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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.20 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.54 by root, Mon May 28 21:28:36 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
37void 36void
38cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
39{ 38{
40 if (!tmp) 39 if (!tmp)
41 return; /* error */ 40 return; /* error */
41
42 tmp->level = op->level; 42 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
47 45
48 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
52 */ 50 */
53 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
54 tmp->duration = 40; 52 tmp->duration = 40;
53
55 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 56
57 tmp->insert_at (op, op);
59} 58}
60
61 59
62int 60int
63recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
64{ 62{
65 object *wand, *tmp; 63 object *wand, *tmp;
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item (op->contr, wand->count); 76 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 77 wand->destroy ();
80 tmp = get_archetype ("fireball"); 78 tmp = get_archetype ("fireball");
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80
82 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83
84 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85
85 if (tmp->stats.hp < 2) 86 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 87 tmp->stats.hp = 2;
87 tmp->x = op->x; 88
88 tmp->y = op->y; 89 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 90 return 1;
91 } 91 }
92 92
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
94 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
96 else 97 else
97 { 98 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0; 100 return 0;
100 } 101 }
102
101 if (!ncharges) 103 if (!ncharges)
102 ncharges = 1; 104 ncharges = 1;
103 105
104 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
107 { 110 {
108 SET_FLAG (wand, FLAG_ANIMATE); 111 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->clone.speed);
110 update_ob_speed (wand);
111 } 113 }
114
112 return 1; 115 return 1;
113} 116}
114 117
115/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 118/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
116 * based on whether a crossbow or bow is equiped. If neither, it defaults to 119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
151 /* If it starts with a letter, presume it is a description */ 154 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 155 if (isalpha (*stringarg))
153 { 156 {
154 artifact *al = find_artifactlist (missile->type)->items; 157 artifact *al = find_artifactlist (missile->type)->items;
155 158
156 for (; al != NULL; al = al->next) 159 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 160 if (!strcasecmp (al->item->name, stringarg))
158 break; 161 break;
159 162
160 if (!al) 163 if (!al)
161 { 164 {
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 306 return 0;
304 } 307 }
305 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
306 { 309 {
307 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
308 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
309 { 312 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 314 if (tmp->head != NULL)
312 tmp = tmp->head; 315 tmp = tmp->head;
370 * normal applies. 373 * normal applies.
371 */ 374 */
372int 375int
373cast_invisible (object *op, object *caster, object *spell_ob) 376cast_invisible (object *op, object *caster, object *spell_ob)
374{ 377{
375 object *tmp;
376
377 if (op->invisible > 1000) 378 if (op->invisible > 1000)
378 { 379 {
379 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
380 return 0; 381 return 0;
381 } 382 }
397 else 398 else
398 op->contr->tmp_invis = 1; 399 op->contr->tmp_invis = 1;
399 400
400 op->contr->hidden = 0; 401 op->contr->hidden = 0;
401 } 402 }
403
402 if (makes_invisible_to (op, op)) 404 if (makes_invisible_to (op, op))
403 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 405 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
404 else 406 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 407 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 408
407 update_object (op, UP_OBJ_FACE); 409 update_object (op, UP_OBJ_CHANGE);
408 410
409 /* Only search the active objects - only these should actually do 411 /* Only search the active objects - only these should actually do
410 * harm to the player. 412 * harm to the player.
411 */ 413 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 414 for_all_actives (tmp)
413 if (tmp->enemy == op) 415 if (tmp->enemy == op)
414 tmp->enemy = NULL; 416 tmp->enemy = 0;
417
415 return 1; 418 return 1;
416} 419}
417 420
418/* earth to dust spell. Basically destroys earthwalls in the area. 421/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 422 */
440 443
441 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
442 continue; 445 continue;
443 446
444 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be teared down
445 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 448 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
446 { 449 {
447 next = tmp->above; 450 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 453 }
451 } 454 }
455
452 return 1; 456 return 1;
453} 457}
454
455 458
456void 459void
457execute_word_of_recall (object *op) 460execute_word_of_recall (object *op)
458{ 461{
459 object *wor = op; 462 if (object *pl = op->in_player ())
460 463 {
461 while (op != NULL && op->type != PLAYER) 464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
462 op = op->env;
463
464 if (op != NULL && op->map)
465 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
466 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 466 else
467 {
468 // remove first so we do not call update_stats
469 op->remove ();
468 enter_exit (op, wor); 470 pl->enter_exit (op);
471 }
472 }
469 473
470 wor->destroy (); 474 op->destroy ();
471} 475}
472 476
473/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a 478 * we put a force into the player object, so that there is a
475 * time delay effect. 479 * time delay effect.
494 { 498 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 501 return 0;
498 } 502 }
503
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 505 if (time < 1)
501 time = 1; 506 time = 1;
502 507
503 /* value of speed really doesn't make much difference, as long as it is 508 /* value of speed really doesn't make much difference, as long as it is
504 * positive. Lower value may be useful so that the problem doesn't 509 * positive. Lower value may be useful so that the problem doesn't
505 * do anything really odd if it say a -1000 or something. 510 * do anything really odd if it say a -1000 or something.
506 */ 511 */
507 dummy->speed = 0.002; 512 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 513 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 514 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL; 515 dummy->subtype = SP_WORD_OF_RECALL;
512 516
513 /* If we could take advantage of enter_player_savebed() here, it would be 517 /* If we could take advantage of enter_player_savebed() here, it would be
514 * nice, but until the map load fails, we can't. 518 * nice, but until the map load fails, we can't.
515 */ 519 */
516 EXIT_PATH (dummy) = op->contr->savebed_map; 520 EXIT_PATH (dummy) = op->contr->savebed_map;
517 EXIT_X (dummy) = op->contr->bed_x; 521 EXIT_X (dummy) = op->contr->bed_x;
518 EXIT_Y (dummy) = op->contr->bed_y; 522 EXIT_Y (dummy) = op->contr->bed_y;
519 523
520 (void) insert_ob_in_ob (dummy, op); 524 op->insert (dummy);
525
521 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 526 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
527
522 return 1; 528 return 1;
523} 529}
524 530
525/* cast_wonder 531/* cast_wonder
526 * wonder is really just a spell that will likely cast another 532 * wonder is really just a spell that will likely cast another
556 return cast_spell (op, caster, dir, newspell, NULL); 562 return cast_spell (op, caster, dir, newspell, NULL);
557 } 563 }
558 return 1; 564 return 1;
559} 565}
560 566
561
562int 567int
563perceive_self (object *op) 568perceive_self (object *op)
564{ 569{
570 char buf[MAX_BUF];
565 char *cp = describe_item (op, op), buf[MAX_BUF]; 571 const char *cp = describe_item (op, op);
566 archetype *at = archetype::find (ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
567 object *tmp; 573 object *tmp;
568 int i; 574 int i;
569 575
570 tmp = find_god (determine_god (op)); 576 tmp = find_god (determine_god (op));
579 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
580 else 586 else
581 { 587 {
582 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 588 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
583 new_draw_info (NDI_UNIQUE, 0, op, cp); 589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590
584 if (tmp != NULL) 591 if (tmp)
585 {
586 for (i = 0; i < NUM_STATS; i++) 592 for (i = 0; i < NUM_STATS; i++)
587 { 593 if (tmp->stats.stat (i) < 0)
588 if (get_attr_value (&tmp->stats, i) < 0)
589 {
590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); 594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i));
591 }
592 }
593 }
594 } 595 }
595 596
596 if (is_dragon_pl (op)) 597 if (is_dragon_pl (op))
597 { 598 {
598 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
599 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
600 { 601 {
601 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
602 { 603 {
603 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
604 {
605 sprintf (buf, "Your metabolism isn't focused on anything."); 605 sprintf (buf, "Your metabolism isn't focused on anything.");
606 }
607 else 606 else
608 {
609 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 607 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
610 } 608
611 new_draw_info (NDI_UNIQUE, 0, op, buf); 609 new_draw_info (NDI_UNIQUE, 0, op, buf);
612 break; 610 break;
613 } 611 }
614 } 612 }
615 } 613 }
614
616 return 1; 615 return 1;
617} 616}
618
619/* int cast_create_town_portal (object *op, object *caster, int dir)
620 *
621 * This function cast the spell of town portal for op
622 *
623 * The spell operates in two passes. During the first one a place
624 * is marked as a destination for the portal. During the second one,
625 * 2 portals are created, one in the position the player cast it and
626 * one in the destination place. The portal are synchronized and 2 forces
627 * are inserted in the player to destruct the portal next time player
628 * creates a new portal pair.
629 * This spell has a side effect that it allows people to meet each other
630 * in a permanent, private, appartements by making a town portal from it
631 * to the town or another public place. So, check if the map is unique and if
632 * so return an error
633 *
634 * Code by Tchize (david.delbecq@usa.net)
635 */
636int
637cast_create_town_portal (object *op, object *caster, object *spell, int dir)
638{
639 object *dummy, *force, *old_force, *tmp;
640 archetype *perm_portal;
641 char portal_name[1024], portal_message[1024];
642 sint16 exitx, exity;
643 maptile *exitmap;
644 int op_level;
645
646
647 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed.
650 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
652 {
653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
654 return 0;
655 }
656
657 /* The first thing to do is to check if we have a marked destination
658 * dummy is used to make a check inventory for the force
659 */
660 dummy = arch_to_object (spell->other_arch);
661 if (dummy == NULL)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0;
666 }
667
668 force = check_inv_recursive (op, dummy);
669
670 if (force == NULL)
671 {
672 /* Here we know there is no destination marked up.
673 * We have 2 things to do:
674 * 1. Mark the destination in the player inventory.
675 * 2. Let the player know it worked.
676 */
677 dummy->name = op->map->path;
678 EXIT_X (dummy) = op->x;
679 EXIT_Y (dummy) = op->y;
680 insert_ob_in_ob (dummy, op);
681 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.");
682 return 1;
683 }
684
685 dummy->destroy ();
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, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitx = EXIT_X (old_force);
724 exity = EXIT_Y (old_force);
725 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
726
727 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
728 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
729 else
730 exitmap = ready_map_name (old_force->race, 0);
731
732 if (exitmap)
733 {
734 tmp = present_arch (perm_portal, exitmap, exitx, exity);
735 while (tmp)
736 {
737 if (tmp->name == old_force->name)
738 {
739 tmp->destroy ();
740 break;
741 }
742
743 tmp = tmp->above;
744 }
745 }
746
747 old_force->destroy ();
748 LOG (llevDebug, "\n");
749 }
750
751 dummy->destroy ();
752
753 /* Creating the portals.
754 * The very first thing to do is to ensure
755 * access to the destination map.
756 * If we can't, don't fizzle. Simply warn player.
757 * This ensure player pays his mana for the spell
758 * because HE is responsible of forgotting.
759 * 'force' is the destination of the town portal, which we got
760 * from the players inventory above.
761 */
762
763 /* Ensure exit map is loaded */
764 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
765 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
766 else
767 exitmap = ready_map_name (force->name, 0);
768
769 /* If we were unable to load (ex. random map deleted), warn player */
770 if (exitmap == NULL)
771 {
772 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
773 force->destroy ();
774 return 1;
775 }
776
777 op_level = caster_level (caster, spell);
778 if (op_level < 15)
779 snprintf (portal_message, 1024,
780 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
781 &op->name);
782 else if (op_level < 30)
783 snprintf (portal_message, 1024,
784 "\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);
785 else if (op_level < 60)
786 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
787 else
788 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
789 &op->name);
790
791 /* Create a portal in front of player
792 * dummy contain the portal and
793 * force contain the track to kill it later
794 */
795
796 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
797 dummy = get_archetype (spell->slaying); /*The portal */
798 if (dummy == NULL)
799 {
800 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
801 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
802 return 0;
803 }
804
805 EXIT_PATH (dummy) = force->name;
806 EXIT_X (dummy) = EXIT_X (force);
807 EXIT_Y (dummy) = EXIT_Y (force);
808 dummy->name = dummy->name_pl = portal_name;
809 dummy->msg = portal_message;
810 dummy->race = op->name; /*Save the owner of the portal */
811 cast_create_obj (op, caster, dummy, 0);
812
813 /* Now we need to to create a town portal marker inside the player
814 * object, so on future castings, we can know that he has an active
815 * town portal.
816 */
817 tmp = get_archetype (spell->race);
818 if (tmp == NULL)
819 {
820 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
821 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
822 return 0;
823 }
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, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
843 return 0;
844 }
845
846 EXIT_PATH (dummy) = op->map->path;
847 EXIT_X (dummy) = op->x;
848 EXIT_Y (dummy) = op->y;
849 dummy->name = dummy->name_pl = portal_name;
850 dummy->msg = portal_message;
851 dummy->x = EXIT_X (force);
852 dummy->y = EXIT_Y (force);
853 dummy->race = op->name; /*Save the owner of the portal */
854 insert_ob_in_map (dummy, exitmap, op, 0);
855
856 /* Now we create another town portal marker that
857 * points back to the one we just made
858 */
859 tmp = get_archetype (spell->race);
860 if (tmp == NULL)
861 {
862 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
863 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
864 return 0;
865 }
866
867 tmp->race = force->name;
868 tmp->name = portal_name;
869 EXIT_X (tmp) = dummy->x;
870 EXIT_Y (tmp) = dummy->y;
871 insert_ob_in_ob (tmp, op);
872
873 /* Describe the player what happened
874 */
875 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
876 force->destroy ();
877
878 return 1;
879}
880
881 617
882/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
883 * within some reason. 619 * within some reason.
884 */ 620 */
885
886int 621int
887magic_wall (object *op, object *caster, int dir, object *spell_ob) 622magic_wall (object *op, object *caster, int dir, object *spell_ob)
888{ 623{
889 object *tmp, *tmp2; 624 object *tmp;
890 int i, posblocked, negblocked, maxrange; 625 int i, posblocked, negblocked, maxrange;
891 sint16 x, y; 626 sint16 x, y;
892 maptile *m; 627 maptile *m;
893 const char *name; 628 const char *name;
894 archetype *at; 629 archetype *at;
902 else 637 else
903 { 638 {
904 x = op->x + freearr_x[dir]; 639 x = op->x + freearr_x[dir];
905 y = op->y + freearr_y[dir]; 640 y = op->y + freearr_y[dir];
906 } 641 }
642
907 m = op->map; 643 m = op->map;
908 644
909 if ((spell_ob->move_block || x != op->x || y != op->y) && 645 if ((spell_ob->move_block || x != op->x || y != op->y) &&
910 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 646 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
911 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 647 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
912 { 648 {
913 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
914 return 0; 650 return 0;
915 } 651 }
652
916 if (spell_ob->other_arch) 653 if (spell_ob->other_arch)
917 {
918 tmp = arch_to_object (spell_ob->other_arch); 654 tmp = arch_to_object (spell_ob->other_arch);
919 }
920 else if (spell_ob->race) 655 else if (spell_ob->race)
921 { 656 {
922 char buf1[MAX_BUF]; 657 char buf1[MAX_BUF];
923 658
924 sprintf (buf1, spell_ob->race, dir); 659 sprintf (buf1, spell_ob->race, dir);
927 { 662 {
928 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
929 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
930 return 0; 665 return 0;
931 } 666 }
667
932 tmp = arch_to_object (at); 668 tmp = arch_to_object (at);
933 } 669 }
934 else 670 else
935 { 671 {
936 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 672 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
946 } 682 }
947 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 683 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
948 { 684 {
949 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 685 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
950 tmp->stats.maxhp = tmp->stats.hp; 686 tmp->stats.maxhp = tmp->stats.hp;
951 tmp->set_owner (op);
952 set_spell_skill (op, caster, spell_ob, tmp);
953 } 687 }
688
954 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 689 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
955 { 690 {
956 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 691 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
957 SET_FLAG (tmp, FLAG_IS_USED_UP); 692 SET_FLAG (tmp, FLAG_IS_USED_UP);
958 } 693 }
694
959 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 695 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
960 { 696 {
961 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 697 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
962 tmp->stats.maxhp = tmp->stats.hp; 698 tmp->stats.maxhp = tmp->stats.hp;
963 SET_FLAG (tmp, FLAG_TEAR_DOWN); 699 SET_FLAG (tmp, FLAG_TEAR_DOWN);
964 SET_FLAG (tmp, FLAG_ALIVE); 700 SET_FLAG (tmp, FLAG_ALIVE);
965 } 701 }
966 702
967 /* This can't really hurt - if the object doesn't kill anything, 703 /* This can't really hurt - if the object doesn't kill anything,
968 * these fields just won't be used. 704 * these fields just won't be used. Do not set the owner for
705 * earthwalls, though, so they survive restarts.
969 */ 706 */
707 if (tmp->type != EARTHWALL) //TODO
970 tmp->set_owner (op); 708 tmp->set_owner (op);
709
971 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
972 tmp->x = x;
973 tmp->y = y;
974 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = caster_level (caster, spell_ob) / 2;
975 712
976 name = tmp->name; 713 name = tmp->name;
977 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 714 if (!(tmp = m->insert (tmp, x, y, op)))
978 { 715 {
979 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
980 return 0; 717 return 0;
981 } 718 }
719
982 /* If this is a spellcasting wall, need to insert the spell object */ 720 /* If this is a spellcasting wall, need to insert the spell object */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
985 723
986 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
1004 m = tmp->map; 742 m = tmp->map;
1005 743
1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 744 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1007 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 745 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1008 { 746 {
1009 tmp2 = tmp->clone (); 747 object *tmp2 = tmp->clone ();
1010 tmp2->x = x; 748 m->insert (tmp2, x, y, op);
1011 tmp2->y = y; 749
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 750 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 753
1017 } 754 }
1018 else 755 else
1019 posblocked = 1; 756 posblocked = 1;
1020 757
1023 m = tmp->map; 760 m = tmp->map;
1024 761
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 762 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1026 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 763 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 764 {
1028 tmp2 = tmp->clone (); 765 object *tmp2 = tmp->clone ();
1029 tmp2->x = x; 766 m->insert (tmp2, x, y, op);
1030 tmp2->y = y; 767
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 770 }
1035 else 771 else
1036 negblocked = 1; 772 negblocked = 1;
1037 } 773 }
1038 774
1087 { 823 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 824 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 825 op->contr->count = 0;
1090 return 0; 826 return 0;
1091 } 827 }
828
1092 op->contr->count = 0; 829 op->contr->count = 0;
1093 830
1094 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
1095 * a lot of maps probably have areas the player should not get to, 832 * a lot of maps probably have areas the player should not get to,
1096 * but may not be marked as NO_MAGIC (as they may be bounded 833 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 882 return 0;
1146 } 883 }
1147 } 884 }
1148 885
1149 /* Actually move the player now */ 886 /* Actually move the player now */
1150 op->remove (); 887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1; 888 return 1;
1155 889
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 891 return 1;
1158} 892}
1171 object *poison; 905 object *poison;
1172 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1173 907
1174 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1175 909
1176 if (tmp == NULL) 910 if (!tmp)
1177 return 0; 911 return 0;
1178 912
1179 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1181 */ 915 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 919
1186 if (heal) 920 if (heal)
1187 { 921 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 924 else
1193 { 925 {
1194 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 928 * on amount of damage healed.
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
1200 tmp->stats.hp += heal; 932 tmp->stats.hp += heal;
1201 933
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 934 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 936 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 938 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 940 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 942 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 944
1222 success = 1; 945 success = 1;
1223 } 946 }
1224 } 947 }
948
1225 if (spell->attacktype & AT_DISEASE) 949 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 950 if (cure_disease (tmp, op))
1227 success = 1; 951 success = 1;
1228 952
1229 if (spell->attacktype & AT_POISON) 953 if (spell->attacktype & AT_POISON)
1235 success = 1; 959 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 961 poison->stats.food = 1;
1238 } 962 }
1239 } 963 }
964
1240 if (spell->attacktype & AT_CONFUSION) 965 if (spell->attacktype & AT_CONFUSION)
1241 { 966 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 967 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 968 if (poison)
1244 { 969 {
1245 success = 1; 970 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 972 poison->duration = 1;
1248 } 973 }
1249 } 974 }
975
1250 if (spell->attacktype & AT_BLIND) 976 if (spell->attacktype & AT_BLIND)
1251 { 977 {
1252 at = archetype::find ("blindness"); 978 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 979 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 980 if (poison)
1256 success = 1; 982 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 984 poison->stats.food = 1;
1259 } 985 }
1260 } 986 }
987
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 988 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 989 {
1263 tmp->stats.sp += spell->last_sp; 990 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 991 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 992 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 993 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 994 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 995 }
996
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 997 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 998 {
1271 tmp->stats.grace += spell->last_grace; 999 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1000 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1001 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1002 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1003 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1004 }
1005
1277 if (spell->stats.food && tmp->stats.food < 999) 1006 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1007 {
1279 tmp->stats.food += spell->stats.food; 1008 tmp->stats.food += spell->stats.food;
1280 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1282 success = 1; 1011 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1012 /* We could do something a bit better like the messages for healing above */
1284 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1013 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1014 }
1015
1286 return success; 1016 return success;
1287} 1017}
1288 1018
1289 1019
1290/* This is used for the spells that gain stats. There are no spells 1020/* This is used for the spells that gain stats. There are no spells
1302}; 1032};
1303 1033
1304int 1034int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1035cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1036{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1037 object *force = NULL;
1309 int i; 1038 int i;
1310 1039
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1040 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1041 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1042 ? find_target_for_friendly_spell (op, dir)
1315 } 1043 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1044
1321 if (tmp == NULL) 1045 if (!tmp)
1322 return 0; 1046 return 0;
1323 1047
1324 /* If we've already got a force of this type, don't add a new one. */ 1048 /* 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) 1049 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1050 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1051 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1052 {
1329 if (tmp2->name == spell_ob->name) 1053 if (tmp2->name == spell_ob->name)
1330 { 1054 {
1388 if (tmp->type == PLAYER) 1112 if (tmp->type == PLAYER)
1389 { 1113 {
1390 /* Stat adjustment spells */ 1114 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1115 for (i = 0; i < NUM_STATS; i++)
1392 { 1116 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1117 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1118 {
1397 sm = 0; 1119 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1120 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1121 sm += rndm (1, 3);
1400 1122
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1123 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1124 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1125
1404 if (sm < 0) 1126 force->stats.stat (i) = sm;
1405 sm = 0; 1127
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1128 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1129 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1130 }
1411 } 1131 }
1412 } 1132 }
1432 force->stats.ac = spell_ob->stats.ac; 1152 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1153 force->attacktype = spell_ob->attacktype;
1434 1154
1435 insert_ob_in_ob (force, tmp); 1155 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1156 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1157 tmp->update_stats ();
1438 return 1; 1158 return 1;
1439} 1159}
1440 1160
1441/* This used to be part of cast_change_ability, but it really didn't make 1161/* 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 1162 * a lot of sense, since most of the values it derives are from the god
1541 force->stats.wc = spell_ob->stats.wc; 1261 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1262 force->stats.ac = spell_ob->stats.ac;
1543 1263
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1264 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1265 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1266 tmp->update_stats ();
1547 return 1; 1267 return 1;
1548} 1268}
1549
1550
1551 1269
1552/* Alchemy code by Mark Wedel 1270/* Alchemy code by Mark Wedel
1553 * 1271 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1272 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1273 * objects to gold nuggets, the value of the gold nuggets being
1565 * For example, if an item is worth 110 gold, you will get 1283 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets. 1284 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1285 *
1568 * There is also a chance (1:30) that you will get nothing at all 1286 * 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 1287 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1288 * alchemised.
1571 */ 1289 */
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 1290static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1291alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1292{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1293 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1294
1585 /* Give third price when we alchemy money (This should hopefully 1295 /* Give third price when we alchemy money (This should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1296 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1297 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1298 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1299 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1300 * the stuff back to town.
1591 */ 1301 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1302 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1303 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1304 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1305 value /= 3;
1597 else 1306 else
1598 value = (value * 9) / 10; 1307 value = value * 9 / 10;
1599 1308
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1309 if (obj->value > 0 && rndm (0, 29))
1603 { 1310 total_value += value;
1604 int count;
1605 1311
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; 1312 total_weight += obj->total_weight ();
1313
1626 obj->destroy (); 1314 obj->destroy ();
1627} 1315}
1628 1316
1629static void 1317static void
1630update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1318update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1631{ 1319{
1632 object *tmp;
1633 int flag = 0; 1320 int flag = 0;
1634 1321
1635 /* Put any nuggets below the player, but we can only pass this 1322 /* Put any nuggets below the player, but we can only pass this
1636 * flag if we are on the same space as the player 1323 * flag if we are on the same space as the player
1637 */ 1324 */
1638 if (x == op->x && y == op->y && op->map == m) 1325 if (x == op->x && y == op->y && op->map == m)
1639 flag = INS_BELOW_ORIGINATOR; 1326 flag = INS_BELOW_ORIGINATOR;
1640 1327
1641 if (small_nuggets) 1328 if (small_nuggets)
1642 { 1329 {
1643 tmp = small->clone (); 1330 object *tmp = small->clone ();
1644 tmp->nrof = small_nuggets; 1331 tmp->nrof = small_nuggets;
1645 tmp->x = x;
1646 tmp->y = y;
1647 insert_ob_in_map (tmp, m, op, flag); 1332 m->insert (tmp, x, y, op, flag);
1648 } 1333 }
1649 1334
1650 if (large_nuggets) 1335 if (large_nuggets)
1651 { 1336 {
1652 tmp = large->clone (); 1337 object *tmp = large->clone ();
1653 tmp->nrof = large_nuggets; 1338 tmp->nrof = large_nuggets;
1654 tmp->x = x;
1655 tmp->y = y;
1656 insert_ob_in_map (tmp, m, op, flag); 1339 m->insert (tmp, x, y, op, flag);
1657 } 1340 }
1341
1342 if (object *pl = m->at (x, y).player ())
1343 if (pl->contr->ns)
1344 pl->contr->ns->look_position = 0;
1658} 1345}
1659 1346
1660int 1347int
1661alchemy (object *op, object *caster, object *spell_ob) 1348alchemy (object *op, object *caster, object *spell_ob)
1662{ 1349{
1663 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1664 sint16 nx, ny;
1665 object *next, *tmp;
1666 maptile *mp;
1667
1668 if (op->type != PLAYER) 1350 if (op->type != PLAYER)
1669 return 0; 1351 return 0;
1670 1352
1353 object *large = get_archetype ("largenugget");
1354 object *small = get_archetype ("smallnugget");
1355
1671 /* Put a maximum weight of items that can be alchemied. Limits the power 1356 /* Put a maximum weight of items that can be alchemised. Limits the power
1672 * some, and also prevents people from alcheming every table/chair/clock 1357 * some, and also prevents people from alchemising every table/chair/clock
1673 * in sight 1358 * in sight
1674 */ 1359 */
1675 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1360 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1676 weight_max *= 1000; 1361 int weight_max = duration * 1000;
1677 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1362 uint64 value_max = duration * 1000;
1678 1363
1364 int weight = 0;
1365
1679 for (y = op->y - 1; y <= op->y + 1; y++) 1366 for (int y = op->y - 1; y <= op->y + 1; y++)
1680 { 1367 {
1681 for (x = op->x - 1; x <= op->x + 1; x++) 1368 for (int x = op->x - 1; x <= op->x + 1; x++)
1682 { 1369 {
1370 uint64 value = 0;
1371
1683 nx = x; 1372 sint16 nx = x;
1684 ny = y; 1373 sint16 ny = y;
1685 1374
1686 mp = op->map; 1375 maptile *mp = op->map;
1687 1376
1688 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1377 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1689 1378
1690 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1379 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1691 continue; 1380 continue;
1692 1381
1693 /* Treat alchemy a little differently - most spell effects 1382 /* Treat alchemy a little differently - most spell effects
1695 * ground level effect. 1384 * ground level effect.
1696 */ 1385 */
1697 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1386 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1698 continue; 1387 continue;
1699 1388
1700 small_nuggets = 0; 1389 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1701 large_nuggets = 0;
1702
1703 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1704 { 1390 {
1705 next = tmp->above; 1391 next = tmp->above;
1392
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1393 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1394 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1708 { 1395 {
1709
1710 if (tmp->inv) 1396 if (tmp->inv)
1711 { 1397 {
1712 object *next1, *tmp1; 1398 object *next1, *tmp1;
1713 1399
1714 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1400 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1715 { 1401 {
1716 next1 = tmp1->below; 1402 next1 = tmp1->below;
1717 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1403 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1718 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1404 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1719 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1405 alchemy_object (tmp1, value, weight);
1720 } 1406 }
1721 } 1407 }
1408
1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1409 alchemy_object (tmp, value, weight);
1723 1410
1724 if (weight > weight_max) 1411 if (weight > weight_max)
1725 { 1412 break;
1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1727 large->destroy ();
1728 small->destroy ();
1729 return 1;
1730 } 1413 }
1731 } /* is alchemable object */ 1414 }
1732 } /* process all objects on this space */ 1415
1416 value = min (value, value_max);
1417
1418 uint64 count = value / large->value;
1419 int large_nuggets = count;
1420 value -= count * large->value;
1421
1422 count = value / small->value;
1423 int small_nuggets = count;
1733 1424
1734 /* Insert all the nuggets at one time. This probably saves time, but 1425 /* Insert all the nuggets at one time. This probably saves time, but
1735 * it also prevents us from alcheming nuggets that were just created 1426 * it also prevents us from alcheming nuggets that were just created
1736 * with this spell. 1427 * with this spell.
1737 */ 1428 */
1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1429 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1739 }
1740 }
1741 1430
1431 if (weight > weight_max)
1432 goto bailout;
1433 }
1434 }
1435
1436bailout:
1742 large->destroy (); 1437 large->destroy ();
1743 small->destroy (); 1438 small->destroy ();
1744 /* reset this so that if player standing on a big pile of stuff,
1745 * it is redrawn properly.
1746 */
1747 op->contr->socket->look_position = 0;
1748 return 1; 1439 return 1;
1749} 1440}
1750 1441
1751 1442
1752/* This function removes the cursed/damned status on equipped 1443/* This function removes the cursed/damned status on equipped
1761 for (tmp = op->inv; tmp; tmp = tmp->below) 1452 for (tmp = op->inv; tmp; tmp = tmp->below)
1762 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1453 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1763 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1454 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1764 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1455 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1765 { 1456 {
1766
1767 was_one++; 1457 was_one++;
1768 if (tmp->level <= caster_level (caster, spell)) 1458 if (tmp->level <= caster_level (caster, spell))
1769 { 1459 {
1770 success++; 1460 success++;
1771 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1461 if (QUERY_FLAG (spell, FLAG_DAMNED))
1780 } 1470 }
1781 1471
1782 if (op->type == PLAYER) 1472 if (op->type == PLAYER)
1783 { 1473 {
1784 if (success) 1474 if (success)
1785 {
1786 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1475 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1787 }
1788 else 1476 else
1789 { 1477 {
1790 if (was_one) 1478 if (was_one)
1791 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1479 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1792 else 1480 else
1793 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1481 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1794 } 1482 }
1795 } 1483 }
1484
1796 return success; 1485 return success;
1797} 1486}
1798 1487
1799/* Identifies objects in the players inventory/on the ground */ 1488/* Identifies objects in the players inventory/on the ground */
1800 1489
1807 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1496 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1808 1497
1809 if (num_ident < 1) 1498 if (num_ident < 1)
1810 num_ident = 1; 1499 num_ident = 1;
1811 1500
1812
1813 for (tmp = op->inv; tmp; tmp = tmp->below) 1501 for (tmp = op->inv; tmp; tmp = tmp->below)
1814 { 1502 {
1815 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1816 { 1504 {
1817 identify (tmp); 1505 identify (tmp);
1506
1818 if (op->type == PLAYER) 1507 if (op->type == PLAYER)
1819 { 1508 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1509 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1510
1821 if (tmp->msg) 1511 if (tmp->msg)
1822 { 1512 {
1823 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1513 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1824 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1514 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1825 } 1515 }
1826 } 1516 }
1517
1827 num_ident--; 1518 num_ident--;
1828 success = 1; 1519 success = 1;
1829 if (!num_ident) 1520 if (!num_ident)
1830 break; 1521 break;
1831 } 1522 }
1832 } 1523 }
1524
1833 /* If all the power of the spell has been used up, don't go and identify 1525 /* If all the power of the spell has been used up, don't go and identify
1834 * stuff on the floor. Only identify stuff on the floor if the spell 1526 * stuff on the floor. Only identify stuff on the floor if the spell
1835 * was not fully used. 1527 * was not fully used.
1836 */ 1528 */
1837 if (num_ident) 1529 if (num_ident)
1838 { 1530 {
1839 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1531 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1840 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1532 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1841 { 1533 {
1842
1843 identify (tmp); 1534 identify (tmp);
1535
1844 if (op->type == PLAYER) 1536 if (op->type == PLAYER)
1845 { 1537 {
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1538 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1539
1847 if (tmp->msg) 1540 if (tmp->msg)
1848 { 1541 {
1849 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1542 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1850 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1543 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1851 } 1544 }
1545
1852 esrv_send_item (op, tmp); 1546 esrv_send_item (op, tmp);
1853 } 1547 }
1548
1854 num_ident--; 1549 num_ident--;
1855 success = 1; 1550 success = 1;
1856 if (!num_ident) 1551 if (!num_ident)
1857 break; 1552 break;
1858 } 1553 }
1859 } 1554 }
1555
1860 if (!success) 1556 if (!success)
1861 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1557 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1862 else 1558 else
1863 {
1864 spell_effect (spell, op->x, op->y, op->map, op); 1559 spell_effect (spell, op->x, op->y, op->map, op);
1865 } 1560
1866 return success; 1561 return success;
1867} 1562}
1868
1869 1563
1870int 1564int
1871cast_detection (object *op, object *caster, object *spell, object *skill) 1565cast_detection (object *op, object *caster, object *spell, object *skill)
1872{ 1566{
1873 object *tmp, *last, *god, *detect; 1567 object *tmp, *last, *god, *detect;
1886 skill = caster; 1580 skill = caster;
1887 1581
1888 for (x = op->x - range; x <= op->x + range; x++) 1582 for (x = op->x - range; x <= op->x + range; x++)
1889 for (y = op->y - range; y <= op->y + range; y++) 1583 for (y = op->y - range; y <= op->y + range; y++)
1890 { 1584 {
1891
1892 m = op->map; 1585 m = op->map;
1893 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1586 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1894 if (mflags & P_OUT_OF_MAP) 1587 if (mflags & P_OUT_OF_MAP)
1895 continue; 1588 continue;
1896 1589
1898 * floor. But this is not true for show invisible. 1591 * floor. But this is not true for show invisible.
1899 * Basically, we just go and find the top object and work 1592 * Basically, we just go and find the top object and work
1900 * down - that is easier than working up. 1593 * down - that is easier than working up.
1901 */ 1594 */
1902 1595
1903 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1596 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1904 last = tmp; 1597 last = tmp;
1598
1905 /* Shouldn't happen, but if there are no objects on a space, this 1599 /* Shouldn't happen, but if there are no objects on a space, this
1906 * would happen. 1600 * would happen.
1907 */ 1601 */
1908 if (!last) 1602 if (!last)
1909 continue; 1603 continue;
1911 done_one = 0; 1605 done_one = 0;
1912 floor = 0; 1606 floor = 0;
1913 detect = NULL; 1607 detect = NULL;
1914 for (tmp = last; tmp; tmp = tmp->below) 1608 for (tmp = last; tmp; tmp = tmp->below)
1915 { 1609 {
1916
1917 /* show invisible */ 1610 /* show invisible */
1918 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1611 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1919 /* Might there be other objects that we can make visibile? */ 1612 /* Might there be other objects that we can make visible? */
1920 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1613 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1921 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1614 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1922 tmp->type == CF_HANDLE || 1615 tmp->type == CF_HANDLE ||
1923 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1616 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1924 tmp->type == BUTTON || tmp->type == TELEPORTER || 1617 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1931 { 1624 {
1932 tmp->invisible = 0; 1625 tmp->invisible = 0;
1933 done_one = 1; 1626 done_one = 1;
1934 } 1627 }
1935 } 1628 }
1629
1936 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1630 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1937 floor = 1; 1631 floor = 1;
1938 1632
1939 /* All detections below this point don't descend beneath the floor, 1633 /* All detections below this point don't descend beneath the floor,
1940 * so just continue on. We could be clever and look at the type of 1634 * so just continue on. We could be clever and look at the type of
1993 */ 1687 */
1994 if (done_one) 1688 if (done_one)
1995 { 1689 {
1996 object *detect_ob = arch_to_object (spell->other_arch); 1690 object *detect_ob = arch_to_object (spell->other_arch);
1997 1691
1998 detect_ob->x = nx;
1999 detect_ob->y = ny;
2000 /* if this is set, we want to copy the face */ 1692 /* if this is set, we want to copy the face */
2001 if (done_one == 2 && detect) 1693 if (done_one == 2 && detect)
2002 { 1694 {
2003 detect_ob->face = detect->face; 1695 detect_ob->face = detect->face;
2004 detect_ob->animation_id = detect->animation_id; 1696 detect_ob->animation_id = detect->animation_id;
2006 detect_ob->last_anim = 0; 1698 detect_ob->last_anim = 0;
2007 /* by default, the detect_ob is already animated */ 1699 /* by default, the detect_ob is already animated */
2008 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1700 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2009 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1701 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2010 } 1702 }
1703
2011 insert_ob_in_map (detect_ob, m, op, 0); 1704 m->insert (detect_ob, nx, ny, op);
2012 } 1705 }
2013 } /* for processing the surrounding spaces */ 1706 } /* for processing the surrounding spaces */
2014 1707
2015 1708
2016 /* Now process objects in the players inventory if detect curse or magic */ 1709 /* Now process objects in the players inventory if detect curse or magic */
2065 1758
2066 /* Explodes a fireball centered at player */ 1759 /* Explodes a fireball centered at player */
2067 tmp = get_archetype (EXPLODING_FIREBALL); 1760 tmp = get_archetype (EXPLODING_FIREBALL);
2068 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1761 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2069 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; 1762 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2070 tmp->x = victim->x; 1763
2071 tmp->y = victim->y; 1764 tmp->insert_at (victim);
2072 insert_ob_in_map (tmp, victim->map, NULL, 0);
2073 victim->stats.sp = 2 * victim->stats.maxsp; 1765 victim->stats.sp = 2 * victim->stats.maxsp;
2074 } 1766 }
2075 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1767 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2076 {
2077 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1768 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2078 }
2079 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1769 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2080 {
2081 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1770 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2082 }
2083 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1771 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2084 { 1772 {
2085 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1773 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2086 confuse_player (victim, victim, 99); 1774 confuse_player (victim, victim, 99);
2087 } 1775 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1776 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2089 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1777 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2091 }
2092} 1778}
2093 1779
2094/* cast_transfer 1780/* cast_transfer
2095 * This spell transfers sp from the player to another person. 1781 * This spell transfers sp from the player to another person.
2096 * We let the target go above their normal maximum SP. 1782 * We let the target go above their normal maximum SP.
2110 1796
2111 mflags = get_map_flags (m, &m, x, y, &x, &y); 1797 mflags = get_map_flags (m, &m, x, y, &x, &y);
2112 1798
2113 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1799 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2114 { 1800 {
2115 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1801 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2116 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1802 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2117 break; 1803 break;
2118 } 1804 }
2119 1805
2120 1806
2121 /* If we did not find a player in the specified direction, transfer 1807 /* If we did not find a player in the specified direction, transfer
2122 * to anyone on top of us. This is used for the rune of transference mostly. 1808 * to anyone on top of us. This is used for the rune of transference mostly.
2123 */ 1809 */
2124 if (plyr == NULL) 1810 if (plyr == NULL)
2125 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1811 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2126 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1812 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2127 break; 1813 break;
2128 1814
2129 if (!plyr) 1815 if (!plyr)
2130 { 1816 {
2185 m = op->map; 1871 m = op->map;
2186 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1872 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2187 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
2188 return; 1874 return;
2189 1875
2190 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1876 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2191 { 1877 {
2192 next = tmp->above; 1878 next = tmp->above;
2193 1879
2194 /* Need to look at the head object - otherwise, if tmp 1880 /* Need to look at the head object - otherwise, if tmp
2195 * points to a monster, we don't have all the necessary 1881 * points to a monster, we don't have all the necessary
2207 /* Basically, if the object is magical and not counterspell, 1893 /* Basically, if the object is magical and not counterspell,
2208 * we will more or less remove the object. Don't counterspell 1894 * we will more or less remove the object. Don't counterspell
2209 * monsters either. 1895 * monsters either.
2210 */ 1896 */
2211 1897
2212 if (head->attacktype & AT_MAGIC && 1898 if (head->attacktype & AT_MAGIC
2213 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1899 && !(head->attacktype & AT_COUNTERSPELL)
1900 && !QUERY_FLAG (head, FLAG_MONSTER)
1901 && (op->level > head->level))
2214 head->destroy (); 1902 head->destroy ();
2215 else 1903 else
2216 switch (head->type) 1904 switch (head->type)
2217 { 1905 {
2218 case SPELL_EFFECT: 1906 case SPELL_EFFECT:
1907 // XXX: Don't affect floor spelleffects. See also XXX comment
1908 // about sanctuary in spell_util.C
1909 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1910 continue;
1911
2219 if (op->level > head->level) 1912 if (op->level > head->level)
2220 head->destroy (); 1913 head->destroy ();
2221 1914
2222 break; 1915 break;
2223 1916
2290 * This code was very odd - code early on would only let players use the spell, 1983 * This code was very odd - code early on would only let players use the spell,
2291 * yet the code wass full of player checks. I've presumed that the code 1984 * yet the code wass full of player checks. I've presumed that the code
2292 * that only let players use it was correct, and removed all the other 1985 * that only let players use it was correct, and removed all the other
2293 * player checks. MSW 2003-01-06 1986 * player checks. MSW 2003-01-06
2294 */ 1987 */
2295
2296int 1988int
2297animate_weapon (object *op, object *caster, object *spell, int dir) 1989animate_weapon (object *op, object *caster, object *spell, int dir)
2298{ 1990{
2299 object *weapon, *tmp; 1991 object *weapon, *tmp;
2300 char buf[MAX_BUF]; 1992 char buf[MAX_BUF];
2312 /* exit if it's not a player using this spell. */ 2004 /* exit if it's not a player using this spell. */
2313 if (op->type != PLAYER) 2005 if (op->type != PLAYER)
2314 return 0; 2006 return 0;
2315 2007
2316 /* if player already has a golem, abort */ 2008 /* if player already has a golem, abort */
2317 if (op->contr->ranges[range_golem]) 2009 if (object *golem = op->contr->golem)
2318 { 2010 {
2319 control_golem (op->contr->ranges[range_golem], dir); 2011 control_golem (golem, dir);
2320 return 0; 2012 return 0;
2321 } 2013 }
2322 2014
2323 /* if no direction specified, pick one */ 2015 /* if no direction specified, pick one */
2324 if (!dir) 2016 if (!dir)
2370 /* create the golem object */ 2062 /* create the golem object */
2371 tmp = arch_to_object (spell->other_arch); 2063 tmp = arch_to_object (spell->other_arch);
2372 2064
2373 /* if animated by a player, give the player control of the golem */ 2065 /* if animated by a player, give the player control of the golem */
2374 CLEAR_FLAG (tmp, FLAG_MONSTER); 2066 CLEAR_FLAG (tmp, FLAG_MONSTER);
2375 SET_FLAG (tmp, FLAG_FRIENDLY);
2376 tmp->stats.exp = 0; 2067 tmp->stats.exp = 0;
2377 add_friendly_object (tmp); 2068 add_friendly_object (tmp);
2378 tmp->type = GOLEM; 2069 tmp->type = GOLEM;
2379 tmp->set_owner (op); 2070 tmp->set_owner (op);
2071 op->contr->golem = tmp;
2380 set_spell_skill (op, caster, spell, tmp); 2072 set_spell_skill (op, caster, spell, tmp);
2381 op->contr->ranges[range_golem] = tmp;
2382 op->contr->shoottype = range_golem;
2383 2073
2384 /* Give the weapon to the golem now. A bit of a hack to check the 2074 /* Give the weapon to the golem now. A bit of a hack to check the
2385 * removed flag - it should only be set if get_split_object was 2075 * removed flag - it should only be set if get_split_object was
2386 * used above. 2076 * used above.
2387 */ 2077 */
2388 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2078 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2389 weapon->remove (); 2079 weapon->remove ();
2080
2390 insert_ob_in_ob (weapon, tmp); 2081 insert_ob_in_ob (weapon, tmp);
2391 esrv_send_item (op, weapon); 2082 esrv_send_item (op, weapon);
2392 /* To do everything necessary to let a golem use the weapon is a pain, 2083 /* To do everything necessary to let a golem use the weapon is a pain,
2393 * so instead, just set it as equipped (otherwise, we need to update 2084 * so instead, just set it as equipped (otherwise, we need to update
2394 * body_info, skills, etc) 2085 * body_info, skills, etc)
2395 */ 2086 */
2396 SET_FLAG (tmp, FLAG_USE_WEAPON); 2087 SET_FLAG (tmp, FLAG_USE_WEAPON);
2397 SET_FLAG (weapon, FLAG_APPLIED); 2088 SET_FLAG (weapon, FLAG_APPLIED);
2398 fix_player (tmp); 2089 tmp->update_stats ();
2399 2090
2400 /* There used to be 'odd' code that basically seemed to take the absolute 2091 /* There used to be 'odd' code that basically seemed to take the absolute
2401 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2092 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2402 * if you're using a crappy weapon, it shouldn't be as good. 2093 * if you're using a crappy weapon, it shouldn't be as good.
2403 */ 2094 */
2455 if (a > 14) 2146 if (a > 14)
2456 a = 14; 2147 a = 14;
2457 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2148 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2458 2149
2459 /* Determine golem's speed */ 2150 /* Determine golem's speed */
2460 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2151 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2461
2462 if (tmp->speed > 3.33)
2463 tmp->speed = 3.33;
2464 2152
2465 if (!spell->race) 2153 if (!spell->race)
2466 { 2154 {
2467 sprintf (buf, "animated %s", &weapon->name); 2155 sprintf (buf, "animated %s", &weapon->name);
2468 tmp->name = buf; 2156 tmp->name = buf;
2470 tmp->face = weapon->face; 2158 tmp->face = weapon->face;
2471 tmp->animation_id = weapon->animation_id; 2159 tmp->animation_id = weapon->animation_id;
2472 tmp->anim_speed = weapon->anim_speed; 2160 tmp->anim_speed = weapon->anim_speed;
2473 tmp->last_anim = weapon->last_anim; 2161 tmp->last_anim = weapon->last_anim;
2474 tmp->state = weapon->state; 2162 tmp->state = weapon->state;
2475 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2163 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2476 {
2477 SET_FLAG (tmp, FLAG_ANIMATE);
2478 }
2479 else
2480 {
2481 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2482 }
2483 update_ob_speed (tmp);
2484 } 2164 }
2485 2165
2486 /* make experience increase in proportion to the strength of the summoned creature. */ 2166 /* make experience increase in proportion to the strength of the summoned creature. */
2487 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2167 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2488 2168
2489 tmp->speed_left = -1; 2169 tmp->speed_left = -1;
2490 tmp->x = x;
2491 tmp->y = y;
2492 tmp->direction = dir; 2170 tmp->direction = dir;
2493 insert_ob_in_map (tmp, m, op, 0); 2171
2172 m->insert (tmp, x, y, op);
2494 return 1; 2173 return 1;
2495} 2174}
2496 2175
2497/* cast_daylight() - changes the map darkness level *lower* */ 2176/* cast_daylight() - changes the map darkness level *lower* */
2498 2177
2506 int success; 2185 int success;
2507 2186
2508 if (!op->map) 2187 if (!op->map)
2509 return 0; /* shouldnt happen */ 2188 return 0; /* shouldnt happen */
2510 2189
2511 success = change_map_light (op->map, spell->stats.dam); 2190 success = op->map->change_map_light (spell->stats.dam);
2191
2512 if (!success) 2192 if (!success)
2513 { 2193 {
2514 if (spell->stats.dam < 0) 2194 if (spell->stats.dam < 0)
2515 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2195 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2516 else 2196 else
2593 { 2273 {
2594 aura->destroy (); 2274 aura->destroy ();
2595 return; 2275 return;
2596 } 2276 }
2597 2277
2598 aura->x = env->x;
2599 aura->y = env->y;
2600
2601 /* we need to jump out of the inventory for a bit 2278 /* we need to jump out of the inventory for a bit
2602 * in order to hit the map conveniently. 2279 * in order to hit the map conveniently.
2603 */ 2280 */
2604 insert_ob_in_map (aura, env->map, aura, 0); 2281 aura->insert_at (env, aura);
2605 2282
2606 for (i = 1; i < 9; i++) 2283 for (i = 1; i < 9; i++)
2607 { 2284 {
2608 sint16 nx, ny; 2285 sint16 nx, ny;
2609 2286
2618 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2295 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2619 { 2296 {
2620 hit_map (aura, i, aura->attacktype, 0); 2297 hit_map (aura, i, aura->attacktype, 0);
2621 2298
2622 if (aura->other_arch) 2299 if (aura->other_arch)
2623 { 2300 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2624 object *new_ob;
2625
2626 new_ob = arch_to_object (aura->other_arch);
2627 new_ob->x = nx;
2628 new_ob->y = ny;
2629 insert_ob_in_map (new_ob, m, aura, 0);
2630 } 2301 }
2631 }
2632 } 2302 }
2303
2633 /* put the aura back in the player's inventory */ 2304 /* put the aura back in the player's inventory */
2634 aura->remove (); 2305 aura->remove ();
2635 insert_ob_in_ob (aura, env); 2306 insert_ob_in_ob (aura, env);
2636} 2307}
2637 2308
2642void 2313void
2643move_peacemaker (object *op) 2314move_peacemaker (object *op)
2644{ 2315{
2645 object *tmp; 2316 object *tmp;
2646 2317
2647 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2318 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2648 { 2319 {
2649 int atk_lev, def_lev; 2320 int atk_lev, def_lev;
2650 object *victim = tmp; 2321 object *victim = tmp;
2651 2322
2652 if (tmp->head) 2323 if (tmp->head)
2718 2389
2719 snprintf (rune, sizeof (rune), "%s\n", msg); 2390 snprintf (rune, sizeof (rune), "%s\n", msg);
2720 2391
2721 tmp->race = op->name; /*Save the owner of the rune */ 2392 tmp->race = op->name; /*Save the owner of the rune */
2722 tmp->msg = rune; 2393 tmp->msg = rune;
2723 tmp->x = op->x; 2394
2724 tmp->y = op->y; 2395 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2725 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2726 return 1; 2396 return 1;
2727} 2397}

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