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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 1.66 by root, Fri Aug 10 01:47:53 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->destroy (); 76 wand->destroy ();
80 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
81 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
82 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
82
84 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
84
85 if (tmp->stats.hp < 2) 85 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 86 tmp->stats.hp = 2;
87 tmp->x = op->x; 87
88 tmp->y = op->y; 88 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 89 return 1;
91 } 90 }
92 91
93 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
94 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
96 else 96 else
97 { 97 {
98 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));
99 return 0; 99 return 0;
100 } 100 }
101
101 if (!ncharges) 102 if (!ncharges)
102 ncharges = 1; 103 ncharges = 1;
103 104
104 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
105 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
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
107 { 109 {
108 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->speed = wand->arch->clone.speed; 111 wand->set_speed (wand->arch->speed);
110 update_ob_speed (wand);
111 } 112 }
113
112 return 1; 114 return 1;
113} 115}
114 116
115/* 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
116 * 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
120 * great a plus, the default is used. 122 * great a plus, the default is used.
121 * 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
122 * 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
123 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
124 */ 126 */
125
126int 127int
127cast_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)
128{ 129{
129 int missile_plus = 0, bonus_plus = 0; 130 int missile_plus = 0, bonus_plus = 0;
130 const char *missile_name; 131 const char *missile_name;
151 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 153 if (isalpha (*stringarg))
153 { 154 {
154 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
155 156
156 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, stringarg))
158 break; 159 break;
159 160
160 if (!al) 161 if (!al)
161 { 162 {
221 if (stringarg) 222 if (stringarg)
222 { 223 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, stringarg);
224 if (at == NULL) 225 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, stringarg);
226 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 228 stringarg = NULL;
228 } 229 }
229 230
230 if (!stringarg) 231 if (!stringarg)
231 { 232 {
237 * 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
238 * to be altered from the donor. 239 * to be altered from the donor.
239 */ 240 */
240 241
241 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
243 { 244 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
245 { 246 {
246 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead. 249 * the item we have now, take it instead.
249 */ 250 */
250 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)))
251 at = at_tmp; 256 at = at_tmp;
252 } 257 }
253 } 258 }
254 } 259 }
260
255 /* 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
256 * know 262 * know
257 */ 263 */
258 if (!at) 264 if (!at)
259 { 265 {
260 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.");
261 return 0; 267 return 0;
262 } 268 }
263 269
264 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
265 new_op = arch_to_object (at); 271 new_op = arch_to_object (at);
266 new_op->nrof = food_value; 272 new_op->nrof = food_value;
267 273
268 new_op->value = 0; 274 new_op->value = 0;
269 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
284 if (!dir) 290 if (!dir)
285 { 291 {
286 examine_monster (op, op); 292 examine_monster (op, op);
287 return 1; 293 return 1;
288 } 294 }
295
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
291 { 298 {
292 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];
293 300
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 310 return 0;
304 } 311 }
305 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
306 { 313 {
307 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)
308 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)))
309 { 316 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 318 if (tmp->head != NULL)
312 tmp = tmp->head; 319 tmp = tmp->head;
313 examine_monster (op, tmp); 320 examine_monster (op, tmp);
314 return 1; 321 return 1;
315 } 322 }
316 } 323 }
317 } 324 }
325
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1; 327 return 1;
320} 328}
321
322 329
323/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc 331 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
370 * normal applies. 377 * normal applies.
371 */ 378 */
372int 379int
373cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
374{ 381{
375 object *tmp;
376
377 if (op->invisible > 1000) 382 if (op->invisible > 1000)
378 { 383 {
379 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");
380 return 0; 385 return 0;
381 } 386 }
397 else 402 else
398 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
399 404
400 op->contr->hidden = 0; 405 op->contr->hidden = 0;
401 } 406 }
407
402 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
403 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!");
404 else 410 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 412
407 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
408 414
409 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
410 * harm to the player. 416 * harm to the player.
411 */ 417 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
413 if (tmp->enemy == op) 419 if (tmp->enemy == op)
414 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
415 return 1; 422 return 1;
416} 423}
417 424
418/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 426 */
440 447
441 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
442 continue; 449 continue;
443 450
444 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be teared down
445 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)
446 { 453 {
447 next = tmp->above; 454 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 457 }
451 } 458 }
459
452 return 1; 460 return 1;
453} 461}
454
455 462
456void 463void
457execute_word_of_recall (object *op) 464execute_word_of_recall (object *op)
458{ 465{
459 object *wor = op; 466 if (object *pl = op->in_player ())
460 467 {
461 while (op != NULL && op->type != PLAYER) 468 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."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 470 else
471 {
472 // remove first so we do not call update_stats
473 op->remove ();
468 enter_exit (op, wor); 474 pl->enter_exit (op);
475 }
476 }
469 477
470 wor->destroy (); 478 op->destroy ();
471} 479}
472 480
473/* Word of recall causes the player to return 'home'. 481/* Word of recall causes the player to return 'home'.
474 * 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
475 * time delay effect. 483 * time delay effect.
494 { 502 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 505 return 0;
498 } 506 }
507
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 508 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 509 if (time < 1)
501 time = 1; 510 time = 1;
502 511
503 /* 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
504 * 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
505 * do anything really odd if it say a -1000 or something. 514 * do anything really odd if it say a -1000 or something.
506 */ 515 */
507 dummy->speed = 0.002; 516 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 517 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 518 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL; 519 dummy->subtype = SP_WORD_OF_RECALL;
512 520
513 /* 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
514 * nice, but until the map load fails, we can't. 522 * nice, but until the map load fails, we can't.
515 */ 523 */
516 EXIT_PATH (dummy) = op->contr->savebed_map; 524 EXIT_PATH (dummy) = op->contr->savebed_map;
517 EXIT_X (dummy) = op->contr->bed_x; 525 EXIT_X (dummy) = op->contr->bed_x;
518 EXIT_Y (dummy) = op->contr->bed_y; 526 EXIT_Y (dummy) = op->contr->bed_y;
519 527
520 (void) insert_ob_in_ob (dummy, op); 528 op->insert (dummy);
529
521 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
522 return 1; 532 return 1;
523} 533}
524 534
525/* cast_wonder 535/* cast_wonder
526 * wonder is really just a spell that will likely cast another 536 * wonder is really just a spell that will likely cast another
556 return cast_spell (op, caster, dir, newspell, NULL); 566 return cast_spell (op, caster, dir, newspell, NULL);
557 } 567 }
558 return 1; 568 return 1;
559} 569}
560 570
561
562int 571int
563perceive_self (object *op) 572perceive_self (object *op)
564{ 573{
565 char *cp = describe_item (op, op), buf[MAX_BUF]; 574 const char *cp = describe_item (op, op);
566 archetype *at = archetype::find (ARCH_DEPLETION); 575 archetype *at = archetype::find (ARCH_DEPLETION);
567 object *tmp;
568 int i;
569 576
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
570 tmp = find_god (determine_god (op)); 583 if (object *god = find_god (determine_god (op)))
571 if (tmp) 584 buf << "You worship " << &god->name << ".\n";
572 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
573 else 585 else
574 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 586 buf << "You worship no god.\n";
575 587
576 tmp = present_arch_in_ob (at, op); 588 object *tmp = present_arch_in_ob (at, op);
577 589
578 if (*cp == '\0' && tmp == NULL) 590 if (*cp == '\0' && tmp == NULL)
579 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 591 buf << "You feel very mundane. ";
580 else 592 else
581 { 593 {
582 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 594 buf << "You have: " << cp << ".\n";
583 new_draw_info (NDI_UNIQUE, 0, op, cp); 595
584 if (tmp != NULL) 596 if (tmp)
585 {
586 for (i = 0; i < NUM_STATS; i++) 597 for (int i = 0; i < NUM_STATS; i++)
587 { 598 if (tmp->stats.stat (i) < 0)
588 if (get_attr_value (&tmp->stats, i) < 0) 599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
589 {
590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
591 }
592 }
593 }
594 } 600 }
595 601
596 if (is_dragon_pl (op)) 602 if (is_dragon_pl (op))
597 {
598 /* now grab the 'dragon_ability'-force from the player's inventory */ 603 /* now grab the 'dragon_ability'-force from the player's inventory */
599 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 604 for (tmp = op->inv; tmp; tmp = tmp->below)
600 { 605 {
601 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
602 { 607 {
603 if (tmp->stats.exp == 0) 608 if (tmp->stats.exp == 0)
604 {
605 sprintf (buf, "Your metabolism isn't focused on anything."); 609 buf << "Your metabolism isn't focused on anything.\n";
606 }
607 else 610 else
608 {
609 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";
610 } 612
611 new_draw_info (NDI_UNIQUE, 0, op, buf);
612 break; 613 break;
613 } 614 }
614 } 615 }
615 } 616
617 buf << '\0'; // zero-terminate
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620
616 return 1; 621 return 1;
617} 622}
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
881 623
882/* This creates magic walls. Really, it can create most any object, 624/* This creates magic walls. Really, it can create most any object,
883 * within some reason. 625 * within some reason.
884 */ 626 */
885
886int 627int
887magic_wall (object *op, object *caster, int dir, object *spell_ob) 628magic_wall (object *op, object *caster, int dir, object *spell_ob)
888{ 629{
889 object *tmp, *tmp2; 630 object *tmp;
890 int i, posblocked, negblocked, maxrange; 631 int i, posblocked, negblocked, maxrange;
891 sint16 x, y; 632 sint16 x, y;
892 maptile *m; 633 maptile *m;
893 const char *name; 634 const char *name;
894 archetype *at; 635 archetype *at;
902 else 643 else
903 { 644 {
904 x = op->x + freearr_x[dir]; 645 x = op->x + freearr_x[dir];
905 y = op->y + freearr_y[dir]; 646 y = op->y + freearr_y[dir];
906 } 647 }
648
907 m = op->map; 649 m = op->map;
908 650
909 if ((spell_ob->move_block || x != op->x || y != op->y) && 651 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) || 652 (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))) 653 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
912 { 654 {
913 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.");
914 return 0; 656 return 0;
915 } 657 }
658
916 if (spell_ob->other_arch) 659 if (spell_ob->other_arch)
917 {
918 tmp = arch_to_object (spell_ob->other_arch); 660 tmp = arch_to_object (spell_ob->other_arch);
919 }
920 else if (spell_ob->race) 661 else if (spell_ob->race)
921 { 662 {
922 char buf1[MAX_BUF]; 663 char buf1[MAX_BUF];
923 664
924 sprintf (buf1, spell_ob->race, dir); 665 sprintf (buf1, spell_ob->race, dir);
927 { 668 {
928 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 669 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
929 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 670 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
930 return 0; 671 return 0;
931 } 672 }
673
932 tmp = arch_to_object (at); 674 tmp = arch_to_object (at);
933 } 675 }
934 else 676 else
935 { 677 {
936 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);
946 } 688 }
947 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 689 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
948 { 690 {
949 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);
950 tmp->stats.maxhp = tmp->stats.hp; 692 tmp->stats.maxhp = tmp->stats.hp;
951 tmp->set_owner (op);
952 set_spell_skill (op, caster, spell_ob, tmp);
953 } 693 }
694
954 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))
955 { 696 {
956 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);
957 SET_FLAG (tmp, FLAG_IS_USED_UP); 698 SET_FLAG (tmp, FLAG_IS_USED_UP);
958 } 699 }
700
959 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 701 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
960 { 702 {
961 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);
962 tmp->stats.maxhp = tmp->stats.hp; 704 tmp->stats.maxhp = tmp->stats.hp;
963 SET_FLAG (tmp, FLAG_TEAR_DOWN); 705 SET_FLAG (tmp, FLAG_TEAR_DOWN);
964 SET_FLAG (tmp, FLAG_ALIVE); 706 SET_FLAG (tmp, FLAG_ALIVE);
965 } 707 }
966 708
967 /* 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,
968 * 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.
969 */ 712 */
713 if (tmp->type != EARTHWALL) //TODO
970 tmp->set_owner (op); 714 tmp->set_owner (op);
715
971 set_spell_skill (op, caster, spell_ob, tmp); 716 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; 717 tmp->level = caster_level (caster, spell_ob) / 2;
975 718
976 name = tmp->name; 719 name = tmp->name;
977 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 720 if (!(tmp = m->insert (tmp, x, y, op)))
978 { 721 {
979 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);
980 return 0; 723 return 0;
981 } 724 }
725
982 /* 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 */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 727 if (tmp->other_arch && tmp->other_arch->type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
985 729
986 /* This code causes the wall to extend some distance in 730 /* This code causes the wall to extend some distance in
987 * each direction, or until an obstruction is encountered. 731 * each direction, or until an obstruction is encountered.
988 * posblocked and negblocked help determine how far the 732 * posblocked and negblocked help determine how far the
1004 m = tmp->map; 748 m = tmp->map;
1005 749
1006 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)) &&
1007 ((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)
1008 { 752 {
1009 tmp2 = tmp->clone (); 753 object *tmp2 = tmp->clone ();
1010 tmp2->x = x; 754 m->insert (tmp2, x, y, op);
1011 tmp2->y = y; 755
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* 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 */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 758 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 759
1017 } 760 }
1018 else 761 else
1019 posblocked = 1; 762 posblocked = 1;
1020 763
1023 m = tmp->map; 766 m = tmp->map;
1024 767
1025 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)) &&
1026 ((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)
1027 { 770 {
1028 tmp2 = tmp->clone (); 771 object *tmp2 = tmp->clone ();
1029 tmp2->x = x; 772 m->insert (tmp2, x, y, op);
1030 tmp2->y = y; 773
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 pyrite ("false gold"), henceforth called gold nuggets.
1556 * about 90% of that of the item itself. It uses the value of the
1557 * object before charisma adjustments, because the nuggets themselves
1558 * will be will be adjusted by charisma when sold.
1559 * 1282 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1283 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1284 * itself. It uses the value of the object before charisma adjustments,
1562 * Small nuggets are worth 1 gp each (base). You will get from 0 1285 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1286 * when sold.
1564 *
1565 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1287 *
1568 * There is also a chance (1:30) that you will get nothing at all 1288 * There is also a chance (1:30) that you will get nothing at all
1569 * for the object. There is also a maximum weight that will be 1289 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1290 * alchemised.
1571 */ 1291 */
1572
1573/* I didn't feel like passing these as arguements to the
1574 * two functions that need them. Real values are put in them
1575 * when the spell is cast, and these are freed when the spell
1576 * is finished.
1577 */
1578static object *small, *large;
1579
1580static void 1292static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1293alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1294{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1295 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1296
1585 /* Give third price when we alchemy money (This should hopefully 1297 /* Give third price when we alchemy money (This should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1298 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1299 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1300 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1301 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1302 * the stuff back to town.
1591 */ 1303 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1304 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1305 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1306 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1307 value /= 3;
1597 else 1308 else
1598 value = (value * 9) / 10; 1309 value = value * 9 / 10;
1599 1310
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1311 if (obj->value > 0 && rndm (0, 29))
1603 { 1312 total_value += value;
1604 int count;
1605 1313
1606 count = value / large->value;
1607 *large_nuggets += count;
1608 value -= (uint64) count *(uint64) large->value;
1609
1610 count = value / small->value;
1611 *small_nuggets += count;
1612 }
1613
1614 /* Turn 25 small nuggets into 1 large nugget. If the value
1615 * of large nuggets is not evenly divisable by the small nugget
1616 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1617 */
1618 if (*small_nuggets * small->value >= large->value)
1619 {
1620 (*large_nuggets)++;
1621 *small_nuggets -= large->value / small->value;
1622 if (*small_nuggets && large->value % small->value)
1623 (*small_nuggets)--;
1624 }
1625 weight += obj->weight; 1314 total_weight += obj->total_weight ();
1315
1626 obj->destroy (); 1316 obj->destroy ();
1627} 1317}
1628 1318
1629static void
1630update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1631{
1632 object *tmp;
1633 int flag = 0;
1634
1635 /* Put any nuggets below the player, but we can only pass this
1636 * flag if we are on the same space as the player
1637 */
1638 if (x == op->x && y == op->y && op->map == m)
1639 flag = INS_BELOW_ORIGINATOR;
1640
1641 if (small_nuggets)
1642 {
1643 tmp = small->clone ();
1644 tmp->nrof = small_nuggets;
1645 tmp->x = x;
1646 tmp->y = y;
1647 insert_ob_in_map (tmp, m, op, flag);
1648 }
1649
1650 if (large_nuggets)
1651 {
1652 tmp = large->clone ();
1653 tmp->nrof = large_nuggets;
1654 tmp->x = x;
1655 tmp->y = y;
1656 insert_ob_in_map (tmp, m, op, flag);
1657 }
1658}
1659
1660int 1319int
1661alchemy (object *op, object *caster, object *spell_ob) 1320alchemy (object *op, object *caster, object *spell_ob)
1662{ 1321{
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) 1322 if (op->type != PLAYER)
1669 return 0; 1323 return 0;
1670 1324
1325 archetype *nugget[3];
1326
1327 nugget[0] = archetype::find ("pyrite3");
1328 nugget[1] = archetype::find ("pyrite2");
1329 nugget[2] = archetype::find ("pyrite");
1330
1671 /* Put a maximum weight of items that can be alchemied. Limits the power 1331 /* 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 1332 * some, and also prevents people from alchemising every table/chair/clock
1673 * in sight 1333 * in sight
1674 */ 1334 */
1675 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1335 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1676 weight_max *= 1000; 1336 int weight_max = duration * 1000;
1677 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1337 uint64 value_max = duration * 1000;
1678 1338
1339 int weight = 0;
1340
1679 for (y = op->y - 1; y <= op->y + 1; y++) 1341 for (int y = op->y - 1; y <= op->y + 1; y++)
1680 { 1342 {
1681 for (x = op->x - 1; x <= op->x + 1; x++) 1343 for (int x = op->x - 1; x <= op->x + 1; x++)
1682 { 1344 {
1345 uint64 value = 0;
1346
1683 nx = x; 1347 sint16 nx = x;
1684 ny = y; 1348 sint16 ny = y;
1685 1349
1686 mp = op->map; 1350 maptile *mp = op->map;
1687 1351
1688 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1352 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1689 1353
1690 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1354 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1691 continue; 1355 continue;
1692 1356
1693 /* Treat alchemy a little differently - most spell effects 1357 /* Treat alchemy a little differently - most spell effects
1695 * ground level effect. 1359 * ground level effect.
1696 */ 1360 */
1697 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1361 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1698 continue; 1362 continue;
1699 1363
1700 small_nuggets = 0; 1364 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 { 1365 {
1705 next = tmp->above; 1366 next = tmp->above;
1367
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1368 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1369 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1708 { 1370 {
1709
1710 if (tmp->inv) 1371 if (tmp->inv)
1711 { 1372 {
1712 object *next1, *tmp1; 1373 object *next1, *tmp1;
1713 1374
1714 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1375 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1715 { 1376 {
1716 next1 = tmp1->below; 1377 next1 = tmp1->below;
1717 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1378 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1718 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1379 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1719 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1380 alchemy_object (tmp1, value, weight);
1720 } 1381 }
1721 } 1382 }
1383
1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1384 alchemy_object (tmp, value, weight);
1723 1385
1724 if (weight > weight_max) 1386 if (weight > weight_max)
1725 { 1387 break;
1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1727 large->destroy ();
1728 small->destroy ();
1729 return 1;
1730 } 1388 }
1731 } /* is alchemable object */
1732 } /* process all objects on this space */
1733
1734 /* Insert all the nuggets at one time. This probably saves time, but
1735 * it also prevents us from alcheming nuggets that were just created
1736 * with this spell.
1737 */ 1389 }
1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1390
1391 value -= rndm (value >> 4);
1392 value = min (value, value_max);
1393
1394 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1395 if (int nrof = value / nugget [i]->value)
1396 {
1397 value -= nrof * nugget[i]->value;
1398
1399 object *tmp = arch_to_object (nugget[i]);
1400 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true;
1402 caster->map->insert (tmp, x, y, caster, 0);
1739 } 1403 }
1740 }
1741 1404
1742 large->destroy (); 1405 if (weight > weight_max)
1743 small->destroy (); 1406 goto bailout;
1744 /* reset this so that if player standing on a big pile of stuff, 1407 }
1745 * it is redrawn properly. 1408 }
1746 */ 1409
1747 op->contr->socket->look_position = 0; 1410bailout:
1748 return 1; 1411 return 1;
1749} 1412}
1750 1413
1751 1414
1752/* This function removes the cursed/damned status on equipped 1415/* This function removes the cursed/damned status on equipped
1761 for (tmp = op->inv; tmp; tmp = tmp->below) 1424 for (tmp = op->inv; tmp; tmp = tmp->below)
1762 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1425 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1763 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1764 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1765 { 1428 {
1766
1767 was_one++; 1429 was_one++;
1768 if (tmp->level <= caster_level (caster, spell)) 1430 if (tmp->level <= caster_level (caster, spell))
1769 { 1431 {
1770 success++; 1432 success++;
1771 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1433 if (QUERY_FLAG (spell, FLAG_DAMNED))
1780 } 1442 }
1781 1443
1782 if (op->type == PLAYER) 1444 if (op->type == PLAYER)
1783 { 1445 {
1784 if (success) 1446 if (success)
1785 {
1786 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1447 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1787 }
1788 else 1448 else
1789 { 1449 {
1790 if (was_one) 1450 if (was_one)
1791 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1451 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1792 else 1452 else
1793 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1453 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1794 } 1454 }
1795 } 1455 }
1456
1796 return success; 1457 return success;
1797} 1458}
1798 1459
1799/* Identifies objects in the players inventory/on the ground */ 1460/* Identifies objects in the players inventory/on the ground */
1800 1461
1807 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1468 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1808 1469
1809 if (num_ident < 1) 1470 if (num_ident < 1)
1810 num_ident = 1; 1471 num_ident = 1;
1811 1472
1812
1813 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1814 { 1474 {
1815 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1816 { 1476 {
1817 identify (tmp); 1477 identify (tmp);
1478
1818 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1819 { 1480 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1481 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1482
1821 if (tmp->msg) 1483 if (tmp->msg)
1822 { 1484 {
1823 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1485 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1824 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1486 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1825 } 1487 }
1826 } 1488 }
1489
1827 num_ident--; 1490 num_ident--;
1828 success = 1; 1491 success = 1;
1829 if (!num_ident) 1492 if (!num_ident)
1830 break; 1493 break;
1831 } 1494 }
1832 } 1495 }
1496
1833 /* If all the power of the spell has been used up, don't go and identify 1497 /* 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 1498 * stuff on the floor. Only identify stuff on the floor if the spell
1835 * was not fully used. 1499 * was not fully used.
1836 */ 1500 */
1837 if (num_ident) 1501 if (num_ident)
1838 { 1502 {
1839 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1503 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)) 1504 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1841 { 1505 {
1842
1843 identify (tmp); 1506 identify (tmp);
1507
1844 if (op->type == PLAYER) 1508 if (op->type == PLAYER)
1845 { 1509 {
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1510 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1511
1847 if (tmp->msg) 1512 if (tmp->msg)
1848 { 1513 {
1849 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1514 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1850 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1515 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1851 } 1516 }
1517
1852 esrv_send_item (op, tmp); 1518 esrv_send_item (op, tmp);
1853 } 1519 }
1520
1854 num_ident--; 1521 num_ident--;
1855 success = 1; 1522 success = 1;
1856 if (!num_ident) 1523 if (!num_ident)
1857 break; 1524 break;
1858 } 1525 }
1859 } 1526 }
1527
1860 if (!success) 1528 if (!success)
1861 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1529 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1862 else 1530 else
1863 {
1864 spell_effect (spell, op->x, op->y, op->map, op); 1531 spell_effect (spell, op->x, op->y, op->map, op);
1865 } 1532
1866 return success; 1533 return success;
1867} 1534}
1868
1869 1535
1870int 1536int
1871cast_detection (object *op, object *caster, object *spell, object *skill) 1537cast_detection (object *op, object *caster, object *spell, object *skill)
1872{ 1538{
1873 object *tmp, *last, *god, *detect; 1539 object *tmp, *last, *god, *detect;
1886 skill = caster; 1552 skill = caster;
1887 1553
1888 for (x = op->x - range; x <= op->x + range; x++) 1554 for (x = op->x - range; x <= op->x + range; x++)
1889 for (y = op->y - range; y <= op->y + range; y++) 1555 for (y = op->y - range; y <= op->y + range; y++)
1890 { 1556 {
1891
1892 m = op->map; 1557 m = op->map;
1893 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1558 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1894 if (mflags & P_OUT_OF_MAP) 1559 if (mflags & P_OUT_OF_MAP)
1895 continue; 1560 continue;
1896 1561
1898 * floor. But this is not true for show invisible. 1563 * floor. But this is not true for show invisible.
1899 * Basically, we just go and find the top object and work 1564 * Basically, we just go and find the top object and work
1900 * down - that is easier than working up. 1565 * down - that is easier than working up.
1901 */ 1566 */
1902 1567
1903 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1568 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1904 last = tmp; 1569 last = tmp;
1570
1905 /* Shouldn't happen, but if there are no objects on a space, this 1571 /* Shouldn't happen, but if there are no objects on a space, this
1906 * would happen. 1572 * would happen.
1907 */ 1573 */
1908 if (!last) 1574 if (!last)
1909 continue; 1575 continue;
1911 done_one = 0; 1577 done_one = 0;
1912 floor = 0; 1578 floor = 0;
1913 detect = NULL; 1579 detect = NULL;
1914 for (tmp = last; tmp; tmp = tmp->below) 1580 for (tmp = last; tmp; tmp = tmp->below)
1915 { 1581 {
1916
1917 /* show invisible */ 1582 /* show invisible */
1918 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1583 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1919 /* Might there be other objects that we can make visibile? */ 1584 /* Might there be other objects that we can make visible? */
1920 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1585 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1921 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1586 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1922 tmp->type == CF_HANDLE || 1587 tmp->type == CF_HANDLE ||
1923 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1588 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1924 tmp->type == BUTTON || tmp->type == TELEPORTER || 1589 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1931 { 1596 {
1932 tmp->invisible = 0; 1597 tmp->invisible = 0;
1933 done_one = 1; 1598 done_one = 1;
1934 } 1599 }
1935 } 1600 }
1601
1936 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1937 floor = 1; 1603 floor = 1;
1938 1604
1939 /* All detections below this point don't descend beneath the floor, 1605 /* 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 1606 * so just continue on. We could be clever and look at the type of
1993 */ 1659 */
1994 if (done_one) 1660 if (done_one)
1995 { 1661 {
1996 object *detect_ob = arch_to_object (spell->other_arch); 1662 object *detect_ob = arch_to_object (spell->other_arch);
1997 1663
1998 detect_ob->x = nx;
1999 detect_ob->y = ny;
2000 /* if this is set, we want to copy the face */ 1664 /* if this is set, we want to copy the face */
2001 if (done_one == 2 && detect) 1665 if (done_one == 2 && detect)
2002 { 1666 {
2003 detect_ob->face = detect->face; 1667 detect_ob->face = detect->face;
2004 detect_ob->animation_id = detect->animation_id; 1668 detect_ob->animation_id = detect->animation_id;
2006 detect_ob->last_anim = 0; 1670 detect_ob->last_anim = 0;
2007 /* by default, the detect_ob is already animated */ 1671 /* by default, the detect_ob is already animated */
2008 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2009 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2010 } 1674 }
1675
2011 insert_ob_in_map (detect_ob, m, op, 0); 1676 m->insert (detect_ob, nx, ny, op);
2012 } 1677 }
2013 } /* for processing the surrounding spaces */ 1678 } /* for processing the surrounding spaces */
2014 1679
2015 1680
2016 /* Now process objects in the players inventory if detect curse or magic */ 1681 /* Now process objects in the players inventory if detect curse or magic */
2065 1730
2066 /* Explodes a fireball centered at player */ 1731 /* Explodes a fireball centered at player */
2067 tmp = get_archetype (EXPLODING_FIREBALL); 1732 tmp = get_archetype (EXPLODING_FIREBALL);
2068 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1733 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; 1734 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2070 tmp->x = victim->x; 1735
2071 tmp->y = victim->y; 1736 tmp->insert_at (victim);
2072 insert_ob_in_map (tmp, victim->map, NULL, 0);
2073 victim->stats.sp = 2 * victim->stats.maxsp; 1737 victim->stats.sp = 2 * victim->stats.maxsp;
2074 } 1738 }
2075 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1739 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."); 1740 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) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2080 {
2081 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2082 }
2083 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2084 { 1744 {
2085 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1745 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2086 confuse_player (victim, victim, 99); 1746 confuse_player (victim, victim, 99);
2087 } 1747 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2089 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2091 }
2092} 1750}
2093 1751
2094/* cast_transfer 1752/* cast_transfer
2095 * This spell transfers sp from the player to another person. 1753 * This spell transfers sp from the player to another person.
2096 * We let the target go above their normal maximum SP. 1754 * We let the target go above their normal maximum SP.
2110 1768
2111 mflags = get_map_flags (m, &m, x, y, &x, &y); 1769 mflags = get_map_flags (m, &m, x, y, &x, &y);
2112 1770
2113 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1771 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2114 { 1772 {
2115 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1773 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2116 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1774 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2117 break; 1775 break;
2118 } 1776 }
2119 1777
2120 1778
2121 /* If we did not find a player in the specified direction, transfer 1779 /* 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. 1780 * to anyone on top of us. This is used for the rune of transference mostly.
2123 */ 1781 */
2124 if (plyr == NULL) 1782 if (plyr == NULL)
2125 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1783 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)) 1784 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2127 break; 1785 break;
2128 1786
2129 if (!plyr) 1787 if (!plyr)
2130 { 1788 {
2185 m = op->map; 1843 m = op->map;
2186 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1844 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2187 if (mflags & P_OUT_OF_MAP) 1845 if (mflags & P_OUT_OF_MAP)
2188 return; 1846 return;
2189 1847
2190 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1848 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2191 { 1849 {
2192 next = tmp->above; 1850 next = tmp->above;
2193 1851
2194 /* Need to look at the head object - otherwise, if tmp 1852 /* Need to look at the head object - otherwise, if tmp
2195 * points to a monster, we don't have all the necessary 1853 * points to a monster, we don't have all the necessary
2207 /* Basically, if the object is magical and not counterspell, 1865 /* Basically, if the object is magical and not counterspell,
2208 * we will more or less remove the object. Don't counterspell 1866 * we will more or less remove the object. Don't counterspell
2209 * monsters either. 1867 * monsters either.
2210 */ 1868 */
2211 1869
2212 if (head->attacktype & AT_MAGIC && 1870 if (head->attacktype & AT_MAGIC
2213 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1871 && !(head->attacktype & AT_COUNTERSPELL)
1872 && !QUERY_FLAG (head, FLAG_MONSTER)
1873 && (op->level > head->level))
2214 head->destroy (); 1874 head->destroy ();
2215 else 1875 else
2216 switch (head->type) 1876 switch (head->type)
2217 { 1877 {
2218 case SPELL_EFFECT: 1878 case SPELL_EFFECT:
1879 // XXX: Don't affect floor spelleffects. See also XXX comment
1880 // about sanctuary in spell_util.C
1881 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1882 continue;
1883
2219 if (op->level > head->level) 1884 if (op->level > head->level)
2220 head->destroy (); 1885 head->destroy ();
2221 1886
2222 break; 1887 break;
2223 1888
2290 * This code was very odd - code early on would only let players use the spell, 1955 * 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 1956 * 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 1957 * that only let players use it was correct, and removed all the other
2293 * player checks. MSW 2003-01-06 1958 * player checks. MSW 2003-01-06
2294 */ 1959 */
2295
2296int 1960int
2297animate_weapon (object *op, object *caster, object *spell, int dir) 1961animate_weapon (object *op, object *caster, object *spell, int dir)
2298{ 1962{
2299 object *weapon, *tmp; 1963 object *weapon, *tmp;
2300 char buf[MAX_BUF]; 1964 char buf[MAX_BUF];
2301 int a, i; 1965 int a, i;
2302 sint16 x, y; 1966 sint16 x, y;
2303 maptile *m; 1967 maptile *m;
2304 materialtype_t *mt;
2305 1968
2306 if (!spell->other_arch) 1969 if (!spell->other_arch)
2307 { 1970 {
2308 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1971 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2309 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1972 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2312 /* exit if it's not a player using this spell. */ 1975 /* exit if it's not a player using this spell. */
2313 if (op->type != PLAYER) 1976 if (op->type != PLAYER)
2314 return 0; 1977 return 0;
2315 1978
2316 /* if player already has a golem, abort */ 1979 /* if player already has a golem, abort */
2317 if (op->contr->ranges[range_golem]) 1980 if (object *golem = op->contr->golem)
2318 { 1981 {
2319 control_golem (op->contr->ranges[range_golem], dir); 1982 control_golem (golem, dir);
2320 return 0; 1983 return 0;
2321 } 1984 }
2322 1985
2323 /* if no direction specified, pick one */ 1986 /* if no direction specified, pick one */
2324 if (!dir) 1987 if (!dir)
2328 x = op->x + freearr_x[dir]; 1991 x = op->x + freearr_x[dir];
2329 y = op->y + freearr_y[dir]; 1992 y = op->y + freearr_y[dir];
2330 1993
2331 /* if there's no place to put the golem, abort */ 1994 /* if there's no place to put the golem, abort */
2332 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1995 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2333 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1996 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2334 { 1997 {
2335 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1998 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2336 return 0; 1999 return 0;
2337 } 2000 }
2338 2001
2342 if (!weapon) 2005 if (!weapon)
2343 { 2006 {
2344 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2007 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2345 return 0; 2008 return 0;
2346 } 2009 }
2347 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2010 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2348 { 2011 {
2349 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2012 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2350 return 0; 2013 return 0;
2351 } 2014 }
2352 if (weapon->type != WEAPON) 2015 if (weapon->type != WEAPON)
2370 /* create the golem object */ 2033 /* create the golem object */
2371 tmp = arch_to_object (spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2372 2035
2373 /* if animated by a player, give the player control of the golem */ 2036 /* if animated by a player, give the player control of the golem */
2374 CLEAR_FLAG (tmp, FLAG_MONSTER); 2037 CLEAR_FLAG (tmp, FLAG_MONSTER);
2375 SET_FLAG (tmp, FLAG_FRIENDLY);
2376 tmp->stats.exp = 0; 2038 tmp->stats.exp = 0;
2377 add_friendly_object (tmp); 2039 add_friendly_object (tmp);
2378 tmp->type = GOLEM; 2040 tmp->type = GOLEM;
2379 tmp->set_owner (op); 2041 tmp->set_owner (op);
2042 op->contr->golem = tmp;
2380 set_spell_skill (op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2381 op->contr->ranges[range_golem] = tmp;
2382 op->contr->shoottype = range_golem;
2383 2044
2384 /* Give the weapon to the golem now. A bit of a hack to check the 2045 /* 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 2046 * removed flag - it should only be set if get_split_object was
2386 * used above. 2047 * used above.
2387 */ 2048 */
2388 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2389 weapon->remove (); 2050 weapon->remove ();
2051
2390 insert_ob_in_ob (weapon, tmp); 2052 insert_ob_in_ob (weapon, tmp);
2391 esrv_send_item (op, weapon); 2053 esrv_send_item (op, weapon);
2392 /* To do everything necessary to let a golem use the weapon is a pain, 2054 /* 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 2055 * so instead, just set it as equipped (otherwise, we need to update
2394 * body_info, skills, etc) 2056 * body_info, skills, etc)
2395 */ 2057 */
2396 SET_FLAG (tmp, FLAG_USE_WEAPON); 2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2397 SET_FLAG (weapon, FLAG_APPLIED); 2059 SET_FLAG (weapon, FLAG_APPLIED);
2398 fix_player (tmp); 2060 tmp->update_stats ();
2399 2061
2400 /* There used to be 'odd' code that basically seemed to take the absolute 2062 /* 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 - 2063 * 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. 2064 * if you're using a crappy weapon, it shouldn't be as good.
2403 */ 2065 */
2422 2084
2423 /* attacktype */ 2085 /* attacktype */
2424 if (!tmp->attacktype) 2086 if (!tmp->attacktype)
2425 tmp->attacktype = AT_PHYSICAL; 2087 tmp->attacktype = AT_PHYSICAL;
2426 2088
2427 mt = NULL;
2428 if (op->materialname != NULL)
2429 mt = name_to_material (op->materialname); 2089 if (materialtype_t *mt = name_to_material (op->materialname))
2430 if (mt != NULL)
2431 { 2090 {
2432 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2433 tmp->resist[i] = 50 - (mt->save[i] * 5); 2092 tmp->resist[i] = 50 - (mt->save[i] * 5);
2434 a = mt->save[0]; 2093 a = mt->save[0];
2435 } 2094 }
2437 { 2096 {
2438 for (i = 0; i < NROFATTACKS; i++) 2097 for (i = 0; i < NROFATTACKS; i++)
2439 tmp->resist[i] = 5; 2098 tmp->resist[i] = 5;
2440 a = 10; 2099 a = 10;
2441 } 2100 }
2101
2442 /* Set weapon's immunity */ 2102 /* Set weapon's immunity */
2443 tmp->resist[ATNR_CONFUSION] = 100; 2103 tmp->resist[ATNR_CONFUSION] = 100;
2444 tmp->resist[ATNR_POISON] = 100; 2104 tmp->resist[ATNR_POISON] = 100;
2445 tmp->resist[ATNR_SLOW] = 100; 2105 tmp->resist[ATNR_SLOW] = 100;
2446 tmp->resist[ATNR_PARALYZE] = 100; 2106 tmp->resist[ATNR_PARALYZE] = 100;
2452 2112
2453 /* Improve weapon's armour value according to best save vs. physical of its material */ 2113 /* Improve weapon's armour value according to best save vs. physical of its material */
2454 2114
2455 if (a > 14) 2115 if (a > 14)
2456 a = 14; 2116 a = 14;
2117
2457 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2118 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2458 2119
2459 /* Determine golem's speed */ 2120 /* Determine golem's speed */
2460 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2121 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 2122
2465 if (!spell->race) 2123 if (!spell->race)
2466 { 2124 {
2467 sprintf (buf, "animated %s", &weapon->name); 2125 sprintf (buf, "animated %s", &weapon->name);
2468 tmp->name = buf; 2126 tmp->name = buf;
2470 tmp->face = weapon->face; 2128 tmp->face = weapon->face;
2471 tmp->animation_id = weapon->animation_id; 2129 tmp->animation_id = weapon->animation_id;
2472 tmp->anim_speed = weapon->anim_speed; 2130 tmp->anim_speed = weapon->anim_speed;
2473 tmp->last_anim = weapon->last_anim; 2131 tmp->last_anim = weapon->last_anim;
2474 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2475 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2133 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 } 2134 }
2485 2135
2486 /* make experience increase in proportion to the strength of the summoned creature. */ 2136 /* 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)); 2137 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2488 2138
2489 tmp->speed_left = -1; 2139 tmp->speed_left = -1;
2490 tmp->x = x;
2491 tmp->y = y;
2492 tmp->direction = dir; 2140 tmp->direction = dir;
2493 insert_ob_in_map (tmp, m, op, 0); 2141
2142 m->insert (tmp, x, y, op);
2494 return 1; 2143 return 1;
2495} 2144}
2496 2145
2497/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2498 2147
2506 int success; 2155 int success;
2507 2156
2508 if (!op->map) 2157 if (!op->map)
2509 return 0; /* shouldnt happen */ 2158 return 0; /* shouldnt happen */
2510 2159
2511 success = change_map_light (op->map, spell->stats.dam); 2160 success = op->map->change_map_light (spell->stats.dam);
2161
2512 if (!success) 2162 if (!success)
2513 { 2163 {
2514 if (spell->stats.dam < 0) 2164 if (spell->stats.dam < 0)
2515 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2516 else 2166 else
2593 { 2243 {
2594 aura->destroy (); 2244 aura->destroy ();
2595 return; 2245 return;
2596 } 2246 }
2597 2247
2598 aura->x = env->x;
2599 aura->y = env->y;
2600
2601 /* we need to jump out of the inventory for a bit 2248 /* we need to jump out of the inventory for a bit
2602 * in order to hit the map conveniently. 2249 * in order to hit the map conveniently.
2603 */ 2250 */
2604 insert_ob_in_map (aura, env->map, aura, 0); 2251 aura->insert_at (env, aura);
2605 2252
2606 for (i = 1; i < 9; i++) 2253 for (i = 1; i < 9; i++)
2607 { 2254 {
2608 sint16 nx, ny; 2255 sint16 nx, ny;
2609 2256
2618 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2265 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2619 { 2266 {
2620 hit_map (aura, i, aura->attacktype, 0); 2267 hit_map (aura, i, aura->attacktype, 0);
2621 2268
2622 if (aura->other_arch) 2269 if (aura->other_arch)
2623 { 2270 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 } 2271 }
2631 }
2632 } 2272 }
2273
2633 /* put the aura back in the player's inventory */ 2274 /* put the aura back in the player's inventory */
2634 aura->remove (); 2275 aura->remove ();
2635 insert_ob_in_ob (aura, env); 2276 insert_ob_in_ob (aura, env);
2636} 2277}
2637 2278
2642void 2283void
2643move_peacemaker (object *op) 2284move_peacemaker (object *op)
2644{ 2285{
2645 object *tmp; 2286 object *tmp;
2646 2287
2647 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2288 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2648 { 2289 {
2649 int atk_lev, def_lev; 2290 int atk_lev, def_lev;
2650 object *victim = tmp; 2291 object *victim = tmp;
2651 2292
2652 if (tmp->head) 2293 if (tmp->head)
2718 2359
2719 snprintf (rune, sizeof (rune), "%s\n", msg); 2360 snprintf (rune, sizeof (rune), "%s\n", msg);
2720 2361
2721 tmp->race = op->name; /*Save the owner of the rune */ 2362 tmp->race = op->name; /*Save the owner of the rune */
2722 tmp->msg = rune; 2363 tmp->msg = rune;
2723 tmp->x = op->x; 2364
2724 tmp->y = op->y; 2365 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2725 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2726 return 1; 2366 return 1;
2727} 2367}

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