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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.16 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.56 by root, Mon Jun 4 12:19:09 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 wand->remove ();
80 wand->destroy (0); 77 wand->destroy ();
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->clone, 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->clone.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 missile->destroy (0); 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 missile->destroy (0); 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);
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 ())
461 463 {
462 while (op != NULL && op->type != PLAYER) 464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
463 op = op->env;
464
465 if (op != NULL && op->map)
466 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
467 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.");
468 else 466 else
467 {
468 // remove first so we do not call update_stats
469 op->remove ();
469 enter_exit (op, wor); 470 pl->enter_exit (op);
471 }
472 }
470 473
471 wor->remove ();
472 wor->destroy (0); 474 op->destroy ();
473} 475}
474 476
475/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
476 * 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
477 * time delay effect. 479 * time delay effect.
496 { 498 {
497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
499 return 0; 501 return 0;
500 } 502 }
503
501 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
502 if (time < 1) 505 if (time < 1)
503 time = 1; 506 time = 1;
504 507
505 /* 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
506 * 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
507 * do anything really odd if it say a -1000 or something. 510 * do anything really odd if it say a -1000 or something.
508 */ 511 */
509 dummy->speed = 0.002; 512 dummy->set_speed (0.002);
510 update_ob_speed (dummy);
511 dummy->speed_left = -dummy->speed * time; 513 dummy->speed_left = -dummy->speed * time;
512 dummy->type = SPELL_EFFECT; 514 dummy->type = SPELL_EFFECT;
513 dummy->subtype = SP_WORD_OF_RECALL; 515 dummy->subtype = SP_WORD_OF_RECALL;
514 516
515 /* 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
516 * nice, but until the map load fails, we can't. 518 * nice, but until the map load fails, we can't.
517 */ 519 */
518 EXIT_PATH (dummy) = op->contr->savebed_map; 520 EXIT_PATH (dummy) = op->contr->savebed_map;
519 EXIT_X (dummy) = op->contr->bed_x; 521 EXIT_X (dummy) = op->contr->bed_x;
520 EXIT_Y (dummy) = op->contr->bed_y; 522 EXIT_Y (dummy) = op->contr->bed_y;
521 523
522 (void) insert_ob_in_ob (dummy, op); 524 op->insert (dummy);
525
523 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
524 return 1; 528 return 1;
525} 529}
526 530
527/* cast_wonder 531/* cast_wonder
528 * wonder is really just a spell that will likely cast another 532 * wonder is really just a spell that will likely cast another
558 return cast_spell (op, caster, dir, newspell, NULL); 562 return cast_spell (op, caster, dir, newspell, NULL);
559 } 563 }
560 return 1; 564 return 1;
561} 565}
562 566
563
564int 567int
565perceive_self (object *op) 568perceive_self (object *op)
566{ 569{
570 char buf[MAX_BUF];
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 571 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
569 object *tmp; 573 object *tmp;
570 int i; 574 int i;
571 575
572 tmp = find_god (determine_god (op)); 576 tmp = find_god (determine_god (op));
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
582 else 586 else
583 { 587 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 588 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590
586 if (tmp != NULL) 591 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 592 for (i = 0; i < NUM_STATS; i++)
589 { 593 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0)
591 {
592 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));
593 }
594 }
595 }
596 } 595 }
597 596
598 if (is_dragon_pl (op)) 597 if (is_dragon_pl (op))
599 { 598 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
602 { 601 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
604 { 603 {
605 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 605 sprintf (buf, "Your metabolism isn't focused on anything.");
608 }
609 else 606 else
610 {
611 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]);
612 } 608
613 new_draw_info (NDI_UNIQUE, 0, op, buf); 609 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 610 break;
615 } 611 }
616 } 612 }
617 } 613 }
614
618 return 1; 615 return 1;
619} 616}
620
621/* int cast_create_town_portal (object *op, object *caster, int dir)
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force, *tmp;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 sint16 exitx, exity;
645 maptile *exitmap;
646 int op_level;
647
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, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 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.");
683 return 1;
684 }
685 dummy->destroy (0);
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711 perm_portal = archetype::find (spell->slaying);
712
713 /* To kill a town portal, we go trough the player's inventory,
714 * for each marked portal in player's inventory,
715 * -We try load the associated map (if impossible, consider the portal destructed)
716 * -We find any portal in the specified location.
717 * If it has the good name, we destruct it.
718 * -We destruct the force indicating that portal.
719 */
720 while ((old_force = check_inv_recursive (op, dummy)))
721 {
722 exitx = EXIT_X (old_force);
723 exity = EXIT_Y (old_force);
724 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
725
726 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
727 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
728 else
729 exitmap = ready_map_name (old_force->race, 0);
730
731 if (exitmap)
732 {
733 tmp = present_arch (perm_portal, exitmap, exitx, exity);
734 while (tmp)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->remove ();
739 tmp->destroy (0);
740 break;
741 }
742 else
743 {
744 tmp = tmp->above;
745 }
746 }
747 }
748 old_force->remove ();
749 old_force->destroy (0);
750 LOG (llevDebug, "\n");
751 }
752 dummy->destroy (0);
753
754 /* Creating the portals.
755 * The very first thing to do is to ensure
756 * access to the destination map.
757 * If we can't, don't fizzle. Simply warn player.
758 * This ensure player pays his mana for the spell
759 * because HE is responsible of forgotting.
760 * 'force' is the destination of the town portal, which we got
761 * from the players inventory above.
762 */
763
764 /* Ensure exit map is loaded */
765 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
766 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
767 else
768 exitmap = ready_map_name (force->name, 0);
769
770 /* If we were unable to load (ex. random map deleted), warn player */
771 if (exitmap == NULL)
772 {
773 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
774 force->remove ();
775 force->destroy (0);
776 return 1;
777 }
778
779 op_level = caster_level (caster, spell);
780 if (op_level < 15)
781 snprintf (portal_message, 1024,
782 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
783 &op->name);
784 else if (op_level < 30)
785 snprintf (portal_message, 1024,
786 "\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);
787 else if (op_level < 60)
788 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
789 else
790 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
791 &op->name);
792
793 /* Create a portal in front of player
794 * dummy contain the portal and
795 * force contain the track to kill it later
796 */
797
798 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
799 dummy = get_archetype (spell->slaying); /*The portal */
800 if (dummy == NULL)
801 {
802 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
803 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
804 return 0;
805 }
806 EXIT_PATH (dummy) = force->name;
807 EXIT_X (dummy) = EXIT_X (force);
808 EXIT_Y (dummy) = EXIT_Y (force);
809 dummy->name = dummy->name_pl = portal_name;
810 dummy->msg = portal_message;
811 dummy->race = op->name; /*Save the owner of the portal */
812 cast_create_obj (op, caster, dummy, 0);
813
814 /* Now we need to to create a town portal marker inside the player
815 * object, so on future castings, we can know that he has an active
816 * town portal.
817 */
818 tmp = get_archetype (spell->race);
819 if (tmp == NULL)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825 tmp->race = op->map->path;
826 tmp->name = portal_name;
827 EXIT_X (tmp) = dummy->x;
828 EXIT_Y (tmp) = dummy->y;
829 insert_ob_in_ob (tmp, op);
830
831 /* Create a portal in the destination map
832 * dummy contain the portal and
833 * force the track to kill it later
834 * the 'force' variable still contains the 'reminder' of
835 * where this portal goes to.
836 */
837 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
838 dummy = get_archetype (spell->slaying); /*The portal */
839 if (dummy == NULL)
840 {
841 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
842 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
843 return 0;
844 }
845 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message;
850 dummy->x = EXIT_X (force);
851 dummy->y = EXIT_Y (force);
852 dummy->race = op->name; /*Save the owner of the portal */
853 insert_ob_in_map (dummy, exitmap, op, 0);
854
855 /* Now we create another town portal marker that
856 * points back to the one we just made
857 */
858 tmp = get_archetype (spell->race);
859 if (tmp == NULL)
860 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
862 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
863 return 0;
864 }
865 tmp->race = force->name;
866 tmp->name = portal_name;
867 EXIT_X (tmp) = dummy->x;
868 EXIT_Y (tmp) = dummy->y;
869 insert_ob_in_ob (tmp, op);
870
871 /* Describe the player what happened
872 */
873 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
874 force->remove (); /* Delete the force inside the player */
875 force->destroy (0);
876 return 1;
877}
878
879 617
880/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
881 * within some reason. 619 * within some reason.
882 */ 620 */
883
884int 621int
885magic_wall (object *op, object *caster, int dir, object *spell_ob) 622magic_wall (object *op, object *caster, int dir, object *spell_ob)
886{ 623{
887 object *tmp, *tmp2; 624 object *tmp;
888 int i, posblocked, negblocked, maxrange; 625 int i, posblocked, negblocked, maxrange;
889 sint16 x, y; 626 sint16 x, y;
890 maptile *m; 627 maptile *m;
891 const char *name; 628 const char *name;
892 archetype *at; 629 archetype *at;
900 else 637 else
901 { 638 {
902 x = op->x + freearr_x[dir]; 639 x = op->x + freearr_x[dir];
903 y = op->y + freearr_y[dir]; 640 y = op->y + freearr_y[dir];
904 } 641 }
642
905 m = op->map; 643 m = op->map;
906 644
907 if ((spell_ob->move_block || x != op->x || y != op->y) && 645 if ((spell_ob->move_block || x != op->x || y != op->y) &&
908 (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) ||
909 ((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)))
910 { 648 {
911 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.");
912 return 0; 650 return 0;
913 } 651 }
652
914 if (spell_ob->other_arch) 653 if (spell_ob->other_arch)
915 {
916 tmp = arch_to_object (spell_ob->other_arch); 654 tmp = arch_to_object (spell_ob->other_arch);
917 }
918 else if (spell_ob->race) 655 else if (spell_ob->race)
919 { 656 {
920 char buf1[MAX_BUF]; 657 char buf1[MAX_BUF];
921 658
922 sprintf (buf1, spell_ob->race, dir); 659 sprintf (buf1, spell_ob->race, dir);
925 { 662 {
926 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
927 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
928 return 0; 665 return 0;
929 } 666 }
667
930 tmp = arch_to_object (at); 668 tmp = arch_to_object (at);
931 } 669 }
932 else 670 else
933 { 671 {
934 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);
944 } 682 }
945 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 683 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
946 { 684 {
947 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);
948 tmp->stats.maxhp = tmp->stats.hp; 686 tmp->stats.maxhp = tmp->stats.hp;
949 set_owner (tmp, op);
950 set_spell_skill (op, caster, spell_ob, tmp);
951 } 687 }
688
952 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))
953 { 690 {
954 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);
955 SET_FLAG (tmp, FLAG_IS_USED_UP); 692 SET_FLAG (tmp, FLAG_IS_USED_UP);
956 } 693 }
694
957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 695 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
958 { 696 {
959 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);
960 tmp->stats.maxhp = tmp->stats.hp; 698 tmp->stats.maxhp = tmp->stats.hp;
961 SET_FLAG (tmp, FLAG_TEAR_DOWN); 699 SET_FLAG (tmp, FLAG_TEAR_DOWN);
962 SET_FLAG (tmp, FLAG_ALIVE); 700 SET_FLAG (tmp, FLAG_ALIVE);
963 } 701 }
964 702
965 /* 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,
966 * 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.
967 */ 706 */
968 set_owner (tmp, op); 707 if (tmp->type != EARTHWALL) //TODO
708 tmp->set_owner (op);
709
969 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->x = x;
971 tmp->y = y;
972 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = caster_level (caster, spell_ob) / 2;
973 712
974 name = tmp->name; 713 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 714 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 715 {
977 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);
978 return 0; 717 return 0;
979 } 718 }
719
980 /* 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 */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
983 723
984 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
1002 m = tmp->map; 742 m = tmp->map;
1003 743
1004 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)) &&
1005 ((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)
1006 { 746 {
1007 tmp2 = get_object (); 747 object *tmp2 = tmp->clone ();
1008 copy_object (tmp, tmp2); 748 m->insert (tmp2, x, y, op);
1009 tmp2->x = x; 749
1010 tmp2->y = y;
1011 insert_ob_in_map (tmp2, m, op, 0);
1012 /* 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 */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 753
1016 } 754 }
1017 else 755 else
1018 posblocked = 1; 756 posblocked = 1;
1019 757
1022 m = tmp->map; 760 m = tmp->map;
1023 761
1024 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)) &&
1025 ((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)
1026 { 764 {
1027 tmp2 = get_object (); 765 object *tmp2 = tmp->clone ();
1028 copy_object (tmp, tmp2); 766 m->insert (tmp2, x, y, op);
1029 tmp2->x = x; 767
1030 tmp2->y = y;
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 770 }
1035 else 771 else
1036 negblocked = 1; 772 negblocked = 1;
1037 } 773 }
1038 774
1087 { 823 {
1088 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");
1089 op->contr->count = 0; 825 op->contr->count = 0;
1090 return 0; 826 return 0;
1091 } 827 }
828
1092 op->contr->count = 0; 829 op->contr->count = 0;
1093 830
1094 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
1095 * 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,
1096 * 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
1145 return 0; 882 return 0;
1146 } 883 }
1147 } 884 }
1148 885
1149 /* Actually move the player now */ 886 /* Actually move the player now */
1150 op->remove (); 887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1; 888 return 1;
1155 889
1156 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 */
1157 return 1; 891 return 1;
1158} 892}
1171 object *poison; 905 object *poison;
1172 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1173 907
1174 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1175 909
1176 if (tmp == NULL) 910 if (!tmp)
1177 return 0; 911 return 0;
1178 912
1179 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1181 */ 915 */
1184 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;
1185 919
1186 if (heal) 920 if (heal)
1187 { 921 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 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.");
1191 }
1192 else 924 else
1193 { 925 {
1194 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 928 * on amount of damage healed.
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
1200 tmp->stats.hp += heal; 932 tmp->stats.hp += heal;
1201 933
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 934 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 936 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 938 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 940 else if (heal > 10)
1215 {
1216 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.");
1217 }
1218 else 942 else
1219 {
1220 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.");
1221 } 944
1222 success = 1; 945 success = 1;
1223 } 946 }
1224 } 947 }
948
1225 if (spell->attacktype & AT_DISEASE) 949 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 950 if (cure_disease (tmp, op))
1227 success = 1; 951 success = 1;
1228 952
1229 if (spell->attacktype & AT_POISON) 953 if (spell->attacktype & AT_POISON)
1235 success = 1; 959 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 961 poison->stats.food = 1;
1238 } 962 }
1239 } 963 }
964
1240 if (spell->attacktype & AT_CONFUSION) 965 if (spell->attacktype & AT_CONFUSION)
1241 { 966 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 967 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 968 if (poison)
1244 { 969 {
1245 success = 1; 970 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 972 poison->duration = 1;
1248 } 973 }
1249 } 974 }
975
1250 if (spell->attacktype & AT_BLIND) 976 if (spell->attacktype & AT_BLIND)
1251 { 977 {
1252 at = archetype::find ("blindness"); 978 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 979 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 980 if (poison)
1256 success = 1; 982 success = 1;
1257 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.");
1258 poison->stats.food = 1; 984 poison->stats.food = 1;
1259 } 985 }
1260 } 986 }
987
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 988 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 989 {
1263 tmp->stats.sp += spell->last_sp; 990 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 991 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 992 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 993 success = 1;
1267 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!");
1268 } 995 }
996
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 997 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 998 {
1271 tmp->stats.grace += spell->last_grace; 999 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1000 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1001 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1002 success = 1;
1275 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!");
1276 } 1004 }
1005
1277 if (spell->stats.food && tmp->stats.food < 999) 1006 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1007 {
1279 tmp->stats.food += spell->stats.food; 1008 tmp->stats.food += spell->stats.food;
1280 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1282 success = 1; 1011 success = 1;
1283 /* 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 */
1284 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");
1285 } 1014 }
1015
1286 return success; 1016 return success;
1287} 1017}
1288
1289 1018
1290/* 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
1291 * 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
1292 * good comments for those. 1021 * good comments for those.
1293 */ 1022 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1023static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1024 "You grow no stronger.",
1296 "You grow no more agile.", 1025 "You grow no more agile.",
1297 "You don't feel any healthier.", 1026 "You don't feel any healthier.",
1298 "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."
1299 "You are no easier to look at.", 1030 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1031};
1303 1032
1304int 1033int
1305cast_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)
1306{ 1035{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1036 object *force = NULL;
1309 int i; 1037 int i;
1310 1038
1311 /* 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. */
1312 if (dir != 0) 1040 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1041 ? find_target_for_friendly_spell (op, dir)
1315 } 1042 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1043
1321 if (tmp == NULL) 1044 if (!tmp)
1322 return 0; 1045 return 0;
1323 1046
1324 /* 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. */
1325 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1048 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1049 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1050 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1051 {
1329 if (tmp2->name == spell_ob->name) 1052 if (tmp2->name == spell_ob->name)
1330 { 1053 {
1363 } 1086 }
1364 else 1087 else
1365 { 1088 {
1366 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.");
1367 } 1090 }
1091
1368 return 1; 1092 return 1;
1369 } 1093 }
1094
1370 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;
1371 force->speed = 1.0; 1096 force->speed = 1.0;
1372 force->speed_left = -1.0; 1097 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1098 SET_FLAG (force, FLAG_APPLIED);
1374 1099
1380 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);
1381 if (force->resist[i] > 100) 1106 if (force->resist[i] > 100)
1382 force->resist[i] = 100; 1107 force->resist[i] = 100;
1383 } 1108 }
1384 } 1109 }
1110
1385 if (spell_ob->stats.hp) 1111 if (spell_ob->stats.hp)
1386 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);
1387 1113
1388 if (tmp->type == PLAYER) 1114 if (tmp->type == PLAYER)
1389 { 1115 {
1390 /* Stat adjustment spells */ 1116 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1117 for (i = 0; i < NUM_STATS; i++)
1392 { 1118 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1119 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1120 {
1397 sm = 0; 1121 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1122 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1123 sm += rndm (1, 3);
1400 1124
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1125 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1126 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1127
1404 if (sm < 0) 1128 force->stats.stat (i) = sm;
1405 sm = 0; 1129
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1130 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1131 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1132 }
1411 } 1133 }
1412 } 1134 }
1432 force->stats.ac = spell_ob->stats.ac; 1154 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1155 force->attacktype = spell_ob->attacktype;
1434 1156
1435 insert_ob_in_ob (force, tmp); 1157 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1158 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1159 tmp->update_stats ();
1160
1438 return 1; 1161 return 1;
1439} 1162}
1440 1163
1441/* 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
1442 * 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
1443 * of the caster. 1166 * of the caster.
1444 */ 1167 */
1445
1446int 1168int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1169cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1170{
1449 int i; 1171 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1172 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1541 force->stats.wc = spell_ob->stats.wc; 1263 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1264 force->stats.ac = spell_ob->stats.ac;
1543 1265
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1266 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1267 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1268 tmp->update_stats ();
1547 return 1; 1269 return 1;
1548} 1270}
1549
1550
1551 1271
1552/* Alchemy code by Mark Wedel 1272/* Alchemy code by Mark Wedel
1553 * 1273 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1274 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1275 * objects to gold nuggets, the value of the gold nuggets being
1565 * 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
1566 * 4 large nuggets, and from 0-10 small nuggets. 1286 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1287 *
1568 * 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
1569 * 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
1570 * alchemied. 1290 * alchemised.
1571 */ 1291 */
1572
1573/* I didn't feel like passing these as arguements to the
1574 * two functions that need them. Real values are put in them
1575 * when the spell is cast, and these are freed when the spell
1576 * is finished.
1577 */
1578static object *small, *large;
1579
1580static void 1292static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1293alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1294{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1295 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1296
1585 /* Give third price when we alchemy money (This should hopefully 1297 /* Give third price when we alchemy money (This should hopefully
1586 * 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
1587 * the nuggets, alchemy the gold from that, etc. 1299 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1300 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1301 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1302 * the stuff back to town.
1591 */ 1303 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1304 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1305 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1306 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1307 value /= 3;
1597 else 1308 else
1598 value = (value * 9) / 10; 1309 value = value * 9 / 10;
1599 1310
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1311 if (obj->value > 0 && rndm (0, 29))
1603 { 1312 total_value += value;
1604 int count;
1605 1313
1606 count = value / large->value;
1607 *large_nuggets += count;
1608 value -= (uint64) count *(uint64) large->value;
1609
1610 count = value / small->value;
1611 *small_nuggets += count;
1612 }
1613
1614 /* Turn 25 small nuggets into 1 large nugget. If the value
1615 * of large nuggets is not evenly divisable by the small nugget
1616 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1617 */
1618 if (*small_nuggets * small->value >= large->value)
1619 {
1620 (*large_nuggets)++;
1621 *small_nuggets -= large->value / small->value;
1622 if (*small_nuggets && large->value % small->value)
1623 (*small_nuggets)--;
1624 }
1625 weight += obj->weight; 1314 total_weight += obj->total_weight ();
1626 obj->remove (); 1315
1627 obj->destroy (0); 1316 obj->destroy ();
1628} 1317}
1629 1318
1630static void 1319static void
1631update_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)
1632{ 1321{
1633 object *tmp;
1634 int flag = 0; 1322 int flag = 0;
1635 1323
1636 /* 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
1637 * flag if we are on the same space as the player 1325 * flag if we are on the same space as the player
1638 */ 1326 */
1639 if (x == op->x && y == op->y && op->map == m) 1327 if (x == op->x && y == op->y && op->map == m)
1640 flag = INS_BELOW_ORIGINATOR; 1328 flag = INS_BELOW_ORIGINATOR;
1641 1329
1642 if (small_nuggets) 1330 if (small_nuggets)
1643 { 1331 {
1644 tmp = get_object (); 1332 object *tmp = small->clone ();
1645 copy_object (small, tmp);
1646 tmp->nrof = small_nuggets; 1333 tmp->nrof = small_nuggets;
1647 tmp->x = x;
1648 tmp->y = y;
1649 insert_ob_in_map (tmp, m, op, flag); 1334 m->insert (tmp, x, y, op, flag);
1650 } 1335 }
1336
1651 if (large_nuggets) 1337 if (large_nuggets)
1652 { 1338 {
1653 tmp = get_object (); 1339 object *tmp = large->clone ();
1654 copy_object (large, tmp);
1655 tmp->nrof = large_nuggets; 1340 tmp->nrof = large_nuggets;
1656 tmp->x = x;
1657 tmp->y = y;
1658 insert_ob_in_map (tmp, m, op, flag); 1341 m->insert (tmp, x, y, op, flag);
1659 } 1342 }
1343
1344 if (object *pl = m->at (x, y).player ())
1345 if (pl->contr->ns)
1346 pl->contr->ns->look_position = 0;
1660} 1347}
1661 1348
1662int 1349int
1663alchemy (object *op, object *caster, object *spell_ob) 1350alchemy (object *op, object *caster, object *spell_ob)
1664{ 1351{
1665 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1666 sint16 nx, ny;
1667 object *next, *tmp;
1668 maptile *mp;
1669
1670 if (op->type != PLAYER) 1352 if (op->type != PLAYER)
1671 return 0; 1353 return 0;
1672 1354
1355 object *large = get_archetype ("largenugget");
1356 object *small = get_archetype ("smallnugget");
1357
1673 /* 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
1674 * some, and also prevents people from alcheming every table/chair/clock 1359 * some, and also prevents people from alchemising every table/chair/clock
1675 * in sight 1360 * in sight
1676 */ 1361 */
1677 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);
1678 weight_max *= 1000; 1363 int weight_max = duration * 1000;
1679 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1364 uint64 value_max = duration * 1000;
1680 1365
1366 int weight = 0;
1367
1681 for (y = op->y - 1; y <= op->y + 1; y++) 1368 for (int y = op->y - 1; y <= op->y + 1; y++)
1682 { 1369 {
1683 for (x = op->x - 1; x <= op->x + 1; x++) 1370 for (int x = op->x - 1; x <= op->x + 1; x++)
1684 { 1371 {
1372 uint64 value = 0;
1373
1685 nx = x; 1374 sint16 nx = x;
1686 ny = y; 1375 sint16 ny = y;
1687 1376
1688 mp = op->map; 1377 maptile *mp = op->map;
1689 1378
1690 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1379 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1691 1380
1692 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1381 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1693 continue; 1382 continue;
1694 1383
1695 /* Treat alchemy a little differently - most spell effects 1384 /* Treat alchemy a little differently - most spell effects
1697 * ground level effect. 1386 * ground level effect.
1698 */ 1387 */
1699 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1388 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1700 continue; 1389 continue;
1701 1390
1702 small_nuggets = 0; 1391 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1703 large_nuggets = 0;
1704
1705 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1706 { 1392 {
1707 next = tmp->above; 1393 next = tmp->above;
1394
1708 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1395 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1709 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1396 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1710 { 1397 {
1711
1712 if (tmp->inv) 1398 if (tmp->inv)
1713 { 1399 {
1714 object *next1, *tmp1; 1400 object *next1, *tmp1;
1715 1401
1716 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1402 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1717 { 1403 {
1718 next1 = tmp1->below; 1404 next1 = tmp1->below;
1719 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1405 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1720 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1406 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1721 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1407 alchemy_object (tmp1, value, weight);
1722 } 1408 }
1723 } 1409 }
1410
1724 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1411 alchemy_object (tmp, value, weight);
1725 1412
1726 if (weight > weight_max) 1413 if (weight > weight_max)
1727 { 1414 break;
1728 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1729 large->destroy (0);
1730 small->destroy (0);
1731 return 1;
1732 } 1415 }
1733 } /* is alchemable object */ 1416 }
1734 } /* 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;
1735 1426
1736 /* 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
1737 * it also prevents us from alcheming nuggets that were just created 1428 * it also prevents us from alcheming nuggets that were just created
1738 * with this spell. 1429 * with this spell.
1739 */ 1430 */
1740 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;
1741 } 1435 }
1742 } 1436 }
1437
1438bailout:
1743 large->destroy (0); 1439 large->destroy ();
1744 small->destroy (0); 1440 small->destroy ();
1745 /* reset this so that if player standing on a big pile of stuff,
1746 * it is redrawn properly.
1747 */
1748 op->contr->socket.look_position = 0;
1749 return 1; 1441 return 1;
1750} 1442}
1751 1443
1752 1444
1753/* This function removes the cursed/damned status on equipped 1445/* This function removes the cursed/damned status on equipped
1762 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (tmp = op->inv; tmp; tmp = tmp->below)
1763 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1455 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1764 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1456 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1765 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1457 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1766 { 1458 {
1767
1768 was_one++; 1459 was_one++;
1769 if (tmp->level <= caster_level (caster, spell)) 1460 if (tmp->level <= caster_level (caster, spell))
1770 { 1461 {
1771 success++; 1462 success++;
1772 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1463 if (QUERY_FLAG (spell, FLAG_DAMNED))
1781 } 1472 }
1782 1473
1783 if (op->type == PLAYER) 1474 if (op->type == PLAYER)
1784 { 1475 {
1785 if (success) 1476 if (success)
1786 {
1787 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.");
1788 }
1789 else 1478 else
1790 { 1479 {
1791 if (was_one) 1480 if (was_one)
1792 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.");
1793 else 1482 else
1794 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.");
1795 } 1484 }
1796 } 1485 }
1486
1797 return success; 1487 return success;
1798} 1488}
1799 1489
1800/* Identifies objects in the players inventory/on the ground */ 1490/* Identifies objects in the players inventory/on the ground */
1801 1491
1808 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1498 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1809 1499
1810 if (num_ident < 1) 1500 if (num_ident < 1)
1811 num_ident = 1; 1501 num_ident = 1;
1812 1502
1813
1814 for (tmp = op->inv; tmp; tmp = tmp->below) 1503 for (tmp = op->inv; tmp; tmp = tmp->below)
1815 { 1504 {
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1505 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1817 { 1506 {
1818 identify (tmp); 1507 identify (tmp);
1508
1819 if (op->type == PLAYER) 1509 if (op->type == PLAYER)
1820 { 1510 {
1821 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
1822 if (tmp->msg) 1513 if (tmp->msg)
1823 { 1514 {
1824 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:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1516 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 } 1517 }
1827 } 1518 }
1519
1828 num_ident--; 1520 num_ident--;
1829 success = 1; 1521 success = 1;
1830 if (!num_ident) 1522 if (!num_ident)
1831 break; 1523 break;
1832 } 1524 }
1833 } 1525 }
1526
1834 /* 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
1835 * 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
1836 * was not fully used. 1529 * was not fully used.
1837 */ 1530 */
1838 if (num_ident) 1531 if (num_ident)
1839 { 1532 {
1840 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)
1841 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1534 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1842 { 1535 {
1843
1844 identify (tmp); 1536 identify (tmp);
1537
1845 if (op->type == PLAYER) 1538 if (op->type == PLAYER)
1846 { 1539 {
1847 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
1848 if (tmp->msg) 1542 if (tmp->msg)
1849 { 1543 {
1850 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:");
1851 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1545 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1852 } 1546 }
1547
1853 esrv_send_item (op, tmp); 1548 esrv_send_item (op, tmp);
1854 } 1549 }
1550
1855 num_ident--; 1551 num_ident--;
1856 success = 1; 1552 success = 1;
1857 if (!num_ident) 1553 if (!num_ident)
1858 break; 1554 break;
1859 } 1555 }
1860 } 1556 }
1557
1861 if (!success) 1558 if (!success)
1862 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.");
1863 else 1560 else
1864 {
1865 spell_effect (spell, op->x, op->y, op->map, op); 1561 spell_effect (spell, op->x, op->y, op->map, op);
1866 } 1562
1867 return success; 1563 return success;
1868} 1564}
1869
1870 1565
1871int 1566int
1872cast_detection (object *op, object *caster, object *spell, object *skill) 1567cast_detection (object *op, object *caster, object *spell, object *skill)
1873{ 1568{
1874 object *tmp, *last, *god, *detect; 1569 object *tmp, *last, *god, *detect;
1887 skill = caster; 1582 skill = caster;
1888 1583
1889 for (x = op->x - range; x <= op->x + range; x++) 1584 for (x = op->x - range; x <= op->x + range; x++)
1890 for (y = op->y - range; y <= op->y + range; y++) 1585 for (y = op->y - range; y <= op->y + range; y++)
1891 { 1586 {
1892
1893 m = op->map; 1587 m = op->map;
1894 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1895 if (mflags & P_OUT_OF_MAP) 1589 if (mflags & P_OUT_OF_MAP)
1896 continue; 1590 continue;
1897 1591
1899 * floor. But this is not true for show invisible. 1593 * floor. But this is not true for show invisible.
1900 * Basically, we just go and find the top object and work 1594 * Basically, we just go and find the top object and work
1901 * down - that is easier than working up. 1595 * down - that is easier than working up.
1902 */ 1596 */
1903 1597
1904 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)
1905 last = tmp; 1599 last = tmp;
1600
1906 /* 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
1907 * would happen. 1602 * would happen.
1908 */ 1603 */
1909 if (!last) 1604 if (!last)
1910 continue; 1605 continue;
1912 done_one = 0; 1607 done_one = 0;
1913 floor = 0; 1608 floor = 0;
1914 detect = NULL; 1609 detect = NULL;
1915 for (tmp = last; tmp; tmp = tmp->below) 1610 for (tmp = last; tmp; tmp = tmp->below)
1916 { 1611 {
1917
1918 /* show invisible */ 1612 /* show invisible */
1919 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1613 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1920 /* Might there be other objects that we can make visibile? */ 1614 /* Might there be other objects that we can make visible? */
1921 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1615 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1922 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1616 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1923 tmp->type == CF_HANDLE || 1617 tmp->type == CF_HANDLE ||
1924 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1618 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1925 tmp->type == BUTTON || tmp->type == TELEPORTER || 1619 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1932 { 1626 {
1933 tmp->invisible = 0; 1627 tmp->invisible = 0;
1934 done_one = 1; 1628 done_one = 1;
1935 } 1629 }
1936 } 1630 }
1631
1937 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1632 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1938 floor = 1; 1633 floor = 1;
1939 1634
1940 /* All detections below this point don't descend beneath the floor, 1635 /* All detections below this point don't descend beneath the floor,
1941 * 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
1994 */ 1689 */
1995 if (done_one) 1690 if (done_one)
1996 { 1691 {
1997 object *detect_ob = arch_to_object (spell->other_arch); 1692 object *detect_ob = arch_to_object (spell->other_arch);
1998 1693
1999 detect_ob->x = nx;
2000 detect_ob->y = ny;
2001 /* if this is set, we want to copy the face */ 1694 /* if this is set, we want to copy the face */
2002 if (done_one == 2 && detect) 1695 if (done_one == 2 && detect)
2003 { 1696 {
2004 detect_ob->face = detect->face; 1697 detect_ob->face = detect->face;
2005 detect_ob->animation_id = detect->animation_id; 1698 detect_ob->animation_id = detect->animation_id;
2007 detect_ob->last_anim = 0; 1700 detect_ob->last_anim = 0;
2008 /* by default, the detect_ob is already animated */ 1701 /* by default, the detect_ob is already animated */
2009 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1702 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2010 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1703 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2011 } 1704 }
1705
2012 insert_ob_in_map (detect_ob, m, op, 0); 1706 m->insert (detect_ob, nx, ny, op);
2013 } 1707 }
2014 } /* for processing the surrounding spaces */ 1708 } /* for processing the surrounding spaces */
2015 1709
2016 1710
2017 /* 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 */
2066 1760
2067 /* Explodes a fireball centered at player */ 1761 /* Explodes a fireball centered at player */
2068 tmp = get_archetype (EXPLODING_FIREBALL); 1762 tmp = get_archetype (EXPLODING_FIREBALL);
2069 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;
2070 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;
2071 tmp->x = victim->x; 1765
2072 tmp->y = victim->y; 1766 tmp->insert_at (victim);
2073 insert_ob_in_map (tmp, victim->map, NULL, 0);
2074 victim->stats.sp = 2 * victim->stats.maxsp; 1767 victim->stats.sp = 2 * victim->stats.maxsp;
2075 } 1768 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1769 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2077 {
2078 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.");
2079 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1771 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2081 {
2082 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!");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1773 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2085 { 1774 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1775 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2087 confuse_player (victim, victim, 99); 1776 confuse_player (victim, victim, 99);
2088 } 1777 }
2089 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1778 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2090 {
2091 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1779 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2092 }
2093} 1780}
2094 1781
2095/* cast_transfer 1782/* cast_transfer
2096 * This spell transfers sp from the player to another person. 1783 * This spell transfers sp from the player to another person.
2097 * We let the target go above their normal maximum SP. 1784 * We let the target go above their normal maximum SP.
2111 1798
2112 mflags = get_map_flags (m, &m, x, y, &x, &y); 1799 mflags = get_map_flags (m, &m, x, y, &x, &y);
2113 1800
2114 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1801 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2115 { 1802 {
2116 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)
2117 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1804 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2118 break; 1805 break;
2119 } 1806 }
2120 1807
2121 1808
2122 /* 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
2123 * 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.
2124 */ 1811 */
2125 if (plyr == NULL) 1812 if (plyr == NULL)
2126 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)
2127 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1814 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2128 break; 1815 break;
2129 1816
2130 if (!plyr) 1817 if (!plyr)
2131 { 1818 {
2186 m = op->map; 1873 m = op->map;
2187 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1874 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2188 if (mflags & P_OUT_OF_MAP) 1875 if (mflags & P_OUT_OF_MAP)
2189 return; 1876 return;
2190 1877
2191 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)
2192 { 1879 {
2193 next = tmp->above; 1880 next = tmp->above;
2194 1881
2195 /* Need to look at the head object - otherwise, if tmp 1882 /* Need to look at the head object - otherwise, if tmp
2196 * points to a monster, we don't have all the necessary 1883 * points to a monster, we don't have all the necessary
2208 /* Basically, if the object is magical and not counterspell, 1895 /* Basically, if the object is magical and not counterspell,
2209 * we will more or less remove the object. Don't counterspell 1896 * we will more or less remove the object. Don't counterspell
2210 * monsters either. 1897 * monsters either.
2211 */ 1898 */
2212 1899
2213 if (head->attacktype & AT_MAGIC && 1900 if (head->attacktype & AT_MAGIC
2214 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1901 && !(head->attacktype & AT_COUNTERSPELL)
2215 { 1902 && !QUERY_FLAG (head, FLAG_MONSTER)
2216 head->remove (); 1903 && (op->level > head->level))
2217 head->destroy (0); 1904 head->destroy ();
2218 }
2219 else 1905 else
2220 switch (head->type) 1906 switch (head->type)
2221 { 1907 {
2222 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
2223 if (op->level > head->level) 1914 if (op->level > head->level)
2224 {
2225 head->remove ();
2226 head->destroy (0); 1915 head->destroy ();
2227 } 1916
2228 break; 1917 break;
2229 1918
2230 /* I really don't get this rune code that much - that 1919 /* I really don't get this rune code that much - that
2231 * random chance seems really low. 1920 * random chance seems really low.
2232 */ 1921 */
2233 case RUNE: 1922 case RUNE:
2234 if (rndm (0, 149) == 0) 1923 if (rndm (0, 149) == 0)
2235 { 1924 {
2236 head->stats.hp--; /* weaken the rune */ 1925 head->stats.hp--; /* weaken the rune */
2237 if (!head->stats.hp) 1926 if (!head->stats.hp)
2238 {
2239 head->remove ();
2240 head->destroy (0); 1927 head->destroy ();
2241 }
2242 } 1928 }
2243 break; 1929 break;
2244 } 1930 }
2245 } 1931 }
2246} 1932}
2299 * 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,
2300 * 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
2301 * 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
2302 * player checks. MSW 2003-01-06 1988 * player checks. MSW 2003-01-06
2303 */ 1989 */
2304
2305int 1990int
2306animate_weapon (object *op, object *caster, object *spell, int dir) 1991animate_weapon (object *op, object *caster, object *spell, int dir)
2307{ 1992{
2308 object *weapon, *tmp; 1993 object *weapon, *tmp;
2309 char buf[MAX_BUF]; 1994 char buf[MAX_BUF];
2321 /* exit if it's not a player using this spell. */ 2006 /* exit if it's not a player using this spell. */
2322 if (op->type != PLAYER) 2007 if (op->type != PLAYER)
2323 return 0; 2008 return 0;
2324 2009
2325 /* if player already has a golem, abort */ 2010 /* if player already has a golem, abort */
2326 if (op->contr->ranges[range_golem]) 2011 if (object *golem = op->contr->golem)
2327 { 2012 {
2328 control_golem (op->contr->ranges[range_golem], dir); 2013 control_golem (golem, dir);
2329 return 0; 2014 return 0;
2330 } 2015 }
2331 2016
2332 /* if no direction specified, pick one */ 2017 /* if no direction specified, pick one */
2333 if (!dir) 2018 if (!dir)
2351 if (!weapon) 2036 if (!weapon)
2352 { 2037 {
2353 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!");
2354 return 0; 2039 return 0;
2355 } 2040 }
2356 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2041 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2357 { 2042 {
2358 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.");
2359 return 0; 2044 return 0;
2360 } 2045 }
2361 if (weapon->type != WEAPON) 2046 if (weapon->type != WEAPON)
2379 /* create the golem object */ 2064 /* create the golem object */
2380 tmp = arch_to_object (spell->other_arch); 2065 tmp = arch_to_object (spell->other_arch);
2381 2066
2382 /* 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 */
2383 CLEAR_FLAG (tmp, FLAG_MONSTER); 2068 CLEAR_FLAG (tmp, FLAG_MONSTER);
2384 SET_FLAG (tmp, FLAG_FRIENDLY);
2385 tmp->stats.exp = 0; 2069 tmp->stats.exp = 0;
2386 add_friendly_object (tmp); 2070 add_friendly_object (tmp);
2387 tmp->type = GOLEM; 2071 tmp->type = GOLEM;
2388 set_owner (tmp, op); 2072 tmp->set_owner (op);
2073 op->contr->golem = tmp;
2389 set_spell_skill (op, caster, spell, tmp); 2074 set_spell_skill (op, caster, spell, tmp);
2390 op->contr->ranges[range_golem] = tmp;
2391 op->contr->shoottype = range_golem;
2392 2075
2393 /* 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
2394 * 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
2395 * used above. 2078 * used above.
2396 */ 2079 */
2397 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2080 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2398 weapon->remove (); 2081 weapon->remove ();
2082
2399 insert_ob_in_ob (weapon, tmp); 2083 insert_ob_in_ob (weapon, tmp);
2400 esrv_send_item (op, weapon); 2084 esrv_send_item (op, weapon);
2401 /* 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,
2402 * 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
2403 * body_info, skills, etc) 2087 * body_info, skills, etc)
2404 */ 2088 */
2405 SET_FLAG (tmp, FLAG_USE_WEAPON); 2089 SET_FLAG (tmp, FLAG_USE_WEAPON);
2406 SET_FLAG (weapon, FLAG_APPLIED); 2090 SET_FLAG (weapon, FLAG_APPLIED);
2407 fix_player (tmp); 2091 tmp->update_stats ();
2408 2092
2409 /* 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
2410 * 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 -
2411 * 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.
2412 */ 2096 */
2464 if (a > 14) 2148 if (a > 14)
2465 a = 14; 2149 a = 14;
2466 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));
2467 2151
2468 /* Determine golem's speed */ 2152 /* Determine golem's speed */
2469 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)));
2470
2471 if (tmp->speed > 3.33)
2472 tmp->speed = 3.33;
2473 2154
2474 if (!spell->race) 2155 if (!spell->race)
2475 { 2156 {
2476 sprintf (buf, "animated %s", &weapon->name); 2157 sprintf (buf, "animated %s", &weapon->name);
2477 tmp->name = buf; 2158 tmp->name = buf;
2479 tmp->face = weapon->face; 2160 tmp->face = weapon->face;
2480 tmp->animation_id = weapon->animation_id; 2161 tmp->animation_id = weapon->animation_id;
2481 tmp->anim_speed = weapon->anim_speed; 2162 tmp->anim_speed = weapon->anim_speed;
2482 tmp->last_anim = weapon->last_anim; 2163 tmp->last_anim = weapon->last_anim;
2483 tmp->state = weapon->state; 2164 tmp->state = weapon->state;
2484 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2165 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2485 {
2486 SET_FLAG (tmp, FLAG_ANIMATE);
2487 }
2488 else
2489 {
2490 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2491 }
2492 update_ob_speed (tmp);
2493 } 2166 }
2494 2167
2495 /* 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. */
2496 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));
2497 2170
2498 tmp->speed_left = -1; 2171 tmp->speed_left = -1;
2499 tmp->x = x;
2500 tmp->y = y;
2501 tmp->direction = dir; 2172 tmp->direction = dir;
2502 insert_ob_in_map (tmp, m, op, 0); 2173
2174 m->insert (tmp, x, y, op);
2503 return 1; 2175 return 1;
2504} 2176}
2505 2177
2506/* cast_daylight() - changes the map darkness level *lower* */ 2178/* cast_daylight() - changes the map darkness level *lower* */
2507 2179
2515 int success; 2187 int success;
2516 2188
2517 if (!op->map) 2189 if (!op->map)
2518 return 0; /* shouldnt happen */ 2190 return 0; /* shouldnt happen */
2519 2191
2520 success = change_map_light (op->map, spell->stats.dam); 2192 success = op->map->change_map_light (spell->stats.dam);
2193
2521 if (!success) 2194 if (!success)
2522 { 2195 {
2523 if (spell->stats.dam < 0) 2196 if (spell->stats.dam < 0)
2524 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.");
2525 else 2198 else
2550 2223
2551 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);
2552 2225
2553 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);
2554 2227
2555 set_owner (new_aura, op); 2228 new_aura->set_owner (op);
2556 set_spell_skill (op, caster, spell, new_aura); 2229 set_spell_skill (op, caster, spell, new_aura);
2557 new_aura->attacktype = spell->attacktype; 2230 new_aura->attacktype = spell->attacktype;
2558 2231
2559 new_aura->level = caster_level (caster, spell); 2232 new_aura->level = caster_level (caster, spell);
2560 if (refresh) 2233 if (refresh)
2591 aura->remove (); 2264 aura->remove ();
2592 2265
2593 /* exit if we're out of gas */ 2266 /* exit if we're out of gas */
2594 if (aura->duration-- < 0) 2267 if (aura->duration-- < 0)
2595 { 2268 {
2596 aura->destroy (0); 2269 aura->destroy ();
2597 return; 2270 return;
2598 } 2271 }
2599 2272
2600 /* auras only exist in inventories */ 2273 /* auras only exist in inventories */
2601 if (env == NULL || env->map == NULL) 2274 if (env == NULL || env->map == NULL)
2602 { 2275 {
2603 aura->destroy (0); 2276 aura->destroy ();
2604 return; 2277 return;
2605 } 2278 }
2606 aura->x = env->x;
2607 aura->y = env->y;
2608 2279
2609 /* we need to jump out of the inventory for a bit 2280 /* we need to jump out of the inventory for a bit
2610 * in order to hit the map conveniently. 2281 * in order to hit the map conveniently.
2611 */ 2282 */
2612 insert_ob_in_map (aura, env->map, aura, 0); 2283 aura->insert_at (env, aura);
2613 2284
2614 for (i = 1; i < 9; i++) 2285 for (i = 1; i < 9; i++)
2615 { 2286 {
2616 sint16 nx, ny; 2287 sint16 nx, ny;
2617 2288
2626 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))))
2627 { 2298 {
2628 hit_map (aura, i, aura->attacktype, 0); 2299 hit_map (aura, i, aura->attacktype, 0);
2629 2300
2630 if (aura->other_arch) 2301 if (aura->other_arch)
2631 { 2302 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2632 object *new_ob;
2633
2634 new_ob = arch_to_object (aura->other_arch);
2635 new_ob->x = nx;
2636 new_ob->y = ny;
2637 insert_ob_in_map (new_ob, m, aura, 0);
2638 } 2303 }
2639 }
2640 } 2304 }
2305
2641 /* put the aura back in the player's inventory */ 2306 /* put the aura back in the player's inventory */
2642 aura->remove (); 2307 aura->remove ();
2643 insert_ob_in_ob (aura, env); 2308 insert_ob_in_ob (aura, env);
2644} 2309}
2645 2310
2650void 2315void
2651move_peacemaker (object *op) 2316move_peacemaker (object *op)
2652{ 2317{
2653 object *tmp; 2318 object *tmp;
2654 2319
2655 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)
2656 { 2321 {
2657 int atk_lev, def_lev; 2322 int atk_lev, def_lev;
2658 object *victim = tmp; 2323 object *victim = tmp;
2659 2324
2660 if (tmp->head) 2325 if (tmp->head)
2671 2336
2672 if (rndm (0, atk_lev - 1) > def_lev) 2337 if (rndm (0, atk_lev - 1) > def_lev)
2673 { 2338 {
2674 /* make this sucker peaceful. */ 2339 /* make this sucker peaceful. */
2675 2340
2676 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2341 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2677 victim->stats.exp = 0; 2342 victim->stats.exp = 0;
2678#if 0 2343#if 0
2679 /* No idea why these were all set to zero - if something 2344 /* No idea why these were all set to zero - if something
2680 * makes this creature agressive, he should still do damage. 2345 * makes this creature agressive, he should still do damage.
2681 */ 2346 */
2726 2391
2727 snprintf (rune, sizeof (rune), "%s\n", msg); 2392 snprintf (rune, sizeof (rune), "%s\n", msg);
2728 2393
2729 tmp->race = op->name; /*Save the owner of the rune */ 2394 tmp->race = op->name; /*Save the owner of the rune */
2730 tmp->msg = rune; 2395 tmp->msg = rune;
2731 tmp->x = op->x; 2396
2732 tmp->y = op->y; 2397 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2733 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2734 return 1; 2398 return 1;
2735} 2399}

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