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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.21 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.68 by root, Thu Aug 23 17:13:04 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
37void 35void
38cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
39{ 37{
40 if (!tmp) 38 if (!tmp)
41 return; /* error */ 39 return; /* error */
40
42 tmp->level = op->level; 41 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
47 44
48 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
52 */ 49 */
53 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
54 tmp->duration = 40; 51 tmp->duration = 40;
52
55 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 55
56 tmp->insert_at (op, op);
59} 57}
60
61 58
62int 59int
63recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
64{ 61{
65 object *wand, *tmp; 62 object *wand, *tmp;
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
79 wand->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 && !strcmp (tmp->arch->archname, "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}
1171 object *poison; 916 object *poison;
1172 int heal = 0, success = 0; 917 int heal = 0, success = 0;
1173 918
1174 tmp = find_target_for_friendly_spell (op, dir); 919 tmp = find_target_for_friendly_spell (op, dir);
1175 920
1176 if (tmp == NULL) 921 if (!tmp)
1177 return 0; 922 return 0;
1178 923
1179 /* Figure out how many hp this spell might cure. 924 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 925 * could be zero if this spell heals effects, not damage.
1181 */ 926 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 929 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 930
1186 if (heal) 931 if (heal)
1187 { 932 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 935 else
1193 { 936 {
1194 /* See how many points we actually heal. Instead of messages 937 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 938 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 939 * on amount of damage healed.
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 941 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 942 heal = tmp->stats.maxhp - tmp->stats.hp;
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))
1227 success = 1; 962 success = 1;
1228 963
1229 if (spell->attacktype & AT_POISON) 964 if (spell->attacktype & AT_POISON)
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;
1280 if (tmp->stats.food > 999) 1020 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1021 tmp->stats.food = 999;
1282 success = 1; 1022 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1023 /* 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"); 1024 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1025 }
1026
1286 return success; 1027 return success;
1287} 1028}
1288
1289 1029
1290/* This is used for the spells that gain stats. There are no spells 1030/* 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 1031 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those. 1032 * good comments for those.
1293 */ 1033 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1034static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1035 "You grow no stronger.",
1296 "You grow no more agile.", 1036 "You grow no more agile.",
1297 "You don't feel any healthier.", 1037 "You don't feel any healthier.",
1298 "no wis", 1038 "You didn't grow any more intelligent.",
1039 "You do not feel any wiser.",
1040 "You don't feel any more powerful."
1299 "You are no easier to look at.", 1041 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1042};
1303 1043
1304int 1044int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1045cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1046{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1047 object *force = NULL;
1309 int i; 1048 int i;
1310 1049
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1050 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1051 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1052 ? find_target_for_friendly_spell (op, dir)
1315 } 1053 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1054
1321 if (tmp == NULL) 1055 if (!tmp)
1322 return 0; 1056 return 0;
1323 1057
1324 /* If we've already got a force of this type, don't add a new one. */ 1058 /* 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) 1059 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1060 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1061 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1062 {
1329 if (tmp2->name == spell_ob->name) 1063 if (tmp2->name == spell_ob->name)
1330 { 1064 {
1363 } 1097 }
1364 else 1098 else
1365 { 1099 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1100 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 } 1101 }
1102
1368 return 1; 1103 return 1;
1369 } 1104 }
1105
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1106 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 force->speed = 1.0; 1107 force->speed = 1.0;
1372 force->speed_left = -1.0; 1108 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1109 SET_FLAG (force, FLAG_APPLIED);
1374 1110
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1116 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1381 if (force->resist[i] > 100) 1117 if (force->resist[i] > 100)
1382 force->resist[i] = 100; 1118 force->resist[i] = 100;
1383 } 1119 }
1384 } 1120 }
1121
1385 if (spell_ob->stats.hp) 1122 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1123 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387 1124
1388 if (tmp->type == PLAYER) 1125 if (tmp->type == PLAYER)
1389 { 1126 {
1390 /* Stat adjustment spells */ 1127 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1128 for (i = 0; i < NUM_STATS; i++)
1392 { 1129 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1130 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1131 {
1397 sm = 0; 1132 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1133 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1134 sm += rndm (1, 3);
1400 1135
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1136 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1137 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1138
1404 if (sm < 0) 1139 force->stats.stat (i) = sm;
1405 sm = 0; 1140
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1141 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1142 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1143 }
1411 } 1144 }
1412 } 1145 }
1432 force->stats.ac = spell_ob->stats.ac; 1165 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1166 force->attacktype = spell_ob->attacktype;
1434 1167
1435 insert_ob_in_ob (force, tmp); 1168 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1169 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1170 tmp->update_stats ();
1171
1438 return 1; 1172 return 1;
1439} 1173}
1440 1174
1441/* This used to be part of cast_change_ability, but it really didn't make 1175/* 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 1176 * a lot of sense, since most of the values it derives are from the god
1443 * of the caster. 1177 * of the caster.
1444 */ 1178 */
1445
1446int 1179int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1180cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1181{
1449 int i; 1182 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1183 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1541 force->stats.wc = spell_ob->stats.wc; 1274 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1275 force->stats.ac = spell_ob->stats.ac;
1543 1276
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1277 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1278 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1279 tmp->update_stats ();
1547 return 1; 1280 return 1;
1548} 1281}
1549
1550
1551 1282
1552/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1553 * 1284 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1286 * 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 * 1287 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1288 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1289 * 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 1290 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1291 * 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 * 1292 *
1568 * There is also a chance (1:30) that you will get nothing at all 1293 * 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 1294 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1295 * alchemised.
1571 */ 1296 */
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 1297static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1299{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1301
1585 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (This should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1307 * the stuff back to town.
1591 */ 1308 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1310 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1312 value /= 3;
1597 else 1313 else
1598 value = (value * 9) / 10; 1314 value = value * 9 / 10;
1599 1315
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1316 if (obj->value > 0 && rndm (0, 29))
1603 { 1317 total_value += value;
1604 int count;
1605 1318
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; 1319 total_weight += obj->total_weight ();
1320
1626 obj->destroy (); 1321 obj->destroy ();
1627} 1322}
1628 1323
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 1324int
1661alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1662{ 1326{
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) 1327 if (op->type != PLAYER)
1669 return 0; 1328 return 0;
1670 1329
1330 archetype *nugget[3];
1331
1332 nugget[0] = archetype::find ("pyrite3");
1333 nugget[1] = archetype::find ("pyrite2");
1334 nugget[2] = archetype::find ("pyrite");
1335
1671 /* Put a maximum weight of items that can be alchemied. Limits the power 1336 /* 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 1337 * some, and also prevents people from alchemising every table/chair/clock
1673 * in sight 1338 * in sight
1674 */ 1339 */
1675 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1340 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1676 weight_max *= 1000; 1341 int weight_max = duration * 1000;
1677 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1342 uint64 value_max = duration * 1000;
1678 1343
1344 int weight = 0;
1345
1679 for (y = op->y - 1; y <= op->y + 1; y++) 1346 for (int y = op->y - 1; y <= op->y + 1; y++)
1680 { 1347 {
1681 for (x = op->x - 1; x <= op->x + 1; x++) 1348 for (int x = op->x - 1; x <= op->x + 1; x++)
1682 { 1349 {
1350 uint64 value = 0;
1351
1683 nx = x; 1352 sint16 nx = x;
1684 ny = y; 1353 sint16 ny = y;
1685 1354
1686 mp = op->map; 1355 maptile *mp = op->map;
1687 1356
1688 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1357 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1689 1358
1690 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1359 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1691 continue; 1360 continue;
1692 1361
1693 /* Treat alchemy a little differently - most spell effects 1362 /* Treat alchemy a little differently - most spell effects
1695 * ground level effect. 1364 * ground level effect.
1696 */ 1365 */
1697 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1366 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1698 continue; 1367 continue;
1699 1368
1700 small_nuggets = 0; 1369 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 { 1370 {
1705 next = tmp->above; 1371 next = tmp->above;
1372
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1708 { 1375 {
1709
1710 if (tmp->inv) 1376 if (tmp->inv)
1711 { 1377 {
1712 object *next1, *tmp1; 1378 object *next1, *tmp1;
1713 1379
1714 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1715 { 1381 {
1716 next1 = tmp1->below; 1382 next1 = tmp1->below;
1717 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1718 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1719 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1385 alchemy_object (tmp1, value, weight);
1720 } 1386 }
1721 } 1387 }
1388
1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1389 alchemy_object (tmp, value, weight);
1723 1390
1724 if (weight > weight_max) 1391 if (weight > weight_max)
1725 { 1392 break;
1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1727 large->destroy ();
1728 small->destroy ();
1729 return 1;
1730 } 1393 }
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 */ 1394 }
1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1395
1396 value -= rndm (value >> 4);
1397 value = min (value, value_max);
1398
1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1400 if (int nrof = value / nugget [i]->value)
1401 {
1402 value -= nrof * nugget[i]->value;
1403
1404 object *tmp = arch_to_object (nugget[i]);
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1739 } 1408 }
1740 }
1741 1409
1742 large->destroy (); 1410 if (weight > weight_max)
1743 small->destroy (); 1411 goto bailout;
1744 /* reset this so that if player standing on a big pile of stuff, 1412 }
1745 * it is redrawn properly. 1413 }
1746 */ 1414
1747 op->contr->socket->look_position = 0; 1415bailout:
1748 return 1; 1416 return 1;
1749} 1417}
1750 1418
1751 1419
1752/* This function removes the cursed/damned status on equipped 1420/* This function removes the cursed/damned status on equipped
1779 } 1447 }
1780 1448
1781 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1782 { 1450 {
1783 if (success) 1451 if (success)
1784 {
1785 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1452 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1786 }
1787 else 1453 else
1788 { 1454 {
1789 if (was_one) 1455 if (was_one)
1790 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1791 else 1457 else
1815 { 1481 {
1816 identify (tmp); 1482 identify (tmp);
1817 1483
1818 if (op->type == PLAYER) 1484 if (op->type == PLAYER)
1819 { 1485 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1486 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1821 1487
1822 if (tmp->msg) 1488 if (tmp->msg)
1823 { 1489 {
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1490 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1491 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1837 * stuff on the floor. Only identify stuff on the floor if the spell 1503 * stuff on the floor. Only identify stuff on the floor if the spell
1838 * was not fully used. 1504 * was not fully used.
1839 */ 1505 */
1840 if (num_ident) 1506 if (num_ident)
1841 { 1507 {
1842 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1508 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1843 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1844 { 1510 {
1845 identify (tmp); 1511 identify (tmp);
1846 1512
1847 if (op->type == PLAYER) 1513 if (op->type == PLAYER)
1848 { 1514 {
1849 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1515 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1850 1516
1851 if (tmp->msg) 1517 if (tmp->msg)
1852 { 1518 {
1853 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1854 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1902 * floor. But this is not true for show invisible. 1568 * floor. But this is not true for show invisible.
1903 * Basically, we just go and find the top object and work 1569 * Basically, we just go and find the top object and work
1904 * down - that is easier than working up. 1570 * down - that is easier than working up.
1905 */ 1571 */
1906 1572
1907 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)
1908 last = tmp; 1574 last = tmp;
1909 1575
1910 /* 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
1911 * would happen. 1577 * would happen.
1912 */ 1578 */
1998 */ 1664 */
1999 if (done_one) 1665 if (done_one)
2000 { 1666 {
2001 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
2002 1668
2003 detect_ob->x = nx;
2004 detect_ob->y = ny;
2005 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
2006 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
2007 { 1671 {
2008 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
2009 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
2011 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
2012 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
2013 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2014 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2015 } 1679 }
1680
2016 insert_ob_in_map (detect_ob, m, op, 0); 1681 m->insert (detect_ob, nx, ny, op);
2017 } 1682 }
2018 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
2019 1684
2020 1685
2021 /* 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 */
2070 1735
2071 /* Explodes a fireball centered at player */ 1736 /* Explodes a fireball centered at player */
2072 tmp = get_archetype (EXPLODING_FIREBALL); 1737 tmp = get_archetype (EXPLODING_FIREBALL);
2073 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;
2074 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;
2075 tmp->x = victim->x; 1740
2076 tmp->y = victim->y; 1741 tmp->insert_at (victim);
2077 insert_ob_in_map (tmp, victim->map, NULL, 0);
2078 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
2079 } 1743 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2081 {
2082 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.");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2085 {
2086 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!");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2089 { 1749 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2091 confuse_player (victim, victim, 99); 1751 confuse_player (victim, victim, 99);
2092 } 1752 }
2093 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1753 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2094 {
2095 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2096 }
2097} 1755}
2098 1756
2099/* cast_transfer 1757/* cast_transfer
2100 * This spell transfers sp from the player to another person. 1758 * This spell transfers sp from the player to another person.
2101 * We let the target go above their normal maximum SP. 1759 * We let the target go above their normal maximum SP.
2115 1773
2116 mflags = get_map_flags (m, &m, x, y, &x, &y); 1774 mflags = get_map_flags (m, &m, x, y, &x, &y);
2117 1775
2118 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1776 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2119 { 1777 {
2120 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)
2121 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1779 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2122 break; 1780 break;
2123 } 1781 }
2124 1782
2125 1783
2126 /* 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
2127 * 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.
2128 */ 1786 */
2129 if (plyr == NULL) 1787 if (plyr == NULL)
2130 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)
2131 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1789 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2132 break; 1790 break;
2133 1791
2134 if (!plyr) 1792 if (!plyr)
2135 { 1793 {
2190 m = op->map; 1848 m = op->map;
2191 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1849 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2192 if (mflags & P_OUT_OF_MAP) 1850 if (mflags & P_OUT_OF_MAP)
2193 return; 1851 return;
2194 1852
2195 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)
2196 { 1854 {
2197 next = tmp->above; 1855 next = tmp->above;
2198 1856
2199 /* Need to look at the head object - otherwise, if tmp 1857 /* Need to look at the head object - otherwise, if tmp
2200 * points to a monster, we don't have all the necessary 1858 * points to a monster, we don't have all the necessary
2212 /* Basically, if the object is magical and not counterspell, 1870 /* Basically, if the object is magical and not counterspell,
2213 * we will more or less remove the object. Don't counterspell 1871 * we will more or less remove the object. Don't counterspell
2214 * monsters either. 1872 * monsters either.
2215 */ 1873 */
2216 1874
2217 if (head->attacktype & AT_MAGIC && 1875 if (head->attacktype & AT_MAGIC
2218 !(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))
2219 head->destroy (); 1879 head->destroy ();
2220 else 1880 else
2221 switch (head->type) 1881 switch (head->type)
2222 { 1882 {
2223 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
2224 if (op->level > head->level) 1889 if (op->level > head->level)
2225 head->destroy (); 1890 head->destroy ();
2226 1891
2227 break; 1892 break;
2228 1893
2295 * 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,
2296 * 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
2297 * 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
2298 * player checks. MSW 2003-01-06 1963 * player checks. MSW 2003-01-06
2299 */ 1964 */
2300
2301int 1965int
2302animate_weapon (object *op, object *caster, object *spell, int dir) 1966animate_weapon (object *op, object *caster, object *spell, int dir)
2303{ 1967{
2304 object *weapon, *tmp; 1968 object *weapon, *tmp;
2305 char buf[MAX_BUF]; 1969 char buf[MAX_BUF];
2306 int a, i; 1970 int a, i;
2307 sint16 x, y; 1971 sint16 x, y;
2308 maptile *m; 1972 maptile *m;
2309 materialtype_t *mt;
2310 1973
2311 if (!spell->other_arch) 1974 if (!spell->other_arch)
2312 { 1975 {
2313 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1976 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2314 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);
2317 /* exit if it's not a player using this spell. */ 1980 /* exit if it's not a player using this spell. */
2318 if (op->type != PLAYER) 1981 if (op->type != PLAYER)
2319 return 0; 1982 return 0;
2320 1983
2321 /* if player already has a golem, abort */ 1984 /* if player already has a golem, abort */
2322 if (op->contr->ranges[range_golem]) 1985 if (object *golem = op->contr->golem)
2323 { 1986 {
2324 control_golem (op->contr->ranges[range_golem], dir); 1987 control_golem (golem, dir);
2325 return 0; 1988 return 0;
2326 } 1989 }
2327 1990
2328 /* if no direction specified, pick one */ 1991 /* if no direction specified, pick one */
2329 if (!dir) 1992 if (!dir)
2333 x = op->x + freearr_x[dir]; 1996 x = op->x + freearr_x[dir];
2334 y = op->y + freearr_y[dir]; 1997 y = op->y + freearr_y[dir];
2335 1998
2336 /* if there's no place to put the golem, abort */ 1999 /* if there's no place to put the golem, abort */
2337 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) ||
2338 ((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))
2339 { 2002 {
2340 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.");
2341 return 0; 2004 return 0;
2342 } 2005 }
2343 2006
2347 if (!weapon) 2010 if (!weapon)
2348 { 2011 {
2349 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!");
2350 return 0; 2013 return 0;
2351 } 2014 }
2352 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2015 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2353 { 2016 {
2354 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.");
2355 return 0; 2018 return 0;
2356 } 2019 }
2357 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2375 /* create the golem object */ 2038 /* create the golem object */
2376 tmp = arch_to_object (spell->other_arch); 2039 tmp = arch_to_object (spell->other_arch);
2377 2040
2378 /* 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 */
2379 CLEAR_FLAG (tmp, FLAG_MONSTER); 2042 CLEAR_FLAG (tmp, FLAG_MONSTER);
2380 SET_FLAG (tmp, FLAG_FRIENDLY);
2381 tmp->stats.exp = 0; 2043 tmp->stats.exp = 0;
2382 add_friendly_object (tmp); 2044 add_friendly_object (tmp);
2383 tmp->type = GOLEM; 2045 tmp->type = GOLEM;
2384 tmp->set_owner (op); 2046 tmp->set_owner (op);
2047 op->contr->golem = tmp;
2385 set_spell_skill (op, caster, spell, tmp); 2048 set_spell_skill (op, caster, spell, tmp);
2386 op->contr->ranges[range_golem] = tmp;
2387 op->contr->shoottype = range_golem;
2388 2049
2389 /* 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
2390 * 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
2391 * used above. 2052 * used above.
2392 */ 2053 */
2393 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2054 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2394 weapon->remove (); 2055 weapon->remove ();
2056
2395 insert_ob_in_ob (weapon, tmp); 2057 insert_ob_in_ob (weapon, tmp);
2396 esrv_send_item (op, weapon); 2058 esrv_send_item (op, weapon);
2397 /* 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,
2398 * 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
2399 * body_info, skills, etc) 2061 * body_info, skills, etc)
2400 */ 2062 */
2401 SET_FLAG (tmp, FLAG_USE_WEAPON); 2063 SET_FLAG (tmp, FLAG_USE_WEAPON);
2402 SET_FLAG (weapon, FLAG_APPLIED); 2064 SET_FLAG (weapon, FLAG_APPLIED);
2403 fix_player (tmp); 2065 tmp->update_stats ();
2404 2066
2405 /* 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
2406 * 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 -
2407 * 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.
2408 */ 2070 */
2427 2089
2428 /* attacktype */ 2090 /* attacktype */
2429 if (!tmp->attacktype) 2091 if (!tmp->attacktype)
2430 tmp->attacktype = AT_PHYSICAL; 2092 tmp->attacktype = AT_PHYSICAL;
2431 2093
2432 mt = NULL;
2433 if (op->materialname != NULL)
2434 mt = name_to_material (op->materialname); 2094 if (materialtype_t *mt = name_to_material (op->materialname))
2435 if (mt != NULL)
2436 { 2095 {
2437 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2438 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (mt->save[i] * 5);
2439 a = mt->save[0]; 2098 a = mt->save[0];
2440 } 2099 }
2442 { 2101 {
2443 for (i = 0; i < NROFATTACKS; i++) 2102 for (i = 0; i < NROFATTACKS; i++)
2444 tmp->resist[i] = 5; 2103 tmp->resist[i] = 5;
2445 a = 10; 2104 a = 10;
2446 } 2105 }
2106
2447 /* Set weapon's immunity */ 2107 /* Set weapon's immunity */
2448 tmp->resist[ATNR_CONFUSION] = 100; 2108 tmp->resist[ATNR_CONFUSION] = 100;
2449 tmp->resist[ATNR_POISON] = 100; 2109 tmp->resist[ATNR_POISON] = 100;
2450 tmp->resist[ATNR_SLOW] = 100; 2110 tmp->resist[ATNR_SLOW] = 100;
2451 tmp->resist[ATNR_PARALYZE] = 100; 2111 tmp->resist[ATNR_PARALYZE] = 100;
2457 2117
2458 /* 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 */
2459 2119
2460 if (a > 14) 2120 if (a > 14)
2461 a = 14; 2121 a = 14;
2122
2462 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));
2463 2124
2464 /* Determine golem's speed */ 2125 /* Determine golem's speed */
2465 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)));
2466
2467 if (tmp->speed > 3.33)
2468 tmp->speed = 3.33;
2469 2127
2470 if (!spell->race) 2128 if (!spell->race)
2471 { 2129 {
2472 sprintf (buf, "animated %s", &weapon->name); 2130 sprintf (buf, "animated %s", &weapon->name);
2473 tmp->name = buf; 2131 tmp->name = buf;
2475 tmp->face = weapon->face; 2133 tmp->face = weapon->face;
2476 tmp->animation_id = weapon->animation_id; 2134 tmp->animation_id = weapon->animation_id;
2477 tmp->anim_speed = weapon->anim_speed; 2135 tmp->anim_speed = weapon->anim_speed;
2478 tmp->last_anim = weapon->last_anim; 2136 tmp->last_anim = weapon->last_anim;
2479 tmp->state = weapon->state; 2137 tmp->state = weapon->state;
2480 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2138 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2481 {
2482 SET_FLAG (tmp, FLAG_ANIMATE);
2483 }
2484 else
2485 {
2486 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2487 }
2488 update_ob_speed (tmp);
2489 } 2139 }
2490 2140
2491 /* 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. */
2492 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));
2493 2143
2494 tmp->speed_left = -1; 2144 tmp->speed_left = -1;
2495 tmp->x = x;
2496 tmp->y = y;
2497 tmp->direction = dir; 2145 tmp->direction = dir;
2498 insert_ob_in_map (tmp, m, op, 0); 2146
2147 m->insert (tmp, x, y, op);
2499 return 1; 2148 return 1;
2500} 2149}
2501 2150
2502/* cast_daylight() - changes the map darkness level *lower* */ 2151/* cast_daylight() - changes the map darkness level *lower* */
2503 2152
2511 int success; 2160 int success;
2512 2161
2513 if (!op->map) 2162 if (!op->map)
2514 return 0; /* shouldnt happen */ 2163 return 0; /* shouldnt happen */
2515 2164
2516 success = change_map_light (op->map, spell->stats.dam); 2165 success = op->map->change_map_light (spell->stats.dam);
2166
2517 if (!success) 2167 if (!success)
2518 { 2168 {
2519 if (spell->stats.dam < 0) 2169 if (spell->stats.dam < 0)
2520 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.");
2521 else 2171 else
2598 { 2248 {
2599 aura->destroy (); 2249 aura->destroy ();
2600 return; 2250 return;
2601 } 2251 }
2602 2252
2603 aura->x = env->x;
2604 aura->y = env->y;
2605
2606 /* we need to jump out of the inventory for a bit 2253 /* we need to jump out of the inventory for a bit
2607 * in order to hit the map conveniently. 2254 * in order to hit the map conveniently.
2608 */ 2255 */
2609 insert_ob_in_map (aura, env->map, aura, 0); 2256 aura->insert_at (env, aura);
2610 2257
2611 for (i = 1; i < 9; i++) 2258 for (i = 1; i < 9; i++)
2612 { 2259 {
2613 sint16 nx, ny; 2260 sint16 nx, ny;
2614 2261
2623 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2270 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2624 { 2271 {
2625 hit_map (aura, i, aura->attacktype, 0); 2272 hit_map (aura, i, aura->attacktype, 0);
2626 2273
2627 if (aura->other_arch) 2274 if (aura->other_arch)
2628 { 2275 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2629 object *new_ob;
2630
2631 new_ob = arch_to_object (aura->other_arch);
2632 new_ob->x = nx;
2633 new_ob->y = ny;
2634 insert_ob_in_map (new_ob, m, aura, 0);
2635 } 2276 }
2636 }
2637 } 2277 }
2278
2638 /* put the aura back in the player's inventory */ 2279 /* put the aura back in the player's inventory */
2639 aura->remove (); 2280 aura->remove ();
2640 insert_ob_in_ob (aura, env); 2281 insert_ob_in_ob (aura, env);
2641} 2282}
2642 2283
2647void 2288void
2648move_peacemaker (object *op) 2289move_peacemaker (object *op)
2649{ 2290{
2650 object *tmp; 2291 object *tmp;
2651 2292
2652 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2293 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2653 { 2294 {
2654 int atk_lev, def_lev; 2295 int atk_lev, def_lev;
2655 object *victim = tmp; 2296 object *victim = tmp;
2656 2297
2657 if (tmp->head) 2298 if (tmp->head)
2723 2364
2724 snprintf (rune, sizeof (rune), "%s\n", msg); 2365 snprintf (rune, sizeof (rune), "%s\n", msg);
2725 2366
2726 tmp->race = op->name; /*Save the owner of the rune */ 2367 tmp->race = op->name; /*Save the owner of the rune */
2727 tmp->msg = rune; 2368 tmp->msg = rune;
2728 tmp->x = op->x; 2369
2729 tmp->y = op->y; 2370 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2730 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2731 return 1; 2371 return 1;
2732} 2372}

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