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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 1.65 by root, Wed Aug 1 00:26:04 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License 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
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
37void 35void
38cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
39{ 37{
40 if (!tmp) 38 if (!tmp)
41 return; /* error */ 39 return; /* error */
40
42 tmp->level = op->level; 41 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
47 44
48 /* Put a cap on duration for this - if the player fails in their 45 /* 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 46 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
52 */ 49 */
53 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
54 tmp->duration = 40; 51 tmp->duration = 40;
52
55 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 55
56 tmp->insert_at (op, op);
59} 57}
60
61 58
62int 59int
63recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
64{ 61{
65 object *wand, *tmp; 62 object *wand, *tmp;
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
79 wand->remove ();
80 wand->destroy (0); 76 wand->destroy ();
81 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79
83 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
82
85 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
84
86 if (tmp->stats.hp < 2) 85 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2; 86 tmp->stats.hp = 2;
88 tmp->x = op->x; 87
89 tmp->y = op->y; 88 tmp->insert_at (op);
90 insert_ob_in_map (tmp, op->map, NULL, 0);
91 return 1; 89 return 1;
92 } 90 }
93 91
94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93
95 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
97 else 96 else
98 { 97 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
100 return 0; 99 return 0;
101 } 100 }
101
102 if (!ncharges) 102 if (!ncharges)
103 ncharges = 1; 103 ncharges = 1;
104 104
105 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107
107 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
108 { 109 {
109 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
110 wand->speed = wand->arch->clone.speed; 111 wand->set_speed (wand->arch->speed);
111 update_ob_speed (wand);
112 } 112 }
113
113 return 1; 114 return 1;
114} 115}
115 116
116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 117/* 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 118 * based on whether a crossbow or bow is equiped. If neither, it defaults to
121 * great a plus, the default is used. 122 * great a plus, the default is used.
122 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
123 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
125 */ 126 */
126
127int 127int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
129{ 129{
130 int missile_plus = 0, bonus_plus = 0; 130 int missile_plus = 0, bonus_plus = 0;
131 const char *missile_name; 131 const char *missile_name;
152 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 153 if (isalpha (*stringarg))
154 { 154 {
155 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
156 156
157 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, stringarg))
159 break; 159 break;
160 160
161 if (!al) 161 if (!al)
162 { 162 {
163 missile->destroy (0); 163 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
165 return 0; 165 return 0;
166 } 166 }
167 167
168 if (al->item->slaying) 168 if (al->item->slaying)
169 { 169 {
170 missile->destroy (0); 170 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
172 return 0; 172 return 0;
173 } 173 }
174 174
175 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
222 if (stringarg) 222 if (stringarg)
223 { 223 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, stringarg);
225 if (at == NULL) 225 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, stringarg);
227 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 228 stringarg = NULL;
229 } 229 }
230 230
231 if (!stringarg) 231 if (!stringarg)
232 { 232 {
238 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
239 * to be altered from the donor. 239 * to be altered from the donor.
240 */ 240 */
241 241
242 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
243 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
244 { 244 {
245 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 { 246 {
247 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
248 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
249 * the item we have now, take it instead. 249 * the item we have now, take it instead.
250 */ 250 */
251 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 251 if (at_tmp->stats.food <= food_value
252 && (!at
253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
252 at = at_tmp; 256 at = at_tmp;
253 } 257 }
254 } 258 }
255 } 259 }
260
256 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
257 * know 262 * know
258 */ 263 */
259 if (!at) 264 if (!at)
260 { 265 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
262 return 0; 267 return 0;
263 } 268 }
264 269
265 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 271 new_op = arch_to_object (at);
267 new_op->nrof = food_value; 272 new_op->nrof = food_value;
268 273
269 new_op->value = 0; 274 new_op->value = 0;
270 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
285 if (!dir) 290 if (!dir)
286 { 291 {
287 examine_monster (op, op); 292 examine_monster (op, op);
288 return 1; 293 return 1;
289 } 294 }
295
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
292 { 298 {
293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 299 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
294 300
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;
314 examine_monster (op, tmp); 320 examine_monster (op, tmp);
315 return 1; 321 return 1;
316 } 322 }
317 } 323 }
318 } 324 }
325
319 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
320 return 1; 327 return 1;
321} 328}
322
323 329
324/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
325 * does race check, undead check, etc 331 * does race check, undead check, etc
326 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
327 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
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{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 574 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 575 archetype *at = archetype::find (ARCH_DEPLETION);
569 object *tmp;
570 int i;
571 576
577 dynbuf_text buf;
578
579 if (player *pl = op->contr)
580 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
582
572 tmp = find_god (determine_god (op)); 583 if (object *god = find_god (determine_god (op)))
573 if (tmp) 584 buf << "You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 585 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 586 buf << "You worship no god.\n";
577 587
578 tmp = present_arch_in_ob (at, op); 588 object *tmp = present_arch_in_ob (at, op);
579 589
580 if (*cp == '\0' && tmp == NULL) 590 if (*cp == '\0' && tmp == NULL)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 591 buf << "You feel very mundane. ";
582 else 592 else
583 { 593 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 594 buf << "You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 595
586 if (tmp != NULL) 596 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 597 for (int i = 0; i < NUM_STATS; i++)
589 { 598 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
591 {
592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
593 }
594 }
595 }
596 } 600 }
597 601
598 if (is_dragon_pl (op)) 602 if (is_dragon_pl (op))
599 {
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; 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 buf << "Your metabolism isn't focused on anything.\n";
608 }
609 else 610 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 } 612
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 613 break;
615 } 614 }
616 } 615 }
617 } 616
617 buf << '\0'; // zero-terminate
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620
618 return 1; 621 return 1;
619} 622}
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
879 623
880/* This creates magic walls. Really, it can create most any object, 624/* This creates magic walls. Really, it can create most any object,
881 * within some reason. 625 * within some reason.
882 */ 626 */
883
884int 627int
885magic_wall (object *op, object *caster, int dir, object *spell_ob) 628magic_wall (object *op, object *caster, int dir, object *spell_ob)
886{ 629{
887 object *tmp, *tmp2; 630 object *tmp;
888 int i, posblocked, negblocked, maxrange; 631 int i, posblocked, negblocked, maxrange;
889 sint16 x, y; 632 sint16 x, y;
890 maptile *m; 633 maptile *m;
891 const char *name; 634 const char *name;
892 archetype *at; 635 archetype *at;
900 else 643 else
901 { 644 {
902 x = op->x + freearr_x[dir]; 645 x = op->x + freearr_x[dir];
903 y = op->y + freearr_y[dir]; 646 y = op->y + freearr_y[dir];
904 } 647 }
648
905 m = op->map; 649 m = op->map;
906 650
907 if ((spell_ob->move_block || x != op->x || y != op->y) && 651 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) || 652 (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))) 653 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
910 { 654 {
911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 655 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
912 return 0; 656 return 0;
913 } 657 }
658
914 if (spell_ob->other_arch) 659 if (spell_ob->other_arch)
915 {
916 tmp = arch_to_object (spell_ob->other_arch); 660 tmp = arch_to_object (spell_ob->other_arch);
917 }
918 else if (spell_ob->race) 661 else if (spell_ob->race)
919 { 662 {
920 char buf1[MAX_BUF]; 663 char buf1[MAX_BUF];
921 664
922 sprintf (buf1, spell_ob->race, dir); 665 sprintf (buf1, spell_ob->race, dir);
925 { 668 {
926 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 669 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
927 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 670 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
928 return 0; 671 return 0;
929 } 672 }
673
930 tmp = arch_to_object (at); 674 tmp = arch_to_object (at);
931 } 675 }
932 else 676 else
933 { 677 {
934 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 678 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
944 } 688 }
945 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 689 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
946 { 690 {
947 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 691 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
948 tmp->stats.maxhp = tmp->stats.hp; 692 tmp->stats.maxhp = tmp->stats.hp;
949 set_owner (tmp, op);
950 set_spell_skill (op, caster, spell_ob, tmp);
951 } 693 }
694
952 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 695 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
953 { 696 {
954 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 697 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
955 SET_FLAG (tmp, FLAG_IS_USED_UP); 698 SET_FLAG (tmp, FLAG_IS_USED_UP);
956 } 699 }
700
957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 701 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
958 { 702 {
959 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 703 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
960 tmp->stats.maxhp = tmp->stats.hp; 704 tmp->stats.maxhp = tmp->stats.hp;
961 SET_FLAG (tmp, FLAG_TEAR_DOWN); 705 SET_FLAG (tmp, FLAG_TEAR_DOWN);
962 SET_FLAG (tmp, FLAG_ALIVE); 706 SET_FLAG (tmp, FLAG_ALIVE);
963 } 707 }
964 708
965 /* This can't really hurt - if the object doesn't kill anything, 709 /* This can't really hurt - if the object doesn't kill anything,
966 * these fields just won't be used. 710 * these fields just won't be used. Do not set the owner for
711 * earthwalls, though, so they survive restarts.
967 */ 712 */
968 set_owner (tmp, op); 713 if (tmp->type != EARTHWALL) //TODO
714 tmp->set_owner (op);
715
969 set_spell_skill (op, caster, spell_ob, tmp); 716 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; 717 tmp->level = caster_level (caster, spell_ob) / 2;
973 718
974 name = tmp->name; 719 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 720 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 721 {
977 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 722 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
978 return 0; 723 return 0;
979 } 724 }
725
980 /* If this is a spellcasting wall, need to insert the spell object */ 726 /* If this is a spellcasting wall, need to insert the spell object */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 727 if (tmp->other_arch && tmp->other_arch->type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
983 729
984 /* This code causes the wall to extend some distance in 730 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered. 731 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the 732 * posblocked and negblocked help determine how far the
1002 m = tmp->map; 748 m = tmp->map;
1003 749
1004 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 750 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) 751 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1006 { 752 {
1007 tmp2 = get_object (); 753 object *tmp2 = tmp->clone ();
1008 copy_object (tmp, tmp2); 754 m->insert (tmp2, x, y, op);
1009 tmp2->x = x; 755
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 */ 756 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 758 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 759
1016 } 760 }
1017 else 761 else
1018 posblocked = 1; 762 posblocked = 1;
1019 763
1022 m = tmp->map; 766 m = tmp->map;
1023 767
1024 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 768 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) 769 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 { 770 {
1027 tmp2 = get_object (); 771 object *tmp2 = tmp->clone ();
1028 copy_object (tmp, tmp2); 772 m->insert (tmp2, x, y, op);
1029 tmp2->x = x; 773
1030 tmp2->y = y;
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 774 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 775 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 776 }
1035 else 777 else
1036 negblocked = 1; 778 negblocked = 1;
1037 } 779 }
1038 780
1087 { 829 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 830 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 831 op->contr->count = 0;
1090 return 0; 832 return 0;
1091 } 833 }
834
1092 op->contr->count = 0; 835 op->contr->count = 0;
1093 836
1094 /* Remove code that puts player on random space on maps. IMO, 837 /* 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, 838 * 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 839 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 888 return 0;
1146 } 889 }
1147 } 890 }
1148 891
1149 /* Actually move the player now */ 892 /* Actually move the player now */
1150 op->remove (); 893 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; 894 return 1;
1155 895
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 896 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 897 return 1;
1158} 898}
1171 object *poison; 911 object *poison;
1172 int heal = 0, success = 0; 912 int heal = 0, success = 0;
1173 913
1174 tmp = find_target_for_friendly_spell (op, dir); 914 tmp = find_target_for_friendly_spell (op, dir);
1175 915
1176 if (tmp == NULL) 916 if (!tmp)
1177 return 0; 917 return 0;
1178 918
1179 /* Figure out how many hp this spell might cure. 919 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 920 * could be zero if this spell heals effects, not damage.
1181 */ 921 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 924 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 925
1186 if (heal) 926 if (heal)
1187 { 927 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 928 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 929 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 930 else
1193 { 931 {
1194 /* See how many points we actually heal. Instead of messages 932 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 933 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 934 * on amount of damage healed.
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 936 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 937 heal = tmp->stats.maxhp - tmp->stats.hp;
1200 tmp->stats.hp += heal; 938 tmp->stats.hp += heal;
1201 939
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 940 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 942 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 944 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 946 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 948 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 949 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 950
1222 success = 1; 951 success = 1;
1223 } 952 }
1224 } 953 }
954
1225 if (spell->attacktype & AT_DISEASE) 955 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 956 if (cure_disease (tmp, op))
1227 success = 1; 957 success = 1;
1228 958
1229 if (spell->attacktype & AT_POISON) 959 if (spell->attacktype & AT_POISON)
1235 success = 1; 965 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 967 poison->stats.food = 1;
1238 } 968 }
1239 } 969 }
970
1240 if (spell->attacktype & AT_CONFUSION) 971 if (spell->attacktype & AT_CONFUSION)
1241 { 972 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 973 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 974 if (poison)
1244 { 975 {
1245 success = 1; 976 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 978 poison->duration = 1;
1248 } 979 }
1249 } 980 }
981
1250 if (spell->attacktype & AT_BLIND) 982 if (spell->attacktype & AT_BLIND)
1251 { 983 {
1252 at = archetype::find ("blindness"); 984 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 985 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 986 if (poison)
1256 success = 1; 988 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 989 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 990 poison->stats.food = 1;
1259 } 991 }
1260 } 992 }
993
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 994 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 995 {
1263 tmp->stats.sp += spell->last_sp; 996 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 997 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 998 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 999 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 1000 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 1001 }
1002
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1003 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 1004 {
1271 tmp->stats.grace += spell->last_grace; 1005 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1006 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1007 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1008 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1009 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1010 }
1011
1277 if (spell->stats.food && tmp->stats.food < 999) 1012 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1013 {
1279 tmp->stats.food += spell->stats.food; 1014 tmp->stats.food += spell->stats.food;
1280 if (tmp->stats.food > 999) 1015 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1016 tmp->stats.food = 999;
1282 success = 1; 1017 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1018 /* 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"); 1019 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1020 }
1021
1286 return success; 1022 return success;
1287} 1023}
1288
1289 1024
1290/* This is used for the spells that gain stats. There are no spells 1025/* 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 1026 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those. 1027 * good comments for those.
1293 */ 1028 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1029static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1030 "You grow no stronger.",
1296 "You grow no more agile.", 1031 "You grow no more agile.",
1297 "You don't feel any healthier.", 1032 "You don't feel any healthier.",
1298 "no wis", 1033 "You didn't grow any more intelligent.",
1034 "You do not feel any wiser.",
1035 "You don't feel any more powerful."
1299 "You are no easier to look at.", 1036 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1037};
1303 1038
1304int 1039int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1040cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1041{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1042 object *force = NULL;
1309 int i; 1043 int i;
1310 1044
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1045 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1046 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1047 ? find_target_for_friendly_spell (op, dir)
1315 } 1048 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1049
1321 if (tmp == NULL) 1050 if (!tmp)
1322 return 0; 1051 return 0;
1323 1052
1324 /* If we've already got a force of this type, don't add a new one. */ 1053 /* 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) 1054 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1055 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1056 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1057 {
1329 if (tmp2->name == spell_ob->name) 1058 if (tmp2->name == spell_ob->name)
1330 { 1059 {
1363 } 1092 }
1364 else 1093 else
1365 { 1094 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1095 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 } 1096 }
1097
1368 return 1; 1098 return 1;
1369 } 1099 }
1100
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1101 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 force->speed = 1.0; 1102 force->speed = 1.0;
1372 force->speed_left = -1.0; 1103 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1104 SET_FLAG (force, FLAG_APPLIED);
1374 1105
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1111 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1381 if (force->resist[i] > 100) 1112 if (force->resist[i] > 100)
1382 force->resist[i] = 100; 1113 force->resist[i] = 100;
1383 } 1114 }
1384 } 1115 }
1116
1385 if (spell_ob->stats.hp) 1117 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1118 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387 1119
1388 if (tmp->type == PLAYER) 1120 if (tmp->type == PLAYER)
1389 { 1121 {
1390 /* Stat adjustment spells */ 1122 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1123 for (i = 0; i < NUM_STATS; i++)
1392 { 1124 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1125 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1126 {
1397 sm = 0; 1127 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1128 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1129 sm += rndm (1, 3);
1400 1130
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1131 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1132 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1133
1404 if (sm < 0) 1134 force->stats.stat (i) = sm;
1405 sm = 0; 1135
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1136 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1137 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1138 }
1411 } 1139 }
1412 } 1140 }
1432 force->stats.ac = spell_ob->stats.ac; 1160 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1161 force->attacktype = spell_ob->attacktype;
1434 1162
1435 insert_ob_in_ob (force, tmp); 1163 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1164 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1165 tmp->update_stats ();
1166
1438 return 1; 1167 return 1;
1439} 1168}
1440 1169
1441/* This used to be part of cast_change_ability, but it really didn't make 1170/* 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 1171 * a lot of sense, since most of the values it derives are from the god
1443 * of the caster. 1172 * of the caster.
1444 */ 1173 */
1445
1446int 1174int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1175cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1176{
1449 int i; 1177 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1541 force->stats.wc = spell_ob->stats.wc; 1269 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1270 force->stats.ac = spell_ob->stats.ac;
1543 1271
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1272 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1273 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1274 tmp->update_stats ();
1547 return 1; 1275 return 1;
1548} 1276}
1549
1550
1551 1277
1552/* Alchemy code by Mark Wedel 1278/* Alchemy code by Mark Wedel
1553 * 1279 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1280 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1281 * objects to gold nuggets, the value of the gold nuggets being
1565 * For example, if an item is worth 110 gold, you will get 1291 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets. 1292 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1293 *
1568 * There is also a chance (1:30) that you will get nothing at all 1294 * 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 1295 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1296 * alchemised.
1571 */ 1297 */
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 1298static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1299alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1300{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1301 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1302
1585 /* Give third price when we alchemy money (This should hopefully 1303 /* Give third price when we alchemy money (This should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1304 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1305 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1306 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1307 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1308 * the stuff back to town.
1591 */ 1309 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1310 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1311 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1312 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1313 value /= 3;
1597 else 1314 else
1598 value = (value * 9) / 10; 1315 value = value * 9 / 10;
1599 1316
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1317 if (obj->value > 0 && rndm (0, 29))
1603 { 1318 total_value += value;
1604 int count;
1605 1319
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; 1320 total_weight += obj->total_weight ();
1626 obj->remove (); 1321
1627 obj->destroy (0); 1322 obj->destroy ();
1628} 1323}
1629 1324
1630static void 1325static void
1631update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1326update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1632{ 1327{
1633 object *tmp;
1634 int flag = 0; 1328 int flag = 0;
1635 1329
1636 /* Put any nuggets below the player, but we can only pass this 1330 /* Put any nuggets below the player, but we can only pass this
1637 * flag if we are on the same space as the player 1331 * flag if we are on the same space as the player
1638 */ 1332 */
1639 if (x == op->x && y == op->y && op->map == m) 1333 if (x == op->x && y == op->y && op->map == m)
1640 flag = INS_BELOW_ORIGINATOR; 1334 flag = INS_BELOW_ORIGINATOR;
1641 1335
1642 if (small_nuggets) 1336 if (small_nuggets)
1643 { 1337 {
1644 tmp = get_object (); 1338 object *tmp = small->clone ();
1645 copy_object (small, tmp);
1646 tmp->nrof = small_nuggets; 1339 tmp->nrof = small_nuggets;
1647 tmp->x = x;
1648 tmp->y = y;
1649 insert_ob_in_map (tmp, m, op, flag); 1340 m->insert (tmp, x, y, op, flag);
1650 } 1341 }
1342
1651 if (large_nuggets) 1343 if (large_nuggets)
1652 { 1344 {
1653 tmp = get_object (); 1345 object *tmp = large->clone ();
1654 copy_object (large, tmp);
1655 tmp->nrof = large_nuggets; 1346 tmp->nrof = large_nuggets;
1656 tmp->x = x;
1657 tmp->y = y;
1658 insert_ob_in_map (tmp, m, op, flag); 1347 m->insert (tmp, x, y, op, flag);
1659 } 1348 }
1349
1350 if (object *pl = m->at (x, y).player ())
1351 if (pl->contr->ns)
1352 pl->contr->ns->look_position = 0;
1660} 1353}
1661 1354
1662int 1355int
1663alchemy (object *op, object *caster, object *spell_ob) 1356alchemy (object *op, object *caster, object *spell_ob)
1664{ 1357{
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) 1358 if (op->type != PLAYER)
1671 return 0; 1359 return 0;
1672 1360
1361 object *large = get_archetype ("largenugget");
1362 object *small = get_archetype ("smallnugget");
1363
1673 /* Put a maximum weight of items that can be alchemied. Limits the power 1364 /* 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 1365 * some, and also prevents people from alchemising every table/chair/clock
1675 * in sight 1366 * in sight
1676 */ 1367 */
1677 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1368 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1678 weight_max *= 1000; 1369 int weight_max = duration * 1000;
1679 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1370 uint64 value_max = duration * 1000;
1680 1371
1372 int weight = 0;
1373
1681 for (y = op->y - 1; y <= op->y + 1; y++) 1374 for (int y = op->y - 1; y <= op->y + 1; y++)
1682 { 1375 {
1683 for (x = op->x - 1; x <= op->x + 1; x++) 1376 for (int x = op->x - 1; x <= op->x + 1; x++)
1684 { 1377 {
1378 uint64 value = 0;
1379
1685 nx = x; 1380 sint16 nx = x;
1686 ny = y; 1381 sint16 ny = y;
1687 1382
1688 mp = op->map; 1383 maptile *mp = op->map;
1689 1384
1690 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1385 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1691 1386
1692 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1387 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1693 continue; 1388 continue;
1694 1389
1695 /* Treat alchemy a little differently - most spell effects 1390 /* Treat alchemy a little differently - most spell effects
1697 * ground level effect. 1392 * ground level effect.
1698 */ 1393 */
1699 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1394 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1700 continue; 1395 continue;
1701 1396
1702 small_nuggets = 0; 1397 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 { 1398 {
1707 next = tmp->above; 1399 next = tmp->above;
1400
1708 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1401 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1709 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1402 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1710 { 1403 {
1711
1712 if (tmp->inv) 1404 if (tmp->inv)
1713 { 1405 {
1714 object *next1, *tmp1; 1406 object *next1, *tmp1;
1715 1407
1716 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1408 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1717 { 1409 {
1718 next1 = tmp1->below; 1410 next1 = tmp1->below;
1719 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1411 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1720 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1412 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1721 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1413 alchemy_object (tmp1, value, weight);
1722 } 1414 }
1723 } 1415 }
1416
1724 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1417 alchemy_object (tmp, value, weight);
1725 1418
1726 if (weight > weight_max) 1419 if (weight > weight_max)
1727 { 1420 break;
1728 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1729 large->destroy (0);
1730 small->destroy (0);
1731 return 1;
1732 } 1421 }
1733 } /* is alchemable object */ 1422 }
1734 } /* process all objects on this space */ 1423
1424 value = min (value, value_max);
1425
1426 uint64 count = value / large->value;
1427 int large_nuggets = count;
1428 value -= count * large->value;
1429
1430 count = value / small->value;
1431 int small_nuggets = count;
1735 1432
1736 /* Insert all the nuggets at one time. This probably saves time, but 1433 /* Insert all the nuggets at one time. This probably saves time, but
1737 * it also prevents us from alcheming nuggets that were just created 1434 * it also prevents us from alcheming nuggets that were just created
1738 * with this spell. 1435 * with this spell.
1739 */ 1436 */
1740 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1437 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1438
1439 if (weight > weight_max)
1440 goto bailout;
1741 } 1441 }
1742 } 1442 }
1443
1444bailout:
1743 large->destroy (0); 1445 large->destroy ();
1744 small->destroy (0); 1446 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; 1447 return 1;
1750} 1448}
1751 1449
1752 1450
1753/* This function removes the cursed/damned status on equipped 1451/* This function removes the cursed/damned status on equipped
1762 for (tmp = op->inv; tmp; tmp = tmp->below) 1460 for (tmp = op->inv; tmp; tmp = tmp->below)
1763 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1461 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1764 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1462 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1765 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1463 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1766 { 1464 {
1767
1768 was_one++; 1465 was_one++;
1769 if (tmp->level <= caster_level (caster, spell)) 1466 if (tmp->level <= caster_level (caster, spell))
1770 { 1467 {
1771 success++; 1468 success++;
1772 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1469 if (QUERY_FLAG (spell, FLAG_DAMNED))
1781 } 1478 }
1782 1479
1783 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1784 { 1481 {
1785 if (success) 1482 if (success)
1786 {
1787 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1483 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1788 }
1789 else 1484 else
1790 { 1485 {
1791 if (was_one) 1486 if (was_one)
1792 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1487 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1793 else 1488 else
1794 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1489 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1795 } 1490 }
1796 } 1491 }
1492
1797 return success; 1493 return success;
1798} 1494}
1799 1495
1800/* Identifies objects in the players inventory/on the ground */ 1496/* Identifies objects in the players inventory/on the ground */
1801 1497
1808 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1504 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1809 1505
1810 if (num_ident < 1) 1506 if (num_ident < 1)
1811 num_ident = 1; 1507 num_ident = 1;
1812 1508
1813
1814 for (tmp = op->inv; tmp; tmp = tmp->below) 1509 for (tmp = op->inv; tmp; tmp = tmp->below)
1815 { 1510 {
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1817 { 1512 {
1818 identify (tmp); 1513 identify (tmp);
1514
1819 if (op->type == PLAYER) 1515 if (op->type == PLAYER)
1820 { 1516 {
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1517 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1518
1822 if (tmp->msg) 1519 if (tmp->msg)
1823 { 1520 {
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 } 1523 }
1827 } 1524 }
1525
1828 num_ident--; 1526 num_ident--;
1829 success = 1; 1527 success = 1;
1830 if (!num_ident) 1528 if (!num_ident)
1831 break; 1529 break;
1832 } 1530 }
1833 } 1531 }
1532
1834 /* If all the power of the spell has been used up, don't go and identify 1533 /* 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 1534 * stuff on the floor. Only identify stuff on the floor if the spell
1836 * was not fully used. 1535 * was not fully used.
1837 */ 1536 */
1838 if (num_ident) 1537 if (num_ident)
1839 { 1538 {
1840 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1539 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)) 1540 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1842 { 1541 {
1843
1844 identify (tmp); 1542 identify (tmp);
1543
1845 if (op->type == PLAYER) 1544 if (op->type == PLAYER)
1846 { 1545 {
1847 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1546 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1547
1848 if (tmp->msg) 1548 if (tmp->msg)
1849 { 1549 {
1850 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1851 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1551 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1852 } 1552 }
1553
1853 esrv_send_item (op, tmp); 1554 esrv_send_item (op, tmp);
1854 } 1555 }
1556
1855 num_ident--; 1557 num_ident--;
1856 success = 1; 1558 success = 1;
1857 if (!num_ident) 1559 if (!num_ident)
1858 break; 1560 break;
1859 } 1561 }
1860 } 1562 }
1563
1861 if (!success) 1564 if (!success)
1862 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1565 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1863 else 1566 else
1864 {
1865 spell_effect (spell, op->x, op->y, op->map, op); 1567 spell_effect (spell, op->x, op->y, op->map, op);
1866 } 1568
1867 return success; 1569 return success;
1868} 1570}
1869
1870 1571
1871int 1572int
1872cast_detection (object *op, object *caster, object *spell, object *skill) 1573cast_detection (object *op, object *caster, object *spell, object *skill)
1873{ 1574{
1874 object *tmp, *last, *god, *detect; 1575 object *tmp, *last, *god, *detect;
1887 skill = caster; 1588 skill = caster;
1888 1589
1889 for (x = op->x - range; x <= op->x + range; x++) 1590 for (x = op->x - range; x <= op->x + range; x++)
1890 for (y = op->y - range; y <= op->y + range; y++) 1591 for (y = op->y - range; y <= op->y + range; y++)
1891 { 1592 {
1892
1893 m = op->map; 1593 m = op->map;
1894 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1594 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1895 if (mflags & P_OUT_OF_MAP) 1595 if (mflags & P_OUT_OF_MAP)
1896 continue; 1596 continue;
1897 1597
1899 * floor. But this is not true for show invisible. 1599 * floor. But this is not true for show invisible.
1900 * Basically, we just go and find the top object and work 1600 * Basically, we just go and find the top object and work
1901 * down - that is easier than working up. 1601 * down - that is easier than working up.
1902 */ 1602 */
1903 1603
1904 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1604 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1905 last = tmp; 1605 last = tmp;
1606
1906 /* Shouldn't happen, but if there are no objects on a space, this 1607 /* Shouldn't happen, but if there are no objects on a space, this
1907 * would happen. 1608 * would happen.
1908 */ 1609 */
1909 if (!last) 1610 if (!last)
1910 continue; 1611 continue;
1912 done_one = 0; 1613 done_one = 0;
1913 floor = 0; 1614 floor = 0;
1914 detect = NULL; 1615 detect = NULL;
1915 for (tmp = last; tmp; tmp = tmp->below) 1616 for (tmp = last; tmp; tmp = tmp->below)
1916 { 1617 {
1917
1918 /* show invisible */ 1618 /* show invisible */
1919 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1619 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1920 /* Might there be other objects that we can make visibile? */ 1620 /* Might there be other objects that we can make visible? */
1921 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1621 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1922 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1622 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1923 tmp->type == CF_HANDLE || 1623 tmp->type == CF_HANDLE ||
1924 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1624 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1925 tmp->type == BUTTON || tmp->type == TELEPORTER || 1625 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1932 { 1632 {
1933 tmp->invisible = 0; 1633 tmp->invisible = 0;
1934 done_one = 1; 1634 done_one = 1;
1935 } 1635 }
1936 } 1636 }
1637
1937 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1638 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1938 floor = 1; 1639 floor = 1;
1939 1640
1940 /* All detections below this point don't descend beneath the floor, 1641 /* 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 1642 * so just continue on. We could be clever and look at the type of
1994 */ 1695 */
1995 if (done_one) 1696 if (done_one)
1996 { 1697 {
1997 object *detect_ob = arch_to_object (spell->other_arch); 1698 object *detect_ob = arch_to_object (spell->other_arch);
1998 1699
1999 detect_ob->x = nx;
2000 detect_ob->y = ny;
2001 /* if this is set, we want to copy the face */ 1700 /* if this is set, we want to copy the face */
2002 if (done_one == 2 && detect) 1701 if (done_one == 2 && detect)
2003 { 1702 {
2004 detect_ob->face = detect->face; 1703 detect_ob->face = detect->face;
2005 detect_ob->animation_id = detect->animation_id; 1704 detect_ob->animation_id = detect->animation_id;
2007 detect_ob->last_anim = 0; 1706 detect_ob->last_anim = 0;
2008 /* by default, the detect_ob is already animated */ 1707 /* by default, the detect_ob is already animated */
2009 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1708 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2010 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1709 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2011 } 1710 }
1711
2012 insert_ob_in_map (detect_ob, m, op, 0); 1712 m->insert (detect_ob, nx, ny, op);
2013 } 1713 }
2014 } /* for processing the surrounding spaces */ 1714 } /* for processing the surrounding spaces */
2015 1715
2016 1716
2017 /* Now process objects in the players inventory if detect curse or magic */ 1717 /* Now process objects in the players inventory if detect curse or magic */
2066 1766
2067 /* Explodes a fireball centered at player */ 1767 /* Explodes a fireball centered at player */
2068 tmp = get_archetype (EXPLODING_FIREBALL); 1768 tmp = get_archetype (EXPLODING_FIREBALL);
2069 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1769 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; 1770 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2071 tmp->x = victim->x; 1771
2072 tmp->y = victim->y; 1772 tmp->insert_at (victim);
2073 insert_ob_in_map (tmp, victim->map, NULL, 0);
2074 victim->stats.sp = 2 * victim->stats.maxsp; 1773 victim->stats.sp = 2 * victim->stats.maxsp;
2075 } 1774 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1775 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."); 1776 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) 1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2081 {
2082 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1778 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1779 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2085 { 1780 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1781 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2087 confuse_player (victim, victim, 99); 1782 confuse_player (victim, victim, 99);
2088 } 1783 }
2089 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1784 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2090 {
2091 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1785 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2092 }
2093} 1786}
2094 1787
2095/* cast_transfer 1788/* cast_transfer
2096 * This spell transfers sp from the player to another person. 1789 * This spell transfers sp from the player to another person.
2097 * We let the target go above their normal maximum SP. 1790 * We let the target go above their normal maximum SP.
2111 1804
2112 mflags = get_map_flags (m, &m, x, y, &x, &y); 1805 mflags = get_map_flags (m, &m, x, y, &x, &y);
2113 1806
2114 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1807 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2115 { 1808 {
2116 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1809 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2117 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1810 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2118 break; 1811 break;
2119 } 1812 }
2120 1813
2121 1814
2122 /* If we did not find a player in the specified direction, transfer 1815 /* 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. 1816 * to anyone on top of us. This is used for the rune of transference mostly.
2124 */ 1817 */
2125 if (plyr == NULL) 1818 if (plyr == NULL)
2126 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1819 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)) 1820 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2128 break; 1821 break;
2129 1822
2130 if (!plyr) 1823 if (!plyr)
2131 { 1824 {
2186 m = op->map; 1879 m = op->map;
2187 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1880 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2188 if (mflags & P_OUT_OF_MAP) 1881 if (mflags & P_OUT_OF_MAP)
2189 return; 1882 return;
2190 1883
2191 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1884 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2192 { 1885 {
2193 next = tmp->above; 1886 next = tmp->above;
2194 1887
2195 /* Need to look at the head object - otherwise, if tmp 1888 /* Need to look at the head object - otherwise, if tmp
2196 * points to a monster, we don't have all the necessary 1889 * points to a monster, we don't have all the necessary
2208 /* Basically, if the object is magical and not counterspell, 1901 /* Basically, if the object is magical and not counterspell,
2209 * we will more or less remove the object. Don't counterspell 1902 * we will more or less remove the object. Don't counterspell
2210 * monsters either. 1903 * monsters either.
2211 */ 1904 */
2212 1905
2213 if (head->attacktype & AT_MAGIC && 1906 if (head->attacktype & AT_MAGIC
2214 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1907 && !(head->attacktype & AT_COUNTERSPELL)
2215 { 1908 && !QUERY_FLAG (head, FLAG_MONSTER)
2216 head->remove (); 1909 && (op->level > head->level))
2217 head->destroy (0); 1910 head->destroy ();
2218 }
2219 else 1911 else
2220 switch (head->type) 1912 switch (head->type)
2221 { 1913 {
2222 case SPELL_EFFECT: 1914 case SPELL_EFFECT:
1915 // XXX: Don't affect floor spelleffects. See also XXX comment
1916 // about sanctuary in spell_util.C
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1918 continue;
1919
2223 if (op->level > head->level) 1920 if (op->level > head->level)
2224 {
2225 head->remove ();
2226 head->destroy (0); 1921 head->destroy ();
2227 } 1922
2228 break; 1923 break;
2229 1924
2230 /* I really don't get this rune code that much - that 1925 /* I really don't get this rune code that much - that
2231 * random chance seems really low. 1926 * random chance seems really low.
2232 */ 1927 */
2233 case RUNE: 1928 case RUNE:
2234 if (rndm (0, 149) == 0) 1929 if (rndm (0, 149) == 0)
2235 { 1930 {
2236 head->stats.hp--; /* weaken the rune */ 1931 head->stats.hp--; /* weaken the rune */
2237 if (!head->stats.hp) 1932 if (!head->stats.hp)
2238 {
2239 head->remove ();
2240 head->destroy (0); 1933 head->destroy ();
2241 }
2242 } 1934 }
2243 break; 1935 break;
2244 } 1936 }
2245 } 1937 }
2246} 1938}
2299 * This code was very odd - code early on would only let players use the spell, 1991 * 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 1992 * 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 1993 * that only let players use it was correct, and removed all the other
2302 * player checks. MSW 2003-01-06 1994 * player checks. MSW 2003-01-06
2303 */ 1995 */
2304
2305int 1996int
2306animate_weapon (object *op, object *caster, object *spell, int dir) 1997animate_weapon (object *op, object *caster, object *spell, int dir)
2307{ 1998{
2308 object *weapon, *tmp; 1999 object *weapon, *tmp;
2309 char buf[MAX_BUF]; 2000 char buf[MAX_BUF];
2310 int a, i; 2001 int a, i;
2311 sint16 x, y; 2002 sint16 x, y;
2312 maptile *m; 2003 maptile *m;
2313 materialtype_t *mt;
2314 2004
2315 if (!spell->other_arch) 2005 if (!spell->other_arch)
2316 { 2006 {
2317 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 2007 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2318 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 2008 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2321 /* exit if it's not a player using this spell. */ 2011 /* exit if it's not a player using this spell. */
2322 if (op->type != PLAYER) 2012 if (op->type != PLAYER)
2323 return 0; 2013 return 0;
2324 2014
2325 /* if player already has a golem, abort */ 2015 /* if player already has a golem, abort */
2326 if (op->contr->ranges[range_golem]) 2016 if (object *golem = op->contr->golem)
2327 { 2017 {
2328 control_golem (op->contr->ranges[range_golem], dir); 2018 control_golem (golem, dir);
2329 return 0; 2019 return 0;
2330 } 2020 }
2331 2021
2332 /* if no direction specified, pick one */ 2022 /* if no direction specified, pick one */
2333 if (!dir) 2023 if (!dir)
2337 x = op->x + freearr_x[dir]; 2027 x = op->x + freearr_x[dir];
2338 y = op->y + freearr_y[dir]; 2028 y = op->y + freearr_y[dir];
2339 2029
2340 /* if there's no place to put the golem, abort */ 2030 /* 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) || 2031 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)) 2032 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2343 { 2033 {
2344 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2034 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2345 return 0; 2035 return 0;
2346 } 2036 }
2347 2037
2351 if (!weapon) 2041 if (!weapon)
2352 { 2042 {
2353 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2043 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2354 return 0; 2044 return 0;
2355 } 2045 }
2356 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2046 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2357 { 2047 {
2358 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2048 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2359 return 0; 2049 return 0;
2360 } 2050 }
2361 if (weapon->type != WEAPON) 2051 if (weapon->type != WEAPON)
2379 /* create the golem object */ 2069 /* create the golem object */
2380 tmp = arch_to_object (spell->other_arch); 2070 tmp = arch_to_object (spell->other_arch);
2381 2071
2382 /* if animated by a player, give the player control of the golem */ 2072 /* if animated by a player, give the player control of the golem */
2383 CLEAR_FLAG (tmp, FLAG_MONSTER); 2073 CLEAR_FLAG (tmp, FLAG_MONSTER);
2384 SET_FLAG (tmp, FLAG_FRIENDLY);
2385 tmp->stats.exp = 0; 2074 tmp->stats.exp = 0;
2386 add_friendly_object (tmp); 2075 add_friendly_object (tmp);
2387 tmp->type = GOLEM; 2076 tmp->type = GOLEM;
2388 set_owner (tmp, op); 2077 tmp->set_owner (op);
2078 op->contr->golem = tmp;
2389 set_spell_skill (op, caster, spell, tmp); 2079 set_spell_skill (op, caster, spell, tmp);
2390 op->contr->ranges[range_golem] = tmp;
2391 op->contr->shoottype = range_golem;
2392 2080
2393 /* Give the weapon to the golem now. A bit of a hack to check the 2081 /* 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 2082 * removed flag - it should only be set if get_split_object was
2395 * used above. 2083 * used above.
2396 */ 2084 */
2397 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2085 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2398 weapon->remove (); 2086 weapon->remove ();
2087
2399 insert_ob_in_ob (weapon, tmp); 2088 insert_ob_in_ob (weapon, tmp);
2400 esrv_send_item (op, weapon); 2089 esrv_send_item (op, weapon);
2401 /* To do everything necessary to let a golem use the weapon is a pain, 2090 /* 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 2091 * so instead, just set it as equipped (otherwise, we need to update
2403 * body_info, skills, etc) 2092 * body_info, skills, etc)
2404 */ 2093 */
2405 SET_FLAG (tmp, FLAG_USE_WEAPON); 2094 SET_FLAG (tmp, FLAG_USE_WEAPON);
2406 SET_FLAG (weapon, FLAG_APPLIED); 2095 SET_FLAG (weapon, FLAG_APPLIED);
2407 fix_player (tmp); 2096 tmp->update_stats ();
2408 2097
2409 /* There used to be 'odd' code that basically seemed to take the absolute 2098 /* 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 - 2099 * 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. 2100 * if you're using a crappy weapon, it shouldn't be as good.
2412 */ 2101 */
2431 2120
2432 /* attacktype */ 2121 /* attacktype */
2433 if (!tmp->attacktype) 2122 if (!tmp->attacktype)
2434 tmp->attacktype = AT_PHYSICAL; 2123 tmp->attacktype = AT_PHYSICAL;
2435 2124
2436 mt = NULL;
2437 if (op->materialname != NULL)
2438 mt = name_to_material (op->materialname); 2125 if (materialtype_t *mt = name_to_material (op->materialname))
2439 if (mt != NULL)
2440 { 2126 {
2441 for (i = 0; i < NROFATTACKS; i++) 2127 for (i = 0; i < NROFATTACKS; i++)
2442 tmp->resist[i] = 50 - (mt->save[i] * 5); 2128 tmp->resist[i] = 50 - (mt->save[i] * 5);
2443 a = mt->save[0]; 2129 a = mt->save[0];
2444 } 2130 }
2446 { 2132 {
2447 for (i = 0; i < NROFATTACKS; i++) 2133 for (i = 0; i < NROFATTACKS; i++)
2448 tmp->resist[i] = 5; 2134 tmp->resist[i] = 5;
2449 a = 10; 2135 a = 10;
2450 } 2136 }
2137
2451 /* Set weapon's immunity */ 2138 /* Set weapon's immunity */
2452 tmp->resist[ATNR_CONFUSION] = 100; 2139 tmp->resist[ATNR_CONFUSION] = 100;
2453 tmp->resist[ATNR_POISON] = 100; 2140 tmp->resist[ATNR_POISON] = 100;
2454 tmp->resist[ATNR_SLOW] = 100; 2141 tmp->resist[ATNR_SLOW] = 100;
2455 tmp->resist[ATNR_PARALYZE] = 100; 2142 tmp->resist[ATNR_PARALYZE] = 100;
2461 2148
2462 /* Improve weapon's armour value according to best save vs. physical of its material */ 2149 /* Improve weapon's armour value according to best save vs. physical of its material */
2463 2150
2464 if (a > 14) 2151 if (a > 14)
2465 a = 14; 2152 a = 14;
2153
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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