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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 1.59 by elmex, Sun Jun 10 10:16:04 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, 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 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);
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_tmp)
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
254 && (!at
255 || at_tmp->stats.food > at->stats.food
256 || (at_tmp->stats.food == at->stats.food
257 && at_tmp->weight < at->weight)))
252 at = at_tmp; 258 at = at_tmp;
253 } 259 }
254 } 260 }
255 } 261 }
256 /* Pretty unlikely (there are some very low food items), but you never 262 /* Pretty unlikely (there are some very low food items), but you never
260 { 266 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 267 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
262 return 0; 268 return 0;
263 } 269 }
264 270
265 food_value /= at->clone.stats.food; 271 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 272 new_op = arch_to_object (at);
267 new_op->nrof = food_value; 273 new_op->nrof = food_value;
268 274
269 new_op->value = 0; 275 new_op->value = 0;
270 if (new_op->nrof < 1) 276 if (new_op->nrof < 1)
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 310 return 0;
305 } 311 }
306 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
307 { 313 {
308 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 314 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))) 315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
310 { 316 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 318 if (tmp->head != NULL)
313 tmp = tmp->head; 319 tmp = tmp->head;
371 * normal applies. 377 * normal applies.
372 */ 378 */
373int 379int
374cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
375{ 381{
376 object *tmp;
377
378 if (op->invisible > 1000) 382 if (op->invisible > 1000)
379 { 383 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
381 return 0; 385 return 0;
382 } 386 }
398 else 402 else
399 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
400 404
401 op->contr->hidden = 0; 405 op->contr->hidden = 0;
402 } 406 }
407
403 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
404 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
405 else 410 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 412
408 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
409 414
410 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
411 * harm to the player. 416 * harm to the player.
412 */ 417 */
413 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
414 if (tmp->enemy == op) 419 if (tmp->enemy == op)
415 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
416 return 1; 422 return 1;
417} 423}
418 424
419/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
420 */ 426 */
441 447
442 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
443 continue; 449 continue;
444 450
445 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be teared down
446 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
447 { 453 {
448 next = tmp->above; 454 next = tmp->above;
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 } 457 }
452 } 458 }
459
453 return 1; 460 return 1;
454} 461}
455
456 462
457void 463void
458execute_word_of_recall (object *op) 464execute_word_of_recall (object *op)
459{ 465{
460 object *wor = op; 466 if (object *pl = op->in_player ())
461 467 {
462 while (op != NULL && op->type != PLAYER) 468 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."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
468 else 470 else
471 {
472 // remove first so we do not call update_stats
473 op->remove ();
469 enter_exit (op, wor); 474 pl->enter_exit (op);
475 }
476 }
470 477
471 wor->remove ();
472 wor->destroy (0); 478 op->destroy ();
473} 479}
474 480
475/* Word of recall causes the player to return 'home'. 481/* Word of recall causes the player to return 'home'.
476 * we put a force into the player object, so that there is a 482 * we put a force into the player object, so that there is a
477 * time delay effect. 483 * time delay effect.
496 { 502 {
497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
499 return 0; 505 return 0;
500 } 506 }
507
501 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 508 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
502 if (time < 1) 509 if (time < 1)
503 time = 1; 510 time = 1;
504 511
505 /* value of speed really doesn't make much difference, as long as it is 512 /* 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 513 * positive. Lower value may be useful so that the problem doesn't
507 * do anything really odd if it say a -1000 or something. 514 * do anything really odd if it say a -1000 or something.
508 */ 515 */
509 dummy->speed = 0.002; 516 dummy->set_speed (0.002);
510 update_ob_speed (dummy);
511 dummy->speed_left = -dummy->speed * time; 517 dummy->speed_left = -dummy->speed * time;
512 dummy->type = SPELL_EFFECT; 518 dummy->type = SPELL_EFFECT;
513 dummy->subtype = SP_WORD_OF_RECALL; 519 dummy->subtype = SP_WORD_OF_RECALL;
514 520
515 /* If we could take advantage of enter_player_savebed() here, it would be 521 /* If we could take advantage of enter_player_savebed() here, it would be
516 * nice, but until the map load fails, we can't. 522 * nice, but until the map load fails, we can't.
517 */ 523 */
518 EXIT_PATH (dummy) = op->contr->savebed_map; 524 EXIT_PATH (dummy) = op->contr->savebed_map;
519 EXIT_X (dummy) = op->contr->bed_x; 525 EXIT_X (dummy) = op->contr->bed_x;
520 EXIT_Y (dummy) = op->contr->bed_y; 526 EXIT_Y (dummy) = op->contr->bed_y;
521 527
522 (void) insert_ob_in_ob (dummy, op); 528 op->insert (dummy);
529
523 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 530 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
531
524 return 1; 532 return 1;
525} 533}
526 534
527/* cast_wonder 535/* cast_wonder
528 * wonder is really just a spell that will likely cast another 536 * wonder is really just a spell that will likely cast another
558 return cast_spell (op, caster, dir, newspell, NULL); 566 return cast_spell (op, caster, dir, newspell, NULL);
559 } 567 }
560 return 1; 568 return 1;
561} 569}
562 570
563
564int 571int
565perceive_self (object *op) 572perceive_self (object *op)
566{ 573{
574 char buf[MAX_BUF];
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 575 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 576 archetype *at = archetype::find (ARCH_DEPLETION);
569 object *tmp; 577 object *tmp;
570 int i; 578 int i;
571 579
572 tmp = find_god (determine_god (op)); 580 tmp = find_god (determine_god (op));
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 589 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
582 else 590 else
583 { 591 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 592 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 593 new_draw_info (NDI_UNIQUE, 0, op, cp);
594
586 if (tmp != NULL) 595 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 596 for (i = 0; i < NUM_STATS; i++)
589 { 597 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))); 598 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i));
593 }
594 }
595 }
596 } 599 }
597 600
598 if (is_dragon_pl (op)) 601 if (is_dragon_pl (op))
599 { 602 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 603 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
602 { 605 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
604 { 607 {
605 if (tmp->stats.exp == 0) 608 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 609 sprintf (buf, "Your metabolism isn't focused on anything.");
608 }
609 else 610 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
612 } 612
613 new_draw_info (NDI_UNIQUE, 0, op, buf); 613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 614 break;
615 } 615 }
616 } 616 }
617 } 617 }
618
618 return 1; 619 return 1;
619} 620}
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
879 621
880/* This creates magic walls. Really, it can create most any object, 622/* This creates magic walls. Really, it can create most any object,
881 * within some reason. 623 * within some reason.
882 */ 624 */
883
884int 625int
885magic_wall (object *op, object *caster, int dir, object *spell_ob) 626magic_wall (object *op, object *caster, int dir, object *spell_ob)
886{ 627{
887 object *tmp, *tmp2; 628 object *tmp;
888 int i, posblocked, negblocked, maxrange; 629 int i, posblocked, negblocked, maxrange;
889 sint16 x, y; 630 sint16 x, y;
890 maptile *m; 631 maptile *m;
891 const char *name; 632 const char *name;
892 archetype *at; 633 archetype *at;
900 else 641 else
901 { 642 {
902 x = op->x + freearr_x[dir]; 643 x = op->x + freearr_x[dir];
903 y = op->y + freearr_y[dir]; 644 y = op->y + freearr_y[dir];
904 } 645 }
646
905 m = op->map; 647 m = op->map;
906 648
907 if ((spell_ob->move_block || x != op->x || y != op->y) && 649 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) || 650 (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))) 651 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
910 { 652 {
911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 653 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
912 return 0; 654 return 0;
913 } 655 }
656
914 if (spell_ob->other_arch) 657 if (spell_ob->other_arch)
915 {
916 tmp = arch_to_object (spell_ob->other_arch); 658 tmp = arch_to_object (spell_ob->other_arch);
917 }
918 else if (spell_ob->race) 659 else if (spell_ob->race)
919 { 660 {
920 char buf1[MAX_BUF]; 661 char buf1[MAX_BUF];
921 662
922 sprintf (buf1, spell_ob->race, dir); 663 sprintf (buf1, spell_ob->race, dir);
925 { 666 {
926 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 667 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
927 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 668 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
928 return 0; 669 return 0;
929 } 670 }
671
930 tmp = arch_to_object (at); 672 tmp = arch_to_object (at);
931 } 673 }
932 else 674 else
933 { 675 {
934 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 676 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
944 } 686 }
945 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 687 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
946 { 688 {
947 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 689 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
948 tmp->stats.maxhp = tmp->stats.hp; 690 tmp->stats.maxhp = tmp->stats.hp;
949 set_owner (tmp, op);
950 set_spell_skill (op, caster, spell_ob, tmp);
951 } 691 }
692
952 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 693 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
953 { 694 {
954 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 695 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
955 SET_FLAG (tmp, FLAG_IS_USED_UP); 696 SET_FLAG (tmp, FLAG_IS_USED_UP);
956 } 697 }
698
957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 699 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
958 { 700 {
959 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 701 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
960 tmp->stats.maxhp = tmp->stats.hp; 702 tmp->stats.maxhp = tmp->stats.hp;
961 SET_FLAG (tmp, FLAG_TEAR_DOWN); 703 SET_FLAG (tmp, FLAG_TEAR_DOWN);
962 SET_FLAG (tmp, FLAG_ALIVE); 704 SET_FLAG (tmp, FLAG_ALIVE);
963 } 705 }
964 706
965 /* This can't really hurt - if the object doesn't kill anything, 707 /* This can't really hurt - if the object doesn't kill anything,
966 * these fields just won't be used. 708 * these fields just won't be used. Do not set the owner for
709 * earthwalls, though, so they survive restarts.
967 */ 710 */
968 set_owner (tmp, op); 711 if (tmp->type != EARTHWALL) //TODO
712 tmp->set_owner (op);
713
969 set_spell_skill (op, caster, spell_ob, tmp); 714 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; 715 tmp->level = caster_level (caster, spell_ob) / 2;
973 716
974 name = tmp->name; 717 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 718 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 719 {
977 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 720 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
978 return 0; 721 return 0;
979 } 722 }
723
980 /* If this is a spellcasting wall, need to insert the spell object */ 724 /* If this is a spellcasting wall, need to insert the spell object */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 725 if (tmp->other_arch && tmp->other_arch->type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 726 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
983 727
984 /* This code causes the wall to extend some distance in 728 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered. 729 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the 730 * posblocked and negblocked help determine how far the
1002 m = tmp->map; 746 m = tmp->map;
1003 747
1004 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 748 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) 749 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1006 { 750 {
1007 tmp2 = get_object (); 751 object *tmp2 = tmp->clone ();
1008 copy_object (tmp, tmp2); 752 m->insert (tmp2, x, y, op);
1009 tmp2->x = x; 753
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 */ 754 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 756 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 757
1016 } 758 }
1017 else 759 else
1018 posblocked = 1; 760 posblocked = 1;
1019 761
1022 m = tmp->map; 764 m = tmp->map;
1023 765
1024 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 766 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) 767 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 { 768 {
1027 tmp2 = get_object (); 769 object *tmp2 = tmp->clone ();
1028 copy_object (tmp, tmp2); 770 m->insert (tmp2, x, y, op);
1029 tmp2->x = x; 771
1030 tmp2->y = y;
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 772 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 773 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 774 }
1035 else 775 else
1036 negblocked = 1; 776 negblocked = 1;
1037 } 777 }
1038 778
1087 { 827 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 828 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 829 op->contr->count = 0;
1090 return 0; 830 return 0;
1091 } 831 }
832
1092 op->contr->count = 0; 833 op->contr->count = 0;
1093 834
1094 /* Remove code that puts player on random space on maps. IMO, 835 /* 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, 836 * 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 837 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 886 return 0;
1146 } 887 }
1147 } 888 }
1148 889
1149 /* Actually move the player now */ 890 /* Actually move the player now */
1150 op->remove (); 891 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; 892 return 1;
1155 893
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 894 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 895 return 1;
1158} 896}
1171 object *poison; 909 object *poison;
1172 int heal = 0, success = 0; 910 int heal = 0, success = 0;
1173 911
1174 tmp = find_target_for_friendly_spell (op, dir); 912 tmp = find_target_for_friendly_spell (op, dir);
1175 913
1176 if (tmp == NULL) 914 if (!tmp)
1177 return 0; 915 return 0;
1178 916
1179 /* Figure out how many hp this spell might cure. 917 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 918 * could be zero if this spell heals effects, not damage.
1181 */ 919 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 922 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 923
1186 if (heal) 924 if (heal)
1187 { 925 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 926 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 927 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 928 else
1193 { 929 {
1194 /* See how many points we actually heal. Instead of messages 930 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 931 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 932 * on amount of damage healed.
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 934 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 935 heal = tmp->stats.maxhp - tmp->stats.hp;
1200 tmp->stats.hp += heal; 936 tmp->stats.hp += heal;
1201 937
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 938 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 940 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 942 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 944 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 946 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 948
1222 success = 1; 949 success = 1;
1223 } 950 }
1224 } 951 }
952
1225 if (spell->attacktype & AT_DISEASE) 953 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 954 if (cure_disease (tmp, op))
1227 success = 1; 955 success = 1;
1228 956
1229 if (spell->attacktype & AT_POISON) 957 if (spell->attacktype & AT_POISON)
1235 success = 1; 963 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 965 poison->stats.food = 1;
1238 } 966 }
1239 } 967 }
968
1240 if (spell->attacktype & AT_CONFUSION) 969 if (spell->attacktype & AT_CONFUSION)
1241 { 970 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 971 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 972 if (poison)
1244 { 973 {
1245 success = 1; 974 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 975 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 976 poison->duration = 1;
1248 } 977 }
1249 } 978 }
979
1250 if (spell->attacktype & AT_BLIND) 980 if (spell->attacktype & AT_BLIND)
1251 { 981 {
1252 at = archetype::find ("blindness"); 982 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 983 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 984 if (poison)
1256 success = 1; 986 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 987 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 988 poison->stats.food = 1;
1259 } 989 }
1260 } 990 }
991
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 992 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 993 {
1263 tmp->stats.sp += spell->last_sp; 994 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 995 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 996 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 997 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 998 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 999 }
1000
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1001 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 1002 {
1271 tmp->stats.grace += spell->last_grace; 1003 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1004 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1005 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1006 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1007 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1008 }
1009
1277 if (spell->stats.food && tmp->stats.food < 999) 1010 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1011 {
1279 tmp->stats.food += spell->stats.food; 1012 tmp->stats.food += spell->stats.food;
1280 if (tmp->stats.food > 999) 1013 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1014 tmp->stats.food = 999;
1282 success = 1; 1015 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1016 /* 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"); 1017 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1018 }
1019
1286 return success; 1020 return success;
1287} 1021}
1288
1289 1022
1290/* This is used for the spells that gain stats. There are no spells 1023/* 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 1024 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those. 1025 * good comments for those.
1293 */ 1026 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1027static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1028 "You grow no stronger.",
1296 "You grow no more agile.", 1029 "You grow no more agile.",
1297 "You don't feel any healthier.", 1030 "You don't feel any healthier.",
1298 "no wis", 1031 "You didn't grow any more intelligent.",
1032 "You do not feel any wiser.",
1033 "You don't feel any more powerful."
1299 "You are no easier to look at.", 1034 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1035};
1303 1036
1304int 1037int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1038cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1039{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1040 object *force = NULL;
1309 int i; 1041 int i;
1310 1042
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1043 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1044 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1045 ? find_target_for_friendly_spell (op, dir)
1315 } 1046 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1047
1321 if (tmp == NULL) 1048 if (!tmp)
1322 return 0; 1049 return 0;
1323 1050
1324 /* If we've already got a force of this type, don't add a new one. */ 1051 /* 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) 1052 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1053 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1054 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1055 {
1329 if (tmp2->name == spell_ob->name) 1056 if (tmp2->name == spell_ob->name)
1330 { 1057 {
1363 } 1090 }
1364 else 1091 else
1365 { 1092 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1093 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 } 1094 }
1095
1368 return 1; 1096 return 1;
1369 } 1097 }
1098
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1099 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 force->speed = 1.0; 1100 force->speed = 1.0;
1372 force->speed_left = -1.0; 1101 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1102 SET_FLAG (force, FLAG_APPLIED);
1374 1103
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1109 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1381 if (force->resist[i] > 100) 1110 if (force->resist[i] > 100)
1382 force->resist[i] = 100; 1111 force->resist[i] = 100;
1383 } 1112 }
1384 } 1113 }
1114
1385 if (spell_ob->stats.hp) 1115 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1116 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387 1117
1388 if (tmp->type == PLAYER) 1118 if (tmp->type == PLAYER)
1389 { 1119 {
1390 /* Stat adjustment spells */ 1120 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1121 for (i = 0; i < NUM_STATS; i++)
1392 { 1122 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1123 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1124 {
1397 sm = 0; 1125 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1126 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1127 sm += rndm (1, 3);
1400 1128
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1129 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1130 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1131
1404 if (sm < 0) 1132 force->stats.stat (i) = sm;
1405 sm = 0; 1133
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1134 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1135 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1136 }
1411 } 1137 }
1412 } 1138 }
1432 force->stats.ac = spell_ob->stats.ac; 1158 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1159 force->attacktype = spell_ob->attacktype;
1434 1160
1435 insert_ob_in_ob (force, tmp); 1161 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1162 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1163 tmp->update_stats ();
1164
1438 return 1; 1165 return 1;
1439} 1166}
1440 1167
1441/* This used to be part of cast_change_ability, but it really didn't make 1168/* 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 1169 * a lot of sense, since most of the values it derives are from the god
1443 * of the caster. 1170 * of the caster.
1444 */ 1171 */
1445
1446int 1172int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1173cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1174{
1449 int i; 1175 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1176 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1541 force->stats.wc = spell_ob->stats.wc; 1267 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1268 force->stats.ac = spell_ob->stats.ac;
1543 1269
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1270 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1271 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1272 tmp->update_stats ();
1547 return 1; 1273 return 1;
1548} 1274}
1549
1550
1551 1275
1552/* Alchemy code by Mark Wedel 1276/* Alchemy code by Mark Wedel
1553 * 1277 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1278 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1279 * objects to gold nuggets, the value of the gold nuggets being
1565 * For example, if an item is worth 110 gold, you will get 1289 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets. 1290 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1291 *
1568 * There is also a chance (1:30) that you will get nothing at all 1292 * 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 1293 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1294 * alchemised.
1571 */ 1295 */
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 1296static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1298{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1300
1585 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (This should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1302 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1306 * the stuff back to town.
1591 */ 1307 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1308 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1309 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1310 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1311 value /= 3;
1597 else 1312 else
1598 value = (value * 9) / 10; 1313 value = value * 9 / 10;
1599 1314
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1315 if (obj->value > 0 && rndm (0, 29))
1603 { 1316 total_value += value;
1604 int count;
1605 1317
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; 1318 total_weight += obj->total_weight ();
1626 obj->remove (); 1319
1627 obj->destroy (0); 1320 obj->destroy ();
1628} 1321}
1629 1322
1630static void 1323static void
1631update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1324update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1632{ 1325{
1633 object *tmp;
1634 int flag = 0; 1326 int flag = 0;
1635 1327
1636 /* Put any nuggets below the player, but we can only pass this 1328 /* Put any nuggets below the player, but we can only pass this
1637 * flag if we are on the same space as the player 1329 * flag if we are on the same space as the player
1638 */ 1330 */
1639 if (x == op->x && y == op->y && op->map == m) 1331 if (x == op->x && y == op->y && op->map == m)
1640 flag = INS_BELOW_ORIGINATOR; 1332 flag = INS_BELOW_ORIGINATOR;
1641 1333
1642 if (small_nuggets) 1334 if (small_nuggets)
1643 { 1335 {
1644 tmp = get_object (); 1336 object *tmp = small->clone ();
1645 copy_object (small, tmp);
1646 tmp->nrof = small_nuggets; 1337 tmp->nrof = small_nuggets;
1647 tmp->x = x;
1648 tmp->y = y;
1649 insert_ob_in_map (tmp, m, op, flag); 1338 m->insert (tmp, x, y, op, flag);
1650 } 1339 }
1340
1651 if (large_nuggets) 1341 if (large_nuggets)
1652 { 1342 {
1653 tmp = get_object (); 1343 object *tmp = large->clone ();
1654 copy_object (large, tmp);
1655 tmp->nrof = large_nuggets; 1344 tmp->nrof = large_nuggets;
1656 tmp->x = x;
1657 tmp->y = y;
1658 insert_ob_in_map (tmp, m, op, flag); 1345 m->insert (tmp, x, y, op, flag);
1659 } 1346 }
1347
1348 if (object *pl = m->at (x, y).player ())
1349 if (pl->contr->ns)
1350 pl->contr->ns->look_position = 0;
1660} 1351}
1661 1352
1662int 1353int
1663alchemy (object *op, object *caster, object *spell_ob) 1354alchemy (object *op, object *caster, object *spell_ob)
1664{ 1355{
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) 1356 if (op->type != PLAYER)
1671 return 0; 1357 return 0;
1672 1358
1359 object *large = get_archetype ("largenugget");
1360 object *small = get_archetype ("smallnugget");
1361
1673 /* Put a maximum weight of items that can be alchemied. Limits the power 1362 /* 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 1363 * some, and also prevents people from alchemising every table/chair/clock
1675 * in sight 1364 * in sight
1676 */ 1365 */
1677 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1366 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1678 weight_max *= 1000; 1367 int weight_max = duration * 1000;
1679 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1368 uint64 value_max = duration * 1000;
1680 1369
1370 int weight = 0;
1371
1681 for (y = op->y - 1; y <= op->y + 1; y++) 1372 for (int y = op->y - 1; y <= op->y + 1; y++)
1682 { 1373 {
1683 for (x = op->x - 1; x <= op->x + 1; x++) 1374 for (int x = op->x - 1; x <= op->x + 1; x++)
1684 { 1375 {
1376 uint64 value = 0;
1377
1685 nx = x; 1378 sint16 nx = x;
1686 ny = y; 1379 sint16 ny = y;
1687 1380
1688 mp = op->map; 1381 maptile *mp = op->map;
1689 1382
1690 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1383 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1691 1384
1692 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1385 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1693 continue; 1386 continue;
1694 1387
1695 /* Treat alchemy a little differently - most spell effects 1388 /* Treat alchemy a little differently - most spell effects
1697 * ground level effect. 1390 * ground level effect.
1698 */ 1391 */
1699 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1392 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1700 continue; 1393 continue;
1701 1394
1702 small_nuggets = 0; 1395 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 { 1396 {
1707 next = tmp->above; 1397 next = tmp->above;
1398
1708 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1399 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1709 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1400 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1710 { 1401 {
1711
1712 if (tmp->inv) 1402 if (tmp->inv)
1713 { 1403 {
1714 object *next1, *tmp1; 1404 object *next1, *tmp1;
1715 1405
1716 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1406 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1717 { 1407 {
1718 next1 = tmp1->below; 1408 next1 = tmp1->below;
1719 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1409 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1720 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1410 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1721 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1411 alchemy_object (tmp1, value, weight);
1722 } 1412 }
1723 } 1413 }
1414
1724 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1415 alchemy_object (tmp, value, weight);
1725 1416
1726 if (weight > weight_max) 1417 if (weight > weight_max)
1727 { 1418 break;
1728 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1729 large->destroy (0);
1730 small->destroy (0);
1731 return 1;
1732 } 1419 }
1733 } /* is alchemable object */ 1420 }
1734 } /* process all objects on this space */ 1421
1422 value = min (value, value_max);
1423
1424 uint64 count = value / large->value;
1425 int large_nuggets = count;
1426 value -= count * large->value;
1427
1428 count = value / small->value;
1429 int small_nuggets = count;
1735 1430
1736 /* Insert all the nuggets at one time. This probably saves time, but 1431 /* Insert all the nuggets at one time. This probably saves time, but
1737 * it also prevents us from alcheming nuggets that were just created 1432 * it also prevents us from alcheming nuggets that were just created
1738 * with this spell. 1433 * with this spell.
1739 */ 1434 */
1740 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1435 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1436
1437 if (weight > weight_max)
1438 goto bailout;
1741 } 1439 }
1742 } 1440 }
1441
1442bailout:
1743 large->destroy (0); 1443 large->destroy ();
1744 small->destroy (0); 1444 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; 1445 return 1;
1750} 1446}
1751 1447
1752 1448
1753/* This function removes the cursed/damned status on equipped 1449/* This function removes the cursed/damned status on equipped
1762 for (tmp = op->inv; tmp; tmp = tmp->below) 1458 for (tmp = op->inv; tmp; tmp = tmp->below)
1763 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1459 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1764 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1460 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1765 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1461 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1766 { 1462 {
1767
1768 was_one++; 1463 was_one++;
1769 if (tmp->level <= caster_level (caster, spell)) 1464 if (tmp->level <= caster_level (caster, spell))
1770 { 1465 {
1771 success++; 1466 success++;
1772 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1467 if (QUERY_FLAG (spell, FLAG_DAMNED))
1781 } 1476 }
1782 1477
1783 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1784 { 1479 {
1785 if (success) 1480 if (success)
1786 {
1787 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1481 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1788 }
1789 else 1482 else
1790 { 1483 {
1791 if (was_one) 1484 if (was_one)
1792 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1485 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1793 else 1486 else
1794 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1487 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1795 } 1488 }
1796 } 1489 }
1490
1797 return success; 1491 return success;
1798} 1492}
1799 1493
1800/* Identifies objects in the players inventory/on the ground */ 1494/* Identifies objects in the players inventory/on the ground */
1801 1495
1808 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1502 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1809 1503
1810 if (num_ident < 1) 1504 if (num_ident < 1)
1811 num_ident = 1; 1505 num_ident = 1;
1812 1506
1813
1814 for (tmp = op->inv; tmp; tmp = tmp->below) 1507 for (tmp = op->inv; tmp; tmp = tmp->below)
1815 { 1508 {
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1817 { 1510 {
1818 identify (tmp); 1511 identify (tmp);
1512
1819 if (op->type == PLAYER) 1513 if (op->type == PLAYER)
1820 { 1514 {
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1515 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1516
1822 if (tmp->msg) 1517 if (tmp->msg)
1823 { 1518 {
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 } 1521 }
1827 } 1522 }
1523
1828 num_ident--; 1524 num_ident--;
1829 success = 1; 1525 success = 1;
1830 if (!num_ident) 1526 if (!num_ident)
1831 break; 1527 break;
1832 } 1528 }
1833 } 1529 }
1530
1834 /* If all the power of the spell has been used up, don't go and identify 1531 /* 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 1532 * stuff on the floor. Only identify stuff on the floor if the spell
1836 * was not fully used. 1533 * was not fully used.
1837 */ 1534 */
1838 if (num_ident) 1535 if (num_ident)
1839 { 1536 {
1840 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1537 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)) 1538 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1842 { 1539 {
1843
1844 identify (tmp); 1540 identify (tmp);
1541
1845 if (op->type == PLAYER) 1542 if (op->type == PLAYER)
1846 { 1543 {
1847 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1544 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1545
1848 if (tmp->msg) 1546 if (tmp->msg)
1849 { 1547 {
1850 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1851 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1549 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1852 } 1550 }
1551
1853 esrv_send_item (op, tmp); 1552 esrv_send_item (op, tmp);
1854 } 1553 }
1554
1855 num_ident--; 1555 num_ident--;
1856 success = 1; 1556 success = 1;
1857 if (!num_ident) 1557 if (!num_ident)
1858 break; 1558 break;
1859 } 1559 }
1860 } 1560 }
1561
1861 if (!success) 1562 if (!success)
1862 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1563 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1863 else 1564 else
1864 {
1865 spell_effect (spell, op->x, op->y, op->map, op); 1565 spell_effect (spell, op->x, op->y, op->map, op);
1866 } 1566
1867 return success; 1567 return success;
1868} 1568}
1869
1870 1569
1871int 1570int
1872cast_detection (object *op, object *caster, object *spell, object *skill) 1571cast_detection (object *op, object *caster, object *spell, object *skill)
1873{ 1572{
1874 object *tmp, *last, *god, *detect; 1573 object *tmp, *last, *god, *detect;
1887 skill = caster; 1586 skill = caster;
1888 1587
1889 for (x = op->x - range; x <= op->x + range; x++) 1588 for (x = op->x - range; x <= op->x + range; x++)
1890 for (y = op->y - range; y <= op->y + range; y++) 1589 for (y = op->y - range; y <= op->y + range; y++)
1891 { 1590 {
1892
1893 m = op->map; 1591 m = op->map;
1894 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1895 if (mflags & P_OUT_OF_MAP) 1593 if (mflags & P_OUT_OF_MAP)
1896 continue; 1594 continue;
1897 1595
1899 * floor. But this is not true for show invisible. 1597 * floor. But this is not true for show invisible.
1900 * Basically, we just go and find the top object and work 1598 * Basically, we just go and find the top object and work
1901 * down - that is easier than working up. 1599 * down - that is easier than working up.
1902 */ 1600 */
1903 1601
1904 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1602 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1905 last = tmp; 1603 last = tmp;
1604
1906 /* Shouldn't happen, but if there are no objects on a space, this 1605 /* Shouldn't happen, but if there are no objects on a space, this
1907 * would happen. 1606 * would happen.
1908 */ 1607 */
1909 if (!last) 1608 if (!last)
1910 continue; 1609 continue;
1912 done_one = 0; 1611 done_one = 0;
1913 floor = 0; 1612 floor = 0;
1914 detect = NULL; 1613 detect = NULL;
1915 for (tmp = last; tmp; tmp = tmp->below) 1614 for (tmp = last; tmp; tmp = tmp->below)
1916 { 1615 {
1917
1918 /* show invisible */ 1616 /* show invisible */
1919 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1617 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1920 /* Might there be other objects that we can make visibile? */ 1618 /* Might there be other objects that we can make visible? */
1921 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1619 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1922 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1620 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1923 tmp->type == CF_HANDLE || 1621 tmp->type == CF_HANDLE ||
1924 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1622 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1925 tmp->type == BUTTON || tmp->type == TELEPORTER || 1623 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1932 { 1630 {
1933 tmp->invisible = 0; 1631 tmp->invisible = 0;
1934 done_one = 1; 1632 done_one = 1;
1935 } 1633 }
1936 } 1634 }
1635
1937 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1636 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1938 floor = 1; 1637 floor = 1;
1939 1638
1940 /* All detections below this point don't descend beneath the floor, 1639 /* 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 1640 * so just continue on. We could be clever and look at the type of
1994 */ 1693 */
1995 if (done_one) 1694 if (done_one)
1996 { 1695 {
1997 object *detect_ob = arch_to_object (spell->other_arch); 1696 object *detect_ob = arch_to_object (spell->other_arch);
1998 1697
1999 detect_ob->x = nx;
2000 detect_ob->y = ny;
2001 /* if this is set, we want to copy the face */ 1698 /* if this is set, we want to copy the face */
2002 if (done_one == 2 && detect) 1699 if (done_one == 2 && detect)
2003 { 1700 {
2004 detect_ob->face = detect->face; 1701 detect_ob->face = detect->face;
2005 detect_ob->animation_id = detect->animation_id; 1702 detect_ob->animation_id = detect->animation_id;
2007 detect_ob->last_anim = 0; 1704 detect_ob->last_anim = 0;
2008 /* by default, the detect_ob is already animated */ 1705 /* by default, the detect_ob is already animated */
2009 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1706 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2010 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1707 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2011 } 1708 }
1709
2012 insert_ob_in_map (detect_ob, m, op, 0); 1710 m->insert (detect_ob, nx, ny, op);
2013 } 1711 }
2014 } /* for processing the surrounding spaces */ 1712 } /* for processing the surrounding spaces */
2015 1713
2016 1714
2017 /* Now process objects in the players inventory if detect curse or magic */ 1715 /* Now process objects in the players inventory if detect curse or magic */
2066 1764
2067 /* Explodes a fireball centered at player */ 1765 /* Explodes a fireball centered at player */
2068 tmp = get_archetype (EXPLODING_FIREBALL); 1766 tmp = get_archetype (EXPLODING_FIREBALL);
2069 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1767 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; 1768 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2071 tmp->x = victim->x; 1769
2072 tmp->y = victim->y; 1770 tmp->insert_at (victim);
2073 insert_ob_in_map (tmp, victim->map, NULL, 0);
2074 victim->stats.sp = 2 * victim->stats.maxsp; 1771 victim->stats.sp = 2 * victim->stats.maxsp;
2075 } 1772 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1773 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."); 1774 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) 1775 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2081 {
2082 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1776 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2085 { 1778 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1779 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2087 confuse_player (victim, victim, 99); 1780 confuse_player (victim, victim, 99);
2088 } 1781 }
2089 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1782 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2090 {
2091 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1783 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2092 }
2093} 1784}
2094 1785
2095/* cast_transfer 1786/* cast_transfer
2096 * This spell transfers sp from the player to another person. 1787 * This spell transfers sp from the player to another person.
2097 * We let the target go above their normal maximum SP. 1788 * We let the target go above their normal maximum SP.
2111 1802
2112 mflags = get_map_flags (m, &m, x, y, &x, &y); 1803 mflags = get_map_flags (m, &m, x, y, &x, &y);
2113 1804
2114 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1805 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2115 { 1806 {
2116 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1807 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2117 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1808 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2118 break; 1809 break;
2119 } 1810 }
2120 1811
2121 1812
2122 /* If we did not find a player in the specified direction, transfer 1813 /* 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. 1814 * to anyone on top of us. This is used for the rune of transference mostly.
2124 */ 1815 */
2125 if (plyr == NULL) 1816 if (plyr == NULL)
2126 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1817 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)) 1818 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2128 break; 1819 break;
2129 1820
2130 if (!plyr) 1821 if (!plyr)
2131 { 1822 {
2186 m = op->map; 1877 m = op->map;
2187 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1878 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2188 if (mflags & P_OUT_OF_MAP) 1879 if (mflags & P_OUT_OF_MAP)
2189 return; 1880 return;
2190 1881
2191 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1882 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2192 { 1883 {
2193 next = tmp->above; 1884 next = tmp->above;
2194 1885
2195 /* Need to look at the head object - otherwise, if tmp 1886 /* Need to look at the head object - otherwise, if tmp
2196 * points to a monster, we don't have all the necessary 1887 * points to a monster, we don't have all the necessary
2208 /* Basically, if the object is magical and not counterspell, 1899 /* Basically, if the object is magical and not counterspell,
2209 * we will more or less remove the object. Don't counterspell 1900 * we will more or less remove the object. Don't counterspell
2210 * monsters either. 1901 * monsters either.
2211 */ 1902 */
2212 1903
2213 if (head->attacktype & AT_MAGIC && 1904 if (head->attacktype & AT_MAGIC
2214 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1905 && !(head->attacktype & AT_COUNTERSPELL)
2215 { 1906 && !QUERY_FLAG (head, FLAG_MONSTER)
2216 head->remove (); 1907 && (op->level > head->level))
2217 head->destroy (0); 1908 head->destroy ();
2218 }
2219 else 1909 else
2220 switch (head->type) 1910 switch (head->type)
2221 { 1911 {
2222 case SPELL_EFFECT: 1912 case SPELL_EFFECT:
1913 // XXX: Don't affect floor spelleffects. See also XXX comment
1914 // about sanctuary in spell_util.C
1915 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1916 continue;
1917
2223 if (op->level > head->level) 1918 if (op->level > head->level)
2224 {
2225 head->remove ();
2226 head->destroy (0); 1919 head->destroy ();
2227 } 1920
2228 break; 1921 break;
2229 1922
2230 /* I really don't get this rune code that much - that 1923 /* I really don't get this rune code that much - that
2231 * random chance seems really low. 1924 * random chance seems really low.
2232 */ 1925 */
2233 case RUNE: 1926 case RUNE:
2234 if (rndm (0, 149) == 0) 1927 if (rndm (0, 149) == 0)
2235 { 1928 {
2236 head->stats.hp--; /* weaken the rune */ 1929 head->stats.hp--; /* weaken the rune */
2237 if (!head->stats.hp) 1930 if (!head->stats.hp)
2238 {
2239 head->remove ();
2240 head->destroy (0); 1931 head->destroy ();
2241 }
2242 } 1932 }
2243 break; 1933 break;
2244 } 1934 }
2245 } 1935 }
2246} 1936}
2299 * This code was very odd - code early on would only let players use the spell, 1989 * 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 1990 * 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 1991 * that only let players use it was correct, and removed all the other
2302 * player checks. MSW 2003-01-06 1992 * player checks. MSW 2003-01-06
2303 */ 1993 */
2304
2305int 1994int
2306animate_weapon (object *op, object *caster, object *spell, int dir) 1995animate_weapon (object *op, object *caster, object *spell, int dir)
2307{ 1996{
2308 object *weapon, *tmp; 1997 object *weapon, *tmp;
2309 char buf[MAX_BUF]; 1998 char buf[MAX_BUF];
2321 /* exit if it's not a player using this spell. */ 2010 /* exit if it's not a player using this spell. */
2322 if (op->type != PLAYER) 2011 if (op->type != PLAYER)
2323 return 0; 2012 return 0;
2324 2013
2325 /* if player already has a golem, abort */ 2014 /* if player already has a golem, abort */
2326 if (op->contr->ranges[range_golem]) 2015 if (object *golem = op->contr->golem)
2327 { 2016 {
2328 control_golem (op->contr->ranges[range_golem], dir); 2017 control_golem (golem, dir);
2329 return 0; 2018 return 0;
2330 } 2019 }
2331 2020
2332 /* if no direction specified, pick one */ 2021 /* if no direction specified, pick one */
2333 if (!dir) 2022 if (!dir)
2337 x = op->x + freearr_x[dir]; 2026 x = op->x + freearr_x[dir];
2338 y = op->y + freearr_y[dir]; 2027 y = op->y + freearr_y[dir];
2339 2028
2340 /* if there's no place to put the golem, abort */ 2029 /* if there's no place to put the golem, abort */
2341 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2030 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2342 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2031 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2343 { 2032 {
2344 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2033 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2345 return 0; 2034 return 0;
2346 } 2035 }
2347 2036
2351 if (!weapon) 2040 if (!weapon)
2352 { 2041 {
2353 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2042 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2354 return 0; 2043 return 0;
2355 } 2044 }
2356 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2045 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2357 { 2046 {
2358 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2047 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2359 return 0; 2048 return 0;
2360 } 2049 }
2361 if (weapon->type != WEAPON) 2050 if (weapon->type != WEAPON)
2379 /* create the golem object */ 2068 /* create the golem object */
2380 tmp = arch_to_object (spell->other_arch); 2069 tmp = arch_to_object (spell->other_arch);
2381 2070
2382 /* if animated by a player, give the player control of the golem */ 2071 /* if animated by a player, give the player control of the golem */
2383 CLEAR_FLAG (tmp, FLAG_MONSTER); 2072 CLEAR_FLAG (tmp, FLAG_MONSTER);
2384 SET_FLAG (tmp, FLAG_FRIENDLY);
2385 tmp->stats.exp = 0; 2073 tmp->stats.exp = 0;
2386 add_friendly_object (tmp); 2074 add_friendly_object (tmp);
2387 tmp->type = GOLEM; 2075 tmp->type = GOLEM;
2388 set_owner (tmp, op); 2076 tmp->set_owner (op);
2077 op->contr->golem = tmp;
2389 set_spell_skill (op, caster, spell, tmp); 2078 set_spell_skill (op, caster, spell, tmp);
2390 op->contr->ranges[range_golem] = tmp;
2391 op->contr->shoottype = range_golem;
2392 2079
2393 /* Give the weapon to the golem now. A bit of a hack to check the 2080 /* 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 2081 * removed flag - it should only be set if get_split_object was
2395 * used above. 2082 * used above.
2396 */ 2083 */
2397 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2398 weapon->remove (); 2085 weapon->remove ();
2086
2399 insert_ob_in_ob (weapon, tmp); 2087 insert_ob_in_ob (weapon, tmp);
2400 esrv_send_item (op, weapon); 2088 esrv_send_item (op, weapon);
2401 /* To do everything necessary to let a golem use the weapon is a pain, 2089 /* 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 2090 * so instead, just set it as equipped (otherwise, we need to update
2403 * body_info, skills, etc) 2091 * body_info, skills, etc)
2404 */ 2092 */
2405 SET_FLAG (tmp, FLAG_USE_WEAPON); 2093 SET_FLAG (tmp, FLAG_USE_WEAPON);
2406 SET_FLAG (weapon, FLAG_APPLIED); 2094 SET_FLAG (weapon, FLAG_APPLIED);
2407 fix_player (tmp); 2095 tmp->update_stats ();
2408 2096
2409 /* There used to be 'odd' code that basically seemed to take the absolute 2097 /* 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 - 2098 * 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. 2099 * if you're using a crappy weapon, it shouldn't be as good.
2412 */ 2100 */
2464 if (a > 14) 2152 if (a > 14)
2465 a = 14; 2153 a = 14;
2466 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2154 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2467 2155
2468 /* Determine golem's speed */ 2156 /* Determine golem's speed */
2469 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2157 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 2158
2474 if (!spell->race) 2159 if (!spell->race)
2475 { 2160 {
2476 sprintf (buf, "animated %s", &weapon->name); 2161 sprintf (buf, "animated %s", &weapon->name);
2477 tmp->name = buf; 2162 tmp->name = buf;
2479 tmp->face = weapon->face; 2164 tmp->face = weapon->face;
2480 tmp->animation_id = weapon->animation_id; 2165 tmp->animation_id = weapon->animation_id;
2481 tmp->anim_speed = weapon->anim_speed; 2166 tmp->anim_speed = weapon->anim_speed;
2482 tmp->last_anim = weapon->last_anim; 2167 tmp->last_anim = weapon->last_anim;
2483 tmp->state = weapon->state; 2168 tmp->state = weapon->state;
2484 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2169 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 } 2170 }
2494 2171
2495 /* make experience increase in proportion to the strength of the summoned creature. */ 2172 /* 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)); 2173 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2497 2174
2498 tmp->speed_left = -1; 2175 tmp->speed_left = -1;
2499 tmp->x = x;
2500 tmp->y = y;
2501 tmp->direction = dir; 2176 tmp->direction = dir;
2502 insert_ob_in_map (tmp, m, op, 0); 2177
2178 m->insert (tmp, x, y, op);
2503 return 1; 2179 return 1;
2504} 2180}
2505 2181
2506/* cast_daylight() - changes the map darkness level *lower* */ 2182/* cast_daylight() - changes the map darkness level *lower* */
2507 2183
2515 int success; 2191 int success;
2516 2192
2517 if (!op->map) 2193 if (!op->map)
2518 return 0; /* shouldnt happen */ 2194 return 0; /* shouldnt happen */
2519 2195
2520 success = change_map_light (op->map, spell->stats.dam); 2196 success = op->map->change_map_light (spell->stats.dam);
2197
2521 if (!success) 2198 if (!success)
2522 { 2199 {
2523 if (spell->stats.dam < 0) 2200 if (spell->stats.dam < 0)
2524 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2525 else 2202 else
2550 2227
2551 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2228 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2552 2229
2553 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2230 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2554 2231
2555 set_owner (new_aura, op); 2232 new_aura->set_owner (op);
2556 set_spell_skill (op, caster, spell, new_aura); 2233 set_spell_skill (op, caster, spell, new_aura);
2557 new_aura->attacktype = spell->attacktype; 2234 new_aura->attacktype = spell->attacktype;
2558 2235
2559 new_aura->level = caster_level (caster, spell); 2236 new_aura->level = caster_level (caster, spell);
2560 if (refresh) 2237 if (refresh)
2591 aura->remove (); 2268 aura->remove ();
2592 2269
2593 /* exit if we're out of gas */ 2270 /* exit if we're out of gas */
2594 if (aura->duration-- < 0) 2271 if (aura->duration-- < 0)
2595 { 2272 {
2596 aura->destroy (0); 2273 aura->destroy ();
2597 return; 2274 return;
2598 } 2275 }
2599 2276
2600 /* auras only exist in inventories */ 2277 /* auras only exist in inventories */
2601 if (env == NULL || env->map == NULL) 2278 if (env == NULL || env->map == NULL)
2602 { 2279 {
2603 aura->destroy (0); 2280 aura->destroy ();
2604 return; 2281 return;
2605 } 2282 }
2606 aura->x = env->x;
2607 aura->y = env->y;
2608 2283
2609 /* we need to jump out of the inventory for a bit 2284 /* we need to jump out of the inventory for a bit
2610 * in order to hit the map conveniently. 2285 * in order to hit the map conveniently.
2611 */ 2286 */
2612 insert_ob_in_map (aura, env->map, aura, 0); 2287 aura->insert_at (env, aura);
2613 2288
2614 for (i = 1; i < 9; i++) 2289 for (i = 1; i < 9; i++)
2615 { 2290 {
2616 sint16 nx, ny; 2291 sint16 nx, ny;
2617 2292
2626 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2301 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2627 { 2302 {
2628 hit_map (aura, i, aura->attacktype, 0); 2303 hit_map (aura, i, aura->attacktype, 0);
2629 2304
2630 if (aura->other_arch) 2305 if (aura->other_arch)
2631 { 2306 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 } 2307 }
2639 }
2640 } 2308 }
2309
2641 /* put the aura back in the player's inventory */ 2310 /* put the aura back in the player's inventory */
2642 aura->remove (); 2311 aura->remove ();
2643 insert_ob_in_ob (aura, env); 2312 insert_ob_in_ob (aura, env);
2644} 2313}
2645 2314
2650void 2319void
2651move_peacemaker (object *op) 2320move_peacemaker (object *op)
2652{ 2321{
2653 object *tmp; 2322 object *tmp;
2654 2323
2655 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2324 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2656 { 2325 {
2657 int atk_lev, def_lev; 2326 int atk_lev, def_lev;
2658 object *victim = tmp; 2327 object *victim = tmp;
2659 2328
2660 if (tmp->head) 2329 if (tmp->head)
2671 2340
2672 if (rndm (0, atk_lev - 1) > def_lev) 2341 if (rndm (0, atk_lev - 1) > def_lev)
2673 { 2342 {
2674 /* make this sucker peaceful. */ 2343 /* make this sucker peaceful. */
2675 2344
2676 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2345 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2677 victim->stats.exp = 0; 2346 victim->stats.exp = 0;
2678#if 0 2347#if 0
2679 /* No idea why these were all set to zero - if something 2348 /* No idea why these were all set to zero - if something
2680 * makes this creature agressive, he should still do damage. 2349 * makes this creature agressive, he should still do damage.
2681 */ 2350 */
2726 2395
2727 snprintf (rune, sizeof (rune), "%s\n", msg); 2396 snprintf (rune, sizeof (rune), "%s\n", msg);
2728 2397
2729 tmp->race = op->name; /*Save the owner of the rune */ 2398 tmp->race = op->name; /*Save the owner of the rune */
2730 tmp->msg = rune; 2399 tmp->msg = rune;
2731 tmp->x = op->x; 2400
2732 tmp->y = op->y; 2401 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2733 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2734 return 1; 2402 return 1;
2735} 2403}

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