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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 1.71 by root, Wed Aug 29 20:40:25 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
1779 } 1449 }
1780 1450
1781 if (op->type == PLAYER) 1451 if (op->type == PLAYER)
1782 { 1452 {
1783 if (success) 1453 if (success)
1784 {
1785 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.");
1786 }
1787 else 1455 else
1788 { 1456 {
1789 if (was_one) 1457 if (was_one)
1790 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.");
1791 else 1459 else
1815 { 1483 {
1816 identify (tmp); 1484 identify (tmp);
1817 1485
1818 if (op->type == PLAYER) 1486 if (op->type == PLAYER)
1819 { 1487 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1488 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1821 1489
1822 if (tmp->msg) 1490 if (tmp->msg)
1823 { 1491 {
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1492 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1493 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1837 * stuff on the floor. Only identify stuff on the floor if the spell 1505 * stuff on the floor. Only identify stuff on the floor if the spell
1838 * was not fully used. 1506 * was not fully used.
1839 */ 1507 */
1840 if (num_ident) 1508 if (num_ident)
1841 { 1509 {
1842 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1510 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)) 1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1844 { 1512 {
1845 identify (tmp); 1513 identify (tmp);
1846 1514
1847 if (op->type == PLAYER) 1515 if (op->type == PLAYER)
1848 { 1516 {
1849 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1517 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1850 1518
1851 if (tmp->msg) 1519 if (tmp->msg)
1852 { 1520 {
1853 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1854 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1902 * floor. But this is not true for show invisible. 1570 * floor. But this is not true for show invisible.
1903 * Basically, we just go and find the top object and work 1571 * Basically, we just go and find the top object and work
1904 * down - that is easier than working up. 1572 * down - that is easier than working up.
1905 */ 1573 */
1906 1574
1907 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1575 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1908 last = tmp; 1576 last = tmp;
1909 1577
1910 /* Shouldn't happen, but if there are no objects on a space, this 1578 /* Shouldn't happen, but if there are no objects on a space, this
1911 * would happen. 1579 * would happen.
1912 */ 1580 */
1998 */ 1666 */
1999 if (done_one) 1667 if (done_one)
2000 { 1668 {
2001 object *detect_ob = arch_to_object (spell->other_arch); 1669 object *detect_ob = arch_to_object (spell->other_arch);
2002 1670
2003 detect_ob->x = nx;
2004 detect_ob->y = ny;
2005 /* if this is set, we want to copy the face */ 1671 /* if this is set, we want to copy the face */
2006 if (done_one == 2 && detect) 1672 if (done_one == 2 && detect)
2007 { 1673 {
2008 detect_ob->face = detect->face; 1674 detect_ob->face = detect->face;
2009 detect_ob->animation_id = detect->animation_id; 1675 detect_ob->animation_id = detect->animation_id;
2011 detect_ob->last_anim = 0; 1677 detect_ob->last_anim = 0;
2012 /* by default, the detect_ob is already animated */ 1678 /* by default, the detect_ob is already animated */
2013 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1679 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2014 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1680 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2015 } 1681 }
1682
2016 insert_ob_in_map (detect_ob, m, op, 0); 1683 m->insert (detect_ob, nx, ny, op);
2017 } 1684 }
2018 } /* for processing the surrounding spaces */ 1685 } /* for processing the surrounding spaces */
2019 1686
2020 1687
2021 /* Now process objects in the players inventory if detect curse or magic */ 1688 /* Now process objects in the players inventory if detect curse or magic */
2070 1737
2071 /* Explodes a fireball centered at player */ 1738 /* Explodes a fireball centered at player */
2072 tmp = get_archetype (EXPLODING_FIREBALL); 1739 tmp = get_archetype (EXPLODING_FIREBALL);
2073 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1740 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; 1741 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2075 tmp->x = victim->x; 1742
2076 tmp->y = victim->y; 1743 tmp->insert_at (victim);
2077 insert_ob_in_map (tmp, victim->map, NULL, 0);
2078 victim->stats.sp = 2 * victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
2079 } 1745 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1746 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."); 1747 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) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2085 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2089 { 1751 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1752 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2091 confuse_player (victim, victim, 99); 1753 confuse_player (victim, victim, 99);
2092 } 1754 }
2093 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1755 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2094 {
2095 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1756 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2096 }
2097} 1757}
2098 1758
2099/* cast_transfer 1759/* cast_transfer
2100 * This spell transfers sp from the player to another person. 1760 * This spell transfers sp from the player to another person.
2101 * We let the target go above their normal maximum SP. 1761 * We let the target go above their normal maximum SP.
2115 1775
2116 mflags = get_map_flags (m, &m, x, y, &x, &y); 1776 mflags = get_map_flags (m, &m, x, y, &x, &y);
2117 1777
2118 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1778 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2119 { 1779 {
2120 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1780 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2121 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1781 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2122 break; 1782 break;
2123 } 1783 }
2124 1784
2125 1785
2126 /* If we did not find a player in the specified direction, transfer 1786 /* 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. 1787 * to anyone on top of us. This is used for the rune of transference mostly.
2128 */ 1788 */
2129 if (plyr == NULL) 1789 if (plyr == NULL)
2130 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1790 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)) 1791 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2132 break; 1792 break;
2133 1793
2134 if (!plyr) 1794 if (!plyr)
2135 { 1795 {
2190 m = op->map; 1850 m = op->map;
2191 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1851 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2192 if (mflags & P_OUT_OF_MAP) 1852 if (mflags & P_OUT_OF_MAP)
2193 return; 1853 return;
2194 1854
2195 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1855 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2196 { 1856 {
2197 next = tmp->above; 1857 next = tmp->above;
2198 1858
2199 /* Need to look at the head object - otherwise, if tmp 1859 /* Need to look at the head object - otherwise, if tmp
2200 * points to a monster, we don't have all the necessary 1860 * points to a monster, we don't have all the necessary
2212 /* Basically, if the object is magical and not counterspell, 1872 /* Basically, if the object is magical and not counterspell,
2213 * we will more or less remove the object. Don't counterspell 1873 * we will more or less remove the object. Don't counterspell
2214 * monsters either. 1874 * monsters either.
2215 */ 1875 */
2216 1876
2217 if (head->attacktype & AT_MAGIC && 1877 if (head->attacktype & AT_MAGIC
2218 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1878 && !(head->attacktype & AT_COUNTERSPELL)
1879 && !QUERY_FLAG (head, FLAG_MONSTER)
1880 && (op->level > head->level))
2219 head->destroy (); 1881 head->destroy ();
2220 else 1882 else
2221 switch (head->type) 1883 switch (head->type)
2222 { 1884 {
2223 case SPELL_EFFECT: 1885 case SPELL_EFFECT:
1886 // XXX: Don't affect floor spelleffects. See also XXX comment
1887 // about sanctuary in spell_util.C
1888 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1889 continue;
1890
2224 if (op->level > head->level) 1891 if (op->level > head->level)
2225 head->destroy (); 1892 head->destroy ();
2226 1893
2227 break; 1894 break;
2228 1895
2295 * This code was very odd - code early on would only let players use the spell, 1962 * 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 1963 * 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 1964 * that only let players use it was correct, and removed all the other
2298 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2299 */ 1966 */
2300
2301int 1967int
2302animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
2303{ 1969{
2304 object *weapon, *tmp; 1970 object *weapon, *tmp;
2305 char buf[MAX_BUF]; 1971 char buf[MAX_BUF];
2306 int a, i; 1972 int a, i;
2307 sint16 x, y; 1973 sint16 x, y;
2308 maptile *m; 1974 maptile *m;
2309 materialtype_t *mt;
2310 1975
2311 if (!spell->other_arch) 1976 if (!spell->other_arch)
2312 { 1977 {
2313 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1978 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2314 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1979 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2317 /* exit if it's not a player using this spell. */ 1982 /* exit if it's not a player using this spell. */
2318 if (op->type != PLAYER) 1983 if (op->type != PLAYER)
2319 return 0; 1984 return 0;
2320 1985
2321 /* if player already has a golem, abort */ 1986 /* if player already has a golem, abort */
2322 if (op->contr->ranges[range_golem]) 1987 if (object *golem = op->contr->golem)
2323 { 1988 {
2324 control_golem (op->contr->ranges[range_golem], dir); 1989 control_golem (golem, dir);
2325 return 0; 1990 return 0;
2326 } 1991 }
2327 1992
2328 /* if no direction specified, pick one */ 1993 /* if no direction specified, pick one */
2329 if (!dir) 1994 if (!dir)
2333 x = op->x + freearr_x[dir]; 1998 x = op->x + freearr_x[dir];
2334 y = op->y + freearr_y[dir]; 1999 y = op->y + freearr_y[dir];
2335 2000
2336 /* if there's no place to put the golem, abort */ 2001 /* 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) || 2002 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)) 2003 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2339 { 2004 {
2340 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2341 return 0; 2006 return 0;
2342 } 2007 }
2343 2008
2347 if (!weapon) 2012 if (!weapon)
2348 { 2013 {
2349 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2014 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2350 return 0; 2015 return 0;
2351 } 2016 }
2352 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2017 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2353 { 2018 {
2354 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2355 return 0; 2020 return 0;
2356 } 2021 }
2357 if (weapon->type != WEAPON) 2022 if (weapon->type != WEAPON)
2375 /* create the golem object */ 2040 /* create the golem object */
2376 tmp = arch_to_object (spell->other_arch); 2041 tmp = arch_to_object (spell->other_arch);
2377 2042
2378 /* if animated by a player, give the player control of the golem */ 2043 /* if animated by a player, give the player control of the golem */
2379 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 CLEAR_FLAG (tmp, FLAG_MONSTER);
2380 SET_FLAG (tmp, FLAG_FRIENDLY);
2381 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2382 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2383 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2384 tmp->set_owner (op); 2048 tmp->set_owner (op);
2049 op->contr->golem = tmp;
2385 set_spell_skill (op, caster, spell, tmp); 2050 set_spell_skill (op, caster, spell, tmp);
2386 op->contr->ranges[range_golem] = tmp;
2387 op->contr->shoottype = range_golem;
2388 2051
2389 /* Give the weapon to the golem now. A bit of a hack to check the 2052 /* 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 2053 * removed flag - it should only be set if get_split_object was
2391 * used above. 2054 * used above.
2392 */ 2055 */
2393 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2394 weapon->remove (); 2057 weapon->remove ();
2058
2395 insert_ob_in_ob (weapon, tmp); 2059 insert_ob_in_ob (weapon, tmp);
2396 esrv_send_item (op, weapon); 2060 esrv_send_item (op, weapon);
2397 /* To do everything necessary to let a golem use the weapon is a pain, 2061 /* 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 2062 * so instead, just set it as equipped (otherwise, we need to update
2399 * body_info, skills, etc) 2063 * body_info, skills, etc)
2400 */ 2064 */
2401 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 SET_FLAG (tmp, FLAG_USE_WEAPON);
2402 SET_FLAG (weapon, FLAG_APPLIED); 2066 SET_FLAG (weapon, FLAG_APPLIED);
2403 fix_player (tmp); 2067 tmp->update_stats ();
2404 2068
2405 /* There used to be 'odd' code that basically seemed to take the absolute 2069 /* 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 - 2070 * 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. 2071 * if you're using a crappy weapon, it shouldn't be as good.
2408 */ 2072 */
2427 2091
2428 /* attacktype */ 2092 /* attacktype */
2429 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2430 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2431 2095
2432 mt = NULL;
2433 if (op->materialname != NULL)
2434 mt = name_to_material (op->materialname); 2096 if (materialtype_t *mt = name_to_material (op->materialname))
2435 if (mt != NULL)
2436 { 2097 {
2437 for (i = 0; i < NROFATTACKS; i++) 2098 for (i = 0; i < NROFATTACKS; i++)
2438 tmp->resist[i] = 50 - (mt->save[i] * 5); 2099 tmp->resist[i] = 50 - (mt->save[i] * 5);
2439 a = mt->save[0]; 2100 a = mt->save[0];
2440 } 2101 }
2442 { 2103 {
2443 for (i = 0; i < NROFATTACKS; i++) 2104 for (i = 0; i < NROFATTACKS; i++)
2444 tmp->resist[i] = 5; 2105 tmp->resist[i] = 5;
2445 a = 10; 2106 a = 10;
2446 } 2107 }
2108
2447 /* Set weapon's immunity */ 2109 /* Set weapon's immunity */
2448 tmp->resist[ATNR_CONFUSION] = 100; 2110 tmp->resist[ATNR_CONFUSION] = 100;
2449 tmp->resist[ATNR_POISON] = 100; 2111 tmp->resist[ATNR_POISON] = 100;
2450 tmp->resist[ATNR_SLOW] = 100; 2112 tmp->resist[ATNR_SLOW] = 100;
2451 tmp->resist[ATNR_PARALYZE] = 100; 2113 tmp->resist[ATNR_PARALYZE] = 100;
2457 2119
2458 /* Improve weapon's armour value according to best save vs. physical of its material */ 2120 /* Improve weapon's armour value according to best save vs. physical of its material */
2459 2121
2460 if (a > 14) 2122 if (a > 14)
2461 a = 14; 2123 a = 14;
2124
2462 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2125 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2463 2126
2464 /* Determine golem's speed */ 2127 /* Determine golem's speed */
2465 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2128 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 2129
2470 if (!spell->race) 2130 if (!spell->race)
2471 { 2131 {
2472 sprintf (buf, "animated %s", &weapon->name); 2132 sprintf (buf, "animated %s", &weapon->name);
2473 tmp->name = buf; 2133 tmp->name = buf;
2475 tmp->face = weapon->face; 2135 tmp->face = weapon->face;
2476 tmp->animation_id = weapon->animation_id; 2136 tmp->animation_id = weapon->animation_id;
2477 tmp->anim_speed = weapon->anim_speed; 2137 tmp->anim_speed = weapon->anim_speed;
2478 tmp->last_anim = weapon->last_anim; 2138 tmp->last_anim = weapon->last_anim;
2479 tmp->state = weapon->state; 2139 tmp->state = weapon->state;
2480 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2140 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 } 2141 }
2490 2142
2491 /* make experience increase in proportion to the strength of the summoned creature. */ 2143 /* 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)); 2144 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2493 2145
2494 tmp->speed_left = -1; 2146 tmp->speed_left = -1;
2495 tmp->x = x;
2496 tmp->y = y;
2497 tmp->direction = dir; 2147 tmp->direction = dir;
2498 insert_ob_in_map (tmp, m, op, 0); 2148
2149 m->insert (tmp, x, y, op);
2499 return 1; 2150 return 1;
2500} 2151}
2501 2152
2502/* cast_daylight() - changes the map darkness level *lower* */ 2153/* cast_daylight() - changes the map darkness level *lower* */
2503 2154
2511 int success; 2162 int success;
2512 2163
2513 if (!op->map) 2164 if (!op->map)
2514 return 0; /* shouldnt happen */ 2165 return 0; /* shouldnt happen */
2515 2166
2516 success = change_map_light (op->map, spell->stats.dam); 2167 success = op->map->change_map_light (spell->stats.dam);
2168
2517 if (!success) 2169 if (!success)
2518 { 2170 {
2519 if (spell->stats.dam < 0) 2171 if (spell->stats.dam < 0)
2520 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2521 else 2173 else
2522 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2174 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2523 } 2175 }
2524 return success; 2176 return success;
2525} 2177}
2526
2527
2528
2529
2530 2178
2531/* create an aura spell object and put it in the player's inventory. 2179/* create an aura spell object and put it in the player's inventory.
2532 * as usual, op is player, caster is the object casting the spell, 2180 * as usual, op is player, caster is the object casting the spell,
2533 * spell is the spell object itself. 2181 * spell is the spell object itself.
2534 */ 2182 */
2546 2194
2547 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2195 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2548 2196
2549 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2197 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2550 2198
2551 new_aura->set_owner (op);
2552 set_spell_skill (op, caster, spell, new_aura); 2199 set_spell_skill (op, caster, spell, new_aura);
2553 new_aura->attacktype = spell->attacktype; 2200 new_aura->attacktype = spell->attacktype;
2554 2201
2555 new_aura->level = caster_level (caster, spell); 2202 new_aura->level = caster_level (caster, spell);
2203
2556 if (refresh) 2204 if (refresh)
2557 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2205 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2558 else 2206 else
2559 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2207 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2208
2560 insert_ob_in_ob (new_aura, op); 2209 insert_ob_in_ob (new_aura, op);
2210 new_aura->set_owner (op);
2211
2561 return 1; 2212 return 1;
2562} 2213}
2563 2214
2564 2215
2565/* move aura function. An aura is a part of someone's inventory, 2216/* move aura function. An aura is a part of someone's inventory,
2598 { 2249 {
2599 aura->destroy (); 2250 aura->destroy ();
2600 return; 2251 return;
2601 } 2252 }
2602 2253
2603 aura->x = env->x;
2604 aura->y = env->y;
2605
2606 /* we need to jump out of the inventory for a bit 2254 /* we need to jump out of the inventory for a bit
2607 * in order to hit the map conveniently. 2255 * in order to hit the map conveniently.
2608 */ 2256 */
2609 insert_ob_in_map (aura, env->map, aura, 0); 2257 aura->insert_at (env, aura);
2610 2258
2611 for (i = 1; i < 9; i++) 2259 for (i = 1; i < 9; i++)
2612 { 2260 {
2613 sint16 nx, ny; 2261 sint16 nx, ny;
2614 2262
2623 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2271 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2624 { 2272 {
2625 hit_map (aura, i, aura->attacktype, 0); 2273 hit_map (aura, i, aura->attacktype, 0);
2626 2274
2627 if (aura->other_arch) 2275 if (aura->other_arch)
2628 { 2276 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 } 2277 }
2636 }
2637 } 2278 }
2279
2638 /* put the aura back in the player's inventory */ 2280 /* put the aura back in the player's inventory */
2639 aura->remove (); 2281 aura->remove ();
2640 insert_ob_in_ob (aura, env); 2282 insert_ob_in_ob (aura, env);
2641} 2283}
2642 2284
2643/* moves the peacemaker spell. 2285/* moves the peacemaker spell.
2644 * op is the piece object. 2286 * op is the piece object.
2645 */ 2287 */
2646
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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