, dir, newspell, NULL);
560 } 563 }
561 return 1; 564 return 1;
562} 565}
563 566
564
565int 567int
566perceive_self (object *op) 568perceive_self (object *op)
567{ 569{
570 char buf[MAX_BUF];
568 char *cp = describe_item (op, op), buf[MAX_BUF]; 571 const char *cp = describe_item (op, op);
569 archetype *at = archetype::find (ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
570 object *tmp; 573 object *tmp;
571 int i; 574 int i;
572 575
573 tmp = find_god (determine_god (op)); 576 tmp = find_god (determine_god (op));
582 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
583 else 586 else
584 { 587 {
585 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 588 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
586 new_draw_info (NDI_UNIQUE, 0, op, cp); 589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590
587 if (tmp != NULL) 591 if (tmp)
588 {
589 for (i = 0; i < NUM_STATS; i++) 592 for (i = 0; i < NUM_STATS; i++)
590 { 593 if (tmp->stats.stat (i) < 0)
591 if (get_attr_value (&tmp->stats, i) < 0)
592 {
593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); 594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i));
594 }
595 }
596 }
597 } 595 }
598 596
599 if (is_dragon_pl (op)) 597 if (is_dragon_pl (op))
600 { 598 {
601 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
603 { 601 {
604 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
605 { 603 {
606 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
607 {
608 sprintf (buf, "Your metabolism isn't focused on anything."); 605 sprintf (buf, "Your metabolism isn't focused on anything.");
609 }
610 else 606 else
611 {
612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 607 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
613 } 608
614 new_draw_info (NDI_UNIQUE, 0, op, buf); 609 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 610 break;
616 } 611 }
617 } 612 }
618 } 613 }
614
619 return 1; 615 return 1;
620} 616}
621
622/* int cast_create_town_portal (object *op, object *caster, int dir)
623 *
624 * This function cast the spell of town portal for op
625 *
626 * The spell operates in two passes. During the first one a place
627 * is marked as a destination for the portal. During the second one,
628 * 2 portals are created, one in the position the player cast it and
629 * one in the destination place. The portal are synchronized and 2 forces
630 * are inserted in the player to destruct the portal next time player
631 * creates a new portal pair.
632 * This spell has a side effect that it allows people to meet each other
633 * in a permanent, private, appartements by making a town portal from it
634 * to the town or another public place. So, check if the map is unique and if
635 * so return an error
636 *
637 * Code by Tchize (david.delbecq@usa.net)
638 */
639int
640cast_create_town_portal (object *op, object *caster, object *spell, int dir)
641{
642 object *dummy, *force, *old_force, *tmp;
643 archetype *perm_portal;
644 char portal_name[1024], portal_message[1024];
645 sint16 exitx, exity;
646 maptile *exitmap;
647 int op_level;
648
649
650 /* Check to see if the map the player is currently on is a per player unique
651 * map. This can be determined in that per player unique maps have the
652 * full pathname listed.
653 */
654 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
655 {
656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
657 return 0;
658 }
659
660 /* The first thing to do is to check if we have a marked destination
661 * dummy is used to make a check inventory for the force
662 */
663 dummy = arch_to_object (spell->other_arch);
664 if (dummy == NULL)
665 {
666 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
667 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
668 return 0;
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 free_object (dummy);
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitx = EXIT_X (old_force);
724 exity = EXIT_Y (old_force);
725 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
726
727 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
728 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
729 else
730 exitmap = ready_map_name (old_force->race, 0);
731
732 if (exitmap)
733 {
734 tmp = present_arch (perm_portal, exitmap, exitx, exity);
735 while (tmp)
736 {
737 if (tmp->name == old_force->name)
738 {
739 remove_ob (tmp);
740 free_object (tmp);
741 break;
742 }
743 else
744 {
745 tmp = tmp->above;
746 }
747 }
748 }
749 remove_ob (old_force);
750 free_object (old_force);
751 LOG (llevDebug, "\n");
752 }
753 free_object (dummy);
754
755 /* Creating the portals.
756 * The very first thing to do is to ensure
757 * access to the destination map.
758 * If we can't, don't fizzle. Simply warn player.
759 * This ensure player pays his mana for the spell
760 * because HE is responsible of forgotting.
761 * 'force' is the destination of the town portal, which we got
762 * from the players inventory above.
763 */
764
765 /* Ensure exit map is loaded */
766 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
767 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
768 else
769 exitmap = ready_map_name (force->name, 0);
770
771 /* If we were unable to load (ex. random map deleted), warn player */
772 if (exitmap == NULL)
773 {
774 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
775 remove_ob (force);
776 free_object (force);
777 return 1;
778 }
779
780 op_level = caster_level (caster, spell);
781 if (op_level < 15)
782 snprintf (portal_message, 1024,
783 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
784 &op->name);
785 else if (op_level < 30)
786 snprintf (portal_message, 1024,
787 "\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);
788 else if (op_level < 60)
789 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
790 else
791 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
792 &op->name);
793
794 /* Create a portal in front of player
795 * dummy contain the portal and
796 * force contain the track to kill it later
797 */
798
799 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
800 dummy = get_archetype (spell->slaying); /*The portal */
801 if (dummy == NULL)
802 {
803 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
804 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
805 return 0;
806 }
807 EXIT_PATH (dummy) = force->name;
808 EXIT_X (dummy) = EXIT_X (force);
809 EXIT_Y (dummy) = EXIT_Y (force);
810 dummy->name = dummy->name_pl = portal_name;
811 dummy->msg = portal_message;
812 dummy->race = op->name; /*Save the owner of the portal */
813 cast_create_obj (op, caster, dummy, 0);
814
815 /* Now we need to to create a town portal marker inside the player
816 * object, so on future castings, we can know that he has an active
817 * town portal.
818 */
819 tmp = get_archetype (spell->race);
820 if (tmp == NULL)
821 {
822 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
823 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
824 return 0;
825 }
826 tmp->race = op->map->path;
827 tmp->name = portal_name;
828 EXIT_X (tmp) = dummy->x;
829 EXIT_Y (tmp) = dummy->y;
830 insert_ob_in_ob (tmp, op);
831
832 /* Create a portal in the destination map
833 * dummy contain the portal and
834 * force the track to kill it later
835 * the 'force' variable still contains the 'reminder' of
836 * where this portal goes to.
837 */
838 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
839 dummy = get_archetype (spell->slaying); /*The portal */
840 if (dummy == NULL)
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
843 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
844 return 0;
845 }
846 EXIT_PATH (dummy) = op->map->path;
847 EXIT_X (dummy) = op->x;
848 EXIT_Y (dummy) = op->y;
849 dummy->name = dummy->name_pl = portal_name;
850 dummy->msg = portal_message;
851 dummy->x = EXIT_X (force);
852 dummy->y = EXIT_Y (force);
853 dummy->race = op->name; /*Save the owner of the portal */
854 insert_ob_in_map (dummy, exitmap, op, 0);
855
856 /* Now we create another town portal marker that
857 * points back to the one we just made
858 */
859 tmp = get_archetype (spell->race);
860 if (tmp == NULL)
861 {
862 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
863 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
864 return 0;
865 }
866 tmp->race = force->name;
867 tmp->name = portal_name;
868 EXIT_X (tmp) = dummy->x;
869 EXIT_Y (tmp) = dummy->y;
870 insert_ob_in_ob (tmp, op);
871
872 /* Describe the player what happened
873 */
874 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
875 remove_ob (force); /* Delete the force inside the player */
876 free_object (force);
877 return 1;
878}
879
880 617
881/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
882 * within some reason. 619 * within some reason.
883 */ 620 */
884
885int 621int
886magic_wall (object *op, object *caster, int dir, object *spell_ob) 622magic_wall (object *op, object *caster, int dir, object *spell_ob)
887{ 623{
888 object *tmp, *tmp2; 624 object *tmp;
889 int i, posblocked, negblocked, maxrange; 625 int i, posblocked, negblocked, maxrange;
890 sint16 x, y; 626 sint16 x, y;
891 maptile *m; 627 maptile *m;
892 const char *name; 628 const char *name;
893 archetype *at; 629 archetype *at;
901 else 637 else
902 { 638 {
903 x = op->x + freearr_x[dir]; 639 x = op->x + freearr_x[dir];
904 y = op->y + freearr_y[dir]; 640 y = op->y + freearr_y[dir];
905 } 641 }
642
906 m = op->map; 643 m = op->map;
907 644
908 if ((spell_ob->move_block || x != op->x || y != op->y) && 645 if ((spell_ob->move_block || x != op->x || y != op->y) &&
909 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 646 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
910 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 647 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
911 { 648 {
912 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
913 return 0; 650 return 0;
914 } 651 }
652
915 if (spell_ob->other_arch) 653 if (spell_ob->other_arch)
916 {
917 tmp = arch_to_object (spell_ob->other_arch); 654 tmp = arch_to_object (spell_ob->other_arch);
918 }
919 else if (spell_ob->race) 655 else if (spell_ob->race)
920 { 656 {
921 char buf1[MAX_BUF]; 657 char buf1[MAX_BUF];
922 658
923 sprintf (buf1, spell_ob->race, dir); 659 sprintf (buf1, spell_ob->race, dir);
926 { 662 {
927 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
928 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
929 return 0; 665 return 0;
930 } 666 }
667
931 tmp = arch_to_object (at); 668 tmp = arch_to_object (at);
932 } 669 }
933 else 670 else
934 { 671 {
935 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 672 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
945 } 682 }
946 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 683 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
947 { 684 {
948 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 685 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
949 tmp->stats.maxhp = tmp->stats.hp; 686 tmp->stats.maxhp = tmp->stats.hp;
950 set_owner (tmp, op);
951 set_spell_skill (op, caster, spell_ob, tmp);
952 } 687 }
688
953 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 689 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
954 { 690 {
955 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 691 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
956 SET_FLAG (tmp, FLAG_IS_USED_UP); 692 SET_FLAG (tmp, FLAG_IS_USED_UP);
957 } 693 }
694
958 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 695 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
959 { 696 {
960 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 697 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
961 tmp->stats.maxhp = tmp->stats.hp; 698 tmp->stats.maxhp = tmp->stats.hp;
962 SET_FLAG (tmp, FLAG_TEAR_DOWN); 699 SET_FLAG (tmp, FLAG_TEAR_DOWN);
963 SET_FLAG (tmp, FLAG_ALIVE); 700 SET_FLAG (tmp, FLAG_ALIVE);
964 } 701 }
965 702
966 /* This can't really hurt - if the object doesn't kill anything, 703 /* This can't really hurt - if the object doesn't kill anything,
967 * these fields just won't be used. 704 * these fields just won't be used. Do not set the owner for
705 * earthwalls, though, so they survive restarts.
968 */ 706 */
969 set_owner (tmp, op); 707 if (tmp->type != EARTHWALL) //TODO
708 tmp->set_owner (op);
709
970 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->x = x;
972 tmp->y = y;
973 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = caster_level (caster, spell_ob) / 2;
974 712
975 name = tmp->name; 713 name = tmp->name;
976 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 714 if (!(tmp = m->insert (tmp, x, y, op)))
977 { 715 {
978 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
979 return 0; 717 return 0;
980 } 718 }
719
981 /* If this is a spellcasting wall, need to insert the spell object */ 720 /* If this is a spellcasting wall, need to insert the spell object */
982 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->type == SPELL)
983 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
984 723
985 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
986 * each direction, or until an obstruction is encountered. 725 * each direction, or until an obstruction is encountered.
987 * posblocked and negblocked help determine how far the 726 * posblocked and negblocked help determine how far the
1003 m = tmp->map; 742 m = tmp->map;
1004 743
1005 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 744 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1006 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 745 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1007 { 746 {
1008 tmp2 = get_object (); 747 object *tmp2 = tmp->clone ();
1009 copy_object (tmp, tmp2); 748 m->insert (tmp2, x, y, op);
1010 tmp2->x = x; 749
1011 tmp2->y = y;
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 750 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 753
1017 } 754 }
1018 else 755 else
1019 posblocked = 1; 756 posblocked = 1;
1020 757
1023 m = tmp->map; 760 m = tmp->map;
1024 761
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 762 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1026 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 763 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 764 {
1028 tmp2 = get_object (); 765 object *tmp2 = tmp->clone ();
1029 copy_object (tmp, tmp2); 766 m->insert (tmp2, x, y, op);
1030 tmp2->x = x; 767
1031 tmp2->y = y;
1032 insert_ob_in_map (tmp2, m, op, 0);
1033 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1034 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1035 } 770 }
1036 else 771 else
1037 negblocked = 1; 772 negblocked = 1;
1038 } 773 }
1039 774
1088 { 823 {
1089 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 824 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1090 op->contr->count = 0; 825 op->contr->count = 0;
1091 return 0; 826 return 0;
1092 } 827 }
828
1093 op->contr->count = 0; 829 op->contr->count = 0;
1094 830
1095 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
1096 * a lot of maps probably have areas the player should not get to, 832 * a lot of maps probably have areas the player should not get to,
1097 * but may not be marked as NO_MAGIC (as they may be bounded 833 * but may not be marked as NO_MAGIC (as they may be bounded
1146 return 0; 882 return 0;
1147 } 883 }
1148 } 884 }
1149 885
1150 /* Actually move the player now */ 886 /* Actually move the player now */
1151 remove_ob (op); 887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1152 op->x += freearr_x[dir] * dist;
1153 op->y += freearr_y[dir] * dist;
1154 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1155 return 1; 888 return 1;
1156 889
1157 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1158 return 1; 891 return 1;
1159} 892}
1172 object *poison; 905 object *poison;
1173 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1174 907
1175 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1176 909
1177 if (tmp == NULL) 910 if (!tmp)
1178 return 0; 911 return 0;
1179 912
1180 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1181 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1182 */ 915 */
1185 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;
1186 919
1187 if (heal) 920 if (heal)
1188 { 921 {
1189 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1190 {
1191 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.");
1192 }
1193 else 924 else
1194 { 925 {
1195 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1196 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1197 * on amount of damage healed. 928 * on amount of damage healed.
1199 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1200 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
1201 tmp->stats.hp += heal; 932 tmp->stats.hp += heal;
1202 933
1203 if (tmp->stats.hp >= tmp->stats.maxhp) 934 if (tmp->stats.hp >= tmp->stats.maxhp)
1204 {
1205 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1206 }
1207 else if (heal > 50) 936 else if (heal > 50)
1208 {
1209 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1210 }
1211 else if (heal > 25) 938 else if (heal > 25)
1212 {
1213 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1214 }
1215 else if (heal > 10) 940 else if (heal > 10)
1216 {
1217 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1218 }
1219 else 942 else
1220 {
1221 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1222 } 944
1223 success = 1; 945 success = 1;
1224 } 946 }
1225 } 947 }
948
1226 if (spell->attacktype & AT_DISEASE) 949 if (spell->attacktype & AT_DISEASE)
1227 if (cure_disease (tmp, op)) 950 if (cure_disease (tmp, op))
1228 success = 1; 951 success = 1;
1229 952
1230 if (spell->attacktype & AT_POISON) 953 if (spell->attacktype & AT_POISON)
1236 success = 1; 959 success = 1;
1237 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1238 poison->stats.food = 1; 961 poison->stats.food = 1;
1239 } 962 }
1240 } 963 }
964
1241 if (spell->attacktype & AT_CONFUSION) 965 if (spell->attacktype & AT_CONFUSION)
1242 { 966 {
1243 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 967 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1244 if (poison) 968 if (poison)
1245 { 969 {
1246 success = 1; 970 success = 1;
1247 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1248 poison->duration = 1; 972 poison->duration = 1;
1249 } 973 }
1250 } 974 }
975
1251 if (spell->attacktype & AT_BLIND) 976 if (spell->attacktype & AT_BLIND)
1252 { 977 {
1253 at = archetype::find ("blindness"); 978 at = archetype::find ("blindness");
1254 poison = present_arch_in_ob (at, tmp); 979 poison = present_arch_in_ob (at, tmp);
1255 if (poison) 980 if (poison)
1257 success = 1; 982 success = 1;
1258 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1259 poison->stats.food = 1; 984 poison->stats.food = 1;
1260 } 985 }
1261 } 986 }
987
1262 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 988 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1263 { 989 {
1264 tmp->stats.sp += spell->last_sp; 990 tmp->stats.sp += spell->last_sp;
1265 if (tmp->stats.sp > tmp->stats.maxsp) 991 if (tmp->stats.sp > tmp->stats.maxsp)
1266 tmp->stats.sp = tmp->stats.maxsp; 992 tmp->stats.sp = tmp->stats.maxsp;
1267 success = 1; 993 success = 1;
1268 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 994 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1269 } 995 }
996
1270 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 997 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1271 { 998 {
1272 tmp->stats.grace += spell->last_grace; 999 tmp->stats.grace += spell->last_grace;
1273 if (tmp->stats.grace > tmp->stats.maxgrace) 1000 if (tmp->stats.grace > tmp->stats.maxgrace)
1274 tmp->stats.grace = tmp->stats.maxgrace; 1001 tmp->stats.grace = tmp->stats.maxgrace;
1275 success = 1; 1002 success = 1;
1276 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1003 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1277 } 1004 }
1005
1278 if (spell->stats.food && tmp->stats.food < 999) 1006 if (spell->stats.food && tmp->stats.food < 999)
1279 { 1007 {
1280 tmp->stats.food += spell->stats.food; 1008 tmp->stats.food += spell->stats.food;
1281 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1282 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1283 success = 1; 1011 success = 1;
1284 /* We could do something a bit better like the messages for healing above */ 1012 /* We could do something a bit better like the messages for healing above */
1285 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1013 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1286 } 1014 }
1015
1287 return success; 1016 return success;
1288} 1017}
1289
1290 1018
1291/* This is used for the spells that gain stats. There are no spells 1019/* This is used for the spells that gain stats. There are no spells
1292 * right now that icnrease wis/int/pow on a temp basis, so no 1020 * right now that icnrease wis/int/pow on a temp basis, so no
1293 * good comments for those. 1021 * good comments for those.
1294 */ 1022 */
1295static const char *const no_gain_msgs[NUM_STATS] = { 1023static const char *const no_gain_msgs[NUM_STATS] = {
1296 "You grow no stronger.", 1024 "You grow no stronger.",
1297 "You grow no more agile.", 1025 "You grow no more agile.",
1298 "You don't feel any healthier.", 1026 "You don't feel any healthier.",
1299 "no wis", 1027 "You didn't grow any more intelligent.",
1028 "You do not feel any wiser.",
1029 "You don't feel any more powerful."
1300 "You are no easier to look at.", 1030 "You are no easier to look at.",
1301 "no int",
1302 "no pow"
1303}; 1031};
1304 1032
1305int 1033int
1306cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1034cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1307{ 1035{
1308 object *tmp, *tmp2 = NULL;
1309 object *force = NULL; 1036 object *force = NULL;
1310 int i; 1037 int i;
1311 1038
1312 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1039 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1313 if (dir != 0) 1040 object *tmp = dir
1314 {
1315 tmp = find_target_for_friendly_spell (op, dir); 1041 ? find_target_for_friendly_spell (op, dir)
1316 } 1042 : op;
1317 else
1318 {
1319 tmp = op;
1320 }
1321 1043
1322 if (tmp == NULL) 1044 if (!tmp)
1323 return 0; 1045 return 0;
1324 1046
1325 /* If we've already got a force of this type, don't add a new one. */ 1047 /* If we've already got a force of this type, don't add a new one. */
1326 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1048 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1327 { 1049 {
1328 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1050 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1329 { 1051 {
1330 if (tmp2->name == spell_ob->name) 1052 if (tmp2->name == spell_ob->name)
1331 { 1053 {
1364 } 1086 }
1365 else 1087 else
1366 { 1088 {
1367 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1089 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1368 } 1090 }
1091
1369 return 1; 1092 return 1;
1370 } 1093 }
1094
1371 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1095 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1372 force->speed = 1.0; 1096 force->speed = 1.0;
1373 force->speed_left = -1.0; 1097 force->speed_left = -1.0;
1374 SET_FLAG (force, FLAG_APPLIED); 1098 SET_FLAG (force, FLAG_APPLIED);
1375 1099
1381 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1105 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1382 if (force->resist[i] > 100) 1106 if (force->resist[i] > 100)
1383 force->resist[i] = 100; 1107 force->resist[i] = 100;
1384 } 1108 }
1385 } 1109 }
1110
1386 if (spell_ob->stats.hp) 1111 if (spell_ob->stats.hp)
1387 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1112 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1388 1113
1389 if (tmp->type == PLAYER) 1114 if (tmp->type == PLAYER)
1390 { 1115 {
1391 /* Stat adjustment spells */ 1116 /* Stat adjustment spells */
1392 for (i = 0; i < NUM_STATS; i++) 1117 for (i = 0; i < NUM_STATS; i++)
1393 { 1118 {
1394 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1119 if (sint8 stat = spell_ob->stats.stat (i))
1395
1396 if (stat)
1397 { 1120 {
1398 sm = 0; 1121 sint8 sm = 0;
1399 for (k = 0; k < stat; k++) 1122 for (sint8 k = 0; k < stat; k++)
1400 sm += rndm (1, 3); 1123 sm += rndm (1, 3);
1401 1124
1402 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1125 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1403 { 1126 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1404 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1127
1405 if (sm < 0) 1128 force->stats.stat (i) = sm;
1406 sm = 0; 1129
1407 }
1408 set_attr_value (&force->stats, i, sm);
1409 if (!sm) 1130 if (!sm)
1410 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1131 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1411 } 1132 }
1412 } 1133 }
1413 } 1134 }
1433 force->stats.ac = spell_ob->stats.ac; 1154 force->stats.ac = spell_ob->stats.ac;
1434 force->attacktype = spell_ob->attacktype; 1155 force->attacktype = spell_ob->attacktype;
1435 1156
1436 insert_ob_in_ob (force, tmp); 1157 insert_ob_in_ob (force, tmp);
1437 change_abil (tmp, force); /* Mostly to display any messages */ 1158 change_abil (tmp, force); /* Mostly to display any messages */
1438 fix_player (tmp); 1159 tmp->update_stats ();
1160
1439 return 1; 1161 return 1;
1440} 1162}
1441 1163
1442/* This used to be part of cast_change_ability, but it really didn't make 1164/* This used to be part of cast_change_ability, but it really didn't make
1443 * a lot of sense, since most of the values it derives are from the god 1165 * a lot of sense, since most of the values it derives are from the god
1444 * of the caster. 1166 * of the caster.
1445 */ 1167 */
1446
1447int 1168int
1448cast_bless (object *op, object *caster, object *spell_ob, int dir) 1169cast_bless (object *op, object *caster, object *spell_ob, int dir)
1449{ 1170{
1450 int i; 1171 int i;
1451 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1172 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1542 force->stats.wc = spell_ob->stats.wc; 1263 force->stats.wc = spell_ob->stats.wc;
1543 force->stats.ac = spell_ob->stats.ac; 1264 force->stats.ac = spell_ob->stats.ac;
1544 1265
1545 change_abil (tmp, force); /* Mostly to display any messages */ 1266 change_abil (tmp, force); /* Mostly to display any messages */
1546 insert_ob_in_ob (force, tmp); 1267 insert_ob_in_ob (force, tmp);
1547 fix_player (tmp); 1268 tmp->update_stats ();
1548 return 1; 1269 return 1;
1549} 1270}
1550
1551
1552 1271
1553/* Alchemy code by Mark Wedel 1272/* Alchemy code by Mark Wedel
1554 * 1273 *
1555 * This code adds a new spell, called alchemy. Alchemy will turn 1274 * This code adds a new spell, called alchemy. Alchemy will turn
1556 * objects to gold nuggets, the value of the gold nuggets being 1275 * objects to gold nuggets, the value of the gold nuggets being
1566 * For example, if an item is worth 110 gold, you will get 1285 * For example, if an item is worth 110 gold, you will get
1567 * 4 large nuggets, and from 0-10 small nuggets. 1286 * 4 large nuggets, and from 0-10 small nuggets.
1568 * 1287 *
1569 * There is also a chance (1:30) that you will get nothing at all 1288 * There is also a chance (1:30) that you will get nothing at all
1570 * for the object. There is also a maximum weight that will be 1289 * for the object. There is also a maximum weight that will be
1571 * alchemied. 1290 * alchemised.
1572 */ 1291 */
1573
1574/* I didn't feel like passing these as arguements to the
1575 * two functions that need them. Real values are put in them
1576 * when the spell is cast, and these are freed when the spell
1577 * is finished.
1578 */
1579static object *small, *large;
1580
1581static void 1292static void
1582alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1293alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1583{ 1294{
1584 uint64 value = query_cost (obj, NULL, F_TRUE); 1295 uint64 value = query_cost (obj, NULL, F_TRUE);
1585 1296
1586 /* Give third price when we alchemy money (This should hopefully 1297 /* Give third price when we alchemy money (This should hopefully
1587 * make it so that it isn't worth it to alchemy money, sell 1298 * make it so that it isn't worth it to alchemy money, sell
1588 * the nuggets, alchemy the gold from that, etc. 1299 * the nuggets, alchemy the gold from that, etc.
1589 * Otherwise, give 9 silver on the gold for other objects, 1300 * Otherwise, give 9 silver on the gold for other objects,
1590 * so that it would still be more affordable to haul 1301 * so that it would still be more affordable to haul
1591 * the stuff back to town. 1302 * the stuff back to town.
1592 */ 1303 */
1593
1594 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1304 if (QUERY_FLAG (obj, FLAG_UNPAID))
1595 value = 0; 1305 value = 0;
1596 else if (obj->type == MONEY || obj->type == GEM) 1306 else if (obj->type == MONEY || obj->type == GEM)
1597 value /= 3; 1307 value /= 3;
1598 else 1308 else
1599 value = (value * 9) / 10; 1309 value = value * 9 / 10;
1600 1310
1601 value /= 4; // fix by GHJ, don't understand, pcg
1602
1603 if ((obj->value > 0) && rndm (0, 29)) 1311 if (obj->value > 0 && rndm (0, 29))
1604 { 1312 total_value += value;
1605 int count;
1606 1313
1607 count = value / large->value;
1608 *large_nuggets += count;
1609 value -= (uint64) count *(uint64) large->value;
1610
1611 count = value / small->value;
1612 *small_nuggets += count;
1613 }
1614
1615 /* Turn 25 small nuggets into 1 large nugget. If the value
1616 * of large nuggets is not evenly divisable by the small nugget
1617 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1618 */
1619 if (*small_nuggets * small->value >= large->value)
1620 {
1621 (*large_nuggets)++;
1622 *small_nuggets -= large->value / small->value;
1623 if (*small_nuggets && large->value % small->value)
1624 (*small_nuggets)--;
1625 }
1626 weight += obj->weight; 1314 total_weight += obj->total_weight ();
1627 remove_ob (obj); 1315
1628 free_object (obj); 1316 obj->destroy ();
1629} 1317}
1630 1318
1631static void 1319static void
1632update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1320update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1633{ 1321{
1634 object *tmp;
1635 int flag = 0; 1322 int flag = 0;
1636 1323
1637 /* Put any nuggets below the player, but we can only pass this 1324 /* Put any nuggets below the player, but we can only pass this
1638 * flag if we are on the same space as the player 1325 * flag if we are on the same space as the player
1639 */ 1326 */
1640 if (x == op->x && y == op->y && op->map == m) 1327 if (x == op->x && y == op->y && op->map == m)
1641 flag = INS_BELOW_ORIGINATOR; 1328 flag = INS_BELOW_ORIGINATOR;
1642 1329
1643 if (small_nuggets) 1330 if (small_nuggets)
1644 { 1331 {
1645 tmp = get_object (); 1332 object *tmp = small->clone ();
1646 copy_object (small, tmp);
1647 tmp->nrof = small_nuggets; 1333 tmp->nrof = small_nuggets;
1648 tmp->x = x;
1649 tmp->y = y;
1650 insert_ob_in_map (tmp, m, op, flag); 1334 m->insert (tmp, x, y, op, flag);
1651 } 1335 }
1336
1652 if (large_nuggets) 1337 if (large_nuggets)
1653 { 1338 {
1654 tmp = get_object (); 1339 object *tmp = large->clone ();
1655 copy_object (large, tmp);
1656 tmp->nrof = large_nuggets; 1340 tmp->nrof = large_nuggets;
1657 tmp->x = x;
1658 tmp->y = y;
1659 insert_ob_in_map (tmp, m, op, flag); 1341 m->insert (tmp, x, y, op, flag);
1660 } 1342 }
1343
1344 if (object *pl = m->at (x, y).player ())
1345 if (pl->contr->ns)
1346 pl->contr->ns->look_position = 0;
1661} 1347}
1662 1348
1663int 1349int
1664alchemy (object *op, object *caster, object *spell_ob) 1350alchemy (object *op, object *caster, object *spell_ob)
1665{ 1351{
1666 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1667 sint16 nx, ny;
1668 object *next, *tmp;
1669 maptile *mp;
1670
1671 if (op->type != PLAYER) 1352 if (op->type != PLAYER)
1672 return 0; 1353 return 0;
1673 1354
1355 object *large = get_archetype ("largenugget");
1356 object *small = get_archetype ("smallnugget");
1357
1674 /* Put a maximum weight of items that can be alchemied. Limits the power 1358 /* Put a maximum weight of items that can be alchemised. Limits the power
1675 * some, and also prevents people from alcheming every table/chair/clock 1359 * some, and also prevents people from alchemising every table/chair/clock
1676 * in sight 1360 * in sight
1677 */ 1361 */
1678 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1362 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1679 weight_max *= 1000; 1363 int weight_max = duration * 1000;
1680 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1364 uint64 value_max = duration * 1000;
1681 1365
1366 int weight = 0;
1367
1682 for (y = op->y - 1; y <= op->y + 1; y++) 1368 for (int y = op->y - 1; y <= op->y + 1; y++)
1683 { 1369 {
1684 for (x = op->x - 1; x <= op->x + 1; x++) 1370 for (int x = op->x - 1; x <= op->x + 1; x++)
1685 { 1371 {
1372 uint64 value = 0;
1373
1686 nx = x; 1374 sint16 nx = x;
1687 ny = y; 1375 sint16 ny = y;
1688 1376
1689 mp = op->map; 1377 maptile *mp = op->map;
1690 1378
1691 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1379 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1692 1380
1693 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1381 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1694 continue; 1382 continue;
1695 1383
1696 /* Treat alchemy a little differently - most spell effects 1384 /* Treat alchemy a little differently - most spell effects
1698 * ground level effect. 1386 * ground level effect.
1699 */ 1387 */
1700 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1388 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1701 continue; 1389 continue;
1702 1390
1703 small_nuggets = 0; 1391 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1704 large_nuggets = 0;
1705
1706 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1707 { 1392 {
1708 next = tmp->above; 1393 next = tmp->above;
1394
1709 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1395 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1710 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1396 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1711 { 1397 {
1712
1713 if (tmp->inv) 1398 if (tmp->inv)
1714 { 1399 {
1715 object *next1, *tmp1; 1400 object *next1, *tmp1;
1716 1401
1717 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1402 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1718 { 1403 {
1719 next1 = tmp1->below; 1404 next1 = tmp1->below;
1720 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1405 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1721 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1406 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1722 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1407 alchemy_object (tmp1, value, weight);
1723 } 1408 }
1724 } 1409 }
1410
1725 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1411 alchemy_object (tmp, value, weight);
1726 1412
1727 if (weight > weight_max) 1413 if (weight > weight_max)
1728 { 1414 break;
1729 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1730 free_object (large);
1731 free_object (small);
1732 return 1;
1733 } 1415 }
1734 } /* is alchemable object */ 1416 }
1735 } /* process all objects on this space */ 1417
1418 value = min (value, value_max);
1419
1420 uint64 count = value / large->value;
1421 int large_nuggets = count;
1422 value -= count * large->value;
1423
1424 count = value / small->value;
1425 int small_nuggets = count;
1736 1426
1737 /* Insert all the nuggets at one time. This probably saves time, but 1427 /* Insert all the nuggets at one time. This probably saves time, but
1738 * it also prevents us from alcheming nuggets that were just created 1428 * it also prevents us from alcheming nuggets that were just created
1739 * with this spell. 1429 * with this spell.
1740 */ 1430 */
1741 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1431 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1432
1433 if (weight > weight_max)
1434 goto bailout;
1742 } 1435 }
1743 } 1436 }
1744 free_object (large); 1437
1745 free_object (small); 1438bailout:
1746 /* reset this so that if player standing on a big pile of stuff, 1439 large->destroy ();
1747 * it is redrawn properly. 1440 small->destroy ();
1748 */
1749 op->contr->socket.look_position = 0;
1750 return 1; 1441 return 1;
1751} 1442}
1752 1443
1753 1444
1754/* This function removes the cursed/damned status on equipped 1445/* This function removes the cursed/damned status on equipped
1763 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (tmp = op->inv; tmp; tmp = tmp->below)
1764 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1455 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1765 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1456 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1766 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1457 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1767 { 1458 {
1768
1769 was_one++; 1459 was_one++;
1770 if (tmp->level <= caster_level (caster, spell)) 1460 if (tmp->level <= caster_level (caster, spell))
1771 { 1461 {
1772 success++; 1462 success++;
1773 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1463 if (QUERY_FLAG (spell, FLAG_DAMNED))
1782 } 1472 }
1783 1473
1784 if (op->type == PLAYER) 1474 if (op->type == PLAYER)
1785 { 1475 {
1786 if (success) 1476 if (success)
1787 {
1788 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1477 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1789 }
1790 else 1478 else
1791 { 1479 {
1792 if (was_one) 1480 if (was_one)
1793 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1481 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1794 else 1482 else
1795 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1483 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1796 } 1484 }
1797 } 1485 }
1486
1798 return success; 1487 return success;
1799} 1488}
1800 1489
1801/* Identifies objects in the players inventory/on the ground */ 1490/* Identifies objects in the players inventory/on the ground */
1802 1491
1809 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1498 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1810 1499
1811 if (num_ident < 1) 1500 if (num_ident < 1)
1812 num_ident = 1; 1501 num_ident = 1;
1813 1502
1814
1815 for (tmp = op->inv; tmp; tmp = tmp->below) 1503 for (tmp = op->inv; tmp; tmp = tmp->below)
1816 { 1504 {
1817 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1505 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1818 { 1506 {
1819 identify (tmp); 1507 identify (tmp);
1508
1820 if (op->type == PLAYER) 1509 if (op->type == PLAYER)
1821 { 1510 {
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1511 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1512
1823 if (tmp->msg) 1513 if (tmp->msg)
1824 { 1514 {
1825 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1515 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1826 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1516 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1827 } 1517 }
1828 } 1518 }
1519
1829 num_ident--; 1520 num_ident--;
1830 success = 1; 1521 success = 1;
1831 if (!num_ident) 1522 if (!num_ident)
1832 break; 1523 break;
1833 } 1524 }
1834 } 1525 }
1526
1835 /* If all the power of the spell has been used up, don't go and identify 1527 /* If all the power of the spell has been used up, don't go and identify
1836 * stuff on the floor. Only identify stuff on the floor if the spell 1528 * stuff on the floor. Only identify stuff on the floor if the spell
1837 * was not fully used. 1529 * was not fully used.
1838 */ 1530 */
1839 if (num_ident) 1531 if (num_ident)
1840 { 1532 {
1841 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1533 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1842 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1534 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1843 { 1535 {
1844
1845 identify (tmp); 1536 identify (tmp);
1537
1846 if (op->type == PLAYER) 1538 if (op->type == PLAYER)
1847 { 1539 {
1848 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1540 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1541
1849 if (tmp->msg) 1542 if (tmp->msg)
1850 { 1543 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1852 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1545 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1853 } 1546 }
1547
1854 esrv_send_item (op, tmp); 1548 esrv_send_item (op, tmp);
1855 } 1549 }
1550
1856 num_ident--; 1551 num_ident--;
1857 success = 1; 1552 success = 1;
1858 if (!num_ident) 1553 if (!num_ident)
1859 break; 1554 break;
1860 } 1555 }
1861 } 1556 }
1557
1862 if (!success) 1558 if (!success)
1863 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1864 else 1560 else
1865 {
1866 spell_effect (spell, op->x, op->y, op->map, op); 1561 spell_effect (spell, op->x, op->y, op->map, op);
1867 } 1562
1868 return success; 1563 return success;
1869} 1564}
1870
1871 1565
1872int 1566int
1873cast_detection (object *op, object *caster, object *spell, object *skill) 1567cast_detection (object *op, object *caster, object *spell, object *skill)
1874{ 1568{
1875 object *tmp, *last, *god, *detect; 1569 object *tmp, *last, *god, *detect;
1888 skill = caster; 1582 skill = caster;
1889 1583
1890 for (x = op->x - range; x <= op->x + range; x++) 1584 for (x = op->x - range; x <= op->x + range; x++)
1891 for (y = op->y - range; y <= op->y + range; y++) 1585 for (y = op->y - range; y <= op->y + range; y++)
1892 { 1586 {
1893
1894 m = op->map; 1587 m = op->map;
1895 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1896 if (mflags & P_OUT_OF_MAP) 1589 if (mflags & P_OUT_OF_MAP)
1897 continue; 1590 continue;
1898 1591
1900 * floor. But this is not true for show invisible. 1593 * floor. But this is not true for show invisible.
1901 * Basically, we just go and find the top object and work 1594 * Basically, we just go and find the top object and work
1902 * down - that is easier than working up. 1595 * down - that is easier than working up.
1903 */ 1596 */
1904 1597
1905 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1598 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1906 last = tmp; 1599 last = tmp;
1600
1907 /* Shouldn't happen, but if there are no objects on a space, this 1601 /* Shouldn't happen, but if there are no objects on a space, this
1908 * would happen. 1602 * would happen.
1909 */ 1603 */
1910 if (!last) 1604 if (!last)
1911 continue; 1605 continue;
1913 done_one = 0; 1607 done_one = 0;
1914 floor = 0; 1608 floor = 0;
1915 detect = NULL; 1609 detect = NULL;
1916 for (tmp = last; tmp; tmp = tmp->below) 1610 for (tmp = last; tmp; tmp = tmp->below)
1917 { 1611 {
1918
1919 /* show invisible */ 1612 /* show invisible */
1920 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1613 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1921 /* Might there be other objects that we can make visibile? */ 1614 /* Might there be other objects that we can make visible? */
1922 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1615 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1923 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1616 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1924 tmp->type == CF_HANDLE || 1617 tmp->type == CF_HANDLE ||
1925 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1618 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1926 tmp->type == BUTTON || tmp->type == TELEPORTER || 1619 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1933 { 1626 {
1934 tmp->invisible = 0; 1627 tmp->invisible = 0;
1935 done_one = 1; 1628 done_one = 1;
1936 } 1629 }
1937 } 1630 }
1631
1938 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1632 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1939 floor = 1; 1633 floor = 1;
1940 1634
1941 /* All detections below this point don't descend beneath the floor, 1635 /* All detections below this point don't descend beneath the floor,
1942 * so just continue on. We could be clever and look at the type of 1636 * so just continue on. We could be clever and look at the type of
1995 */ 1689 */
1996 if (done_one) 1690 if (done_one)
1997 { 1691 {
1998 object *detect_ob = arch_to_object (spell->other_arch); 1692 object *detect_ob = arch_to_object (spell->other_arch);
1999 1693
2000 detect_ob->x = nx;
2001 detect_ob->y = ny;
2002 /* if this is set, we want to copy the face */ 1694 /* if this is set, we want to copy the face */
2003 if (done_one == 2 && detect) 1695 if (done_one == 2 && detect)
2004 { 1696 {
2005 detect_ob->face = detect->face; 1697 detect_ob->face = detect->face;
2006 detect_ob->animation_id = detect->animation_id; 1698 detect_ob->animation_id = detect->animation_id;
2008 detect_ob->last_anim = 0; 1700 detect_ob->last_anim = 0;
2009 /* by default, the detect_ob is already animated */ 1701 /* by default, the detect_ob is already animated */
2010 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1702 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2011 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1703 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2012 } 1704 }
1705
2013 insert_ob_in_map (detect_ob, m, op, 0); 1706 m->insert (detect_ob, nx, ny, op);
2014 } 1707 }
2015 } /* for processing the surrounding spaces */ 1708 } /* for processing the surrounding spaces */
2016 1709
2017 1710
2018 /* Now process objects in the players inventory if detect curse or magic */ 1711 /* Now process objects in the players inventory if detect curse or magic */
2067 1760
2068 /* Explodes a fireball centered at player */ 1761 /* Explodes a fireball centered at player */
2069 tmp = get_archetype (EXPLODING_FIREBALL); 1762 tmp = get_archetype (EXPLODING_FIREBALL);
2070 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1763 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2071 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; 1764 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2072 tmp->x = victim->x; 1765
2073 tmp->y = victim->y; 1766 tmp->insert_at (victim);
2074 insert_ob_in_map (tmp, victim->map, NULL, 0);
2075 victim->stats.sp = 2 * victim->stats.maxsp; 1767 victim->stats.sp = 2 * victim->stats.maxsp;
2076 } 1768 }
2077 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1769 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2078 {
2079 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1770 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2080 }
2081 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1771 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2082 {
2083 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1772 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2084 }
2085 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1773 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2086 { 1774 {
2087 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1775 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2088 confuse_player (victim, victim, 99); 1776 confuse_player (victim, victim, 99);
2089 } 1777 }
2090 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1778 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2091 {
2092 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1779 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2093 }
2094} 1780}
2095 1781
2096/* cast_transfer 1782/* cast_transfer
2097 * This spell transfers sp from the player to another person. 1783 * This spell transfers sp from the player to another person.
2098 * We let the target go above their normal maximum SP. 1784 * We let the target go above their normal maximum SP.
2112 1798
2113 mflags = get_map_flags (m, &m, x, y, &x, &y); 1799 mflags = get_map_flags (m, &m, x, y, &x, &y);
2114 1800
2115 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1801 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2116 { 1802 {
2117 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1803 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2118 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1804 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2119 break; 1805 break;
2120 } 1806 }
2121 1807
2122 1808
2123 /* If we did not find a player in the specified direction, transfer 1809 /* If we did not find a player in the specified direction, transfer
2124 * to anyone on top of us. This is used for the rune of transference mostly. 1810 * to anyone on top of us. This is used for the rune of transference mostly.
2125 */ 1811 */
2126 if (plyr == NULL) 1812 if (plyr == NULL)
2127 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1813 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2128 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1814 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2129 break; 1815 break;
2130 1816
2131 if (!plyr) 1817 if (!plyr)
2132 { 1818 {
2187 m = op->map; 1873 m = op->map;
2188 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1874 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2189 if (mflags & P_OUT_OF_MAP) 1875 if (mflags & P_OUT_OF_MAP)
2190 return; 1876 return;
2191 1877
2192 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1878 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2193 { 1879 {
2194 next = tmp->above; 1880 next = tmp->above;
2195 1881
2196 /* Need to look at the head object - otherwise, if tmp 1882 /* Need to look at the head object - otherwise, if tmp
2197 * points to a monster, we don't have all the necessary 1883 * points to a monster, we don't have all the necessary
2209 /* Basically, if the object is magical and not counterspell, 1895 /* Basically, if the object is magical and not counterspell,
2210 * we will more or less remove the object. Don't counterspell 1896 * we will more or less remove the object. Don't counterspell
2211 * monsters either. 1897 * monsters either.
2212 */ 1898 */
2213 1899
2214 if (head->attacktype & AT_MAGIC && 1900 if (head->attacktype & AT_MAGIC
2215 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1901 && !(head->attacktype & AT_COUNTERSPELL)
2216 { 1902 && !QUERY_FLAG (head, FLAG_MONSTER)
2217 remove_ob (head); 1903 && (op->level > head->level))
2218 free_object (head); 1904 head->destroy ();
2219 }
2220 else 1905 else
2221 switch (head->type) 1906 switch (head->type)
2222 { 1907 {
2223 case SPELL_EFFECT: 1908 case SPELL_EFFECT:
1909 // XXX: Don't affect floor spelleffects. See also XXX comment
1910 // about sanctuary in spell_util.C
1911 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1912 continue;
1913
2224 if (op->level > head->level) 1914 if (op->level > head->level)
2225 { 1915 head->destroy ();
2226 remove_ob (head); 1916
2227 free_object (head);
2228 }
2229 break; 1917 break;
2230 1918
2231 /* I really don't get this rune code that much - that 1919 /* I really don't get this rune code that much - that
2232 * random chance seems really low. 1920 * random chance seems really low.
2233 */ 1921 */
2234 case RUNE: 1922 case RUNE:
2235 if (rndm (0, 149) == 0) 1923 if (rndm (0, 149) == 0)
2236 { 1924 {
2237 head->stats.hp--; /* weaken the rune */ 1925 head->stats.hp--; /* weaken the rune */
2238 if (!head->stats.hp) 1926 if (!head->stats.hp)
2239 { 1927 head->destroy ();
2240 remove_ob (head);
2241 free_object (head);
2242 }
2243 } 1928 }
2244 break; 1929 break;
2245 } 1930 }
2246 } 1931 }
2247} 1932}
2300 * This code was very odd - code early on would only let players use the spell, 1985 * This code was very odd - code early on would only let players use the spell,
2301 * yet the code wass full of player checks. I've presumed that the code 1986 * yet the code wass full of player checks. I've presumed that the code
2302 * that only let players use it was correct, and removed all the other 1987 * that only let players use it was correct, and removed all the other
2303 * player checks. MSW 2003-01-06 1988 * player checks. MSW 2003-01-06
2304 */ 1989 */
2305
2306int 1990int
2307animate_weapon (object *op, object *caster, object *spell, int dir) 1991animate_weapon (object *op, object *caster, object *spell, int dir)
2308{ 1992{
2309 object *weapon, *tmp; 1993 object *weapon, *tmp;
2310 char buf[MAX_BUF]; 1994 char buf[MAX_BUF];
2322 /* exit if it's not a player using this spell. */ 2006 /* exit if it's not a player using this spell. */
2323 if (op->type != PLAYER) 2007 if (op->type != PLAYER)
2324 return 0; 2008 return 0;
2325 2009
2326 /* if player already has a golem, abort */ 2010 /* if player already has a golem, abort */
2327 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) 2011 if (object *golem = op->contr->golem)
2328 { 2012 {
2329 control_golem (op->contr->ranges[range_golem], dir); 2013 control_golem (golem, dir);
2330 return 0; 2014 return 0;
2331 } 2015 }
2332 2016
2333 /* if no direction specified, pick one */ 2017 /* if no direction specified, pick one */
2334 if (!dir) 2018 if (!dir)
2338 x = op->x + freearr_x[dir]; 2022 x = op->x + freearr_x[dir];
2339 y = op->y + freearr_y[dir]; 2023 y = op->y + freearr_y[dir];
2340 2024
2341 /* if there's no place to put the golem, abort */ 2025 /* if there's no place to put the golem, abort */
2342 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2026 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2343 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2027 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2344 { 2028 {
2345 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2029 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2346 return 0; 2030 return 0;
2347 } 2031 }
2348 2032
2352 if (!weapon) 2036 if (!weapon)
2353 { 2037 {
2354 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2038 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2355 return 0; 2039 return 0;
2356 } 2040 }
2357 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2041 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2358 { 2042 {
2359 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2043 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2360 return 0; 2044 return 0;
2361 } 2045 }
2362 if (weapon->type != WEAPON) 2046 if (weapon->type != WEAPON)
2380 /* create the golem object */ 2064 /* create the golem object */
2381 tmp = arch_to_object (spell->other_arch); 2065 tmp = arch_to_object (spell->other_arch);
2382 2066
2383 /* if animated by a player, give the player control of the golem */ 2067 /* if animated by a player, give the player control of the golem */
2384 CLEAR_FLAG (tmp, FLAG_MONSTER); 2068 CLEAR_FLAG (tmp, FLAG_MONSTER);
2385 SET_FLAG (tmp, FLAG_FRIENDLY);
2386 tmp->stats.exp = 0; 2069 tmp->stats.exp = 0;
2387 add_friendly_object (tmp); 2070 add_friendly_object (tmp);
2388 tmp->type = GOLEM; 2071 tmp->type = GOLEM;
2389 set_owner (tmp, op); 2072 tmp->set_owner (op);
2073 op->contr->golem = tmp;
2390 set_spell_skill (op, caster, spell, tmp); 2074 set_spell_skill (op, caster, spell, tmp);
2391 op->contr->ranges[range_golem] = tmp;
2392 op->contr->shoottype = range_golem;
2393 op->contr->golem_count = tmp->count;
2394 2075
2395 /* Give the weapon to the golem now. A bit of a hack to check the 2076 /* Give the weapon to the golem now. A bit of a hack to check the
2396 * removed flag - it should only be set if get_split_object was 2077 * removed flag - it should only be set if get_split_object was
2397 * used above. 2078 * used above.
2398 */ 2079 */
2399 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2080 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2400 remove_ob (weapon); 2081 weapon->remove ();
2082
2401 insert_ob_in_ob (weapon, tmp); 2083 insert_ob_in_ob (weapon, tmp);
2402 esrv_send_item (op, weapon); 2084 esrv_send_item (op, weapon);
2403 /* To do everything necessary to let a golem use the weapon is a pain, 2085 /* To do everything necessary to let a golem use the weapon is a pain,
2404 * so instead, just set it as equipped (otherwise, we need to update 2086 * so instead, just set it as equipped (otherwise, we need to update
2405 * body_info, skills, etc) 2087 * body_info, skills, etc)
2406 */ 2088 */
2407 SET_FLAG (tmp, FLAG_USE_WEAPON); 2089 SET_FLAG (tmp, FLAG_USE_WEAPON);
2408 SET_FLAG (weapon, FLAG_APPLIED); 2090 SET_FLAG (weapon, FLAG_APPLIED);
2409 fix_player (tmp); 2091 tmp->update_stats ();
2410 2092
2411 /* There used to be 'odd' code that basically seemed to take the absolute 2093 /* There used to be 'odd' code that basically seemed to take the absolute
2412 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2094 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2413 * if you're using a crappy weapon, it shouldn't be as good. 2095 * if you're using a crappy weapon, it shouldn't be as good.
2414 */ 2096 */
2466 if (a > 14) 2148 if (a > 14)
2467 a = 14; 2149 a = 14;
2468 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2150 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2469 2151
2470 /* Determine golem's speed */ 2152 /* Determine golem's speed */
2471 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2153 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2472
2473 if (tmp->speed > 3.33)
2474 tmp->speed = 3.33;
2475 2154
2476 if (!spell->race) 2155 if (!spell->race)
2477 { 2156 {
2478 sprintf (buf, "animated %s", &weapon->name); 2157 sprintf (buf, "animated %s", &weapon->name);
2479 tmp->name = buf; 2158 tmp->name = buf;
2481 tmp->face = weapon->face; 2160 tmp->face = weapon->face;
2482 tmp->animation_id = weapon->animation_id; 2161 tmp->animation_id = weapon->animation_id;
2483 tmp->anim_speed = weapon->anim_speed; 2162 tmp->anim_speed = weapon->anim_speed;
2484 tmp->last_anim = weapon->last_anim; 2163 tmp->last_anim = weapon->last_anim;
2485 tmp->state = weapon->state; 2164 tmp->state = weapon->state;
2486 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2165 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2487 {
2488 SET_FLAG (tmp, FLAG_ANIMATE);
2489 }
2490 else
2491 {
2492 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2493 }
2494 update_ob_speed (tmp);
2495 } 2166 }
2496 2167
2497 /* make experience increase in proportion to the strength of the summoned creature. */ 2168 /* make experience increase in proportion to the strength of the summoned creature. */
2498 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2169 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2499 2170
2500 tmp->speed_left = -1; 2171 tmp->speed_left = -1;
2501 tmp->x = x;
2502 tmp->y = y;
2503 tmp->direction = dir; 2172 tmp->direction = dir;
2504 insert_ob_in_map (tmp, m, op, 0); 2173
2174 m->insert (tmp, x, y, op);
2505 return 1; 2175 return 1;
2506} 2176}
2507 2177
2508/* cast_daylight() - changes the map darkness level *lower* */ 2178/* cast_daylight() - changes the map darkness level *lower* */
2509 2179
2517 int success; 2187 int success;
2518 2188
2519 if (!op->map) 2189 if (!op->map)
2520 return 0; /* shouldnt happen */ 2190 return 0; /* shouldnt happen */
2521 2191
2522 success = change_map_light (op->map, spell->stats.dam); 2192 success = op->map->change_map_light (spell->stats.dam);
2193
2523 if (!success) 2194 if (!success)
2524 { 2195 {
2525 if (spell->stats.dam < 0) 2196 if (spell->stats.dam < 0)
2526 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2197 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2527 else 2198 else
2552 2223
2553 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2224 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2554 2225
2555 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2226 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2556 2227
2557 set_owner (new_aura, op); 2228 new_aura->set_owner (op);
2558 set_spell_skill (op, caster, spell, new_aura); 2229 set_spell_skill (op, caster, spell, new_aura);
2559 new_aura->attacktype = spell->attacktype; 2230 new_aura->attacktype = spell->attacktype;
2560 2231
2561 new_aura->level = caster_level (caster, spell); 2232 new_aura->level = caster_level (caster, spell);
2562 if (refresh) 2233 if (refresh)
2588 env = aura->env; 2259 env = aura->env;
2589 2260
2590 /* no matter what we've gotta remove the aura... 2261 /* no matter what we've gotta remove the aura...
2591 * we'll put it back if its time isn't up. 2262 * we'll put it back if its time isn't up.
2592 */ 2263 */
2593 remove_ob (aura); 2264 aura->remove ();
2594 2265
2595 /* exit if we're out of gas */ 2266 /* exit if we're out of gas */
2596 if (aura->duration-- < 0) 2267 if (aura->duration-- < 0)
2597 { 2268 {
2598 free_object (aura); 2269 aura->destroy ();
2599 return; 2270 return;
2600 } 2271 }
2601 2272
2602 /* auras only exist in inventories */ 2273 /* auras only exist in inventories */
2603 if (env == NULL || env->map == NULL) 2274 if (env == NULL || env->map == NULL)
2604 { 2275 {
2605 free_object (aura); 2276 aura->destroy ();
2606 return; 2277 return;
2607 } 2278 }
2608 aura->x = env->x;
2609 aura->y = env->y;
2610 2279
2611 /* we need to jump out of the inventory for a bit 2280 /* we need to jump out of the inventory for a bit
2612 * in order to hit the map conveniently. 2281 * in order to hit the map conveniently.
2613 */ 2282 */
2614 insert_ob_in_map (aura, env->map, aura, 0); 2283 aura->insert_at (env, aura);
2615 2284
2616 for (i = 1; i < 9; i++) 2285 for (i = 1; i < 9; i++)
2617 { 2286 {
2618 sint16 nx, ny; 2287 sint16 nx, ny;
2619 2288
2628 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2297 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2629 { 2298 {
2630 hit_map (aura, i, aura->attacktype, 0); 2299 hit_map (aura, i, aura->attacktype, 0);
2631 2300
2632 if (aura->other_arch) 2301 if (aura->other_arch)
2633 { 2302 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2634 object *new_ob;
2635
2636 new_ob = arch_to_object (aura->other_arch);
2637 new_ob->x = nx;
2638 new_ob->y = ny;
2639 insert_ob_in_map (new_ob, m, aura, 0);
2640 } 2303 }
2641 }
2642 } 2304 }
2305
2643 /* put the aura back in the player's inventory */ 2306 /* put the aura back in the player's inventory */
2644 remove_ob (aura); 2307 aura->remove ();
2645 insert_ob_in_ob (aura, env); 2308 insert_ob_in_ob (aura, env);
2646} 2309}
2647 2310
2648/* moves the peacemaker spell. 2311/* moves the peacemaker spell.
2649 * op is the piece object. 2312 * op is the piece object.
2652void 2315void
2653move_peacemaker (object *op) 2316move_peacemaker (object *op)
2654{ 2317{
2655 object *tmp; 2318 object *tmp;
2656 2319
2657 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2320 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2658 { 2321 {
2659 int atk_lev, def_lev; 2322 int atk_lev, def_lev;
2660 object *victim = tmp; 2323 object *victim = tmp;
2661 2324
2662 if (tmp->head) 2325 if (tmp->head)
2673 2336
2674 if (rndm (0, atk_lev - 1) > def_lev) 2337 if (rndm (0, atk_lev - 1) > def_lev)
2675 { 2338 {
2676 /* make this sucker peaceful. */ 2339 /* make this sucker peaceful. */
2677 2340
2678 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2341 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2679 victim->stats.exp = 0; 2342 victim->stats.exp = 0;
2680#if 0 2343#if 0
2681 /* No idea why these were all set to zero - if something 2344 /* No idea why these were all set to zero - if something
2682 * makes this creature agressive, he should still do damage. 2345 * makes this creature agressive, he should still do damage.
2683 */ 2346 */
2728 2391
2729 snprintf (rune, sizeof (rune), "%s\n", msg); 2392 snprintf (rune, sizeof (rune), "%s\n", msg);
2730 2393
2731 tmp->race = op->name; /*Save the owner of the rune */ 2394 tmp->race = op->name; /*Save the owner of the rune */
2732 tmp->msg = rune; 2395 tmp->msg = rune;
2733 tmp->x = op->x; 2396
2734 tmp->y = op->y; 2397 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2735 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2736 return 1; 2398 return 1;
2737} 2399}

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