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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 1.73 by root, Sat Sep 1 08:03:46 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
328 * pl is invisible. 335 * pl is invisible.
329 */ 336 */
330int 337int
331makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
332{ 339{
333
334 if (!pl->invisible) 340 if (!pl->invisible)
335 return 0; 341 return 0;
342
336 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
337 { 344 {
338 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
339 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
340 { 347 {
341 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (QUERY_FLAG (mon, FLAG_UNDEAD))
342 return 0; 349 return 0;
350
343 return 1; 351 return 1;
344 } 352 }
353
345 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
347 return 1; 356 return 1;
357
348 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
349 if (!mon->race) 359 if (!mon->race)
350 return 0; 360 return 0;
361
351 if (strstr (mon->race, pl->contr->invis_race)) 362 if (strstr (mon->race, pl->contr->invis_race))
352 return 1; 363 return 1;
364
353 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
354 return 0; 366 return 0;
355 } 367 }
356 else 368 else
357 { 369 {
370 * normal applies. 382 * normal applies.
371 */ 383 */
372int 384int
373cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
374{ 386{
375 object *tmp;
376
377 if (op->invisible > 1000) 387 if (op->invisible > 1000)
378 { 388 {
379 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 389 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
380 return 0; 390 return 0;
381 } 391 }
397 else 407 else
398 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
399 409
400 op->contr->hidden = 0; 410 op->contr->hidden = 0;
401 } 411 }
412
402 if (makes_invisible_to (op, op)) 413 if (makes_invisible_to (op, op))
403 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 414 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
404 else 415 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 416 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 417
407 update_object (op, UP_OBJ_FACE); 418 update_object (op, UP_OBJ_CHANGE);
408 419
409 /* Only search the active objects - only these should actually do 420 /* Only search the active objects - only these should actually do
410 * harm to the player. 421 * harm to the player.
411 */ 422 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 423 for_all_actives (tmp)
413 if (tmp->enemy == op) 424 if (tmp->enemy == op)
414 tmp->enemy = NULL; 425 tmp->enemy = 0;
426
415 return 1; 427 return 1;
416} 428}
417 429
418/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 431 */
440 452
441 if (mflags & P_OUT_OF_MAP) 453 if (mflags & P_OUT_OF_MAP)
442 continue; 454 continue;
443 455
444 // earth to dust tears down everything that can be teared down 456 // earth to dust tears down everything that can be teared down
445 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 457 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
446 { 458 {
447 next = tmp->above; 459 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 460 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 461 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 462 }
451 } 463 }
464
452 return 1; 465 return 1;
453} 466}
454
455 467
456void 468void
457execute_word_of_recall (object *op) 469execute_word_of_recall (object *op)
458{ 470{
459 object *wor = op; 471 if (object *pl = op->in_player ())
460 472 {
461 while (op != NULL && op->type != PLAYER) 473 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."); 474 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 475 else
476 {
477 // remove first so we do not call update_stats
478 op->remove ();
468 enter_exit (op, wor); 479 pl->enter_exit (op);
480 }
481 }
469 482
470 wor->destroy (); 483 op->destroy ();
471} 484}
472 485
473/* Word of recall causes the player to return 'home'. 486/* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a 487 * we put a force into the player object, so that there is a
475 * time delay effect. 488 * time delay effect.
494 { 507 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 508 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 509 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 510 return 0;
498 } 511 }
512
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 513 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 514 if (time < 1)
501 time = 1; 515 time = 1;
502 516
503 /* value of speed really doesn't make much difference, as long as it is 517 /* 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 518 * positive. Lower value may be useful so that the problem doesn't
505 * do anything really odd if it say a -1000 or something. 519 * do anything really odd if it say a -1000 or something.
506 */ 520 */
507 dummy->speed = 0.002; 521 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 522 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 523 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL; 524 dummy->subtype = SP_WORD_OF_RECALL;
512 525
513 /* If we could take advantage of enter_player_savebed() here, it would be 526 /* If we could take advantage of enter_player_savebed() here, it would be
514 * nice, but until the map load fails, we can't. 527 * nice, but until the map load fails, we can't.
515 */ 528 */
516 EXIT_PATH (dummy) = op->contr->savebed_map; 529 EXIT_PATH (dummy) = op->contr->savebed_map;
517 EXIT_X (dummy) = op->contr->bed_x; 530 EXIT_X (dummy) = op->contr->bed_x;
518 EXIT_Y (dummy) = op->contr->bed_y; 531 EXIT_Y (dummy) = op->contr->bed_y;
519 532
520 (void) insert_ob_in_ob (dummy, op); 533 op->insert (dummy);
534
521 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 535 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
536
522 return 1; 537 return 1;
523} 538}
524 539
525/* cast_wonder 540/* cast_wonder
526 * wonder is really just a spell that will likely cast another 541 * wonder is really just a spell that will likely cast another
556 return cast_spell (op, caster, dir, newspell, NULL); 571 return cast_spell (op, caster, dir, newspell, NULL);
557 } 572 }
558 return 1; 573 return 1;
559} 574}
560 575
561
562int 576int
563perceive_self (object *op) 577perceive_self (object *op)
564{ 578{
565 char *cp = describe_item (op, op), buf[MAX_BUF]; 579 const char *cp = describe_item (op, op);
566 archetype *at = archetype::find (ARCH_DEPLETION); 580 archetype *at = archetype::find (ARCH_DEPLETION);
567 object *tmp;
568 int i;
569 581
582 dynbuf_text buf;
583
584 if (player *pl = op->contr)
585 if (object *race = archetype::find (op->race))
586 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
587
570 tmp = find_god (determine_god (op)); 588 if (object *god = find_god (determine_god (op)))
571 if (tmp) 589 buf << "You worship " << &god->name << ".\n";
572 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
573 else 590 else
574 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 591 buf << "You worship no god.\n";
575 592
576 tmp = present_arch_in_ob (at, op); 593 object *tmp = present_arch_in_ob (at, op);
577 594
578 if (*cp == '\0' && tmp == NULL) 595 if (*cp == '\0' && tmp == NULL)
579 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 596 buf << "You feel very mundane. ";
580 else 597 else
581 { 598 {
582 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 599 buf << "You have: " << cp << ".\n";
583 new_draw_info (NDI_UNIQUE, 0, op, cp); 600
584 if (tmp != NULL) 601 if (tmp)
585 {
586 for (i = 0; i < NUM_STATS; i++) 602 for (int i = 0; i < NUM_STATS; i++)
587 { 603 if (tmp->stats.stat (i) < 0)
588 if (get_attr_value (&tmp->stats, i) < 0) 604 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 } 605 }
595 606
596 if (is_dragon_pl (op)) 607 if (is_dragon_pl (op))
597 {
598 /* now grab the 'dragon_ability'-force from the player's inventory */ 608 /* now grab the 'dragon_ability'-force from the player's inventory */
599 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 609 for (tmp = op->inv; tmp; tmp = tmp->below)
600 { 610 {
601 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 611 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
602 { 612 {
603 if (tmp->stats.exp == 0) 613 if (tmp->stats.exp == 0)
604 {
605 sprintf (buf, "Your metabolism isn't focused on anything."); 614 buf << "Your metabolism isn't focused on anything.\n";
606 }
607 else 615 else
608 {
609 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 616 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
610 } 617
611 new_draw_info (NDI_UNIQUE, 0, op, buf);
612 break; 618 break;
613 } 619 }
614 } 620 }
615 } 621
622 buf << '\0'; // zero-terminate
623
624 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
625
616 return 1; 626 return 1;
617} 627}
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
881 628
882/* This creates magic walls. Really, it can create most any object, 629/* This creates magic walls. Really, it can create most any object,
883 * within some reason. 630 * within some reason.
884 */ 631 */
885
886int 632int
887magic_wall (object *op, object *caster, int dir, object *spell_ob) 633magic_wall (object *op, object *caster, int dir, object *spell_ob)
888{ 634{
889 object *tmp, *tmp2; 635 object *tmp;
890 int i, posblocked, negblocked, maxrange; 636 int i, posblocked, negblocked, maxrange;
891 sint16 x, y; 637 sint16 x, y;
892 maptile *m; 638 maptile *m;
893 const char *name; 639 const char *name;
894 archetype *at; 640 archetype *at;
902 else 648 else
903 { 649 {
904 x = op->x + freearr_x[dir]; 650 x = op->x + freearr_x[dir];
905 y = op->y + freearr_y[dir]; 651 y = op->y + freearr_y[dir];
906 } 652 }
653
907 m = op->map; 654 m = op->map;
908 655
909 if ((spell_ob->move_block || x != op->x || y != op->y) && 656 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) || 657 (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))) 658 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
912 { 659 {
913 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 660 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
914 return 0; 661 return 0;
915 } 662 }
663
916 if (spell_ob->other_arch) 664 if (spell_ob->other_arch)
917 {
918 tmp = arch_to_object (spell_ob->other_arch); 665 tmp = arch_to_object (spell_ob->other_arch);
919 }
920 else if (spell_ob->race) 666 else if (spell_ob->race)
921 { 667 {
922 char buf1[MAX_BUF]; 668 char buf1[MAX_BUF];
923 669
924 sprintf (buf1, spell_ob->race, dir); 670 sprintf (buf1, spell_ob->race, dir);
927 { 673 {
928 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 674 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
929 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 675 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
930 return 0; 676 return 0;
931 } 677 }
678
932 tmp = arch_to_object (at); 679 tmp = arch_to_object (at);
933 } 680 }
934 else 681 else
935 { 682 {
936 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 683 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
946 } 693 }
947 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 694 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
948 { 695 {
949 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 696 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
950 tmp->stats.maxhp = tmp->stats.hp; 697 tmp->stats.maxhp = tmp->stats.hp;
951 tmp->set_owner (op);
952 set_spell_skill (op, caster, spell_ob, tmp);
953 } 698 }
699
954 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 700 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
955 { 701 {
956 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 702 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
957 SET_FLAG (tmp, FLAG_IS_USED_UP); 703 SET_FLAG (tmp, FLAG_IS_USED_UP);
958 } 704 }
705
959 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 706 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
960 { 707 {
961 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 708 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
962 tmp->stats.maxhp = tmp->stats.hp; 709 tmp->stats.maxhp = tmp->stats.hp;
963 SET_FLAG (tmp, FLAG_TEAR_DOWN); 710 SET_FLAG (tmp, FLAG_TEAR_DOWN);
964 SET_FLAG (tmp, FLAG_ALIVE); 711 SET_FLAG (tmp, FLAG_ALIVE);
965 } 712 }
966 713
967 /* This can't really hurt - if the object doesn't kill anything, 714 /* This can't really hurt - if the object doesn't kill anything,
968 * these fields just won't be used. 715 * these fields just won't be used. Do not set the owner for
716 * earthwalls, though, so they survive restarts.
969 */ 717 */
718 if (tmp->type != EARTHWALL) //TODO
970 tmp->set_owner (op); 719 tmp->set_owner (op);
720
971 set_spell_skill (op, caster, spell_ob, tmp); 721 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; 722 tmp->level = caster_level (caster, spell_ob) / 2;
975 723
976 name = tmp->name; 724 name = tmp->name;
977 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 725 if (!(tmp = m->insert (tmp, x, y, op)))
978 { 726 {
979 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 727 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
980 return 0; 728 return 0;
981 } 729 }
730
982 /* If this is a spellcasting wall, need to insert the spell object */ 731 /* If this is a spellcasting wall, need to insert the spell object */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 732 if (tmp->other_arch && tmp->other_arch->type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 733 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
985 734
986 /* This code causes the wall to extend some distance in 735 /* This code causes the wall to extend some distance in
987 * each direction, or until an obstruction is encountered. 736 * each direction, or until an obstruction is encountered.
988 * posblocked and negblocked help determine how far the 737 * posblocked and negblocked help determine how far the
1004 m = tmp->map; 753 m = tmp->map;
1005 754
1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 755 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) 756 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1008 { 757 {
1009 tmp2 = tmp->clone (); 758 object *tmp2 = tmp->clone ();
1010 tmp2->x = x; 759 m->insert (tmp2, x, y, op);
1011 tmp2->y = y; 760
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 761 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 762 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 763 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 764
1017 } 765 }
1018 else 766 else
1019 posblocked = 1; 767 posblocked = 1;
1020 768
1023 m = tmp->map; 771 m = tmp->map;
1024 772
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 773 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) 774 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 775 {
1028 tmp2 = tmp->clone (); 776 object *tmp2 = tmp->clone ();
1029 tmp2->x = x; 777 m->insert (tmp2, x, y, op);
1030 tmp2->y = y; 778
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 779 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 780 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 781 }
1035 else 782 else
1036 negblocked = 1; 783 negblocked = 1;
1037 } 784 }
1038 785
1087 { 834 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 835 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 836 op->contr->count = 0;
1090 return 0; 837 return 0;
1091 } 838 }
839
1092 op->contr->count = 0; 840 op->contr->count = 0;
1093 841
1094 /* Remove code that puts player on random space on maps. IMO, 842 /* 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, 843 * 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 844 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 893 return 0;
1146 } 894 }
1147 } 895 }
1148 896
1149 /* Actually move the player now */ 897 /* Actually move the player now */
1150 op->remove (); 898 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; 899 return 1;
1155 900
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 901 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 902 return 1;
1158} 903}
1159
1160 904
1161/* cast_heal: Heals something. 905/* cast_heal: Heals something.
1162 * op is the caster. 906 * op is the caster.
1163 * dir is the direction he is casting it in. 907 * dir is the direction he is casting it in.
1164 * spell is the spell object. 908 * spell is the spell object.
1171 object *poison; 915 object *poison;
1172 int heal = 0, success = 0; 916 int heal = 0, success = 0;
1173 917
1174 tmp = find_target_for_friendly_spell (op, dir); 918 tmp = find_target_for_friendly_spell (op, dir);
1175 919
1176 if (tmp == NULL) 920 if (!tmp)
1177 return 0; 921 return 0;
1178 922
1179 /* Figure out how many hp this spell might cure. 923 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 924 * could be zero if this spell heals effects, not damage.
1181 */ 925 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 928 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 929
1186 if (heal) 930 if (heal)
1187 { 931 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 932 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 933 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 934 else
1193 { 935 {
1194 /* See how many points we actually heal. Instead of messages 936 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 937 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 938 * on amount of damage healed.
1197 */ 939 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 940 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 941 heal = tmp->stats.maxhp - tmp->stats.hp;
942
1200 tmp->stats.hp += heal; 943 tmp->stats.hp += heal;
1201 944
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 945 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 947 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 948 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 949 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 950 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 951 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 952 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 953 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 955
1222 success = 1; 956 success = 1;
1223 } 957 }
1224 } 958 }
959
1225 if (spell->attacktype & AT_DISEASE) 960 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 961 if (cure_disease (tmp, op, spell))
1227 success = 1; 962 success = 1;
1228 963
1229 if (spell->attacktype & AT_POISON) 964 if (spell->attacktype & AT_POISON)
1230 { 965 {
1231 at = archetype::find ("poisoning"); 966 at = archetype::find ("poisoning");
1235 success = 1; 970 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 972 poison->stats.food = 1;
1238 } 973 }
1239 } 974 }
975
1240 if (spell->attacktype & AT_CONFUSION) 976 if (spell->attacktype & AT_CONFUSION)
1241 { 977 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 978 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 979 if (poison)
1244 { 980 {
1245 success = 1; 981 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 983 poison->duration = 1;
1248 } 984 }
1249 } 985 }
986
1250 if (spell->attacktype & AT_BLIND) 987 if (spell->attacktype & AT_BLIND)
1251 { 988 {
1252 at = archetype::find ("blindness"); 989 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 990 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 991 if (poison)
1256 success = 1; 993 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 995 poison->stats.food = 1;
1259 } 996 }
1260 } 997 }
998
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 999 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 1000 {
1263 tmp->stats.sp += spell->last_sp; 1001 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 1002 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 1003 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 1004 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 1005 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 1006 }
1007
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1008 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 1009 {
1271 tmp->stats.grace += spell->last_grace; 1010 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1011 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1012 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1013 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1015 }
1016
1277 if (spell->stats.food && tmp->stats.food < 999) 1017 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1018 {
1279 tmp->stats.food += spell->stats.food; 1019 tmp->stats.food += spell->stats.food;
1020
1280 if (tmp->stats.food > 999) 1021 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1022 tmp->stats.food = 999;
1023
1282 success = 1; 1024 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1025 /* 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"); 1026 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1027 }
1028
1286 return success; 1029 return success;
1287} 1030}
1288
1289 1031
1290/* This is used for the spells that gain stats. There are no spells 1032/* 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 1033 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those. 1034 * good comments for those.
1293 */ 1035 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1036static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1037 "You grow no stronger.",
1296 "You grow no more agile.", 1038 "You grow no more agile.",
1297 "You don't feel any healthier.", 1039 "You don't feel any healthier.",
1298 "no wis", 1040 "You didn't grow any more intelligent.",
1041 "You do not feel any wiser.",
1042 "You don't feel any more powerful."
1299 "You are no easier to look at.", 1043 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1044};
1303 1045
1304int 1046int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1047cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1048{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1049 object *force = NULL;
1309 int i; 1050 int i;
1310 1051
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1052 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1053 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1054 ? find_target_for_friendly_spell (op, dir)
1315 } 1055 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1056
1321 if (tmp == NULL) 1057 if (!tmp)
1322 return 0; 1058 return 0;
1323 1059
1324 /* If we've already got a force of this type, don't add a new one. */ 1060 /* 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) 1061 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1062 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1063 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1064 {
1329 if (tmp2->name == spell_ob->name) 1065 if (tmp2->name == spell_ob->name)
1330 { 1066 {
1363 } 1099 }
1364 else 1100 else
1365 { 1101 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1102 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 } 1103 }
1104
1368 return 1; 1105 return 1;
1369 } 1106 }
1107
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1108 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 force->speed = 1.0; 1109 force->speed = 1.0;
1372 force->speed_left = -1.0; 1110 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1111 SET_FLAG (force, FLAG_APPLIED);
1374 1112
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1118 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1381 if (force->resist[i] > 100) 1119 if (force->resist[i] > 100)
1382 force->resist[i] = 100; 1120 force->resist[i] = 100;
1383 } 1121 }
1384 } 1122 }
1123
1385 if (spell_ob->stats.hp) 1124 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1125 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387 1126
1388 if (tmp->type == PLAYER) 1127 if (tmp->type == PLAYER)
1389 { 1128 {
1390 /* Stat adjustment spells */ 1129 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1130 for (i = 0; i < NUM_STATS; i++)
1392 { 1131 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1132 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1133 {
1397 sm = 0; 1134 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1135 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1136 sm += rndm (1, 3);
1400 1137
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1138 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1139 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1140
1404 if (sm < 0) 1141 force->stats.stat (i) = sm;
1405 sm = 0; 1142
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1143 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1144 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1145 }
1411 } 1146 }
1412 } 1147 }
1432 force->stats.ac = spell_ob->stats.ac; 1167 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1168 force->attacktype = spell_ob->attacktype;
1434 1169
1435 insert_ob_in_ob (force, tmp); 1170 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1171 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1172 tmp->update_stats ();
1173
1438 return 1; 1174 return 1;
1439} 1175}
1440 1176
1441/* This used to be part of cast_change_ability, but it really didn't make 1177/* 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 1178 * a lot of sense, since most of the values it derives are from the god
1443 * of the caster. 1179 * of the caster.
1444 */ 1180 */
1445
1446int 1181int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1182cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1183{
1449 int i; 1184 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1185 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1541 force->stats.wc = spell_ob->stats.wc; 1276 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1277 force->stats.ac = spell_ob->stats.ac;
1543 1278
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1279 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1280 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1281 tmp->update_stats ();
1547 return 1; 1282 return 1;
1548} 1283}
1549
1550
1551 1284
1552/* Alchemy code by Mark Wedel 1285/* Alchemy code by Mark Wedel
1553 * 1286 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1287 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1288 * 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 * 1289 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1290 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1291 * 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 1292 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1293 * 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 * 1294 *
1568 * There is also a chance (1:30) that you will get nothing at all 1295 * 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 1296 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1297 * alchemised.
1571 */ 1298 */
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 1299static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1300alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1301{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1302 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1303
1585 /* Give third price when we alchemy money (This should hopefully 1304 /* Give third price when we alchemy money (This should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1305 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1306 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1307 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1308 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1309 * the stuff back to town.
1591 */ 1310 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1311 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1312 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1313 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1314 value /= 3;
1597 else 1315 else
1598 value = (value * 9) / 10; 1316 value = value * 9 / 10;
1599 1317
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1318 if (obj->value > 0 && rndm (0, 29))
1603 { 1319 total_value += value;
1604 int count;
1605 1320
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; 1321 total_weight += obj->total_weight ();
1322
1626 obj->destroy (); 1323 obj->destroy ();
1627} 1324}
1628 1325
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 1326int
1661alchemy (object *op, object *caster, object *spell_ob) 1327alchemy (object *op, object *caster, object *spell_ob)
1662{ 1328{
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) 1329 if (op->type != PLAYER)
1669 return 0; 1330 return 0;
1670 1331
1332 archetype *nugget[3];
1333
1334 nugget[0] = archetype::find ("pyrite3");
1335 nugget[1] = archetype::find ("pyrite2");
1336 nugget[2] = archetype::find ("pyrite");
1337
1671 /* Put a maximum weight of items that can be alchemied. Limits the power 1338 /* 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 1339 * some, and also prevents people from alchemising every table/chair/clock
1673 * in sight 1340 * in sight
1674 */ 1341 */
1675 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1342 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1676 weight_max *= 1000; 1343 int weight_max = duration * 1000;
1677 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1344 uint64 value_max = duration * 1000;
1678 1345
1346 int weight = 0;
1347
1679 for (y = op->y - 1; y <= op->y + 1; y++) 1348 for (int y = op->y - 1; y <= op->y + 1; y++)
1680 { 1349 {
1681 for (x = op->x - 1; x <= op->x + 1; x++) 1350 for (int x = op->x - 1; x <= op->x + 1; x++)
1682 { 1351 {
1352 uint64 value = 0;
1353
1683 nx = x; 1354 sint16 nx = x;
1684 ny = y; 1355 sint16 ny = y;
1685 1356
1686 mp = op->map; 1357 maptile *mp = op->map;
1687 1358
1688 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1359 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1689 1360
1690 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1361 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1691 continue; 1362 continue;
1692 1363
1693 /* Treat alchemy a little differently - most spell effects 1364 /* Treat alchemy a little differently - most spell effects
1695 * ground level effect. 1366 * ground level effect.
1696 */ 1367 */
1697 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1368 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1698 continue; 1369 continue;
1699 1370
1700 small_nuggets = 0; 1371 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 { 1372 {
1705 next = tmp->above; 1373 next = tmp->above;
1374
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1375 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1376 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1708 { 1377 {
1709
1710 if (tmp->inv) 1378 if (tmp->inv)
1711 { 1379 {
1712 object *next1, *tmp1; 1380 object *next1, *tmp1;
1713 1381
1714 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1382 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1715 { 1383 {
1716 next1 = tmp1->below; 1384 next1 = tmp1->below;
1717 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1385 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1718 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1386 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1719 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1387 alchemy_object (tmp1, value, weight);
1720 } 1388 }
1721 } 1389 }
1390
1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1391 alchemy_object (tmp, value, weight);
1723 1392
1724 if (weight > weight_max) 1393 if (weight > weight_max)
1725 { 1394 break;
1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1727 large->destroy ();
1728 small->destroy ();
1729 return 1;
1730 } 1395 }
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 */ 1396 }
1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1397
1398 value -= rndm (value >> 4);
1399 value = min (value, value_max);
1400
1401 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1402 if (int nrof = value / nugget [i]->value)
1403 {
1404 value -= nrof * nugget[i]->value;
1405
1406 object *tmp = arch_to_object (nugget[i]);
1407 tmp->nrof = nrof;
1408 tmp->flag [FLAG_IDENTIFIED] = true;
1409 op->map->insert (tmp, x, y, op, 0);
1739 } 1410 }
1740 }
1741 1411
1742 large->destroy (); 1412 if (weight > weight_max)
1743 small->destroy (); 1413 goto bailout;
1744 /* reset this so that if player standing on a big pile of stuff, 1414 }
1745 * it is redrawn properly. 1415 }
1746 */ 1416
1747 op->contr->socket->look_position = 0; 1417bailout:
1748 return 1; 1418 return 1;
1749} 1419}
1750 1420
1751 1421
1752/* This function removes the cursed/damned status on equipped 1422/* This function removes the cursed/damned status on equipped
1761 for (tmp = op->inv; tmp; tmp = tmp->below) 1431 for (tmp = op->inv; tmp; tmp = tmp->below)
1762 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1432 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1763 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1433 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1764 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1434 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1765 { 1435 {
1766
1767 was_one++; 1436 was_one++;
1768 if (tmp->level <= caster_level (caster, spell)) 1437 if (tmp->level <= caster_level (caster, spell))
1769 { 1438 {
1770 success++; 1439 success++;
1771 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1440 if (QUERY_FLAG (spell, FLAG_DAMNED))
1780 } 1449 }
1781 1450
1782 if (op->type == PLAYER) 1451 if (op->type == PLAYER)
1783 { 1452 {
1784 if (success) 1453 if (success)
1785 {
1786 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1454 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1787 }
1788 else 1455 else
1789 { 1456 {
1790 if (was_one) 1457 if (was_one)
1791 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1458 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1792 else 1459 else
1793 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1460 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1794 } 1461 }
1795 } 1462 }
1463
1796 return success; 1464 return success;
1797} 1465}
1798 1466
1799/* Identifies objects in the players inventory/on the ground */ 1467/* Identifies objects in the players inventory/on the ground */
1800
1801int 1468int
1802cast_identify (object *op, object *caster, object *spell) 1469cast_identify (object *op, object *caster, object *spell)
1803{ 1470{
1471 dynbuf_text buf;
1804 object *tmp; 1472 object *tmp;
1805 int success = 0, num_ident;
1806 1473
1807 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1474 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1808 1475
1809 if (num_ident < 1) 1476 if (num_ident < 1)
1810 num_ident = 1; 1477 num_ident = 1;
1811 1478
1812
1813 for (tmp = op->inv; tmp; tmp = tmp->below) 1479 for (tmp = op->inv; tmp; tmp = tmp->below)
1814 { 1480 {
1815 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1481 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1816 { 1482 {
1817 identify (tmp); 1483 identify (tmp);
1484
1818 if (op->type == PLAYER) 1485 if (op->type == PLAYER)
1819 { 1486 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1487 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1488
1821 if (tmp->msg) 1489 if (tmp->msg)
1822 { 1490 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1823 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1824 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1825 }
1826 } 1491 }
1492
1827 num_ident--; 1493 num_ident--;
1828 success = 1;
1829 if (!num_ident) 1494 if (!num_ident)
1830 break; 1495 break;
1831 } 1496 }
1832 } 1497 }
1498
1833 /* If all the power of the spell has been used up, don't go and identify 1499 /* 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 1500 * stuff on the floor. Only identify stuff on the floor if the spell
1835 * was not fully used. 1501 * was not fully used.
1836 */ 1502 */
1837 if (num_ident) 1503 if (num_ident)
1838 { 1504 {
1839 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1505 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)) 1506 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1841 { 1507 {
1842
1843 identify (tmp); 1508 identify (tmp);
1509
1844 if (op->type == PLAYER) 1510 if (op->type == PLAYER)
1845 { 1511 {
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1512 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1513
1847 if (tmp->msg) 1514 if (tmp->msg)
1848 { 1515 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1849 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1516
1850 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1851 }
1852 esrv_send_item (op, tmp); 1517 esrv_send_item (op, tmp);
1853 } 1518 }
1519
1854 num_ident--; 1520 num_ident--;
1855 success = 1;
1856 if (!num_ident) 1521 if (!num_ident)
1857 break; 1522 break;
1858 } 1523 }
1859 } 1524 }
1860 if (!success) 1525
1861 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1526 if (buf.empty ())
1527 {
1528 op->failmsg ("You can't reach anything unidentified.");
1529 return 0;
1530 }
1862 else 1531 else
1863 { 1532 {
1533 if (op->contr)
1534 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1535
1864 spell_effect (spell, op->x, op->y, op->map, op); 1536 spell_effect (spell, op->x, op->y, op->map, op);
1537 return 1;
1865 } 1538 }
1866 return success;
1867} 1539}
1868
1869 1540
1870int 1541int
1871cast_detection (object *op, object *caster, object *spell, object *skill) 1542cast_detection (object *op, object *caster, object *spell, object *skill)
1872{ 1543{
1873 object *tmp, *last, *god, *detect; 1544 object *tmp, *last, *god, *detect;
1886 skill = caster; 1557 skill = caster;
1887 1558
1888 for (x = op->x - range; x <= op->x + range; x++) 1559 for (x = op->x - range; x <= op->x + range; x++)
1889 for (y = op->y - range; y <= op->y + range; y++) 1560 for (y = op->y - range; y <= op->y + range; y++)
1890 { 1561 {
1891
1892 m = op->map; 1562 m = op->map;
1893 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1563 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1894 if (mflags & P_OUT_OF_MAP) 1564 if (mflags & P_OUT_OF_MAP)
1895 continue; 1565 continue;
1896 1566
1898 * floor. But this is not true for show invisible. 1568 * floor. But this is not true for show invisible.
1899 * Basically, we just go and find the top object and work 1569 * Basically, we just go and find the top object and work
1900 * down - that is easier than working up. 1570 * down - that is easier than working up.
1901 */ 1571 */
1902 1572
1903 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1573 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1904 last = tmp; 1574 last = tmp;
1575
1905 /* Shouldn't happen, but if there are no objects on a space, this 1576 /* Shouldn't happen, but if there are no objects on a space, this
1906 * would happen. 1577 * would happen.
1907 */ 1578 */
1908 if (!last) 1579 if (!last)
1909 continue; 1580 continue;
1911 done_one = 0; 1582 done_one = 0;
1912 floor = 0; 1583 floor = 0;
1913 detect = NULL; 1584 detect = NULL;
1914 for (tmp = last; tmp; tmp = tmp->below) 1585 for (tmp = last; tmp; tmp = tmp->below)
1915 { 1586 {
1916
1917 /* show invisible */ 1587 /* show invisible */
1918 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1588 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1919 /* Might there be other objects that we can make visibile? */ 1589 /* Might there be other objects that we can make visible? */
1920 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1590 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1921 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1591 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1922 tmp->type == CF_HANDLE || 1592 tmp->type == CF_HANDLE ||
1923 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1593 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1924 tmp->type == BUTTON || tmp->type == TELEPORTER || 1594 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1931 { 1601 {
1932 tmp->invisible = 0; 1602 tmp->invisible = 0;
1933 done_one = 1; 1603 done_one = 1;
1934 } 1604 }
1935 } 1605 }
1606
1936 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1607 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1937 floor = 1; 1608 floor = 1;
1938 1609
1939 /* All detections below this point don't descend beneath the floor, 1610 /* 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 1611 * so just continue on. We could be clever and look at the type of
1993 */ 1664 */
1994 if (done_one) 1665 if (done_one)
1995 { 1666 {
1996 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
1997 1668
1998 detect_ob->x = nx;
1999 detect_ob->y = ny;
2000 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
2001 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
2002 { 1671 {
2003 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
2004 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
2006 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
2007 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
2008 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2009 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2010 } 1679 }
1680
2011 insert_ob_in_map (detect_ob, m, op, 0); 1681 m->insert (detect_ob, nx, ny, op);
2012 } 1682 }
2013 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
2014 1684
2015 1685
2016 /* Now process objects in the players inventory if detect curse or magic */ 1686 /* Now process objects in the players inventory if detect curse or magic */
2065 1735
2066 /* Explodes a fireball centered at player */ 1736 /* Explodes a fireball centered at player */
2067 tmp = get_archetype (EXPLODING_FIREBALL); 1737 tmp = get_archetype (EXPLODING_FIREBALL);
2068 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1738 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; 1739 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2070 tmp->x = victim->x; 1740
2071 tmp->y = victim->y; 1741 tmp->insert_at (victim);
2072 insert_ob_in_map (tmp, victim->map, NULL, 0);
2073 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
2074 } 1743 }
2075 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1744 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."); 1745 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) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2080 {
2081 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2082 }
2083 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2084 { 1749 {
2085 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2086 confuse_player (victim, victim, 99); 1751 confuse_player (victim, victim, 99);
2087 } 1752 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1753 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2089 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2091 }
2092} 1755}
2093 1756
2094/* cast_transfer 1757/* cast_transfer
2095 * This spell transfers sp from the player to another person. 1758 * This spell transfers sp from the player to another person.
2096 * We let the target go above their normal maximum SP. 1759 * We let the target go above their normal maximum SP.
2110 1773
2111 mflags = get_map_flags (m, &m, x, y, &x, &y); 1774 mflags = get_map_flags (m, &m, x, y, &x, &y);
2112 1775
2113 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1776 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2114 { 1777 {
2115 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1778 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2116 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1779 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2117 break; 1780 break;
2118 } 1781 }
2119 1782
2120 1783
2121 /* If we did not find a player in the specified direction, transfer 1784 /* 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. 1785 * to anyone on top of us. This is used for the rune of transference mostly.
2123 */ 1786 */
2124 if (plyr == NULL) 1787 if (plyr == NULL)
2125 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1788 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)) 1789 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2127 break; 1790 break;
2128 1791
2129 if (!plyr) 1792 if (!plyr)
2130 { 1793 {
2185 m = op->map; 1848 m = op->map;
2186 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1849 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2187 if (mflags & P_OUT_OF_MAP) 1850 if (mflags & P_OUT_OF_MAP)
2188 return; 1851 return;
2189 1852
2190 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1853 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2191 { 1854 {
2192 next = tmp->above; 1855 next = tmp->above;
2193 1856
2194 /* Need to look at the head object - otherwise, if tmp 1857 /* Need to look at the head object - otherwise, if tmp
2195 * points to a monster, we don't have all the necessary 1858 * points to a monster, we don't have all the necessary
2207 /* Basically, if the object is magical and not counterspell, 1870 /* Basically, if the object is magical and not counterspell,
2208 * we will more or less remove the object. Don't counterspell 1871 * we will more or less remove the object. Don't counterspell
2209 * monsters either. 1872 * monsters either.
2210 */ 1873 */
2211 1874
2212 if (head->attacktype & AT_MAGIC && 1875 if (head->attacktype & AT_MAGIC
2213 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1876 && !(head->attacktype & AT_COUNTERSPELL)
1877 && !QUERY_FLAG (head, FLAG_MONSTER)
1878 && (op->level > head->level))
2214 head->destroy (); 1879 head->destroy ();
2215 else 1880 else
2216 switch (head->type) 1881 switch (head->type)
2217 { 1882 {
2218 case SPELL_EFFECT: 1883 case SPELL_EFFECT:
1884 // XXX: Don't affect floor spelleffects. See also XXX comment
1885 // about sanctuary in spell_util.C
1886 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1887 continue;
1888
2219 if (op->level > head->level) 1889 if (op->level > head->level)
2220 head->destroy (); 1890 head->destroy ();
2221 1891
2222 break; 1892 break;
2223 1893
2290 * This code was very odd - code early on would only let players use the spell, 1960 * 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 1961 * 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 1962 * that only let players use it was correct, and removed all the other
2293 * player checks. MSW 2003-01-06 1963 * player checks. MSW 2003-01-06
2294 */ 1964 */
2295
2296int 1965int
2297animate_weapon (object *op, object *caster, object *spell, int dir) 1966animate_weapon (object *op, object *caster, object *spell, int dir)
2298{ 1967{
2299 object *weapon, *tmp; 1968 object *weapon, *tmp;
2300 char buf[MAX_BUF]; 1969 char buf[MAX_BUF];
2301 int a, i; 1970 int a, i;
2302 sint16 x, y; 1971 sint16 x, y;
2303 maptile *m; 1972 maptile *m;
2304 materialtype_t *mt;
2305 1973
2306 if (!spell->other_arch) 1974 if (!spell->other_arch)
2307 { 1975 {
2308 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1976 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2309 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1977 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2312 /* exit if it's not a player using this spell. */ 1980 /* exit if it's not a player using this spell. */
2313 if (op->type != PLAYER) 1981 if (op->type != PLAYER)
2314 return 0; 1982 return 0;
2315 1983
2316 /* if player already has a golem, abort */ 1984 /* if player already has a golem, abort */
2317 if (op->contr->ranges[range_golem]) 1985 if (object *golem = op->contr->golem)
2318 { 1986 {
2319 control_golem (op->contr->ranges[range_golem], dir); 1987 control_golem (golem, dir);
2320 return 0; 1988 return 0;
2321 } 1989 }
2322 1990
2323 /* if no direction specified, pick one */ 1991 /* if no direction specified, pick one */
2324 if (!dir) 1992 if (!dir)
2328 x = op->x + freearr_x[dir]; 1996 x = op->x + freearr_x[dir];
2329 y = op->y + freearr_y[dir]; 1997 y = op->y + freearr_y[dir];
2330 1998
2331 /* if there's no place to put the golem, abort */ 1999 /* 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) || 2000 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)) 2001 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2334 { 2002 {
2335 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2336 return 0; 2004 return 0;
2337 } 2005 }
2338 2006
2342 if (!weapon) 2010 if (!weapon)
2343 { 2011 {
2344 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2012 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2345 return 0; 2013 return 0;
2346 } 2014 }
2347 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2015 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2348 { 2016 {
2349 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2350 return 0; 2018 return 0;
2351 } 2019 }
2352 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2370 /* create the golem object */ 2038 /* create the golem object */
2371 tmp = arch_to_object (spell->other_arch); 2039 tmp = arch_to_object (spell->other_arch);
2372 2040
2373 /* if animated by a player, give the player control of the golem */ 2041 /* if animated by a player, give the player control of the golem */
2374 CLEAR_FLAG (tmp, FLAG_MONSTER); 2042 CLEAR_FLAG (tmp, FLAG_MONSTER);
2375 SET_FLAG (tmp, FLAG_FRIENDLY);
2376 tmp->stats.exp = 0; 2043 tmp->stats.exp = 0;
2377 add_friendly_object (tmp); 2044 add_friendly_object (tmp);
2378 tmp->type = GOLEM; 2045 tmp->type = GOLEM;
2379 tmp->set_owner (op); 2046 tmp->set_owner (op);
2047 op->contr->golem = tmp;
2380 set_spell_skill (op, caster, spell, tmp); 2048 set_spell_skill (op, caster, spell, tmp);
2381 op->contr->ranges[range_golem] = tmp;
2382 op->contr->shoottype = range_golem;
2383 2049
2384 /* Give the weapon to the golem now. A bit of a hack to check the 2050 /* 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 2051 * removed flag - it should only be set if get_split_object was
2386 * used above. 2052 * used above.
2387 */ 2053 */
2388 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2054 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2389 weapon->remove (); 2055 weapon->remove ();
2056
2390 insert_ob_in_ob (weapon, tmp); 2057 insert_ob_in_ob (weapon, tmp);
2391 esrv_send_item (op, weapon); 2058 esrv_send_item (op, weapon);
2392 /* To do everything necessary to let a golem use the weapon is a pain, 2059 /* 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 2060 * so instead, just set it as equipped (otherwise, we need to update
2394 * body_info, skills, etc) 2061 * body_info, skills, etc)
2395 */ 2062 */
2396 SET_FLAG (tmp, FLAG_USE_WEAPON); 2063 SET_FLAG (tmp, FLAG_USE_WEAPON);
2397 SET_FLAG (weapon, FLAG_APPLIED); 2064 SET_FLAG (weapon, FLAG_APPLIED);
2398 fix_player (tmp); 2065 tmp->update_stats ();
2399 2066
2400 /* There used to be 'odd' code that basically seemed to take the absolute 2067 /* 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 - 2068 * 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. 2069 * if you're using a crappy weapon, it shouldn't be as good.
2403 */ 2070 */
2422 2089
2423 /* attacktype */ 2090 /* attacktype */
2424 if (!tmp->attacktype) 2091 if (!tmp->attacktype)
2425 tmp->attacktype = AT_PHYSICAL; 2092 tmp->attacktype = AT_PHYSICAL;
2426 2093
2427 mt = NULL;
2428 if (op->materialname != NULL)
2429 mt = name_to_material (op->materialname); 2094 if (materialtype_t *mt = name_to_material (op->materialname))
2430 if (mt != NULL)
2431 { 2095 {
2432 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2433 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (mt->save[i] * 5);
2434 a = mt->save[0]; 2098 a = mt->save[0];
2435 } 2099 }
2437 { 2101 {
2438 for (i = 0; i < NROFATTACKS; i++) 2102 for (i = 0; i < NROFATTACKS; i++)
2439 tmp->resist[i] = 5; 2103 tmp->resist[i] = 5;
2440 a = 10; 2104 a = 10;
2441 } 2105 }
2106
2442 /* Set weapon's immunity */ 2107 /* Set weapon's immunity */
2443 tmp->resist[ATNR_CONFUSION] = 100; 2108 tmp->resist[ATNR_CONFUSION] = 100;
2444 tmp->resist[ATNR_POISON] = 100; 2109 tmp->resist[ATNR_POISON] = 100;
2445 tmp->resist[ATNR_SLOW] = 100; 2110 tmp->resist[ATNR_SLOW] = 100;
2446 tmp->resist[ATNR_PARALYZE] = 100; 2111 tmp->resist[ATNR_PARALYZE] = 100;
2452 2117
2453 /* Improve weapon's armour value according to best save vs. physical of its material */ 2118 /* Improve weapon's armour value according to best save vs. physical of its material */
2454 2119
2455 if (a > 14) 2120 if (a > 14)
2456 a = 14; 2121 a = 14;
2122
2457 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2123 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2458 2124
2459 /* Determine golem's speed */ 2125 /* Determine golem's speed */
2460 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2126 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 2127
2465 if (!spell->race) 2128 if (!spell->race)
2466 { 2129 {
2467 sprintf (buf, "animated %s", &weapon->name); 2130 sprintf (buf, "animated %s", &weapon->name);
2468 tmp->name = buf; 2131 tmp->name = buf;
2470 tmp->face = weapon->face; 2133 tmp->face = weapon->face;
2471 tmp->animation_id = weapon->animation_id; 2134 tmp->animation_id = weapon->animation_id;
2472 tmp->anim_speed = weapon->anim_speed; 2135 tmp->anim_speed = weapon->anim_speed;
2473 tmp->last_anim = weapon->last_anim; 2136 tmp->last_anim = weapon->last_anim;
2474 tmp->state = weapon->state; 2137 tmp->state = weapon->state;
2475 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2138 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 } 2139 }
2485 2140
2486 /* make experience increase in proportion to the strength of the summoned creature. */ 2141 /* 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)); 2142 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2488 2143
2489 tmp->speed_left = -1; 2144 tmp->speed_left = -1;
2490 tmp->x = x;
2491 tmp->y = y;
2492 tmp->direction = dir; 2145 tmp->direction = dir;
2493 insert_ob_in_map (tmp, m, op, 0); 2146
2147 m->insert (tmp, x, y, op);
2494 return 1; 2148 return 1;
2495} 2149}
2496 2150
2497/* cast_daylight() - changes the map darkness level *lower* */ 2151/* cast_daylight() - changes the map darkness level *lower* */
2498 2152
2506 int success; 2160 int success;
2507 2161
2508 if (!op->map) 2162 if (!op->map)
2509 return 0; /* shouldnt happen */ 2163 return 0; /* shouldnt happen */
2510 2164
2511 success = change_map_light (op->map, spell->stats.dam); 2165 success = op->map->change_map_light (spell->stats.dam);
2166
2512 if (!success) 2167 if (!success)
2513 { 2168 {
2514 if (spell->stats.dam < 0) 2169 if (spell->stats.dam < 0)
2515 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2170 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2516 else 2171 else
2517 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2518 } 2173 }
2519 return success; 2174 return success;
2520} 2175}
2521
2522
2523
2524
2525 2176
2526/* create an aura spell object and put it in the player's inventory. 2177/* create an aura spell object and put it in the player's inventory.
2527 * as usual, op is player, caster is the object casting the spell, 2178 * as usual, op is player, caster is the object casting the spell,
2528 * spell is the spell object itself. 2179 * spell is the spell object itself.
2529 */ 2180 */
2541 2192
2542 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2193 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2543 2194
2544 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2195 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2545 2196
2546 new_aura->set_owner (op);
2547 set_spell_skill (op, caster, spell, new_aura); 2197 set_spell_skill (op, caster, spell, new_aura);
2548 new_aura->attacktype = spell->attacktype; 2198 new_aura->attacktype = spell->attacktype;
2549 2199
2550 new_aura->level = caster_level (caster, spell); 2200 new_aura->level = caster_level (caster, spell);
2201
2551 if (refresh) 2202 if (refresh)
2552 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2203 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2553 else 2204 else
2554 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2205 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2206
2555 insert_ob_in_ob (new_aura, op); 2207 insert_ob_in_ob (new_aura, op);
2208 new_aura->set_owner (op);
2209
2556 return 1; 2210 return 1;
2557} 2211}
2558
2559 2212
2560/* move aura function. An aura is a part of someone's inventory, 2213/* move aura function. An aura is a part of someone's inventory,
2561 * which he carries with him, but which acts on the map immediately 2214 * which he carries with him, but which acts on the map immediately
2562 * around him. 2215 * around him.
2563 * Aura parameters: 2216 * Aura parameters:
2564 * duration: duration counter. 2217 * duration: duration counter.
2565 * attacktype: aura's attacktype 2218 * attacktype: aura's attacktype
2566 * other_arch: archetype to drop where we attack 2219 * other_arch: archetype to drop where we attack
2567 */ 2220 */
2568
2569void 2221void
2570move_aura (object *aura) 2222move_aura (object *aura)
2571{ 2223{
2572 int i, mflags;
2573 object *env;
2574 maptile *m;
2575
2576 /* auras belong in inventories */ 2224 /* auras belong in inventories */
2577 env = aura->env; 2225 object *env = aura->env;
2226 object *owner = aura->owner;
2578 2227
2579 /* no matter what we've gotta remove the aura... 2228 /* no matter what we've gotta remove the aura...
2580 * we'll put it back if its time isn't up. 2229 * we'll put it back if its time isn't up.
2581 */ 2230 */
2582 aura->remove (); 2231 aura->remove ();
2587 aura->destroy (); 2236 aura->destroy ();
2588 return; 2237 return;
2589 } 2238 }
2590 2239
2591 /* auras only exist in inventories */ 2240 /* auras only exist in inventories */
2592 if (env == NULL || env->map == NULL) 2241 if (!env || !env->map)
2593 { 2242 {
2594 aura->destroy (); 2243 aura->destroy ();
2595 return; 2244 return;
2596 } 2245 }
2597
2598 aura->x = env->x;
2599 aura->y = env->y;
2600 2246
2601 /* we need to jump out of the inventory for a bit 2247 /* we need to jump out of the inventory for a bit
2602 * in order to hit the map conveniently. 2248 * in order to hit the map conveniently.
2603 */ 2249 */
2604 insert_ob_in_map (aura, env->map, aura, 0); 2250 aura->insert_at (env, aura);
2605 2251
2606 for (i = 1; i < 9; i++) 2252 for (int i = 1; i < 9; i++)
2607 { 2253 {
2608 sint16 nx, ny; 2254 mapxy pos (env);
2255 pos.move (i);
2609 2256
2610 nx = aura->x + freearr_x[i];
2611 ny = aura->y + freearr_y[i];
2612 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2613
2614 /* Consider the movement tyep of the person with the aura as 2257 /* Consider the movement type of the person with the aura as
2615 * movement type of the aura. Eg, if the player is flying, the aura 2258 * movement type of the aura. Eg, if the player is flying, the aura
2616 * is flying also, if player is walking, it is on the ground, etc. 2259 * is flying also, if player is walking, it is on the ground, etc.
2617 */ 2260 */
2618 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2261 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2619 { 2262 {
2620 hit_map (aura, i, aura->attacktype, 0); 2263 hit_map (aura, i, aura->attacktype, 0);
2621 2264
2622 if (aura->other_arch) 2265 if (aura->other_arch)
2623 {
2624 object *new_ob;
2625
2626 new_ob = arch_to_object (aura->other_arch); 2266 pos.insert (arch_to_object (aura->other_arch), aura);
2627 new_ob->x = nx;
2628 new_ob->y = ny;
2629 insert_ob_in_map (new_ob, m, aura, 0);
2630 } 2267 }
2631 }
2632 } 2268 }
2269
2633 /* put the aura back in the player's inventory */ 2270 /* put the aura back in the player's inventory */
2634 aura->remove (); 2271 env->insert (aura);
2635 insert_ob_in_ob (aura, env); 2272 aura->set_owner (owner);
2636} 2273}
2637 2274
2638/* moves the peacemaker spell. 2275/* moves the peacemaker spell.
2639 * op is the piece object. 2276 * op is the piece object.
2640 */ 2277 */
2641
2642void 2278void
2643move_peacemaker (object *op) 2279move_peacemaker (object *op)
2644{ 2280{
2645 object *tmp; 2281 object *tmp;
2646 2282
2647 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2283 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2648 { 2284 {
2649 int atk_lev, def_lev; 2285 int atk_lev, def_lev;
2650 object *victim = tmp; 2286 object *victim = tmp;
2651 2287
2652 if (tmp->head) 2288 if (tmp->head)
2718 2354
2719 snprintf (rune, sizeof (rune), "%s\n", msg); 2355 snprintf (rune, sizeof (rune), "%s\n", msg);
2720 2356
2721 tmp->race = op->name; /*Save the owner of the rune */ 2357 tmp->race = op->name; /*Save the owner of the rune */
2722 tmp->msg = rune; 2358 tmp->msg = rune;
2723 tmp->x = op->x; 2359
2724 tmp->y = op->y; 2360 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2725 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2726 return 1; 2361 return 1;
2727} 2362}

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