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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 1.76 by root, Sun Oct 21 04:16:22 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 bonus_plus = 0;
130 const char *missile_name; 131 const char *missile_name = "arrow";
131 object *tmp, *missile;
132 132
133 missile_name = "arrow";
134
135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
136 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
137 missile_name = tmp->race; 135 missile_name = tmp->race;
138 136
139 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
140 138
141 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
142 { 142 {
143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
144 return 0; 144 return 0;
145 } 145 }
146 146
147 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
148 148
149 if (stringarg) 149 if (stringarg)
150 { 150 {
151 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 152 if (isalpha (*stringarg))
153 { 153 {
154 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
155 155
156 for (; al != NULL; al = al->next) 156 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, stringarg))
158 break; 158 break;
159 159
160 if (!al) 160 if (!al)
161 { 161 {
170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
171 return 0; 171 return 0;
172 } 172 }
173 173
174 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
175 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
176 * otherwise, in most cases, not enough will be created. I don't want to get into 176 * otherwise, in most cases, not enough will be created. I don't want to get into
177 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
178 */ 178 */
179 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0; 180 missile_plus = 0;
181 } 181 }
182 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (stringarg) < missile_plus)
183 missile_plus = atoi (stringarg); 183 missile_plus = atoi (stringarg);
184 } 184 }
185 185
186 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
187 missile_plus = 4;
188 else if (missile_plus < -4)
189 missile_plus = -4;
190 187
191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
193 190
194 if (missile->nrof < 1) 191 if (missile->nrof < 1)
214{ 211{
215 int food_value; 212 int food_value;
216 archetype *at = NULL; 213 archetype *at = NULL;
217 object *new_op; 214 object *new_op;
218 215
219 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
220 217
221 if (stringarg) 218 if (stringarg)
222 { 219 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, stringarg);
224 if (at == NULL) 221 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, stringarg);
226 if (at == NULL || at->clone.stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 224 stringarg = NULL;
228 } 225 }
229 226
230 if (!stringarg) 227 if (!stringarg)
231 { 228 {
237 * We don't use flesh types because the weight values of those need 234 * We don't use flesh types because the weight values of those need
238 * to be altered from the donor. 235 * to be altered from the donor.
239 */ 236 */
240 237
241 /* We assume the food items don't have multiple parts */ 238 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 239 for_all_archetypes (at_tmp)
243 { 240 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 241 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
245 { 242 {
246 /* Basically, if the food value is something that is creatable 243 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than 244 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead. 245 * the item we have now, take it instead.
249 */ 246 */
250 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 247 if (at_tmp->stats.food <= food_value
248 && (!at
249 || at_tmp->stats.food > at->stats.food
250 || (at_tmp->stats.food == at->stats.food
251 && at_tmp->weight < at->weight)))
251 at = at_tmp; 252 at = at_tmp;
252 } 253 }
253 } 254 }
254 } 255 }
256
255 /* Pretty unlikely (there are some very low food items), but you never 257 /* Pretty unlikely (there are some very low food items), but you never
256 * know 258 * know
257 */ 259 */
258 if (!at) 260 if (!at)
259 { 261 {
260 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 262 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
261 return 0; 263 return 0;
262 } 264 }
263 265
264 food_value /= at->clone.stats.food; 266 food_value /= at->stats.food;
265 new_op = arch_to_object (at); 267 new_op = arch_to_object (at);
266 new_op->nrof = food_value; 268 new_op->nrof = food_value;
267 269
268 new_op->value = 0; 270 new_op->value = 0;
269 if (new_op->nrof < 1) 271 if (new_op->nrof < 1)
284 if (!dir) 286 if (!dir)
285 { 287 {
286 examine_monster (op, op); 288 examine_monster (op, op);
287 return 1; 289 return 1;
288 } 290 }
291
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
291 { 294 {
292 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
293 296
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 306 return 0;
304 } 307 }
305 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
306 { 309 {
307 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
308 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
309 { 312 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 314 if (tmp->head != NULL)
312 tmp = tmp->head; 315 tmp = tmp->head;
313 examine_monster (op, tmp); 316 examine_monster (op, tmp);
314 return 1; 317 return 1;
315 } 318 }
316 } 319 }
317 } 320 }
321
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1; 323 return 1;
320} 324}
321
322 325
323/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc 327 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
328 * pl is invisible. 331 * pl is invisible.
329 */ 332 */
330int 333int
331makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
332{ 335{
333
334 if (!pl->invisible) 336 if (!pl->invisible)
335 return 0; 337 return 0;
338
336 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
337 { 340 {
338 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
339 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
340 { 343 {
341 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
342 return 0; 345 return 0;
346
343 return 1; 347 return 1;
344 } 348 }
349
345 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
347 return 1; 352 return 1;
353
348 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
349 if (!mon->race) 355 if (!mon->race)
350 return 0; 356 return 0;
357
351 if (strstr (mon->race, pl->contr->invis_race)) 358 if (strstr (mon->race, pl->contr->invis_race))
352 return 1; 359 return 1;
360
353 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
354 return 0; 362 return 0;
355 } 363 }
356 else 364 else
357 { 365 {
370 * normal applies. 378 * normal applies.
371 */ 379 */
372int 380int
373cast_invisible (object *op, object *caster, object *spell_ob) 381cast_invisible (object *op, object *caster, object *spell_ob)
374{ 382{
375 object *tmp;
376
377 if (op->invisible > 1000) 383 if (op->invisible > 1000)
378 { 384 {
379 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 385 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
380 return 0; 386 return 0;
381 } 387 }
397 else 403 else
398 op->contr->tmp_invis = 1; 404 op->contr->tmp_invis = 1;
399 405
400 op->contr->hidden = 0; 406 op->contr->hidden = 0;
401 } 407 }
408
402 if (makes_invisible_to (op, op)) 409 if (makes_invisible_to (op, op))
403 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
404 else 411 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 412 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 413
407 update_object (op, UP_OBJ_FACE); 414 update_object (op, UP_OBJ_CHANGE);
408 415
409 /* Only search the active objects - only these should actually do 416 /* Only search the active objects - only these should actually do
410 * harm to the player. 417 * harm to the player.
411 */ 418 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 419 for_all_actives (tmp)
413 if (tmp->enemy == op) 420 if (tmp->enemy == op)
414 tmp->enemy = NULL; 421 tmp->enemy = 0;
422
415 return 1; 423 return 1;
416} 424}
417 425
418/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 427 */
440 448
441 if (mflags & P_OUT_OF_MAP) 449 if (mflags & P_OUT_OF_MAP)
442 continue; 450 continue;
443 451
444 // earth to dust tears down everything that can be teared down 452 // earth to dust tears down everything that can be teared down
445 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 453 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
446 { 454 {
447 next = tmp->above; 455 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 456 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 458 }
451 } 459 }
460
452 return 1; 461 return 1;
453} 462}
454
455 463
456void 464void
457execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
458{ 466{
459 object *wor = op; 467 if (object *pl = op->in_player ())
460 468 {
461 while (op != NULL && op->type != PLAYER) 469 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."); 470 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 471 else
472 {
473 // remove first so we do not call update_stats
474 op->remove ();
468 enter_exit (op, wor); 475 pl->enter_exit (op);
476 }
477 }
469 478
470 wor->destroy (); 479 op->destroy ();
471} 480}
472 481
473/* Word of recall causes the player to return 'home'. 482/* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a 483 * we put a force into the player object, so that there is a
475 * time delay effect. 484 * time delay effect.
494 { 503 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 504 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 505 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 506 return 0;
498 } 507 }
508
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 509 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 510 if (time < 1)
501 time = 1; 511 time = 1;
502 512
503 /* value of speed really doesn't make much difference, as long as it is 513 /* 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 514 * positive. Lower value may be useful so that the problem doesn't
505 * do anything really odd if it say a -1000 or something. 515 * do anything really odd if it say a -1000 or something.
506 */ 516 */
507 dummy->speed = 0.002; 517 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 518 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 519 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL; 520 dummy->subtype = SP_WORD_OF_RECALL;
512 521
513 /* If we could take advantage of enter_player_savebed() here, it would be 522 /* If we could take advantage of enter_player_savebed() here, it would be
514 * nice, but until the map load fails, we can't. 523 * nice, but until the map load fails, we can't.
515 */ 524 */
516 EXIT_PATH (dummy) = op->contr->savebed_map; 525 EXIT_PATH (dummy) = op->contr->savebed_map;
517 EXIT_X (dummy) = op->contr->bed_x; 526 EXIT_X (dummy) = op->contr->bed_x;
518 EXIT_Y (dummy) = op->contr->bed_y; 527 EXIT_Y (dummy) = op->contr->bed_y;
519 528
520 (void) insert_ob_in_ob (dummy, op); 529 op->insert (dummy);
530
521 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 531 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
532
522 return 1; 533 return 1;
523} 534}
524 535
525/* cast_wonder 536/* cast_wonder
526 * wonder is really just a spell that will likely cast another 537 * wonder is really just a spell that will likely cast another
556 return cast_spell (op, caster, dir, newspell, NULL); 567 return cast_spell (op, caster, dir, newspell, NULL);
557 } 568 }
558 return 1; 569 return 1;
559} 570}
560 571
561
562int 572int
563perceive_self (object *op) 573perceive_self (object *op)
564{ 574{
565 char *cp = describe_item (op, op), buf[MAX_BUF]; 575 const char *cp = describe_item (op, op);
566 archetype *at = archetype::find (ARCH_DEPLETION); 576 archetype *at = archetype::find (ARCH_DEPLETION);
567 object *tmp;
568 int i;
569 577
578 dynbuf_text buf;
579
580 if (player *pl = op->contr)
581 if (object *race = archetype::find (op->race))
582 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
583
570 tmp = find_god (determine_god (op)); 584 if (object *god = find_god (determine_god (op)))
571 if (tmp) 585 buf << "You worship " << &god->name << ".\n";
572 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
573 else 586 else
574 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 587 buf << "You worship no god.\n";
575 588
576 tmp = present_arch_in_ob (at, op); 589 object *tmp = present_arch_in_ob (at, op);
577 590
578 if (*cp == '\0' && tmp == NULL) 591 if (*cp == '\0' && tmp == NULL)
579 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 592 buf << "You feel very mundane. ";
580 else 593 else
581 { 594 {
582 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 595 buf << "You have: " << cp << ".\n";
583 new_draw_info (NDI_UNIQUE, 0, op, cp); 596
584 if (tmp != NULL) 597 if (tmp)
585 {
586 for (i = 0; i < NUM_STATS; i++) 598 for (int i = 0; i < NUM_STATS; i++)
587 { 599 if (tmp->stats.stat (i) < 0)
588 if (get_attr_value (&tmp->stats, i) < 0) 600 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 } 601 }
595 602
596 if (is_dragon_pl (op)) 603 if (is_dragon_pl (op))
597 {
598 /* now grab the 'dragon_ability'-force from the player's inventory */ 604 /* now grab the 'dragon_ability'-force from the player's inventory */
599 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 605 for (tmp = op->inv; tmp; tmp = tmp->below)
600 { 606 {
601 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 607 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
602 { 608 {
603 if (tmp->stats.exp == 0) 609 if (tmp->stats.exp == 0)
604 {
605 sprintf (buf, "Your metabolism isn't focused on anything."); 610 buf << "Your metabolism isn't focused on anything.\n";
606 }
607 else 611 else
608 {
609 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 612 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
610 } 613
611 new_draw_info (NDI_UNIQUE, 0, op, buf);
612 break; 614 break;
613 } 615 }
614 } 616 }
615 } 617
618 buf << '\0'; // zero-terminate
619
620 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
621
616 return 1; 622 return 1;
617} 623}
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
881 624
882/* This creates magic walls. Really, it can create most any object, 625/* This creates magic walls. Really, it can create most any object,
883 * within some reason. 626 * within some reason.
884 */ 627 */
885
886int 628int
887magic_wall (object *op, object *caster, int dir, object *spell_ob) 629magic_wall (object *op, object *caster, int dir, object *spell_ob)
888{ 630{
889 object *tmp, *tmp2; 631 object *tmp;
890 int i, posblocked, negblocked, maxrange; 632 int i, posblocked, negblocked, maxrange;
891 sint16 x, y; 633 sint16 x, y;
892 maptile *m; 634 maptile *m;
893 const char *name; 635 const char *name;
894 archetype *at; 636 archetype *at;
902 else 644 else
903 { 645 {
904 x = op->x + freearr_x[dir]; 646 x = op->x + freearr_x[dir];
905 y = op->y + freearr_y[dir]; 647 y = op->y + freearr_y[dir];
906 } 648 }
649
907 m = op->map; 650 m = op->map;
908 651
909 if ((spell_ob->move_block || x != op->x || y != op->y) && 652 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) || 653 (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))) 654 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
912 { 655 {
913 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 656 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
914 return 0; 657 return 0;
915 } 658 }
659
916 if (spell_ob->other_arch) 660 if (spell_ob->other_arch)
917 {
918 tmp = arch_to_object (spell_ob->other_arch); 661 tmp = arch_to_object (spell_ob->other_arch);
919 }
920 else if (spell_ob->race) 662 else if (spell_ob->race)
921 { 663 {
922 char buf1[MAX_BUF]; 664 char buf1[MAX_BUF];
923 665
924 sprintf (buf1, spell_ob->race, dir); 666 sprintf (buf1, spell_ob->race, dir);
927 { 669 {
928 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 670 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
929 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 671 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
930 return 0; 672 return 0;
931 } 673 }
674
932 tmp = arch_to_object (at); 675 tmp = arch_to_object (at);
933 } 676 }
934 else 677 else
935 { 678 {
936 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 679 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
946 } 689 }
947 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 690 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
948 { 691 {
949 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 692 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
950 tmp->stats.maxhp = tmp->stats.hp; 693 tmp->stats.maxhp = tmp->stats.hp;
951 tmp->set_owner (op);
952 set_spell_skill (op, caster, spell_ob, tmp);
953 } 694 }
695
954 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 696 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
955 { 697 {
956 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 698 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
957 SET_FLAG (tmp, FLAG_IS_USED_UP); 699 SET_FLAG (tmp, FLAG_IS_USED_UP);
958 } 700 }
701
959 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 702 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
960 { 703 {
961 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 704 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
962 tmp->stats.maxhp = tmp->stats.hp; 705 tmp->stats.maxhp = tmp->stats.hp;
963 SET_FLAG (tmp, FLAG_TEAR_DOWN); 706 SET_FLAG (tmp, FLAG_TEAR_DOWN);
964 SET_FLAG (tmp, FLAG_ALIVE); 707 SET_FLAG (tmp, FLAG_ALIVE);
965 } 708 }
966 709
967 /* This can't really hurt - if the object doesn't kill anything, 710 /* This can't really hurt - if the object doesn't kill anything,
968 * these fields just won't be used. 711 * these fields just won't be used. Do not set the owner for
712 * earthwalls, though, so they survive restarts.
969 */ 713 */
714 if (tmp->type != EARTHWALL) //TODO
970 tmp->set_owner (op); 715 tmp->set_owner (op);
716
971 set_spell_skill (op, caster, spell_ob, tmp); 717 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; 718 tmp->level = caster_level (caster, spell_ob) / 2;
975 719
976 name = tmp->name; 720 name = tmp->name;
977 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 721 if (!(tmp = m->insert (tmp, x, y, op)))
978 { 722 {
979 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 723 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
980 return 0; 724 return 0;
981 } 725 }
726
982 /* If this is a spellcasting wall, need to insert the spell object */ 727 /* If this is a spellcasting wall, need to insert the spell object */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 728 if (tmp->other_arch && tmp->other_arch->type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 729 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
985 730
986 /* This code causes the wall to extend some distance in 731 /* This code causes the wall to extend some distance in
987 * each direction, or until an obstruction is encountered. 732 * each direction, or until an obstruction is encountered.
988 * posblocked and negblocked help determine how far the 733 * posblocked and negblocked help determine how far the
1004 m = tmp->map; 749 m = tmp->map;
1005 750
1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 751 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) 752 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1008 { 753 {
1009 tmp2 = tmp->clone (); 754 object *tmp2 = tmp->clone ();
1010 tmp2->x = x; 755 m->insert (tmp2, x, y, op);
1011 tmp2->y = y; 756
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 757 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 758 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 759 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 760
1017 } 761 }
1018 else 762 else
1019 posblocked = 1; 763 posblocked = 1;
1020 764
1023 m = tmp->map; 767 m = tmp->map;
1024 768
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 769 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) 770 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 771 {
1028 tmp2 = tmp->clone (); 772 object *tmp2 = tmp->clone ();
1029 tmp2->x = x; 773 m->insert (tmp2, x, y, op);
1030 tmp2->y = y; 774
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 775 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 776 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 777 }
1035 else 778 else
1036 negblocked = 1; 779 negblocked = 1;
1037 } 780 }
1038 781
1087 { 830 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 831 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 832 op->contr->count = 0;
1090 return 0; 833 return 0;
1091 } 834 }
835
1092 op->contr->count = 0; 836 op->contr->count = 0;
1093 837
1094 /* Remove code that puts player on random space on maps. IMO, 838 /* 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, 839 * 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 840 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 889 return 0;
1146 } 890 }
1147 } 891 }
1148 892
1149 /* Actually move the player now */ 893 /* Actually move the player now */
1150 op->remove (); 894 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; 895 return 1;
1155 896
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 897 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 898 return 1;
1158} 899}
1159
1160 900
1161/* cast_heal: Heals something. 901/* cast_heal: Heals something.
1162 * op is the caster. 902 * op is the caster.
1163 * dir is the direction he is casting it in. 903 * dir is the direction he is casting it in.
1164 * spell is the spell object. 904 * spell is the spell object.
1171 object *poison; 911 object *poison;
1172 int heal = 0, success = 0; 912 int heal = 0, success = 0;
1173 913
1174 tmp = find_target_for_friendly_spell (op, dir); 914 tmp = find_target_for_friendly_spell (op, dir);
1175 915
1176 if (tmp == NULL) 916 if (!tmp)
1177 return 0; 917 return 0;
1178 918
1179 /* Figure out how many hp this spell might cure. 919 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 920 * could be zero if this spell heals effects, not damage.
1181 */ 921 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 924 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 925
1186 if (heal) 926 if (heal)
1187 { 927 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 928 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 929 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 930 else
1193 { 931 {
1194 /* See how many points we actually heal. Instead of messages 932 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 933 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 934 * on amount of damage healed.
1197 */ 935 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 936 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 937 heal = tmp->stats.maxhp - tmp->stats.hp;
938
1200 tmp->stats.hp += heal; 939 tmp->stats.hp += heal;
1201 940
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 941 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 943 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 945 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 947 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 948 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 949 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 950 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 951
1222 success = 1; 952 success = 1;
1223 } 953 }
1224 } 954 }
955
1225 if (spell->attacktype & AT_DISEASE) 956 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 957 if (cure_disease (tmp, op, spell))
1227 success = 1; 958 success = 1;
1228 959
1229 if (spell->attacktype & AT_POISON) 960 if (spell->attacktype & AT_POISON)
1230 { 961 {
1231 at = archetype::find ("poisoning"); 962 at = archetype::find ("poisoning");
1235 success = 1; 966 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 967 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 968 poison->stats.food = 1;
1238 } 969 }
1239 } 970 }
971
1240 if (spell->attacktype & AT_CONFUSION) 972 if (spell->attacktype & AT_CONFUSION)
1241 { 973 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 974 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 975 if (poison)
1244 { 976 {
1245 success = 1; 977 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 978 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 979 poison->duration = 1;
1248 } 980 }
1249 } 981 }
982
1250 if (spell->attacktype & AT_BLIND) 983 if (spell->attacktype & AT_BLIND)
1251 { 984 {
1252 at = archetype::find ("blindness"); 985 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 986 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 987 if (poison)
1256 success = 1; 989 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 990 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 991 poison->stats.food = 1;
1259 } 992 }
1260 } 993 }
994
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 995 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 996 {
1263 tmp->stats.sp += spell->last_sp; 997 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 998 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 999 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 1000 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 1001 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 1002 }
1003
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1004 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 1005 {
1271 tmp->stats.grace += spell->last_grace; 1006 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1007 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1008 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1009 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1010 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1011 }
1012
1277 if (spell->stats.food && tmp->stats.food < 999) 1013 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1014 {
1279 tmp->stats.food += spell->stats.food; 1015 tmp->stats.food += spell->stats.food;
1016
1280 if (tmp->stats.food > 999) 1017 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1018 tmp->stats.food = 999;
1019
1282 success = 1; 1020 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1021 /* 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"); 1022 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1023 }
1024
1286 return success; 1025 return success;
1287} 1026}
1288
1289 1027
1290/* This is used for the spells that gain stats. There are no spells 1028/* 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 1029 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those. 1030 * good comments for those.
1293 */ 1031 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1032static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1033 "You grow no stronger.",
1296 "You grow no more agile.", 1034 "You grow no more agile.",
1297 "You don't feel any healthier.", 1035 "You don't feel any healthier.",
1298 "no wis", 1036 "You didn't grow any more intelligent.",
1037 "You do not feel any wiser.",
1038 "You don't feel any more powerful."
1299 "You are no easier to look at.", 1039 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1040};
1303 1041
1304int 1042int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1043cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1044{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1045 object *force = NULL;
1309 int i; 1046 int i;
1310 1047
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1048 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1049 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1050 ? find_target_for_friendly_spell (op, dir)
1315 } 1051 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1052
1321 if (tmp == NULL) 1053 if (!tmp)
1322 return 0; 1054 return 0;
1323 1055
1324 /* If we've already got a force of this type, don't add a new one. */ 1056 /* 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) 1057 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1058 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1059 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1060 {
1329 if (tmp2->name == spell_ob->name) 1061 if (tmp2->name == spell_ob->name)
1330 { 1062 {
1363 } 1095 }
1364 else 1096 else
1365 { 1097 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1098 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 } 1099 }
1100
1368 return 1; 1101 return 1;
1369 } 1102 }
1103
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1104 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 force->speed = 1.0; 1105 force->speed = 1.0;
1372 force->speed_left = -1.0; 1106 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1107 SET_FLAG (force, FLAG_APPLIED);
1374 1108
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1114 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1381 if (force->resist[i] > 100) 1115 if (force->resist[i] > 100)
1382 force->resist[i] = 100; 1116 force->resist[i] = 100;
1383 } 1117 }
1384 } 1118 }
1119
1385 if (spell_ob->stats.hp) 1120 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1121 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387 1122
1388 if (tmp->type == PLAYER) 1123 if (tmp->type == PLAYER)
1389 { 1124 {
1390 /* Stat adjustment spells */ 1125 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1126 for (i = 0; i < NUM_STATS; i++)
1392 { 1127 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1128 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1129 {
1397 sm = 0; 1130 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1131 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1132 sm += rndm (1, 3);
1400 1133
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1134 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1135 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1136
1404 if (sm < 0) 1137 force->stats.stat (i) = sm;
1405 sm = 0; 1138
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1139 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1140 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1141 }
1411 } 1142 }
1412 } 1143 }
1432 force->stats.ac = spell_ob->stats.ac; 1163 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1164 force->attacktype = spell_ob->attacktype;
1434 1165
1435 insert_ob_in_ob (force, tmp); 1166 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1167 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1168 tmp->update_stats ();
1169
1438 return 1; 1170 return 1;
1439} 1171}
1440 1172
1441/* This used to be part of cast_change_ability, but it really didn't make 1173/* 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 1174 * a lot of sense, since most of the values it derives are from the god
1443 * of the caster. 1175 * of the caster.
1444 */ 1176 */
1445
1446int 1177int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1178cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1179{
1449 int i; 1180 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1181 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1541 force->stats.wc = spell_ob->stats.wc; 1272 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1273 force->stats.ac = spell_ob->stats.ac;
1543 1274
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1275 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1276 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1277 tmp->update_stats ();
1547 return 1; 1278 return 1;
1548} 1279}
1549
1550
1551 1280
1552/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1553 * 1282 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1284 * 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 * 1285 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1286 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1287 * 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 1288 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1289 * 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 * 1290 *
1568 * There is also a chance (1:30) that you will get nothing at all 1291 * 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 1292 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1293 * alchemised.
1571 */ 1294 */
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 1295static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1297{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1299
1585 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1305 * the stuff back to town.
1591 */ 1306 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1307 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1308 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1310 value /= 3;
1597 else 1311 else
1598 value = (value * 9) / 10; 1312 value = value * 9 / 10;
1599 1313
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1314 if (obj->value > 0 && rndm (0, 29))
1603 { 1315 total_value += value;
1604 int count;
1605 1316
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; 1317 total_weight += obj->total_weight ();
1318
1626 obj->destroy (); 1319 obj->destroy ();
1627} 1320}
1628 1321
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 1322int
1661alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1662{ 1324{
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) 1325 if (op->type != PLAYER)
1669 return 0; 1326 return 0;
1670 1327
1328 archetype *nugget[3];
1329
1330 nugget[0] = archetype::find ("pyrite3");
1331 nugget[1] = archetype::find ("pyrite2");
1332 nugget[2] = archetype::find ("pyrite");
1333
1671 /* Put a maximum weight of items that can be alchemied. Limits the power 1334 /* 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 1335 * some, and also prevents people from alchemising every table/chair/clock
1673 * in sight 1336 * in sight
1674 */ 1337 */
1675 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1338 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1676 weight_max *= 1000; 1339 int weight_max = duration * 1000;
1677 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1340 uint64 value_max = duration * 1000;
1678 1341
1342 int weight = 0;
1343
1679 for (y = op->y - 1; y <= op->y + 1; y++) 1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1680 { 1345 {
1681 for (x = op->x - 1; x <= op->x + 1; x++) 1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1682 { 1347 {
1348 uint64 value = 0;
1349
1683 nx = x; 1350 sint16 nx = x;
1684 ny = y; 1351 sint16 ny = y;
1685 1352
1686 mp = op->map; 1353 maptile *mp = op->map;
1687 1354
1688 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1689 1356
1690 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1691 continue; 1358 continue;
1692 1359
1693 /* Treat alchemy a little differently - most spell effects 1360 /* Treat alchemy a little differently - most spell effects
1695 * ground level effect. 1362 * ground level effect.
1696 */ 1363 */
1697 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1364 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1698 continue; 1365 continue;
1699 1366
1700 small_nuggets = 0; 1367 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 { 1368 {
1705 next = tmp->above; 1369 next = tmp->above;
1370
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1708 { 1373 {
1709
1710 if (tmp->inv) 1374 if (tmp->inv)
1711 { 1375 {
1712 object *next1, *tmp1; 1376 object *next1, *tmp1;
1713 1377
1714 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1715 { 1379 {
1716 next1 = tmp1->below; 1380 next1 = tmp1->below;
1717 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1718 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1719 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1383 alchemy_object (tmp1, value, weight);
1720 } 1384 }
1721 } 1385 }
1386
1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1387 alchemy_object (tmp, value, weight);
1723 1388
1724 if (weight > weight_max) 1389 if (weight > weight_max)
1725 { 1390 break;
1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1727 large->destroy ();
1728 small->destroy ();
1729 return 1;
1730 } 1391 }
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 */ 1392 }
1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1393
1394 value -= rndm (value >> 4);
1395 value = min (value, value_max);
1396
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value)
1399 {
1400 value -= nrof * nugget[i]->value;
1401
1402 object *tmp = arch_to_object (nugget[i]);
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1739 } 1406 }
1740 }
1741 1407
1742 large->destroy (); 1408 if (weight > weight_max)
1743 small->destroy (); 1409 goto bailout;
1744 /* reset this so that if player standing on a big pile of stuff, 1410 }
1745 * it is redrawn properly. 1411 }
1746 */ 1412
1747 op->contr->socket->look_position = 0; 1413bailout:
1748 return 1; 1414 return 1;
1749} 1415}
1750 1416
1751 1417
1752/* This function removes the cursed/damned status on equipped 1418/* This function removes the cursed/damned status on equipped
1779 } 1445 }
1780 1446
1781 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1782 { 1448 {
1783 if (success) 1449 if (success)
1784 {
1785 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1450 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1786 }
1787 else 1451 else
1788 { 1452 {
1789 if (was_one) 1453 if (was_one)
1790 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1454 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1791 else 1455 else
1795 1459
1796 return success; 1460 return success;
1797} 1461}
1798 1462
1799/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1800
1801int 1464int
1802cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1803{ 1466{
1467 dynbuf_text buf;
1804 object *tmp; 1468 object *tmp;
1805 int success = 0, num_ident;
1806 1469
1807 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1470 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1808 1471
1809 if (num_ident < 1) 1472 if (num_ident < 1)
1810 num_ident = 1; 1473 num_ident = 1;
1811 1474
1812 for (tmp = op->inv; tmp; tmp = tmp->below) 1475 for (tmp = op->inv; tmp; tmp = tmp->below)
1815 { 1478 {
1816 identify (tmp); 1479 identify (tmp);
1817 1480
1818 if (op->type == PLAYER) 1481 if (op->type == PLAYER)
1819 { 1482 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1483 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1821 1484
1822 if (tmp->msg) 1485 if (tmp->msg)
1823 { 1486 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 }
1827 } 1487 }
1828 1488
1829 num_ident--; 1489 num_ident--;
1830 success = 1;
1831 if (!num_ident) 1490 if (!num_ident)
1832 break; 1491 break;
1833 } 1492 }
1834 } 1493 }
1835 1494
1837 * stuff on the floor. Only identify stuff on the floor if the spell 1496 * stuff on the floor. Only identify stuff on the floor if the spell
1838 * was not fully used. 1497 * was not fully used.
1839 */ 1498 */
1840 if (num_ident) 1499 if (num_ident)
1841 { 1500 {
1842 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1501 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)) 1502 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1844 { 1503 {
1845 identify (tmp); 1504 identify (tmp);
1846 1505
1847 if (op->type == PLAYER) 1506 if (op->type == PLAYER)
1848 { 1507 {
1849 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1508 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1850 1509
1851 if (tmp->msg) 1510 if (tmp->msg)
1852 { 1511 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1853 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1854 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1855 }
1856 1512
1857 esrv_send_item (op, tmp); 1513 esrv_send_item (op, tmp);
1858 } 1514 }
1859 1515
1860 num_ident--; 1516 num_ident--;
1861 success = 1;
1862 if (!num_ident) 1517 if (!num_ident)
1863 break; 1518 break;
1864 } 1519 }
1865 } 1520 }
1866 1521
1867 if (!success) 1522 if (buf.empty ())
1868 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1523 {
1524 op->failmsg ("You can't reach anything unidentified.");
1525 return 0;
1526 }
1869 else 1527 else
1528 {
1529 if (op->contr)
1530 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1531
1870 spell_effect (spell, op->x, op->y, op->map, op); 1532 spell_effect (spell, op->x, op->y, op->map, op);
1871 1533 return 1;
1872 return success; 1534 }
1873} 1535}
1874 1536
1875int 1537int
1876cast_detection (object *op, object *caster, object *spell, object *skill) 1538cast_detection (object *op, object *caster, object *spell, object *skill)
1877{ 1539{
1902 * floor. But this is not true for show invisible. 1564 * floor. But this is not true for show invisible.
1903 * Basically, we just go and find the top object and work 1565 * Basically, we just go and find the top object and work
1904 * down - that is easier than working up. 1566 * down - that is easier than working up.
1905 */ 1567 */
1906 1568
1907 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1569 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1908 last = tmp; 1570 last = tmp;
1909 1571
1910 /* Shouldn't happen, but if there are no objects on a space, this 1572 /* Shouldn't happen, but if there are no objects on a space, this
1911 * would happen. 1573 * would happen.
1912 */ 1574 */
1998 */ 1660 */
1999 if (done_one) 1661 if (done_one)
2000 { 1662 {
2001 object *detect_ob = arch_to_object (spell->other_arch); 1663 object *detect_ob = arch_to_object (spell->other_arch);
2002 1664
2003 detect_ob->x = nx;
2004 detect_ob->y = ny;
2005 /* if this is set, we want to copy the face */ 1665 /* if this is set, we want to copy the face */
2006 if (done_one == 2 && detect) 1666 if (done_one == 2 && detect)
2007 { 1667 {
2008 detect_ob->face = detect->face; 1668 detect_ob->face = detect->face;
2009 detect_ob->animation_id = detect->animation_id; 1669 detect_ob->animation_id = detect->animation_id;
2011 detect_ob->last_anim = 0; 1671 detect_ob->last_anim = 0;
2012 /* by default, the detect_ob is already animated */ 1672 /* by default, the detect_ob is already animated */
2013 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1673 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2014 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1674 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2015 } 1675 }
1676
2016 insert_ob_in_map (detect_ob, m, op, 0); 1677 m->insert (detect_ob, nx, ny, op);
2017 } 1678 }
2018 } /* for processing the surrounding spaces */ 1679 } /* for processing the surrounding spaces */
2019 1680
2020 1681
2021 /* Now process objects in the players inventory if detect curse or magic */ 1682 /* Now process objects in the players inventory if detect curse or magic */
2070 1731
2071 /* Explodes a fireball centered at player */ 1732 /* Explodes a fireball centered at player */
2072 tmp = get_archetype (EXPLODING_FIREBALL); 1733 tmp = get_archetype (EXPLODING_FIREBALL);
2073 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1734 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; 1735 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2075 tmp->x = victim->x; 1736
2076 tmp->y = victim->y; 1737 tmp->insert_at (victim);
2077 insert_ob_in_map (tmp, victim->map, NULL, 0);
2078 victim->stats.sp = 2 * victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
2079 } 1739 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1740 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."); 1741 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) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2085 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2089 { 1745 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1746 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2091 confuse_player (victim, victim, 99); 1747 confuse_player (victim, victim, 99);
2092 } 1748 }
2093 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2094 {
2095 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2096 }
2097} 1751}
2098 1752
2099/* cast_transfer 1753/* cast_transfer
2100 * This spell transfers sp from the player to another person. 1754 * This spell transfers sp from the player to another person.
2101 * We let the target go above their normal maximum SP. 1755 * We let the target go above their normal maximum SP.
2115 1769
2116 mflags = get_map_flags (m, &m, x, y, &x, &y); 1770 mflags = get_map_flags (m, &m, x, y, &x, &y);
2117 1771
2118 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1772 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2119 { 1773 {
2120 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1774 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2121 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1775 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2122 break; 1776 break;
2123 } 1777 }
2124 1778
2125 1779
2126 /* If we did not find a player in the specified direction, transfer 1780 /* 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. 1781 * to anyone on top of us. This is used for the rune of transference mostly.
2128 */ 1782 */
2129 if (plyr == NULL) 1783 if (plyr == NULL)
2130 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1784 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)) 1785 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2132 break; 1786 break;
2133 1787
2134 if (!plyr) 1788 if (!plyr)
2135 { 1789 {
2190 m = op->map; 1844 m = op->map;
2191 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1845 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2192 if (mflags & P_OUT_OF_MAP) 1846 if (mflags & P_OUT_OF_MAP)
2193 return; 1847 return;
2194 1848
2195 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1849 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2196 { 1850 {
2197 next = tmp->above; 1851 next = tmp->above;
2198 1852
2199 /* Need to look at the head object - otherwise, if tmp 1853 /* Need to look at the head object - otherwise, if tmp
2200 * points to a monster, we don't have all the necessary 1854 * points to a monster, we don't have all the necessary
2212 /* Basically, if the object is magical and not counterspell, 1866 /* Basically, if the object is magical and not counterspell,
2213 * we will more or less remove the object. Don't counterspell 1867 * we will more or less remove the object. Don't counterspell
2214 * monsters either. 1868 * monsters either.
2215 */ 1869 */
2216 1870
2217 if (head->attacktype & AT_MAGIC && 1871 if (head->attacktype & AT_MAGIC
2218 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1872 && !(head->attacktype & AT_COUNTERSPELL)
1873 && !QUERY_FLAG (head, FLAG_MONSTER)
1874 && (op->level > head->level))
2219 head->destroy (); 1875 head->destroy ();
2220 else 1876 else
2221 switch (head->type) 1877 switch (head->type)
2222 { 1878 {
2223 case SPELL_EFFECT: 1879 case SPELL_EFFECT:
1880 // XXX: Don't affect floor spelleffects. See also XXX comment
1881 // about sanctuary in spell_util.C
1882 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1883 continue;
1884
2224 if (op->level > head->level) 1885 if (op->level > head->level)
2225 head->destroy (); 1886 head->destroy ();
2226 1887
2227 break; 1888 break;
2228 1889
2295 * This code was very odd - code early on would only let players use the spell, 1956 * 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 1957 * 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 1958 * that only let players use it was correct, and removed all the other
2298 * player checks. MSW 2003-01-06 1959 * player checks. MSW 2003-01-06
2299 */ 1960 */
2300
2301int 1961int
2302animate_weapon (object *op, object *caster, object *spell, int dir) 1962animate_weapon (object *op, object *caster, object *spell, int dir)
2303{ 1963{
2304 object *weapon, *tmp; 1964 object *weapon, *tmp;
2305 char buf[MAX_BUF]; 1965 char buf[MAX_BUF];
2306 int a, i; 1966 int a, i;
2307 sint16 x, y; 1967 sint16 x, y;
2308 maptile *m; 1968 maptile *m;
2309 materialtype_t *mt;
2310 1969
2311 if (!spell->other_arch) 1970 if (!spell->other_arch)
2312 { 1971 {
2313 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1972 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2314 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1973 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2317 /* exit if it's not a player using this spell. */ 1976 /* exit if it's not a player using this spell. */
2318 if (op->type != PLAYER) 1977 if (op->type != PLAYER)
2319 return 0; 1978 return 0;
2320 1979
2321 /* if player already has a golem, abort */ 1980 /* if player already has a golem, abort */
2322 if (op->contr->ranges[range_golem]) 1981 if (object *golem = op->contr->golem)
2323 { 1982 {
2324 control_golem (op->contr->ranges[range_golem], dir); 1983 control_golem (golem, dir);
2325 return 0; 1984 return 0;
2326 } 1985 }
2327 1986
2328 /* if no direction specified, pick one */ 1987 /* if no direction specified, pick one */
2329 if (!dir) 1988 if (!dir)
2333 x = op->x + freearr_x[dir]; 1992 x = op->x + freearr_x[dir];
2334 y = op->y + freearr_y[dir]; 1993 y = op->y + freearr_y[dir];
2335 1994
2336 /* if there's no place to put the golem, abort */ 1995 /* 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) || 1996 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)) 1997 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2339 { 1998 {
2340 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1999 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2341 return 0; 2000 return 0;
2342 } 2001 }
2343 2002
2347 if (!weapon) 2006 if (!weapon)
2348 { 2007 {
2349 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2008 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2350 return 0; 2009 return 0;
2351 } 2010 }
2352 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2011 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2353 { 2012 {
2354 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2013 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2355 return 0; 2014 return 0;
2356 } 2015 }
2357 if (weapon->type != WEAPON) 2016 if (weapon->type != WEAPON)
2375 /* create the golem object */ 2034 /* create the golem object */
2376 tmp = arch_to_object (spell->other_arch); 2035 tmp = arch_to_object (spell->other_arch);
2377 2036
2378 /* if animated by a player, give the player control of the golem */ 2037 /* if animated by a player, give the player control of the golem */
2379 CLEAR_FLAG (tmp, FLAG_MONSTER); 2038 CLEAR_FLAG (tmp, FLAG_MONSTER);
2380 SET_FLAG (tmp, FLAG_FRIENDLY);
2381 tmp->stats.exp = 0; 2039 tmp->stats.exp = 0;
2382 add_friendly_object (tmp); 2040 add_friendly_object (tmp);
2383 tmp->type = GOLEM; 2041 tmp->type = GOLEM;
2384 tmp->set_owner (op); 2042 tmp->set_owner (op);
2043 op->contr->golem = tmp;
2385 set_spell_skill (op, caster, spell, tmp); 2044 set_spell_skill (op, caster, spell, tmp);
2386 op->contr->ranges[range_golem] = tmp;
2387 op->contr->shoottype = range_golem;
2388 2045
2389 /* Give the weapon to the golem now. A bit of a hack to check the 2046 /* 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 2047 * removed flag - it should only be set if get_split_object was
2391 * used above. 2048 * used above.
2392 */ 2049 */
2393 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2394 weapon->remove (); 2051 weapon->remove ();
2052
2395 insert_ob_in_ob (weapon, tmp); 2053 insert_ob_in_ob (weapon, tmp);
2396 esrv_send_item (op, weapon); 2054 esrv_send_item (op, weapon);
2397 /* To do everything necessary to let a golem use the weapon is a pain, 2055 /* 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 2056 * so instead, just set it as equipped (otherwise, we need to update
2399 * body_info, skills, etc) 2057 * body_info, skills, etc)
2400 */ 2058 */
2401 SET_FLAG (tmp, FLAG_USE_WEAPON); 2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2402 SET_FLAG (weapon, FLAG_APPLIED); 2060 SET_FLAG (weapon, FLAG_APPLIED);
2403 fix_player (tmp); 2061 tmp->update_stats ();
2404 2062
2405 /* There used to be 'odd' code that basically seemed to take the absolute 2063 /* 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 - 2064 * 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. 2065 * if you're using a crappy weapon, it shouldn't be as good.
2408 */ 2066 */
2427 2085
2428 /* attacktype */ 2086 /* attacktype */
2429 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2430 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2431 2089
2432 mt = NULL;
2433 if (op->materialname != NULL)
2434 mt = name_to_material (op->materialname); 2090 if (materialtype_t *mt = name_to_material (op->materialname))
2435 if (mt != NULL)
2436 { 2091 {
2437 for (i = 0; i < NROFATTACKS; i++) 2092 for (i = 0; i < NROFATTACKS; i++)
2438 tmp->resist[i] = 50 - (mt->save[i] * 5); 2093 tmp->resist[i] = 50 - (mt->save[i] * 5);
2439 a = mt->save[0]; 2094 a = mt->save[0];
2440 } 2095 }
2442 { 2097 {
2443 for (i = 0; i < NROFATTACKS; i++) 2098 for (i = 0; i < NROFATTACKS; i++)
2444 tmp->resist[i] = 5; 2099 tmp->resist[i] = 5;
2445 a = 10; 2100 a = 10;
2446 } 2101 }
2102
2447 /* Set weapon's immunity */ 2103 /* Set weapon's immunity */
2448 tmp->resist[ATNR_CONFUSION] = 100; 2104 tmp->resist[ATNR_CONFUSION] = 100;
2449 tmp->resist[ATNR_POISON] = 100; 2105 tmp->resist[ATNR_POISON] = 100;
2450 tmp->resist[ATNR_SLOW] = 100; 2106 tmp->resist[ATNR_SLOW] = 100;
2451 tmp->resist[ATNR_PARALYZE] = 100; 2107 tmp->resist[ATNR_PARALYZE] = 100;
2457 2113
2458 /* Improve weapon's armour value according to best save vs. physical of its material */ 2114 /* Improve weapon's armour value according to best save vs. physical of its material */
2459 2115
2460 if (a > 14) 2116 if (a > 14)
2461 a = 14; 2117 a = 14;
2118
2462 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2119 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2463 2120
2464 /* Determine golem's speed */ 2121 /* Determine golem's speed */
2465 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2122 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 2123
2470 if (!spell->race) 2124 if (!spell->race)
2471 { 2125 {
2472 sprintf (buf, "animated %s", &weapon->name); 2126 sprintf (buf, "animated %s", &weapon->name);
2473 tmp->name = buf; 2127 tmp->name = buf;
2475 tmp->face = weapon->face; 2129 tmp->face = weapon->face;
2476 tmp->animation_id = weapon->animation_id; 2130 tmp->animation_id = weapon->animation_id;
2477 tmp->anim_speed = weapon->anim_speed; 2131 tmp->anim_speed = weapon->anim_speed;
2478 tmp->last_anim = weapon->last_anim; 2132 tmp->last_anim = weapon->last_anim;
2479 tmp->state = weapon->state; 2133 tmp->state = weapon->state;
2480 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2134 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 } 2135 }
2490 2136
2491 /* make experience increase in proportion to the strength of the summoned creature. */ 2137 /* 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)); 2138 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2493 2139
2494 tmp->speed_left = -1; 2140 tmp->speed_left = -1;
2495 tmp->x = x;
2496 tmp->y = y;
2497 tmp->direction = dir; 2141 tmp->direction = dir;
2498 insert_ob_in_map (tmp, m, op, 0); 2142
2143 m->insert (tmp, x, y, op);
2499 return 1; 2144 return 1;
2500} 2145}
2501 2146
2502/* cast_daylight() - changes the map darkness level *lower* */ 2147/* cast_daylight() - changes the map darkness level *lower* */
2503 2148
2511 int success; 2156 int success;
2512 2157
2513 if (!op->map) 2158 if (!op->map)
2514 return 0; /* shouldnt happen */ 2159 return 0; /* shouldnt happen */
2515 2160
2516 success = change_map_light (op->map, spell->stats.dam); 2161 success = op->map->change_map_light (spell->stats.dam);
2162
2517 if (!success) 2163 if (!success)
2518 { 2164 {
2519 if (spell->stats.dam < 0) 2165 if (spell->stats.dam < 0)
2520 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2521 else 2167 else
2522 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2168 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2523 } 2169 }
2524 return success; 2170 return success;
2525} 2171}
2526
2527
2528
2529
2530 2172
2531/* create an aura spell object and put it in the player's inventory. 2173/* 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, 2174 * as usual, op is player, caster is the object casting the spell,
2533 * spell is the spell object itself. 2175 * spell is the spell object itself.
2534 */ 2176 */
2546 2188
2547 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2189 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2548 2190
2549 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2191 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2550 2192
2551 new_aura->set_owner (op);
2552 set_spell_skill (op, caster, spell, new_aura); 2193 set_spell_skill (op, caster, spell, new_aura);
2553 new_aura->attacktype = spell->attacktype; 2194 new_aura->attacktype = spell->attacktype;
2554 2195
2555 new_aura->level = caster_level (caster, spell); 2196 new_aura->level = caster_level (caster, spell);
2197
2556 if (refresh) 2198 if (refresh)
2557 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2199 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2558 else 2200 else
2559 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2202
2560 insert_ob_in_ob (new_aura, op); 2203 insert_ob_in_ob (new_aura, op);
2204 new_aura->set_owner (op);
2205
2561 return 1; 2206 return 1;
2562} 2207}
2563
2564 2208
2565/* move aura function. An aura is a part of someone's inventory, 2209/* move aura function. An aura is a part of someone's inventory,
2566 * which he carries with him, but which acts on the map immediately 2210 * which he carries with him, but which acts on the map immediately
2567 * around him. 2211 * around him.
2568 * Aura parameters: 2212 * Aura parameters:
2569 * duration: duration counter. 2213 * duration: duration counter.
2570 * attacktype: aura's attacktype 2214 * attacktype: aura's attacktype
2571 * other_arch: archetype to drop where we attack 2215 * other_arch: archetype to drop where we attack
2572 */ 2216 */
2573
2574void 2217void
2575move_aura (object *aura) 2218move_aura (object *aura)
2576{ 2219{
2577 int i, mflags;
2578 object *env;
2579 maptile *m;
2580
2581 /* auras belong in inventories */ 2220 /* auras belong in inventories */
2582 env = aura->env; 2221 object *env = aura->env;
2222 object *owner = aura->owner;
2583 2223
2584 /* no matter what we've gotta remove the aura... 2224 /* no matter what we've gotta remove the aura...
2585 * we'll put it back if its time isn't up. 2225 * we'll put it back if its time isn't up.
2586 */ 2226 */
2587 aura->remove (); 2227 aura->remove ();
2592 aura->destroy (); 2232 aura->destroy ();
2593 return; 2233 return;
2594 } 2234 }
2595 2235
2596 /* auras only exist in inventories */ 2236 /* auras only exist in inventories */
2597 if (env == NULL || env->map == NULL) 2237 if (!env || !env->map)
2598 { 2238 {
2599 aura->destroy (); 2239 aura->destroy ();
2600 return; 2240 return;
2601 } 2241 }
2602
2603 aura->x = env->x;
2604 aura->y = env->y;
2605 2242
2606 /* we need to jump out of the inventory for a bit 2243 /* we need to jump out of the inventory for a bit
2607 * in order to hit the map conveniently. 2244 * in order to hit the map conveniently.
2608 */ 2245 */
2609 insert_ob_in_map (aura, env->map, aura, 0); 2246 aura->insert_at (env, aura);
2610 2247
2611 for (i = 1; i < 9; i++) 2248 for (int i = 1; i < 9; i++)
2612 { 2249 {
2613 sint16 nx, ny; 2250 mapxy pos (env);
2251 pos.move (i);
2614 2252
2615 nx = aura->x + freearr_x[i];
2616 ny = aura->y + freearr_y[i];
2617 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2618
2619 /* Consider the movement tyep of the person with the aura as 2253 /* Consider the movement type of the person with the aura as
2620 * movement type of the aura. Eg, if the player is flying, the aura 2254 * movement type of the aura. Eg, if the player is flying, the aura
2621 * is flying also, if player is walking, it is on the ground, etc. 2255 * is flying also, if player is walking, it is on the ground, etc.
2622 */ 2256 */
2623 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2257 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2624 { 2258 {
2625 hit_map (aura, i, aura->attacktype, 0); 2259 hit_map (aura, i, aura->attacktype, 0);
2626 2260
2627 if (aura->other_arch) 2261 if (aura->other_arch)
2628 {
2629 object *new_ob;
2630
2631 new_ob = arch_to_object (aura->other_arch); 2262 pos.insert (arch_to_object (aura->other_arch), aura);
2632 new_ob->x = nx;
2633 new_ob->y = ny;
2634 insert_ob_in_map (new_ob, m, aura, 0);
2635 } 2263 }
2636 }
2637 } 2264 }
2265
2638 /* put the aura back in the player's inventory */ 2266 /* put the aura back in the player's inventory */
2639 aura->remove (); 2267 env->insert (aura);
2640 insert_ob_in_ob (aura, env); 2268 aura->set_owner (owner);
2641} 2269}
2642 2270
2643/* moves the peacemaker spell. 2271/* moves the peacemaker spell.
2644 * op is the piece object. 2272 * op is the piece object.
2645 */ 2273 */
2646
2647void 2274void
2648move_peacemaker (object *op) 2275move_peacemaker (object *op)
2649{ 2276{
2650 object *tmp; 2277 object *tmp;
2651 2278
2652 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2279 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2653 { 2280 {
2654 int atk_lev, def_lev; 2281 int atk_lev, def_lev;
2655 object *victim = tmp; 2282 object *victim = tmp;
2656 2283
2657 if (tmp->head) 2284 if (tmp->head)
2723 2350
2724 snprintf (rune, sizeof (rune), "%s\n", msg); 2351 snprintf (rune, sizeof (rune), "%s\n", msg);
2725 2352
2726 tmp->race = op->name; /*Save the owner of the rune */ 2353 tmp->race = op->name; /*Save the owner of the rune */
2727 tmp->msg = rune; 2354 tmp->msg = rune;
2728 tmp->x = op->x; 2355
2729 tmp->y = op->y; 2356 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2730 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2731 return 1; 2357 return 1;
2732} 2358}

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