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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.25 by root, Sat Dec 23 09:58:23 2006 UTC vs.
Revision 1.82 by root, Sun May 4 15:22:14 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 to <support@deliantra.net>
21 The authors can be reached via e-mail at <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);
79 wand->destroy (); 75 wand->destroy ();
80 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
78
82 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 80 tmp->stats.dam = 1;
81
84 tmp->stats.hp = tmp->stats.dam / 2; 82 tmp->stats.hp = tmp->stats.dam / 2;
83
85 if (tmp->stats.hp < 2) 84 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 85 tmp->stats.hp = 2;
87 tmp->x = op->x; 86
88 tmp->y = op->y; 87 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 88 return 1;
91 } 89 }
92 90
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 91 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
92
94 if (wand->inv && wand->inv->level) 93 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 94 ncharges /= wand->inv->level;
96 else 95 else
97 { 96 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0; 98 return 0;
100 } 99 }
100
101 if (!ncharges) 101 if (!ncharges)
102 ncharges = 1; 102 ncharges = 1;
103 103
104 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
106
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
107 { 108 {
108 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->speed = wand->arch->clone.speed; 110 wand->set_speed (wand->arch->speed);
110 update_ob_speed (wand);
111 } 111 }
112
112 return 1; 113 return 1;
113} 114}
114 115
115/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 116/* 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 117 * based on whether a crossbow or bow is equiped. If neither, it defaults to
120 * great a plus, the default is used. 121 * great a plus, the default is used.
121 * The # of arrows created also goes up with level, so if a 30th level mage 122 * 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 123 * wants LOTS of arrows, and doesn't care what the plus is he could
123 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
124 */ 125 */
125
126int 126int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
128{ 128{
129 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
130 const char *missile_name; 130 const char *missile_name = "arrow";
131 object *tmp, *missile;
132 131
133 missile_name = "arrow";
134
135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
136 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
137 missile_name = tmp->race; 134 missile_name = tmp->race;
138 135
139 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
140 137
141 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
142 { 141 {
143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
144 return 0; 143 return 0;
145 } 144 }
146 145
147 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
148 147
149 if (stringarg) 148 if (stringarg)
150 { 149 {
151 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
153 { 152 {
154 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
155 154
156 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, stringarg))
158 break; 157 break;
159 158
160 if (!al) 159 if (!al)
161 { 160 {
170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
171 return 0; 170 return 0;
172 } 171 }
173 172
174 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
175 /* These special arrows cost something extra. Don't have them also be magical - 174 /* 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 175 * 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. 176 * the parsing of having to do both plus and type.
178 */ 177 */
179 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0; 179 missile_plus = 0;
181 } 180 }
182 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
183 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
184 } 183 }
185 184
186 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
187 missile_plus = 4;
188 else if (missile_plus < -4)
189 missile_plus = -4;
190 186
191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
193 189
194 if (missile->nrof < 1) 190 if (missile->nrof < 1)
214{ 210{
215 int food_value; 211 int food_value;
216 archetype *at = NULL; 212 archetype *at = NULL;
217 object *new_op; 213 object *new_op;
218 214
219 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
220 216
221 if (stringarg) 217 if (stringarg)
222 { 218 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
224 if (at == NULL) 220 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
226 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 223 stringarg = NULL;
228 } 224 }
229 225
230 if (!stringarg) 226 if (!stringarg)
231 { 227 {
237 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
238 * to be altered from the donor. 234 * to be altered from the donor.
239 */ 235 */
240 236
241 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
243 { 239 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
245 { 241 {
246 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead. 244 * the item we have now, take it instead.
249 */ 245 */
250 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
251 at = at_tmp; 251 at = at_tmp;
252 } 252 }
253 } 253 }
254 } 254 }
255
255 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
256 * know 257 * know
257 */ 258 */
258 if (!at) 259 if (!at)
259 { 260 {
260 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
261 return 0; 262 return 0;
262 } 263 }
263 264
264 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
265 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
266 new_op->nrof = food_value; 267 new_op->nrof = food_value;
267 268
268 new_op->value = 0; 269 new_op->value = 0;
269 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
278{ 279{
279 int r, mflags, maxrange; 280 int r, mflags, maxrange;
280 object *tmp; 281 object *tmp;
281 maptile *m; 282 maptile *m;
282 283
283
284 if (!dir) 284 if (!dir)
285 { 285 {
286 examine_monster (op, op); 286 examine_monster (op, op);
287 return 1; 287 return 1;
288 } 288 }
289
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
291 { 292 {
292 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
293 294
313 examine_monster (op, tmp); 314 examine_monster (op, tmp);
314 return 1; 315 return 1;
315 } 316 }
316 } 317 }
317 } 318 }
319
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 320 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1; 321 return 1;
320} 322}
321
322 323
323/* This checks to see if 'pl' is invisible to 'mon'. 324/* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc 325 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false 326 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It 327 * otherwise. This doesn't check range, walls, etc. It
328 * pl is invisible. 329 * pl is invisible.
329 */ 330 */
330int 331int
331makes_invisible_to (object *pl, object *mon) 332makes_invisible_to (object *pl, object *mon)
332{ 333{
333
334 if (!pl->invisible) 334 if (!pl->invisible)
335 return 0; 335 return 0;
336
336 if (pl->type == PLAYER) 337 if (pl->type == PLAYER)
337 { 338 {
338 /* If race isn't set, then invisible unless it is undead */ 339 /* If race isn't set, then invisible unless it is undead */
339 if (!pl->contr->invis_race) 340 if (!pl->contr->invis_race)
340 { 341 {
341 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 342 if (QUERY_FLAG (mon, FLAG_UNDEAD))
342 return 0; 343 return 0;
344
343 return 1; 345 return 1;
344 } 346 }
347
345 /* invis_race is set if we get here */ 348 /* invis_race is set if we get here */
346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
347 return 1; 350 return 1;
351
348 /* No race, can't be invisible to it */ 352 /* No race, can't be invisible to it */
349 if (!mon->race) 353 if (!mon->race)
350 return 0; 354 return 0;
355
351 if (strstr (mon->race, pl->contr->invis_race)) 356 if (strstr (mon->race, pl->contr->invis_race))
352 return 1; 357 return 1;
358
353 /* Nothing matched above, return 0 */ 359 /* Nothing matched above, return 0 */
354 return 0; 360 return 0;
355 } 361 }
356 else 362 else
357 { 363 {
370 * normal applies. 376 * normal applies.
371 */ 377 */
372int 378int
373cast_invisible (object *op, object *caster, object *spell_ob) 379cast_invisible (object *op, object *caster, object *spell_ob)
374{ 380{
375 object *tmp;
376
377 if (op->invisible > 1000) 381 if (op->invisible > 1000)
378 { 382 {
379 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
380 return 0; 384 return 0;
381 } 385 }
397 else 401 else
398 op->contr->tmp_invis = 1; 402 op->contr->tmp_invis = 1;
399 403
400 op->contr->hidden = 0; 404 op->contr->hidden = 0;
401 } 405 }
406
402 if (makes_invisible_to (op, op)) 407 if (makes_invisible_to (op, op))
403 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 408 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
404 else 409 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 411
407 update_object (op, UP_OBJ_FACE); 412 update_object (op, UP_OBJ_CHANGE);
408 413
409 /* Only search the active objects - only these should actually do 414 /* Only search the active objects - only these should actually do
410 * harm to the player. 415 * harm to the player.
411 */ 416 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 417 for_all_actives (tmp)
413 if (tmp->enemy == op) 418 if (tmp->enemy == op)
414 tmp->enemy = NULL; 419 tmp->enemy = 0;
420
415 return 1; 421 return 1;
416} 422}
417 423
418/* earth to dust spell. Basically destroys earthwalls in the area. 424/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 425 */
447 next = tmp->above; 453 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 456 }
451 } 457 }
458
452 return 1; 459 return 1;
453} 460}
454
455 461
456void 462void
457execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
458{ 464{
459 object *wor = op; 465 if (object *pl = op->in_player ())
460 466 {
461 while (op != NULL && op->type != PLAYER) 467 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."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 469 else
468 enter_exit (op, wor); 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 }
469 472
470 wor->destroy (); 473 op->destroy ();
471} 474}
472 475
473/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
475 * time delay effect. 478 * time delay effect.
494 { 497 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 500 return 0;
498 } 501 }
502
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 504 if (time < 1)
501 time = 1; 505 time = 1;
502 506
503 /* value of speed really doesn't make much difference, as long as it is 507 /* 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 508 * positive. Lower value may be useful so that the problem doesn't
505 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
506 */ 510 */
507 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
512 515
513 /* If we could take advantage of enter_player_savebed() here, it would be 516 /* If we could take advantage of enter_player_savebed() here, it would be
514 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
515 */ 518 */
516 EXIT_PATH (dummy) = op->contr->savebed_map; 519 EXIT_PATH (dummy) = op->contr->savebed_map;
517 EXIT_X (dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
518 EXIT_Y (dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
519 522
520 (void) insert_ob_in_ob (dummy, op); 523 op->insert (dummy);
524
521 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526
522 return 1; 527 return 1;
523} 528}
524 529
525/* cast_wonder 530/* cast_wonder
526 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
559} 564}
560 565
561int 566int
562perceive_self (object *op) 567perceive_self (object *op)
563{ 568{
564 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 const char *cp = describe_item (op, op);
565 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (ARCH_DEPLETION);
566 object *tmp;
567 int i;
568 571
572 dynbuf_text buf;
573
574 if (player *pl = op->contr)
575 if (object *race = archetype::find (op->race))
576 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
577
569 tmp = find_god (determine_god (op)); 578 if (object *god = find_god (determine_god (op)))
570 if (tmp) 579 buf << "You worship " << &god->name << ".\n";
571 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
572 else 580 else
573 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 581 buf << "You worship no god.\n";
574 582
575 tmp = present_arch_in_ob (at, op); 583 object *tmp = present_arch_in_ob (at, op);
576 584
577 if (*cp == '\0' && tmp == NULL) 585 if (*cp == '\0' && tmp == NULL)
578 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 586 buf << "You feel very mundane. ";
579 else 587 else
580 { 588 {
581 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 589 buf << "You have: " << cp << ".\n";
582 new_draw_info (NDI_UNIQUE, 0, op, cp); 590
583 if (tmp != NULL) 591 if (tmp)
584 {
585 for (i = 0; i < NUM_STATS; i++) 592 for (int i = 0; i < NUM_STATS; i++)
586 { 593 if (tmp->stats.stat (i) < 0)
587 if (get_attr_value (&tmp->stats, i) < 0) 594 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
588 {
589 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
590 }
591 }
592 }
593 } 595 }
594 596
595 if (is_dragon_pl (op)) 597 if (is_dragon_pl (op))
596 {
597 /* now grab the 'dragon_ability'-force from the player's inventory */ 598 /* now grab the 'dragon_ability'-force from the player's inventory */
598 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 599 for (tmp = op->inv; tmp; tmp = tmp->below)
599 { 600 {
600 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 601 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
601 { 602 {
602 if (tmp->stats.exp == 0) 603 if (tmp->stats.exp == 0)
603 {
604 sprintf (buf, "Your metabolism isn't focused on anything."); 604 buf << "Your metabolism isn't focused on anything.\n";
605 }
606 else 605 else
607 {
608 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 606 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
609 } 607
610 new_draw_info (NDI_UNIQUE, 0, op, buf);
611 break; 608 break;
612 } 609 }
613 } 610 }
614 }
615 return 1;
616}
617 611
618/* int cast_create_town_portal (object *op, object *caster, int dir) 612 buf << '\0'; // zero-terminate
619 *
620 * This function cast the spell of town portal for op
621 *
622 * The spell operates in two passes. During the first one a place
623 * is marked as a destination for the portal. During the second one,
624 * 2 portals are created, one in the position the player cast it and
625 * one in the destination place. The portal are synchronized and 2 forces
626 * are inserted in the player to destruct the portal next time player
627 * creates a new portal pair.
628 * This spell has a side effect that it allows people to meet each other
629 * in a permanent, private, appartements by making a town portal from it
630 * to the town or another public place. So, check if the map is unique and if
631 * so return an error
632 *
633 * Code by Tchize (david.delbecq@usa.net)
634 */
635int
636cast_create_town_portal (object *op, object *caster, object *spell, int dir)
637{
638 object *dummy, *force, *old_force, *tmp;
639 archetype *perm_portal;
640 char portal_name[1024], portal_message[1024];
641 sint16 exitx, exity;
642 maptile *exitmap;
643 int op_level;
644 613
645 /* Check to see if the map the player is currently on is a per player unique 614 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
646 * map. This can be determined in that per player unique maps have the
647 * full pathname listed.
648 */
649 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
650 {
651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
652 return 0;
653 }
654
655 /* The first thing to do is to check if we have a marked destination
656 * dummy is used to make a check inventory for the force
657 */
658 dummy = arch_to_object (spell->other_arch);
659 if (dummy == NULL)
660 {
661 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
662 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
663 return 0;
664 }
665
666 force = check_inv_recursive (op, dummy);
667
668 if (force == NULL)
669 {
670 /* Here we know there is no destination marked up.
671 * We have 2 things to do:
672 * 1. Mark the destination in the player inventory.
673 * 2. Let the player know it worked.
674 */
675 dummy->name = op->map->path;
676 EXIT_X (dummy) = op->x;
677 EXIT_Y (dummy) = op->y;
678 insert_ob_in_ob (dummy, op);
679 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.");
680 return 1;
681 }
682
683 dummy->destroy ();
684
685 /* Here we know where the town portal should go to
686 * We should kill any existing portal associated with the player.
687 * Than we should create the 2 portals.
688 * For each of them, we need:
689 * - To create the portal with the name of the player+destination map
690 * - set the owner of the town portal
691 * - To mark the position of the portal in the player's inventory
692 * for easier destruction.
693 *
694 * The mark works has follow:
695 * slaying: Existing town portal
696 * hp, sp : x & y of the associated portal
697 * name : name of the portal
698 * race : map the portal is in
699 */
700
701 /* First step: killing existing town portals */
702 dummy = get_archetype (spell->race);
703 if (dummy == NULL)
704 {
705 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
706 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
707 return 0;
708 }
709
710 perm_portal = archetype::find (spell->slaying);
711
712 /* To kill a town portal, we go trough the player's inventory,
713 * for each marked portal in player's inventory,
714 * -We try load the associated map (if impossible, consider the portal destructed)
715 * -We find any portal in the specified location.
716 * If it has the good name, we destruct it.
717 * -We destruct the force indicating that portal.
718 */
719 while ((old_force = check_inv_recursive (op, dummy)))
720 {
721 exitx = EXIT_X (old_force);
722 exity = EXIT_Y (old_force);
723 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
724
725 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
726 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
727 else
728 exitmap = ready_map_name (old_force->race, 0);
729
730 if (exitmap)
731 {
732 tmp = present_arch (perm_portal, exitmap, exitx, exity);
733 while (tmp)
734 {
735 if (tmp->name == old_force->name)
736 {
737 tmp->destroy ();
738 break;
739 }
740
741 tmp = tmp->above;
742 }
743 }
744
745 old_force->destroy ();
746 LOG (llevDebug, "\n");
747 }
748
749 dummy->destroy ();
750
751 /* Creating the portals.
752 * The very first thing to do is to ensure
753 * access to the destination map.
754 * If we can't, don't fizzle. Simply warn player.
755 * This ensure player pays his mana for the spell
756 * because HE is responsible of forgotting.
757 * 'force' is the destination of the town portal, which we got
758 * from the players inventory above.
759 */
760
761 /* Ensure exit map is loaded */
762 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
763 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
764 else
765 exitmap = ready_map_name (force->name, 0);
766
767 /* If we were unable to load (ex. random map deleted), warn player */
768 if (exitmap == NULL)
769 {
770 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
771 force->destroy ();
772 return 1;
773 }
774
775 op_level = caster_level (caster, spell);
776 if (op_level < 15)
777 snprintf (portal_message, 1024,
778 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
779 &op->name);
780 else if (op_level < 30)
781 snprintf (portal_message, 1024,
782 "\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);
783 else if (op_level < 60)
784 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
785 else
786 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
787 &op->name);
788
789 /* Create a portal in front of player
790 * dummy contain the portal and
791 * force contain the track to kill it later
792 */
793
794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
795 dummy = get_archetype (spell->slaying); /*The portal */
796 if (dummy == NULL)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
799 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
800 return 0;
801 }
802
803 EXIT_PATH (dummy) = force->name;
804 EXIT_X (dummy) = EXIT_X (force);
805 EXIT_Y (dummy) = EXIT_Y (force);
806 dummy->name = dummy->name_pl = portal_name;
807 dummy->msg = portal_message;
808 dummy->race = op->name; /*Save the owner of the portal */
809 cast_create_obj (op, caster, dummy, 0);
810
811 /* Now we need to to create a town portal marker inside the player
812 * object, so on future castings, we can know that he has an active
813 * town portal.
814 */
815 tmp = get_archetype (spell->race);
816 if (tmp == NULL)
817 {
818 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
819 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
820 return 0;
821 }
822
823 tmp->race = op->map->path;
824 tmp->name = portal_name;
825 EXIT_X (tmp) = dummy->x;
826 EXIT_Y (tmp) = dummy->y;
827 insert_ob_in_ob (tmp, op);
828
829 /* Create a portal in the destination map
830 * dummy contain the portal and
831 * force the track to kill it later
832 * the 'force' variable still contains the 'reminder' of
833 * where this portal goes to.
834 */
835 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
836 dummy = get_archetype (spell->slaying); /*The portal */
837 if (dummy == NULL)
838 {
839 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
840 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
841 return 0;
842 }
843
844 EXIT_PATH (dummy) = op->map->path;
845 EXIT_X (dummy) = op->x;
846 EXIT_Y (dummy) = op->y;
847 dummy->name = dummy->name_pl = portal_name;
848 dummy->msg = portal_message;
849 dummy->x = EXIT_X (force);
850 dummy->y = EXIT_Y (force);
851 dummy->race = op->name; /*Save the owner of the portal */
852 insert_ob_in_map (dummy, exitmap, op, 0);
853
854 /* Now we create another town portal marker that
855 * points back to the one we just made
856 */
857 tmp = get_archetype (spell->race);
858 if (tmp == NULL)
859 {
860 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
861 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
862 return 0;
863 }
864
865 tmp->race = force->name;
866 tmp->name = portal_name;
867 EXIT_X (tmp) = dummy->x;
868 EXIT_Y (tmp) = dummy->y;
869 insert_ob_in_ob (tmp, op);
870
871 /* Describe the player what happened
872 */
873 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
874 force->destroy ();
875 615
876 return 1; 616 return 1;
877} 617}
878 618
879/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
880 * within some reason. 620 * within some reason.
881 */ 621 */
882int 622int
883magic_wall (object *op, object *caster, int dir, object *spell_ob) 623magic_wall (object *op, object *caster, int dir, object *spell_ob)
884{ 624{
885 object *tmp, *tmp2; 625 object *tmp;
886 int i, posblocked, negblocked, maxrange; 626 int i, posblocked, negblocked, maxrange;
887 sint16 x, y; 627 sint16 x, y;
888 maptile *m; 628 maptile *m;
889 const char *name; 629 const char *name;
890 archetype *at; 630 archetype *at;
923 { 663 {
924 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
925 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
926 return 0; 666 return 0;
927 } 667 }
668
928 tmp = arch_to_object (at); 669 tmp = arch_to_object (at);
929 } 670 }
930 else 671 else
931 { 672 {
932 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
966 */ 707 */
967 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
968 tmp->set_owner (op); 709 tmp->set_owner (op);
969 710
970 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->x = x;
972 tmp->y = y;
973 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = caster_level (caster, spell_ob) / 2;
974 713
975 name = tmp->name; 714 name = tmp->name;
976 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 715 if (!(tmp = m->insert (tmp, x, y, op)))
977 { 716 {
978 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
979 return 0; 718 return 0;
980 } 719 }
981 720
982 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
985 724
986 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
987 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
988 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
1004 m = tmp->map; 743 m = tmp->map;
1005 744
1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 745 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) 746 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1008 { 747 {
1009 tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
1010 tmp2->x = x; 749 m->insert (tmp2, x, y, op);
1011 tmp2->y = y; 750
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 751 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 754
1017 } 755 }
1018 else 756 else
1019 posblocked = 1; 757 posblocked = 1;
1020 758
1023 m = tmp->map; 761 m = tmp->map;
1024 762
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 763 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) 764 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 765 {
1028 tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
1029 tmp2->x = x; 767 m->insert (tmp2, x, y, op);
1030 tmp2->y = y; 768
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 771 }
1035 else 772 else
1036 negblocked = 1; 773 negblocked = 1;
1037 } 774 }
1038 775
1087 { 824 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 825 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 826 op->contr->count = 0;
1090 return 0; 827 return 0;
1091 } 828 }
829
1092 op->contr->count = 0; 830 op->contr->count = 0;
1093 831
1094 /* Remove code that puts player on random space on maps. IMO, 832 /* 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, 833 * 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 834 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 883 return 0;
1146 } 884 }
1147 } 885 }
1148 886
1149 /* Actually move the player now */ 887 /* Actually move the player now */
1150 op->remove (); 888 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; 889 return 1;
1155 890
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 891 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 892 return 1;
1158} 893}
1159
1160 894
1161/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1162 * op is the caster. 896 * op is the caster.
1163 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1164 * spell is the spell object. 898 * spell is the spell object.
1171 object *poison; 905 object *poison;
1172 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1173 907
1174 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1175 909
1176 if (tmp == NULL) 910 if (!tmp)
1177 return 0; 911 return 0;
1178 912
1179 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1181 */ 915 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 919
1186 if (heal) 920 if (heal)
1187 { 921 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 924 else
1193 { 925 {
1194 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 928 * on amount of damage healed.
1197 */ 929 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1200 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1201 934
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 937 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 939 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 941 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 943 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 945
1222 success = 1; 946 success = 1;
1223 } 947 }
1224 } 948 }
949
1225 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1227 success = 1; 952 success = 1;
1228 953
1229 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1230 { 955 {
1231 at = archetype::find ("poisoning"); 956 at = archetype::find ("poisoning");
1235 success = 1; 960 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 962 poison->stats.food = 1;
1238 } 963 }
1239 } 964 }
965
1240 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1241 { 967 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 969 if (poison)
1244 { 970 {
1245 success = 1; 971 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 973 poison->duration = 1;
1248 } 974 }
1249 } 975 }
976
1250 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1251 { 978 {
1252 at = archetype::find ("blindness"); 979 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 981 if (poison)
1256 success = 1; 983 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 985 poison->stats.food = 1;
1259 } 986 }
1260 } 987 }
988
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 990 {
1263 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 992 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 993 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 994 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 995 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 996 }
997
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 999 {
1271 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1003 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1005 }
1006
1277 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1008 {
1279 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1280 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1282 success = 1; 1014 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1015 /* 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"); 1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1017 }
1018
1286 return success; 1019 return success;
1287} 1020}
1288
1289 1021
1290/* This is used for the spells that gain stats. There are no spells 1022/* 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 1023 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those. 1024 * good comments for those.
1293 */ 1025 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1027 "You grow no stronger.",
1296 "You grow no more agile.", 1028 "You grow no more agile.",
1297 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1298 "no wis", 1030 "You didn't grow any more intelligent.",
1031 "You do not feel any wiser.",
1032 "You don't feel any more powerful."
1299 "You are no easier to look at.", 1033 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1034};
1303 1035
1304int 1036int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1037cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1038{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1039 object *force = NULL;
1309 int i; 1040 int i;
1310 1041
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1042 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1043 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1044 ? find_target_for_friendly_spell (op, dir)
1315 } 1045 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1046
1321 if (tmp == NULL) 1047 if (!tmp)
1322 return 0; 1048 return 0;
1323 1049
1324 /* If we've already got a force of this type, don't add a new one. */ 1050 /* 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) 1051 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1052 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1053 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1054 {
1329 if (tmp2->name == spell_ob->name) 1055 if (tmp2->name == spell_ob->name)
1330 { 1056 {
1363 } 1089 }
1364 else 1090 else
1365 { 1091 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1092 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 } 1093 }
1094
1368 return 1; 1095 return 1;
1369 } 1096 }
1097
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1098 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 force->speed = 1.0; 1099 force->speed = 1.0;
1372 force->speed_left = -1.0; 1100 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1101 SET_FLAG (force, FLAG_APPLIED);
1374 1102
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1108 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1381 if (force->resist[i] > 100) 1109 if (force->resist[i] > 100)
1382 force->resist[i] = 100; 1110 force->resist[i] = 100;
1383 } 1111 }
1384 } 1112 }
1113
1385 if (spell_ob->stats.hp) 1114 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1115 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387 1116
1388 if (tmp->type == PLAYER) 1117 if (tmp->type == PLAYER)
1389 { 1118 {
1390 /* Stat adjustment spells */ 1119 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1120 for (i = 0; i < NUM_STATS; i++)
1392 { 1121 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1122 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1123 {
1397 sm = 0; 1124 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1125 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1126 sm += rndm (1, 3);
1400 1127
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1128 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1129 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1130
1404 if (sm < 0) 1131 force->stats.stat (i) = sm;
1405 sm = 0; 1132
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1133 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1134 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1135 }
1411 } 1136 }
1412 } 1137 }
1433 force->attacktype = spell_ob->attacktype; 1158 force->attacktype = spell_ob->attacktype;
1434 1159
1435 insert_ob_in_ob (force, tmp); 1160 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1161 change_abil (tmp, force); /* Mostly to display any messages */
1437 tmp->update_stats (); 1162 tmp->update_stats ();
1163
1438 return 1; 1164 return 1;
1439} 1165}
1440 1166
1441/* This used to be part of cast_change_ability, but it really didn't make 1167/* 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 1168 * a lot of sense, since most of the values it derives are from the god
1443 * of the caster. 1169 * of the caster.
1444 */ 1170 */
1445
1446int 1171int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1172cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1173{
1449 int i; 1174 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1175 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1545 insert_ob_in_ob (force, tmp); 1270 insert_ob_in_ob (force, tmp);
1546 tmp->update_stats (); 1271 tmp->update_stats ();
1547 return 1; 1272 return 1;
1548} 1273}
1549 1274
1550
1551
1552/* Alchemy code by Mark Wedel 1275/* Alchemy code by Mark Wedel
1553 * 1276 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1277 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1278 * 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 * 1279 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1280 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1281 * 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 1282 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1283 * 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 * 1284 *
1568 * There is also a chance (1:30) that you will get nothing at all 1285 * 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 1286 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1287 * alchemised.
1571 */ 1288 */
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 1289static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1290alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1291{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1292 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1293
1585 /* Give third price when we alchemy money (This should hopefully 1294 /* Give third price when we alchemy money (this should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1295 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1296 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1297 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1298 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1299 * the stuff back to town.
1591 */ 1300 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1301 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1302 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1303 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1304 value /= 3;
1597 else 1305 else
1598 value = (value * 9) / 10; 1306 value = value * 9 / 10;
1599 1307
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1308 if (obj->value > 0 && rndm (0, 29))
1603 { 1309 total_value += value;
1604 int count;
1605 1310
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; 1311 total_weight += obj->total_weight ();
1312
1626 obj->destroy (); 1313 obj->destroy ();
1627} 1314}
1628 1315
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 1316int
1661alchemy (object *op, object *caster, object *spell_ob) 1317alchemy (object *op, object *caster, object *spell_ob)
1662{ 1318{
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) 1319 if (op->type != PLAYER)
1669 return 0; 1320 return 0;
1670 1321
1322 archetype *nugget[3];
1323
1324 nugget[0] = archetype::find ("pyrite3");
1325 nugget[1] = archetype::find ("pyrite2");
1326 nugget[2] = archetype::find ("pyrite");
1327
1671 /* Put a maximum weight of items that can be alchemied. Limits the power 1328 /* 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 1329 * some, and also prevents people from alchemising every table/chair/clock
1673 * in sight 1330 * in sight
1674 */ 1331 */
1675 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1332 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1676 weight_max *= 1000; 1333 int weight_max = duration * 1000;
1677 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1334 uint64 value_max = duration * 1000;
1678 1335
1336 int weight = 0;
1337
1679 for (y = op->y - 1; y <= op->y + 1; y++) 1338 for (int y = op->y - 1; y <= op->y + 1; y++)
1680 { 1339 {
1681 for (x = op->x - 1; x <= op->x + 1; x++) 1340 for (int x = op->x - 1; x <= op->x + 1; x++)
1682 { 1341 {
1342 uint64 value = 0;
1343
1683 nx = x; 1344 sint16 nx = x;
1684 ny = y; 1345 sint16 ny = y;
1685 1346
1686 mp = op->map; 1347 maptile *mp = op->map;
1687 1348
1688 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1349 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1689 1350
1690 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1351 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1691 continue; 1352 continue;
1692 1353
1693 /* Treat alchemy a little differently - most spell effects 1354 /* Treat alchemy a little differently - most spell effects
1695 * ground level effect. 1356 * ground level effect.
1696 */ 1357 */
1697 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1358 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1698 continue; 1359 continue;
1699 1360
1700 small_nuggets = 0; 1361 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 { 1362 {
1705 next = tmp->above; 1363 next = tmp->above;
1364
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1365 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1366 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1708 { 1367 {
1709
1710 if (tmp->inv) 1368 if (tmp->inv)
1711 { 1369 {
1712 object *next1, *tmp1; 1370 object *next1, *tmp1;
1713 1371
1714 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1372 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1715 { 1373 {
1716 next1 = tmp1->below; 1374 next1 = tmp1->below;
1717 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1375 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1718 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1376 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1719 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1377 alchemy_object (tmp1, value, weight);
1720 } 1378 }
1721 } 1379 }
1380
1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1381 alchemy_object (tmp, value, weight);
1723 1382
1724 if (weight > weight_max) 1383 if (weight > weight_max)
1725 { 1384 break;
1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1727 large->destroy ();
1728 small->destroy ();
1729 return 1;
1730 } 1385 }
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 */ 1386 }
1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1387
1388 value -= rndm (value >> 4);
1389 value = min (value, value_max);
1390
1391 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1392 if (int nrof = value / nugget [i]->value)
1393 {
1394 value -= nrof * nugget[i]->value;
1395
1396 object *tmp = arch_to_object (nugget[i]);
1397 tmp->nrof = nrof;
1398 tmp->flag [FLAG_IDENTIFIED] = true;
1399 op->map->insert (tmp, x, y, op, 0);
1739 } 1400 }
1740 }
1741 1401
1742 large->destroy (); 1402 if (weight > weight_max)
1743 small->destroy (); 1403 goto bailout;
1744 /* reset this so that if player standing on a big pile of stuff, 1404 }
1745 * it is redrawn properly. 1405 }
1746 */ 1406
1747 op->contr->ns->look_position = 0; 1407bailout:
1748 return 1; 1408 return 1;
1749} 1409}
1750
1751 1410
1752/* This function removes the cursed/damned status on equipped 1411/* This function removes the cursed/damned status on equipped
1753 * items. 1412 * items.
1754 */ 1413 */
1755int 1414int
1762 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1421 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1763 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1764 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1765 { 1424 {
1766 was_one++; 1425 was_one++;
1426
1767 if (tmp->level <= caster_level (caster, spell)) 1427 if (tmp->level <= caster_level (caster, spell))
1768 { 1428 {
1769 success++; 1429 success++;
1770 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1430 if (QUERY_FLAG (spell, FLAG_DAMNED))
1771 CLEAR_FLAG (tmp, FLAG_DAMNED); 1431 CLEAR_FLAG (tmp, FLAG_DAMNED);
1772 1432
1773 CLEAR_FLAG (tmp, FLAG_CURSED); 1433 CLEAR_FLAG (tmp, FLAG_CURSED);
1774 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1434 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1775 tmp->value = 0; /* Still can't sell it */ 1435 tmp->value = 0; /* Still can't sell it */
1776 if (op->type == PLAYER) 1436
1437 if (object *pl = tmp->visible_to ())
1777 esrv_send_item (op, tmp); 1438 esrv_update_item (UPD_FLAGS, pl, tmp);
1778 } 1439 }
1779 } 1440 }
1780 1441
1781 if (op->type == PLAYER) 1442 if (op->type == PLAYER)
1782 { 1443 {
1783 if (success) 1444 if (success)
1784 {
1785 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1445 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1786 }
1787 else 1446 else
1788 { 1447 {
1789 if (was_one) 1448 if (was_one)
1790 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1449 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1791 else 1450 else
1795 1454
1796 return success; 1455 return success;
1797} 1456}
1798 1457
1799/* Identifies objects in the players inventory/on the ground */ 1458/* Identifies objects in the players inventory/on the ground */
1800
1801int 1459int
1802cast_identify (object *op, object *caster, object *spell) 1460cast_identify (object *op, object *caster, object *spell)
1803{ 1461{
1462 dynbuf_text buf;
1804 object *tmp; 1463 object *tmp;
1805 int success = 0, num_ident;
1806 1464
1807 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1465 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1808 1466
1809 if (num_ident < 1) 1467 if (num_ident < 1)
1810 num_ident = 1; 1468 num_ident = 1;
1811 1469
1812 for (tmp = op->inv; tmp; tmp = tmp->below) 1470 for (tmp = op->inv; tmp; tmp = tmp->below)
1815 { 1473 {
1816 identify (tmp); 1474 identify (tmp);
1817 1475
1818 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1819 { 1477 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1478 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1821 1479
1822 if (tmp->msg) 1480 if (tmp->msg)
1823 { 1481 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 } 1482 }
1828 1483
1829 num_ident--; 1484 num_ident--;
1830 success = 1;
1831 if (!num_ident) 1485 if (!num_ident)
1832 break; 1486 break;
1833 } 1487 }
1834 } 1488 }
1835 1489
1837 * stuff on the floor. Only identify stuff on the floor if the spell 1491 * stuff on the floor. Only identify stuff on the floor if the spell
1838 * was not fully used. 1492 * was not fully used.
1839 */ 1493 */
1840 if (num_ident) 1494 if (num_ident)
1841 { 1495 {
1842 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1496 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)) 1497 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1844 { 1498 {
1845 identify (tmp); 1499 identify (tmp);
1846 1500
1847 if (op->type == PLAYER) 1501 if (object *pl = tmp->visible_to ())
1848 { 1502 {
1849 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1503 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1850 1504
1851 if (tmp->msg) 1505 if (tmp->msg)
1852 { 1506 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
1857 esrv_send_item (op, tmp);
1858 } 1507 }
1859 1508
1860 num_ident--; 1509 num_ident--;
1861 success = 1;
1862 if (!num_ident) 1510 if (!num_ident)
1863 break; 1511 break;
1864 } 1512 }
1865 } 1513 }
1866 1514
1867 if (!success) 1515 if (buf.empty ())
1868 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1869 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1870 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1871 1526 return 1;
1872 return success; 1527 }
1873} 1528}
1874 1529
1875int 1530int
1876cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1877{ 1532{
1998 */ 1653 */
1999 if (done_one) 1654 if (done_one)
2000 { 1655 {
2001 object *detect_ob = arch_to_object (spell->other_arch); 1656 object *detect_ob = arch_to_object (spell->other_arch);
2002 1657
2003 detect_ob->x = nx;
2004 detect_ob->y = ny;
2005 /* if this is set, we want to copy the face */ 1658 /* if this is set, we want to copy the face */
2006 if (done_one == 2 && detect) 1659 if (done_one == 2 && detect)
2007 { 1660 {
2008 detect_ob->face = detect->face; 1661 detect_ob->face = detect->face;
2009 detect_ob->animation_id = detect->animation_id; 1662 detect_ob->animation_id = detect->animation_id;
2011 detect_ob->last_anim = 0; 1664 detect_ob->last_anim = 0;
2012 /* by default, the detect_ob is already animated */ 1665 /* by default, the detect_ob is already animated */
2013 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1666 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2014 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1667 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2015 } 1668 }
1669
2016 insert_ob_in_map (detect_ob, m, op, 0); 1670 m->insert (detect_ob, nx, ny, op);
2017 } 1671 }
2018 } /* for processing the surrounding spaces */ 1672 } /* for processing the surrounding spaces */
2019 1673
2020 1674
2021 /* Now process objects in the players inventory if detect curse or magic */ 1675 /* Now process objects in the players inventory if detect curse or magic */
2022 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1676 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2023 { 1677 {
2024 done_one = 0; 1678 done_one = 0;
1679
2025 for (tmp = op->inv; tmp; tmp = tmp->below) 1680 for (tmp = op->inv; tmp; tmp = tmp->below)
2026 { 1681 {
2027 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1682 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2028 { 1683 {
2029 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1684 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2030 { 1685 {
2031 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1686 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2032 if (op->type == PLAYER) 1687
1688 if (object *pl = tmp->visible_to ())
2033 esrv_send_item (op, tmp); 1689 esrv_update_item (UPD_FLAGS, pl, tmp);
2034 } 1690 }
1691
2035 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1692 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2036 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1693 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2037 { 1694 {
2038 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1695 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2039 if (op->type == PLAYER) 1696
1697 if (object *pl = tmp->visible_to ())
2040 esrv_send_item (op, tmp); 1698 esrv_update_item (UPD_FLAGS, pl, tmp);
2041 } 1699 }
2042 } /* if item is not identified */ 1700 } /* if item is not identified */
2043 } /* for the players inventory */ 1701 } /* for the players inventory */
2044 } /* if detect magic/curse and object is a player */ 1702 } /* if detect magic/curse and object is a player */
1703
2045 return 1; 1704 return 1;
2046} 1705}
2047 1706
2048 1707
2049/** 1708/**
2070 1729
2071 /* Explodes a fireball centered at player */ 1730 /* Explodes a fireball centered at player */
2072 tmp = get_archetype (EXPLODING_FIREBALL); 1731 tmp = get_archetype (EXPLODING_FIREBALL);
2073 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1732 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; 1733 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2075 tmp->x = victim->x; 1734
2076 tmp->y = victim->y; 1735 tmp->insert_at (victim);
2077 insert_ob_in_map (tmp, victim->map, NULL, 0);
2078 victim->stats.sp = 2 * victim->stats.maxsp; 1736 victim->stats.sp = 2 * victim->stats.maxsp;
2079 } 1737 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1738 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."); 1739 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) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2085 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2089 { 1743 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2091 confuse_player (victim, victim, 99); 1745 confuse_player (victim, victim, 99);
2092 } 1746 }
2093 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2094 {
2095 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2096 }
2097} 1749}
2098 1750
2099/* cast_transfer 1751/* cast_transfer
2100 * This spell transfers sp from the player to another person. 1752 * This spell transfers sp from the player to another person.
2101 * We let the target go above their normal maximum SP. 1753 * We let the target go above their normal maximum SP.
2212 /* Basically, if the object is magical and not counterspell, 1864 /* Basically, if the object is magical and not counterspell,
2213 * we will more or less remove the object. Don't counterspell 1865 * we will more or less remove the object. Don't counterspell
2214 * monsters either. 1866 * monsters either.
2215 */ 1867 */
2216 1868
2217 if (head->attacktype & AT_MAGIC && 1869 if (head->attacktype & AT_MAGIC
2218 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1870 && !(head->attacktype & AT_COUNTERSPELL)
1871 && !QUERY_FLAG (head, FLAG_MONSTER)
1872 && (op->level > head->level))
2219 head->destroy (); 1873 head->destroy ();
2220 else 1874 else
2221 switch (head->type) 1875 switch (head->type)
2222 { 1876 {
2223 case SPELL_EFFECT: 1877 case SPELL_EFFECT:
1878 // XXX: Don't affect floor spelleffects. See also XXX comment
1879 // about sanctuary in spell_util.C
1880 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1881 continue;
1882
2224 if (op->level > head->level) 1883 if (op->level > head->level)
2225 head->destroy (); 1884 head->destroy ();
2226 1885
2227 break; 1886 break;
2228 1887
2239 break; 1898 break;
2240 } 1899 }
2241 } 1900 }
2242} 1901}
2243 1902
2244
2245
2246/* cast_consecrate() - a spell to make an altar your god's */ 1903/* cast_consecrate() - a spell to make an altar your god's */
2247int 1904int
2248cast_consecrate (object *op, object *caster, object *spell) 1905cast_consecrate (object *op, object *caster, object *spell)
2249{ 1906{
2250 char buf[MAX_BUF]; 1907 char buf[MAX_BUF];
2274 /* If we got here, we are consecrating an altar */ 1931 /* If we got here, we are consecrating an altar */
2275 sprintf (buf, "Altar of %s", &god->name); 1932 sprintf (buf, "Altar of %s", &god->name);
2276 tmp->name = buf; 1933 tmp->name = buf;
2277 tmp->level = caster_level (caster, spell); 1934 tmp->level = caster_level (caster, spell);
2278 tmp->other_arch = god->arch; 1935 tmp->other_arch = god->arch;
1936
2279 if (op->type == PLAYER) 1937 if (op->type == PLAYER)
2280 esrv_update_item (UPD_NAME, op, tmp); 1938 esrv_update_item (UPD_NAME, op, tmp);
1939
2281 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1940 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2282 return 1; 1941 return 1;
2283 } 1942 }
2284 } 1943 }
2285 } 1944 }
2295 * This code was very odd - code early on would only let players use the spell, 1954 * 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 1955 * 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 1956 * that only let players use it was correct, and removed all the other
2298 * player checks. MSW 2003-01-06 1957 * player checks. MSW 2003-01-06
2299 */ 1958 */
2300
2301int 1959int
2302animate_weapon (object *op, object *caster, object *spell, int dir) 1960animate_weapon (object *op, object *caster, object *spell, int dir)
2303{ 1961{
2304 object *weapon, *tmp; 1962 object *weapon, *tmp;
2305 char buf[MAX_BUF]; 1963 char buf[MAX_BUF];
2306 int a, i; 1964 int a, i;
2307 sint16 x, y; 1965 sint16 x, y;
2308 maptile *m; 1966 maptile *m;
2309 materialtype_t *mt;
2310 1967
2311 if (!spell->other_arch) 1968 if (!spell->other_arch)
2312 { 1969 {
2313 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1970 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2314 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1971 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2317 /* exit if it's not a player using this spell. */ 1974 /* exit if it's not a player using this spell. */
2318 if (op->type != PLAYER) 1975 if (op->type != PLAYER)
2319 return 0; 1976 return 0;
2320 1977
2321 /* if player already has a golem, abort */ 1978 /* if player already has a golem, abort */
2322 if (op->contr->ranges[range_golem]) 1979 if (object *golem = op->contr->golem)
2323 { 1980 {
2324 control_golem (op->contr->ranges[range_golem], dir); 1981 control_golem (golem, dir);
2325 return 0; 1982 return 0;
2326 } 1983 }
2327 1984
2328 /* if no direction specified, pick one */ 1985 /* if no direction specified, pick one */
2329 if (!dir) 1986 if (!dir)
2333 x = op->x + freearr_x[dir]; 1990 x = op->x + freearr_x[dir];
2334 y = op->y + freearr_y[dir]; 1991 y = op->y + freearr_y[dir];
2335 1992
2336 /* if there's no place to put the golem, abort */ 1993 /* 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) || 1994 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)) 1995 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2339 { 1996 {
2340 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1997 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2341 return 0; 1998 return 0;
2342 } 1999 }
2343 2000
2347 if (!weapon) 2004 if (!weapon)
2348 { 2005 {
2349 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2006 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2350 return 0; 2007 return 0;
2351 } 2008 }
2352 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2009 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2353 { 2010 {
2354 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2011 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2355 return 0; 2012 return 0;
2356 } 2013 }
2357 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2363 { 2020 {
2364 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2021 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2365 return 0; 2022 return 0;
2366 } 2023 }
2367 2024
2368 if (weapon->nrof > 1) 2025 weapon = weapon->split ();
2369 {
2370 tmp = get_split_ob (weapon, 1);
2371 esrv_send_item (op, weapon);
2372 weapon = tmp;
2373 }
2374 2026
2375 /* create the golem object */ 2027 /* create the golem object */
2376 tmp = arch_to_object (spell->other_arch); 2028 tmp = arch_to_object (spell->other_arch);
2377 2029
2378 /* if animated by a player, give the player control of the golem */ 2030 /* if animated by a player, give the player control of the golem */
2379 CLEAR_FLAG (tmp, FLAG_MONSTER); 2031 CLEAR_FLAG (tmp, FLAG_MONSTER);
2380 SET_FLAG (tmp, FLAG_FRIENDLY);
2381 tmp->stats.exp = 0; 2032 tmp->stats.exp = 0;
2382 add_friendly_object (tmp); 2033 add_friendly_object (tmp);
2383 tmp->type = GOLEM; 2034 tmp->type = GOLEM;
2384 tmp->set_owner (op); 2035 tmp->set_owner (op);
2036 op->contr->golem = tmp;
2385 set_spell_skill (op, caster, spell, tmp); 2037 set_spell_skill (op, caster, spell, tmp);
2386 op->contr->ranges[range_golem] = tmp;
2387 op->contr->shoottype = range_golem;
2388 2038
2389 /* Give the weapon to the golem now. A bit of a hack to check the 2039 /* 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 2040 * removed flag - it should only be set if weapon->split was
2391 * used above. 2041 * used above.
2392 */ 2042 */
2393 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2043 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2394 weapon->remove (); 2044 weapon->remove ();
2395 insert_ob_in_ob (weapon, tmp); 2045
2396 esrv_send_item (op, weapon); 2046 tmp->insert (weapon);
2047
2397 /* To do everything necessary to let a golem use the weapon is a pain, 2048 /* 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 2049 * so instead, just set it as equipped (otherwise, we need to update
2399 * body_info, skills, etc) 2050 * body_info, skills, etc)
2400 */ 2051 */
2401 SET_FLAG (tmp, FLAG_USE_WEAPON); 2052 SET_FLAG (tmp, FLAG_USE_WEAPON);
2427 2078
2428 /* attacktype */ 2079 /* attacktype */
2429 if (!tmp->attacktype) 2080 if (!tmp->attacktype)
2430 tmp->attacktype = AT_PHYSICAL; 2081 tmp->attacktype = AT_PHYSICAL;
2431 2082
2432 mt = NULL;
2433 if (op->materialname != NULL)
2434 mt = name_to_material (op->materialname); 2083 if (materialtype_t *mt = name_to_material (op->materialname))
2435 if (mt != NULL)
2436 { 2084 {
2437 for (i = 0; i < NROFATTACKS; i++) 2085 for (i = 0; i < NROFATTACKS; i++)
2438 tmp->resist[i] = 50 - (mt->save[i] * 5); 2086 tmp->resist[i] = 50 - (mt->save[i] * 5);
2439 a = mt->save[0]; 2087 a = mt->save[0];
2440 } 2088 }
2442 { 2090 {
2443 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2444 tmp->resist[i] = 5; 2092 tmp->resist[i] = 5;
2445 a = 10; 2093 a = 10;
2446 } 2094 }
2095
2447 /* Set weapon's immunity */ 2096 /* Set weapon's immunity */
2448 tmp->resist[ATNR_CONFUSION] = 100; 2097 tmp->resist[ATNR_CONFUSION] = 100;
2449 tmp->resist[ATNR_POISON] = 100; 2098 tmp->resist[ATNR_POISON] = 100;
2450 tmp->resist[ATNR_SLOW] = 100; 2099 tmp->resist[ATNR_SLOW] = 100;
2451 tmp->resist[ATNR_PARALYZE] = 100; 2100 tmp->resist[ATNR_PARALYZE] = 100;
2457 2106
2458 /* Improve weapon's armour value according to best save vs. physical of its material */ 2107 /* Improve weapon's armour value according to best save vs. physical of its material */
2459 2108
2460 if (a > 14) 2109 if (a > 14)
2461 a = 14; 2110 a = 14;
2111
2462 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2112 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2463 2113
2464 /* Determine golem's speed */ 2114 /* Determine golem's speed */
2465 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2115 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 2116
2470 if (!spell->race) 2117 if (!spell->race)
2471 { 2118 {
2472 sprintf (buf, "animated %s", &weapon->name); 2119 sprintf (buf, "animated %s", &weapon->name);
2473 tmp->name = buf; 2120 tmp->name = buf;
2475 tmp->face = weapon->face; 2122 tmp->face = weapon->face;
2476 tmp->animation_id = weapon->animation_id; 2123 tmp->animation_id = weapon->animation_id;
2477 tmp->anim_speed = weapon->anim_speed; 2124 tmp->anim_speed = weapon->anim_speed;
2478 tmp->last_anim = weapon->last_anim; 2125 tmp->last_anim = weapon->last_anim;
2479 tmp->state = weapon->state; 2126 tmp->state = weapon->state;
2480 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2127 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 } 2128 }
2490 2129
2491 /* make experience increase in proportion to the strength of the summoned creature. */ 2130 /* 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)); 2131 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2493 2132
2494 tmp->speed_left = -1; 2133 tmp->speed_left = -1;
2495 tmp->x = x;
2496 tmp->y = y;
2497 tmp->direction = dir; 2134 tmp->direction = dir;
2498 insert_ob_in_map (tmp, m, op, 0); 2135
2136 m->insert (tmp, x, y, op);
2499 return 1; 2137 return 1;
2500} 2138}
2501 2139
2502/* cast_daylight() - changes the map darkness level *lower* */ 2140/* cast_daylight() - changes the map darkness level *lower* */
2503 2141
2511 int success; 2149 int success;
2512 2150
2513 if (!op->map) 2151 if (!op->map)
2514 return 0; /* shouldnt happen */ 2152 return 0; /* shouldnt happen */
2515 2153
2516 success = change_map_light (op->map, spell->stats.dam); 2154 success = op->map->change_map_light (spell->stats.dam);
2155
2517 if (!success) 2156 if (!success)
2518 { 2157 {
2519 if (spell->stats.dam < 0) 2158 if (spell->stats.dam < 0)
2520 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2521 else 2160 else
2522 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2523 } 2162 }
2524 return success; 2163 return success;
2525} 2164}
2526
2527
2528
2529
2530 2165
2531/* create an aura spell object and put it in the player's inventory. 2166/* 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, 2167 * as usual, op is player, caster is the object casting the spell,
2533 * spell is the spell object itself. 2168 * spell is the spell object itself.
2534 */ 2169 */
2546 2181
2547 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2182 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2548 2183
2549 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2184 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2550 2185
2551 new_aura->set_owner (op);
2552 set_spell_skill (op, caster, spell, new_aura); 2186 set_spell_skill (op, caster, spell, new_aura);
2553 new_aura->attacktype = spell->attacktype; 2187 new_aura->attacktype = spell->attacktype;
2554 2188
2555 new_aura->level = caster_level (caster, spell); 2189 new_aura->level = caster_level (caster, spell);
2190
2556 if (refresh) 2191 if (refresh)
2557 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2192 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2558 else 2193 else
2559 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2195
2560 insert_ob_in_ob (new_aura, op); 2196 insert_ob_in_ob (new_aura, op);
2197 new_aura->set_owner (op);
2198
2561 return 1; 2199 return 1;
2562} 2200}
2563
2564 2201
2565/* move aura function. An aura is a part of someone's inventory, 2202/* 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 2203 * which he carries with him, but which acts on the map immediately
2567 * around him. 2204 * around him.
2568 * Aura parameters: 2205 * Aura parameters:
2569 * duration: duration counter. 2206 * duration: duration counter.
2570 * attacktype: aura's attacktype 2207 * attacktype: aura's attacktype
2571 * other_arch: archetype to drop where we attack 2208 * other_arch: archetype to drop where we attack
2572 */ 2209 */
2573
2574void 2210void
2575move_aura (object *aura) 2211move_aura (object *aura)
2576{ 2212{
2577 int i, mflags;
2578 object *env;
2579 maptile *m;
2580
2581 /* auras belong in inventories */ 2213 /* auras belong in inventories */
2582 env = aura->env; 2214 object *env = aura->env;
2215 object *owner = aura->owner;
2583 2216
2584 /* no matter what we've gotta remove the aura... 2217 /* no matter what we've gotta remove the aura...
2585 * we'll put it back if its time isn't up. 2218 * we'll put it back if its time isn't up.
2586 */ 2219 */
2587 aura->remove (); 2220 aura->remove ();
2592 aura->destroy (); 2225 aura->destroy ();
2593 return; 2226 return;
2594 } 2227 }
2595 2228
2596 /* auras only exist in inventories */ 2229 /* auras only exist in inventories */
2597 if (env == NULL || env->map == NULL) 2230 if (!env || !env->map)
2598 { 2231 {
2599 aura->destroy (); 2232 aura->destroy ();
2600 return; 2233 return;
2601 } 2234 }
2602
2603 aura->x = env->x;
2604 aura->y = env->y;
2605 2235
2606 /* we need to jump out of the inventory for a bit 2236 /* we need to jump out of the inventory for a bit
2607 * in order to hit the map conveniently. 2237 * in order to hit the map conveniently.
2608 */ 2238 */
2609 insert_ob_in_map (aura, env->map, aura, 0); 2239 aura->insert_at (env, aura);
2610 2240
2611 for (i = 1; i < 9; i++) 2241 for (int i = 1; i < 9; i++)
2612 { 2242 {
2613 sint16 nx, ny; 2243 mapxy pos (env);
2244 pos.move (i);
2614 2245
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 2246 /* 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 2247 * 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. 2248 * is flying also, if player is walking, it is on the ground, etc.
2622 */ 2249 */
2623 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2250 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2624 { 2251 {
2625 hit_map (aura, i, aura->attacktype, 0); 2252 hit_map (aura, i, aura->attacktype, 0);
2626 2253
2627 if (aura->other_arch) 2254 if (aura->other_arch)
2628 {
2629 object *new_ob;
2630
2631 new_ob = arch_to_object (aura->other_arch); 2255 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 } 2256 }
2636 }
2637 } 2257 }
2258
2638 /* put the aura back in the player's inventory */ 2259 /* put the aura back in the player's inventory */
2639 aura->remove (); 2260 env->insert (aura);
2640 insert_ob_in_ob (aura, env); 2261 aura->set_owner (owner);
2641} 2262}
2642 2263
2643/* moves the peacemaker spell. 2264/* moves the peacemaker spell.
2644 * op is the piece object. 2265 * op is the piece object.
2645 */ 2266 */
2646
2647void 2267void
2648move_peacemaker (object *op) 2268move_peacemaker (object *op)
2649{ 2269{
2650 object *tmp; 2270 object *tmp;
2651 2271
2652 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2272 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2653 { 2273 {
2654 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2655 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2656 2276
2657 if (tmp->head)
2658 victim = tmp->head;
2659 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2277 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2660 continue; 2278 continue;
2279
2661 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2662 continue; 2281 continue;
2282
2663 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2664 continue; 2284 continue;
2665 2285
2666 def_lev = MAX (1, victim->level); 2286 def_lev = MAX (1, victim->level);
2667 atk_lev = MAX (1, op->level); 2287 atk_lev = MAX (1, op->level);
2668 2288
2669 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2670 { 2290 {
2671 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2672 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2673 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2674 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2675#if 0 2296#if 0
2676 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2677 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2684 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2685 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2686 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 SET_FLAG (victim, FLAG_RUN_AWAY);
2687 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2688 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 CLEAR_FLAG (victim, FLAG_MONSTER);
2310
2689 if (victim->name) 2311 if (victim->name)
2690 {
2691 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2692 }
2693 } 2313 }
2694 } 2314 }
2695} 2315}
2696 2316
2697 2317
2723 2343
2724 snprintf (rune, sizeof (rune), "%s\n", msg); 2344 snprintf (rune, sizeof (rune), "%s\n", msg);
2725 2345
2726 tmp->race = op->name; /*Save the owner of the rune */ 2346 tmp->race = op->name; /*Save the owner of the rune */
2727 tmp->msg = rune; 2347 tmp->msg = rune;
2728 tmp->x = op->x; 2348
2729 tmp->y = op->y; 2349 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2730 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2731 return 1; 2350 return 1;
2732} 2351}

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