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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.26 by root, Tue Dec 26 08:55:00 2006 UTC vs.
Revision 1.65 by root, Wed Aug 1 00:26:04 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
37void 35void
38cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
39{ 37{
40 if (!tmp) 38 if (!tmp)
41 return; /* error */ 39 return; /* error */
40
42 tmp->level = op->level; 41 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
47 44
48 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
52 */ 49 */
53 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
54 tmp->duration = 40; 51 tmp->duration = 40;
52
55 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 55
56 tmp->insert_at (op, op);
59} 57}
60
61 58
62int 59int
63recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
64{ 61{
65 object *wand, *tmp; 62 object *wand, *tmp;
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 76 wand->destroy ();
80 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79
82 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
82
84 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
84
85 if (tmp->stats.hp < 2) 85 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 86 tmp->stats.hp = 2;
87 tmp->x = op->x; 87
88 tmp->y = op->y; 88 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 89 return 1;
91 } 90 }
92 91
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93
94 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
96 else 96 else
97 { 97 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0; 99 return 0;
100 } 100 }
101
101 if (!ncharges) 102 if (!ncharges)
102 ncharges = 1; 103 ncharges = 1;
103 104
104 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
107 { 109 {
108 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->set_speed (wand->arch->clone.speed); 111 wand->set_speed (wand->arch->speed);
110 } 112 }
111 113
112 return 1; 114 return 1;
113} 115}
114 116
120 * great a plus, the default is used. 122 * great a plus, the default is used.
121 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
122 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
123 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
124 */ 126 */
125
126int 127int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
128{ 129{
129 int missile_plus = 0, bonus_plus = 0; 130 int missile_plus = 0, bonus_plus = 0;
130 const char *missile_name; 131 const char *missile_name;
151 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 153 if (isalpha (*stringarg))
153 { 154 {
154 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
155 156
156 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, stringarg))
158 break; 159 break;
159 160
160 if (!al) 161 if (!al)
161 { 162 {
221 if (stringarg) 222 if (stringarg)
222 { 223 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, stringarg);
224 if (at == NULL) 225 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, stringarg);
226 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 228 stringarg = NULL;
228 } 229 }
229 230
230 if (!stringarg) 231 if (!stringarg)
231 { 232 {
237 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
238 * to be altered from the donor. 239 * to be altered from the donor.
239 */ 240 */
240 241
241 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
243 { 244 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
245 { 246 {
246 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead. 249 * the item we have now, take it instead.
249 */ 250 */
250 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 251 if (at_tmp->stats.food <= food_value
252 && (!at
253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
251 at = at_tmp; 256 at = at_tmp;
252 } 257 }
253 } 258 }
254 } 259 }
260
255 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
256 * know 262 * know
257 */ 263 */
258 if (!at) 264 if (!at)
259 { 265 {
260 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
261 return 0; 267 return 0;
262 } 268 }
263 269
264 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
265 new_op = arch_to_object (at); 271 new_op = arch_to_object (at);
266 new_op->nrof = food_value; 272 new_op->nrof = food_value;
267 273
268 new_op->value = 0; 274 new_op->value = 0;
269 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
284 if (!dir) 290 if (!dir)
285 { 291 {
286 examine_monster (op, op); 292 examine_monster (op, op);
287 return 1; 293 return 1;
288 } 294 }
295
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
291 { 298 {
292 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 299 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
293 300
313 examine_monster (op, tmp); 320 examine_monster (op, tmp);
314 return 1; 321 return 1;
315 } 322 }
316 } 323 }
317 } 324 }
325
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1; 327 return 1;
320} 328}
321
322 329
323/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc 331 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
370 * normal applies. 377 * normal applies.
371 */ 378 */
372int 379int
373cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
374{ 381{
375 object *tmp;
376
377 if (op->invisible > 1000) 382 if (op->invisible > 1000)
378 { 383 {
379 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
380 return 0; 385 return 0;
381 } 386 }
397 else 402 else
398 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
399 404
400 op->contr->hidden = 0; 405 op->contr->hidden = 0;
401 } 406 }
407
402 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
403 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
404 else 410 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 412
407 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
408 414
409 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
410 * harm to the player. 416 * harm to the player.
411 */ 417 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
413 if (tmp->enemy == op) 419 if (tmp->enemy == op)
414 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
415 return 1; 422 return 1;
416} 423}
417 424
418/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 426 */
447 next = tmp->above; 454 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 457 }
451 } 458 }
459
452 return 1; 460 return 1;
453} 461}
454
455 462
456void 463void
457execute_word_of_recall (object *op) 464execute_word_of_recall (object *op)
458{ 465{
459 object *wor = op; 466 if (object *pl = op->in_player ())
460 467 {
461 while (op != NULL && op->type != PLAYER) 468 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."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 470 else
471 {
472 // remove first so we do not call update_stats
473 op->remove ();
468 enter_exit (op, wor); 474 pl->enter_exit (op);
475 }
476 }
469 477
470 wor->destroy (); 478 op->destroy ();
471} 479}
472 480
473/* Word of recall causes the player to return 'home'. 481/* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a 482 * we put a force into the player object, so that there is a
475 * time delay effect. 483 * time delay effect.
494 { 502 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 505 return 0;
498 } 506 }
507
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 508 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 509 if (time < 1)
501 time = 1; 510 time = 1;
502 511
503 /* value of speed really doesn't make much difference, as long as it is 512 /* value of speed really doesn't make much difference, as long as it is
511 520
512 /* If we could take advantage of enter_player_savebed() here, it would be 521 /* If we could take advantage of enter_player_savebed() here, it would be
513 * nice, but until the map load fails, we can't. 522 * nice, but until the map load fails, we can't.
514 */ 523 */
515 EXIT_PATH (dummy) = op->contr->savebed_map; 524 EXIT_PATH (dummy) = op->contr->savebed_map;
516 EXIT_X (dummy) = op->contr->bed_x; 525 EXIT_X (dummy) = op->contr->bed_x;
517 EXIT_Y (dummy) = op->contr->bed_y; 526 EXIT_Y (dummy) = op->contr->bed_y;
518 527
519 (void) insert_ob_in_ob (dummy, op); 528 op->insert (dummy);
529
520 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 530 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
531
521 return 1; 532 return 1;
522} 533}
523 534
524/* cast_wonder 535/* cast_wonder
525 * wonder is really just a spell that will likely cast another 536 * wonder is really just a spell that will likely cast another
558} 569}
559 570
560int 571int
561perceive_self (object *op) 572perceive_self (object *op)
562{ 573{
563 char *cp = describe_item (op, op), buf[MAX_BUF]; 574 const char *cp = describe_item (op, op);
564 archetype *at = archetype::find (ARCH_DEPLETION); 575 archetype *at = archetype::find (ARCH_DEPLETION);
565 object *tmp;
566 int i;
567 576
577 dynbuf_text buf;
578
579 if (player *pl = op->contr)
580 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
582
568 tmp = find_god (determine_god (op)); 583 if (object *god = find_god (determine_god (op)))
569 if (tmp) 584 buf << "You worship " << &god->name << ".\n";
570 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
571 else 585 else
572 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 586 buf << "You worship no god.\n";
573 587
574 tmp = present_arch_in_ob (at, op); 588 object *tmp = present_arch_in_ob (at, op);
575 589
576 if (*cp == '\0' && tmp == NULL) 590 if (*cp == '\0' && tmp == NULL)
577 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 591 buf << "You feel very mundane. ";
578 else 592 else
579 { 593 {
580 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 594 buf << "You have: " << cp << ".\n";
581 new_draw_info (NDI_UNIQUE, 0, op, cp); 595
582 if (tmp != NULL) 596 if (tmp)
583 {
584 for (i = 0; i < NUM_STATS; i++) 597 for (int i = 0; i < NUM_STATS; i++)
585 { 598 if (tmp->stats.stat (i) < 0)
586 if (get_attr_value (&tmp->stats, i) < 0) 599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
587 {
588 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
589 }
590 }
591 }
592 } 600 }
593 601
594 if (is_dragon_pl (op)) 602 if (is_dragon_pl (op))
595 {
596 /* now grab the 'dragon_ability'-force from the player's inventory */ 603 /* now grab the 'dragon_ability'-force from the player's inventory */
597 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 604 for (tmp = op->inv; tmp; tmp = tmp->below)
598 { 605 {
599 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
600 { 607 {
601 if (tmp->stats.exp == 0) 608 if (tmp->stats.exp == 0)
602 {
603 sprintf (buf, "Your metabolism isn't focused on anything."); 609 buf << "Your metabolism isn't focused on anything.\n";
604 }
605 else 610 else
606 {
607 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
608 } 612
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 613 break;
611 } 614 }
612 } 615 }
613 }
614 return 1;
615}
616 616
617/* int cast_create_town_portal (object *op, object *caster, int dir) 617 buf << '\0'; // zero-terminate
618 *
619 * This function cast the spell of town portal for op
620 *
621 * The spell operates in two passes. During the first one a place
622 * is marked as a destination for the portal. During the second one,
623 * 2 portals are created, one in the position the player cast it and
624 * one in the destination place. The portal are synchronized and 2 forces
625 * are inserted in the player to destruct the portal next time player
626 * creates a new portal pair.
627 * This spell has a side effect that it allows people to meet each other
628 * in a permanent, private, appartements by making a town portal from it
629 * to the town or another public place. So, check if the map is unique and if
630 * so return an error
631 *
632 * Code by Tchize (david.delbecq@usa.net)
633 */
634int
635cast_create_town_portal (object *op, object *caster, object *spell, int dir)
636{
637 object *dummy, *force, *old_force, *tmp;
638 archetype *perm_portal;
639 char portal_name[1024], portal_message[1024];
640 sint16 exitx, exity;
641 maptile *exitmap;
642 int op_level;
643 618
644 /* Check to see if the map the player is currently on is a per player unique 619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
645 * map. This can be determined in that per player unique maps have the
646 * full pathname listed.
647 */
648 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
649 {
650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
651 return 0;
652 }
653
654 /* The first thing to do is to check if we have a marked destination
655 * dummy is used to make a check inventory for the force
656 */
657 dummy = arch_to_object (spell->other_arch);
658 if (dummy == NULL)
659 {
660 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
661 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
662 return 0;
663 }
664
665 force = check_inv_recursive (op, dummy);
666
667 if (force == NULL)
668 {
669 /* Here we know there is no destination marked up.
670 * We have 2 things to do:
671 * 1. Mark the destination in the player inventory.
672 * 2. Let the player know it worked.
673 */
674 dummy->name = op->map->path;
675 EXIT_X (dummy) = op->x;
676 EXIT_Y (dummy) = op->y;
677 insert_ob_in_ob (dummy, op);
678 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.");
679 return 1;
680 }
681
682 dummy->destroy ();
683
684 /* Here we know where the town portal should go to
685 * We should kill any existing portal associated with the player.
686 * Than we should create the 2 portals.
687 * For each of them, we need:
688 * - To create the portal with the name of the player+destination map
689 * - set the owner of the town portal
690 * - To mark the position of the portal in the player's inventory
691 * for easier destruction.
692 *
693 * The mark works has follow:
694 * slaying: Existing town portal
695 * hp, sp : x & y of the associated portal
696 * name : name of the portal
697 * race : map the portal is in
698 */
699
700 /* First step: killing existing town portals */
701 dummy = get_archetype (spell->race);
702 if (dummy == NULL)
703 {
704 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
705 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
706 return 0;
707 }
708
709 perm_portal = archetype::find (spell->slaying);
710
711 /* To kill a town portal, we go trough the player's inventory,
712 * for each marked portal in player's inventory,
713 * -We try load the associated map (if impossible, consider the portal destructed)
714 * -We find any portal in the specified location.
715 * If it has the good name, we destruct it.
716 * -We destruct the force indicating that portal.
717 */
718 while ((old_force = check_inv_recursive (op, dummy)))
719 {
720 exitx = EXIT_X (old_force);
721 exity = EXIT_Y (old_force);
722 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
723
724 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
725 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
726 else
727 exitmap = ready_map_name (old_force->race, 0);
728
729 if (exitmap)
730 {
731 tmp = present_arch (perm_portal, exitmap, exitx, exity);
732 while (tmp)
733 {
734 if (tmp->name == old_force->name)
735 {
736 tmp->destroy ();
737 break;
738 }
739
740 tmp = tmp->above;
741 }
742 }
743
744 old_force->destroy ();
745 LOG (llevDebug, "\n");
746 }
747
748 dummy->destroy ();
749
750 /* Creating the portals.
751 * The very first thing to do is to ensure
752 * access to the destination map.
753 * If we can't, don't fizzle. Simply warn player.
754 * This ensure player pays his mana for the spell
755 * because HE is responsible of forgotting.
756 * 'force' is the destination of the town portal, which we got
757 * from the players inventory above.
758 */
759
760 /* Ensure exit map is loaded */
761 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
762 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
763 else
764 exitmap = ready_map_name (force->name, 0);
765
766 /* If we were unable to load (ex. random map deleted), warn player */
767 if (exitmap == NULL)
768 {
769 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
770 force->destroy ();
771 return 1;
772 }
773
774 op_level = caster_level (caster, spell);
775 if (op_level < 15)
776 snprintf (portal_message, 1024,
777 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
778 &op->name);
779 else if (op_level < 30)
780 snprintf (portal_message, 1024,
781 "\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);
782 else if (op_level < 60)
783 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
784 else
785 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
786 &op->name);
787
788 /* Create a portal in front of player
789 * dummy contain the portal and
790 * force contain the track to kill it later
791 */
792
793 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
794 dummy = get_archetype (spell->slaying); /*The portal */
795 if (dummy == NULL)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
798 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
799 return 0;
800 }
801
802 EXIT_PATH (dummy) = force->name;
803 EXIT_X (dummy) = EXIT_X (force);
804 EXIT_Y (dummy) = EXIT_Y (force);
805 dummy->name = dummy->name_pl = portal_name;
806 dummy->msg = portal_message;
807 dummy->race = op->name; /*Save the owner of the portal */
808 cast_create_obj (op, caster, dummy, 0);
809
810 /* Now we need to to create a town portal marker inside the player
811 * object, so on future castings, we can know that he has an active
812 * town portal.
813 */
814 tmp = get_archetype (spell->race);
815 if (tmp == NULL)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
819 return 0;
820 }
821
822 tmp->race = op->map->path;
823 tmp->name = portal_name;
824 EXIT_X (tmp) = dummy->x;
825 EXIT_Y (tmp) = dummy->y;
826 insert_ob_in_ob (tmp, op);
827
828 /* Create a portal in the destination map
829 * dummy contain the portal and
830 * force the track to kill it later
831 * the 'force' variable still contains the 'reminder' of
832 * where this portal goes to.
833 */
834 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
835 dummy = get_archetype (spell->slaying); /*The portal */
836 if (dummy == NULL)
837 {
838 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
839 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
840 return 0;
841 }
842
843 EXIT_PATH (dummy) = op->map->path;
844 EXIT_X (dummy) = op->x;
845 EXIT_Y (dummy) = op->y;
846 dummy->name = dummy->name_pl = portal_name;
847 dummy->msg = portal_message;
848 dummy->x = EXIT_X (force);
849 dummy->y = EXIT_Y (force);
850 dummy->race = op->name; /*Save the owner of the portal */
851 insert_ob_in_map (dummy, exitmap, op, 0);
852
853 /* Now we create another town portal marker that
854 * points back to the one we just made
855 */
856 tmp = get_archetype (spell->race);
857 if (tmp == NULL)
858 {
859 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
860 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
861 return 0;
862 }
863
864 tmp->race = force->name;
865 tmp->name = portal_name;
866 EXIT_X (tmp) = dummy->x;
867 EXIT_Y (tmp) = dummy->y;
868 insert_ob_in_ob (tmp, op);
869
870 /* Describe the player what happened
871 */
872 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
873 force->destroy ();
874 620
875 return 1; 621 return 1;
876} 622}
877 623
878/* This creates magic walls. Really, it can create most any object, 624/* This creates magic walls. Really, it can create most any object,
879 * within some reason. 625 * within some reason.
880 */ 626 */
881int 627int
882magic_wall (object *op, object *caster, int dir, object *spell_ob) 628magic_wall (object *op, object *caster, int dir, object *spell_ob)
883{ 629{
884 object *tmp, *tmp2; 630 object *tmp;
885 int i, posblocked, negblocked, maxrange; 631 int i, posblocked, negblocked, maxrange;
886 sint16 x, y; 632 sint16 x, y;
887 maptile *m; 633 maptile *m;
888 const char *name; 634 const char *name;
889 archetype *at; 635 archetype *at;
922 { 668 {
923 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 669 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
924 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 670 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
925 return 0; 671 return 0;
926 } 672 }
673
927 tmp = arch_to_object (at); 674 tmp = arch_to_object (at);
928 } 675 }
929 else 676 else
930 { 677 {
931 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 678 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
965 */ 712 */
966 if (tmp->type != EARTHWALL) //TODO 713 if (tmp->type != EARTHWALL) //TODO
967 tmp->set_owner (op); 714 tmp->set_owner (op);
968 715
969 set_spell_skill (op, caster, spell_ob, tmp); 716 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->x = x;
971 tmp->y = y;
972 tmp->level = caster_level (caster, spell_ob) / 2; 717 tmp->level = caster_level (caster, spell_ob) / 2;
973 718
974 name = tmp->name; 719 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 720 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 721 {
977 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 722 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
978 return 0; 723 return 0;
979 } 724 }
980 725
981 /* If this is a spellcasting wall, need to insert the spell object */ 726 /* If this is a spellcasting wall, need to insert the spell object */
982 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 727 if (tmp->other_arch && tmp->other_arch->type == SPELL)
983 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
984 729
985 /* This code causes the wall to extend some distance in 730 /* This code causes the wall to extend some distance in
986 * each direction, or until an obstruction is encountered. 731 * each direction, or until an obstruction is encountered.
987 * posblocked and negblocked help determine how far the 732 * posblocked and negblocked help determine how far the
1003 m = tmp->map; 748 m = tmp->map;
1004 749
1005 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 750 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1006 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 751 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1007 { 752 {
1008 tmp2 = tmp->clone (); 753 object *tmp2 = tmp->clone ();
1009 tmp2->x = x; 754 m->insert (tmp2, x, y, op);
1010 tmp2->y = y; 755
1011 insert_ob_in_map (tmp2, m, op, 0);
1012 /* If this is a spellcasting wall, need to insert the spell object */ 756 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 758 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 759
1016 } 760 }
1017 else 761 else
1018 posblocked = 1; 762 posblocked = 1;
1019 763
1022 m = tmp->map; 766 m = tmp->map;
1023 767
1024 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 768 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1025 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 769 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 { 770 {
1027 tmp2 = tmp->clone (); 771 object *tmp2 = tmp->clone ();
1028 tmp2->x = x; 772 m->insert (tmp2, x, y, op);
1029 tmp2->y = y; 773
1030 insert_ob_in_map (tmp2, m, op, 0);
1031 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 774 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1032 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 775 tmp2->insert (arch_to_object (tmp2->other_arch));
1033 } 776 }
1034 else 777 else
1035 negblocked = 1; 778 negblocked = 1;
1036 } 779 }
1037 780
1086 { 829 {
1087 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 830 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1088 op->contr->count = 0; 831 op->contr->count = 0;
1089 return 0; 832 return 0;
1090 } 833 }
834
1091 op->contr->count = 0; 835 op->contr->count = 0;
1092 836
1093 /* Remove code that puts player on random space on maps. IMO, 837 /* Remove code that puts player on random space on maps. IMO,
1094 * a lot of maps probably have areas the player should not get to, 838 * a lot of maps probably have areas the player should not get to,
1095 * but may not be marked as NO_MAGIC (as they may be bounded 839 * but may not be marked as NO_MAGIC (as they may be bounded
1144 return 0; 888 return 0;
1145 } 889 }
1146 } 890 }
1147 891
1148 /* Actually move the player now */ 892 /* Actually move the player now */
1149 op->remove (); 893 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1150 op->x += freearr_x[dir] * dist;
1151 op->y += freearr_y[dir] * dist;
1152 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1153 return 1; 894 return 1;
1154 895
1155 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 896 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1156 return 1; 897 return 1;
1157} 898}
1170 object *poison; 911 object *poison;
1171 int heal = 0, success = 0; 912 int heal = 0, success = 0;
1172 913
1173 tmp = find_target_for_friendly_spell (op, dir); 914 tmp = find_target_for_friendly_spell (op, dir);
1174 915
1175 if (tmp == NULL) 916 if (!tmp)
1176 return 0; 917 return 0;
1177 918
1178 /* Figure out how many hp this spell might cure. 919 /* Figure out how many hp this spell might cure.
1179 * could be zero if this spell heals effects, not damage. 920 * could be zero if this spell heals effects, not damage.
1180 */ 921 */
1183 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 924 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1184 925
1185 if (heal) 926 if (heal)
1186 { 927 {
1187 if (tmp->stats.hp >= tmp->stats.maxhp) 928 if (tmp->stats.hp >= tmp->stats.maxhp)
1188 {
1189 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 929 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1190 }
1191 else 930 else
1192 { 931 {
1193 /* See how many points we actually heal. Instead of messages 932 /* See how many points we actually heal. Instead of messages
1194 * based on type of spell, we instead do messages based 933 * based on type of spell, we instead do messages based
1195 * on amount of damage healed. 934 * on amount of damage healed.
1197 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 936 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1198 heal = tmp->stats.maxhp - tmp->stats.hp; 937 heal = tmp->stats.maxhp - tmp->stats.hp;
1199 tmp->stats.hp += heal; 938 tmp->stats.hp += heal;
1200 939
1201 if (tmp->stats.hp >= tmp->stats.maxhp) 940 if (tmp->stats.hp >= tmp->stats.maxhp)
1202 {
1203 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1204 }
1205 else if (heal > 50) 942 else if (heal > 50)
1206 {
1207 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1208 }
1209 else if (heal > 25) 944 else if (heal > 25)
1210 {
1211 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1212 }
1213 else if (heal > 10) 946 else if (heal > 10)
1214 {
1215 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1216 }
1217 else 948 else
1218 {
1219 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 949 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1220 } 950
1221 success = 1; 951 success = 1;
1222 } 952 }
1223 } 953 }
954
1224 if (spell->attacktype & AT_DISEASE) 955 if (spell->attacktype & AT_DISEASE)
1225 if (cure_disease (tmp, op)) 956 if (cure_disease (tmp, op))
1226 success = 1; 957 success = 1;
1227 958
1228 if (spell->attacktype & AT_POISON) 959 if (spell->attacktype & AT_POISON)
1234 success = 1; 965 success = 1;
1235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1236 poison->stats.food = 1; 967 poison->stats.food = 1;
1237 } 968 }
1238 } 969 }
970
1239 if (spell->attacktype & AT_CONFUSION) 971 if (spell->attacktype & AT_CONFUSION)
1240 { 972 {
1241 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 973 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1242 if (poison) 974 if (poison)
1243 { 975 {
1244 success = 1; 976 success = 1;
1245 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1246 poison->duration = 1; 978 poison->duration = 1;
1247 } 979 }
1248 } 980 }
981
1249 if (spell->attacktype & AT_BLIND) 982 if (spell->attacktype & AT_BLIND)
1250 { 983 {
1251 at = archetype::find ("blindness"); 984 at = archetype::find ("blindness");
1252 poison = present_arch_in_ob (at, tmp); 985 poison = present_arch_in_ob (at, tmp);
1253 if (poison) 986 if (poison)
1255 success = 1; 988 success = 1;
1256 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 989 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1257 poison->stats.food = 1; 990 poison->stats.food = 1;
1258 } 991 }
1259 } 992 }
993
1260 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 994 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1261 { 995 {
1262 tmp->stats.sp += spell->last_sp; 996 tmp->stats.sp += spell->last_sp;
1263 if (tmp->stats.sp > tmp->stats.maxsp) 997 if (tmp->stats.sp > tmp->stats.maxsp)
1264 tmp->stats.sp = tmp->stats.maxsp; 998 tmp->stats.sp = tmp->stats.maxsp;
1265 success = 1; 999 success = 1;
1266 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 1000 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1267 } 1001 }
1002
1268 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1003 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1269 { 1004 {
1270 tmp->stats.grace += spell->last_grace; 1005 tmp->stats.grace += spell->last_grace;
1271 if (tmp->stats.grace > tmp->stats.maxgrace) 1006 if (tmp->stats.grace > tmp->stats.maxgrace)
1272 tmp->stats.grace = tmp->stats.maxgrace; 1007 tmp->stats.grace = tmp->stats.maxgrace;
1273 success = 1; 1008 success = 1;
1274 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1009 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1275 } 1010 }
1011
1276 if (spell->stats.food && tmp->stats.food < 999) 1012 if (spell->stats.food && tmp->stats.food < 999)
1277 { 1013 {
1278 tmp->stats.food += spell->stats.food; 1014 tmp->stats.food += spell->stats.food;
1279 if (tmp->stats.food > 999) 1015 if (tmp->stats.food > 999)
1280 tmp->stats.food = 999; 1016 tmp->stats.food = 999;
1281 success = 1; 1017 success = 1;
1282 /* We could do something a bit better like the messages for healing above */ 1018 /* We could do something a bit better like the messages for healing above */
1283 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1019 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1284 } 1020 }
1021
1285 return success; 1022 return success;
1286} 1023}
1287
1288 1024
1289/* This is used for the spells that gain stats. There are no spells 1025/* This is used for the spells that gain stats. There are no spells
1290 * right now that icnrease wis/int/pow on a temp basis, so no 1026 * right now that icnrease wis/int/pow on a temp basis, so no
1291 * good comments for those. 1027 * good comments for those.
1292 */ 1028 */
1293static const char *const no_gain_msgs[NUM_STATS] = { 1029static const char *const no_gain_msgs[NUM_STATS] = {
1294 "You grow no stronger.", 1030 "You grow no stronger.",
1295 "You grow no more agile.", 1031 "You grow no more agile.",
1296 "You don't feel any healthier.", 1032 "You don't feel any healthier.",
1297 "no wis", 1033 "You didn't grow any more intelligent.",
1034 "You do not feel any wiser.",
1035 "You don't feel any more powerful."
1298 "You are no easier to look at.", 1036 "You are no easier to look at.",
1299 "no int",
1300 "no pow"
1301}; 1037};
1302 1038
1303int 1039int
1304cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1040cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1305{ 1041{
1306 object *tmp, *tmp2 = NULL;
1307 object *force = NULL; 1042 object *force = NULL;
1308 int i; 1043 int i;
1309 1044
1310 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1045 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1311 if (dir != 0) 1046 object *tmp = dir
1312 {
1313 tmp = find_target_for_friendly_spell (op, dir); 1047 ? find_target_for_friendly_spell (op, dir)
1314 } 1048 : op;
1315 else
1316 {
1317 tmp = op;
1318 }
1319 1049
1320 if (tmp == NULL) 1050 if (!tmp)
1321 return 0; 1051 return 0;
1322 1052
1323 /* If we've already got a force of this type, don't add a new one. */ 1053 /* If we've already got a force of this type, don't add a new one. */
1324 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1054 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1325 { 1055 {
1326 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1056 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1327 { 1057 {
1328 if (tmp2->name == spell_ob->name) 1058 if (tmp2->name == spell_ob->name)
1329 { 1059 {
1362 } 1092 }
1363 else 1093 else
1364 { 1094 {
1365 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1095 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1366 } 1096 }
1097
1367 return 1; 1098 return 1;
1368 } 1099 }
1100
1369 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1101 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1370 force->speed = 1.0; 1102 force->speed = 1.0;
1371 force->speed_left = -1.0; 1103 force->speed_left = -1.0;
1372 SET_FLAG (force, FLAG_APPLIED); 1104 SET_FLAG (force, FLAG_APPLIED);
1373 1105
1379 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1111 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1380 if (force->resist[i] > 100) 1112 if (force->resist[i] > 100)
1381 force->resist[i] = 100; 1113 force->resist[i] = 100;
1382 } 1114 }
1383 } 1115 }
1116
1384 if (spell_ob->stats.hp) 1117 if (spell_ob->stats.hp)
1385 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1118 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1386 1119
1387 if (tmp->type == PLAYER) 1120 if (tmp->type == PLAYER)
1388 { 1121 {
1389 /* Stat adjustment spells */ 1122 /* Stat adjustment spells */
1390 for (i = 0; i < NUM_STATS; i++) 1123 for (i = 0; i < NUM_STATS; i++)
1391 { 1124 {
1392 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1125 if (sint8 stat = spell_ob->stats.stat (i))
1393
1394 if (stat)
1395 { 1126 {
1396 sm = 0; 1127 sint8 sm = 0;
1397 for (k = 0; k < stat; k++) 1128 for (sint8 k = 0; k < stat; k++)
1398 sm += rndm (1, 3); 1129 sm += rndm (1, 3);
1399 1130
1400 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1131 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1401 { 1132 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1402 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1133
1403 if (sm < 0) 1134 force->stats.stat (i) = sm;
1404 sm = 0; 1135
1405 }
1406 set_attr_value (&force->stats, i, sm);
1407 if (!sm) 1136 if (!sm)
1408 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1137 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1409 } 1138 }
1410 } 1139 }
1411 } 1140 }
1432 force->attacktype = spell_ob->attacktype; 1161 force->attacktype = spell_ob->attacktype;
1433 1162
1434 insert_ob_in_ob (force, tmp); 1163 insert_ob_in_ob (force, tmp);
1435 change_abil (tmp, force); /* Mostly to display any messages */ 1164 change_abil (tmp, force); /* Mostly to display any messages */
1436 tmp->update_stats (); 1165 tmp->update_stats ();
1166
1437 return 1; 1167 return 1;
1438} 1168}
1439 1169
1440/* This used to be part of cast_change_ability, but it really didn't make 1170/* This used to be part of cast_change_ability, but it really didn't make
1441 * a lot of sense, since most of the values it derives are from the god 1171 * a lot of sense, since most of the values it derives are from the god
1442 * of the caster. 1172 * of the caster.
1443 */ 1173 */
1444
1445int 1174int
1446cast_bless (object *op, object *caster, object *spell_ob, int dir) 1175cast_bless (object *op, object *caster, object *spell_ob, int dir)
1447{ 1176{
1448 int i; 1177 int i;
1449 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1543 change_abil (tmp, force); /* Mostly to display any messages */ 1272 change_abil (tmp, force); /* Mostly to display any messages */
1544 insert_ob_in_ob (force, tmp); 1273 insert_ob_in_ob (force, tmp);
1545 tmp->update_stats (); 1274 tmp->update_stats ();
1546 return 1; 1275 return 1;
1547} 1276}
1548
1549
1550 1277
1551/* Alchemy code by Mark Wedel 1278/* Alchemy code by Mark Wedel
1552 * 1279 *
1553 * This code adds a new spell, called alchemy. Alchemy will turn 1280 * This code adds a new spell, called alchemy. Alchemy will turn
1554 * objects to gold nuggets, the value of the gold nuggets being 1281 * objects to gold nuggets, the value of the gold nuggets being
1564 * For example, if an item is worth 110 gold, you will get 1291 * For example, if an item is worth 110 gold, you will get
1565 * 4 large nuggets, and from 0-10 small nuggets. 1292 * 4 large nuggets, and from 0-10 small nuggets.
1566 * 1293 *
1567 * There is also a chance (1:30) that you will get nothing at all 1294 * There is also a chance (1:30) that you will get nothing at all
1568 * for the object. There is also a maximum weight that will be 1295 * for the object. There is also a maximum weight that will be
1569 * alchemied. 1296 * alchemised.
1570 */ 1297 */
1571
1572/* I didn't feel like passing these as arguements to the
1573 * two functions that need them. Real values are put in them
1574 * when the spell is cast, and these are freed when the spell
1575 * is finished.
1576 */
1577static object *small, *large;
1578
1579static void 1298static void
1580alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1299alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1581{ 1300{
1582 uint64 value = query_cost (obj, NULL, F_TRUE); 1301 uint64 value = query_cost (obj, NULL, F_TRUE);
1583 1302
1584 /* Give third price when we alchemy money (This should hopefully 1303 /* Give third price when we alchemy money (This should hopefully
1585 * make it so that it isn't worth it to alchemy money, sell 1304 * make it so that it isn't worth it to alchemy money, sell
1586 * the nuggets, alchemy the gold from that, etc. 1305 * the nuggets, alchemy the gold from that, etc.
1587 * Otherwise, give 9 silver on the gold for other objects, 1306 * Otherwise, give 9 silver on the gold for other objects,
1588 * so that it would still be more affordable to haul 1307 * so that it would still be more affordable to haul
1589 * the stuff back to town. 1308 * the stuff back to town.
1590 */ 1309 */
1591
1592 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1310 if (QUERY_FLAG (obj, FLAG_UNPAID))
1593 value = 0; 1311 value = 0;
1594 else if (obj->type == MONEY || obj->type == GEM) 1312 else if (obj->type == MONEY || obj->type == GEM)
1595 value /= 3; 1313 value /= 3;
1596 else 1314 else
1597 value = (value * 9) / 10; 1315 value = value * 9 / 10;
1598 1316
1599 value /= 4; // fix by GHJ, don't understand, pcg
1600
1601 if ((obj->value > 0) && rndm (0, 29)) 1317 if (obj->value > 0 && rndm (0, 29))
1602 { 1318 total_value += value;
1603 int count;
1604 1319
1605 count = value / large->value;
1606 *large_nuggets += count;
1607 value -= (uint64) count *(uint64) large->value;
1608
1609 count = value / small->value;
1610 *small_nuggets += count;
1611 }
1612
1613 /* Turn 25 small nuggets into 1 large nugget. If the value
1614 * of large nuggets is not evenly divisable by the small nugget
1615 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1616 */
1617 if (*small_nuggets * small->value >= large->value)
1618 {
1619 (*large_nuggets)++;
1620 *small_nuggets -= large->value / small->value;
1621 if (*small_nuggets && large->value % small->value)
1622 (*small_nuggets)--;
1623 }
1624 weight += obj->weight; 1320 total_weight += obj->total_weight ();
1321
1625 obj->destroy (); 1322 obj->destroy ();
1626} 1323}
1627 1324
1628static void 1325static void
1629update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1326update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1630{ 1327{
1631 object *tmp;
1632 int flag = 0; 1328 int flag = 0;
1633 1329
1634 /* Put any nuggets below the player, but we can only pass this 1330 /* Put any nuggets below the player, but we can only pass this
1635 * flag if we are on the same space as the player 1331 * flag if we are on the same space as the player
1636 */ 1332 */
1637 if (x == op->x && y == op->y && op->map == m) 1333 if (x == op->x && y == op->y && op->map == m)
1638 flag = INS_BELOW_ORIGINATOR; 1334 flag = INS_BELOW_ORIGINATOR;
1639 1335
1640 if (small_nuggets) 1336 if (small_nuggets)
1641 { 1337 {
1642 tmp = small->clone (); 1338 object *tmp = small->clone ();
1643 tmp->nrof = small_nuggets; 1339 tmp->nrof = small_nuggets;
1644 tmp->x = x;
1645 tmp->y = y;
1646 insert_ob_in_map (tmp, m, op, flag); 1340 m->insert (tmp, x, y, op, flag);
1647 } 1341 }
1648 1342
1649 if (large_nuggets) 1343 if (large_nuggets)
1650 { 1344 {
1651 tmp = large->clone (); 1345 object *tmp = large->clone ();
1652 tmp->nrof = large_nuggets; 1346 tmp->nrof = large_nuggets;
1653 tmp->x = x;
1654 tmp->y = y;
1655 insert_ob_in_map (tmp, m, op, flag); 1347 m->insert (tmp, x, y, op, flag);
1656 } 1348 }
1349
1350 if (object *pl = m->at (x, y).player ())
1351 if (pl->contr->ns)
1352 pl->contr->ns->look_position = 0;
1657} 1353}
1658 1354
1659int 1355int
1660alchemy (object *op, object *caster, object *spell_ob) 1356alchemy (object *op, object *caster, object *spell_ob)
1661{ 1357{
1662 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1663 sint16 nx, ny;
1664 object *next, *tmp;
1665 maptile *mp;
1666
1667 if (op->type != PLAYER) 1358 if (op->type != PLAYER)
1668 return 0; 1359 return 0;
1669 1360
1361 object *large = get_archetype ("largenugget");
1362 object *small = get_archetype ("smallnugget");
1363
1670 /* Put a maximum weight of items that can be alchemied. Limits the power 1364 /* Put a maximum weight of items that can be alchemised. Limits the power
1671 * some, and also prevents people from alcheming every table/chair/clock 1365 * some, and also prevents people from alchemising every table/chair/clock
1672 * in sight 1366 * in sight
1673 */ 1367 */
1674 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1368 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1675 weight_max *= 1000; 1369 int weight_max = duration * 1000;
1676 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1370 uint64 value_max = duration * 1000;
1677 1371
1372 int weight = 0;
1373
1678 for (y = op->y - 1; y <= op->y + 1; y++) 1374 for (int y = op->y - 1; y <= op->y + 1; y++)
1679 { 1375 {
1680 for (x = op->x - 1; x <= op->x + 1; x++) 1376 for (int x = op->x - 1; x <= op->x + 1; x++)
1681 { 1377 {
1378 uint64 value = 0;
1379
1682 nx = x; 1380 sint16 nx = x;
1683 ny = y; 1381 sint16 ny = y;
1684 1382
1685 mp = op->map; 1383 maptile *mp = op->map;
1686 1384
1687 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1385 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1688 1386
1689 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1387 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1690 continue; 1388 continue;
1691 1389
1692 /* Treat alchemy a little differently - most spell effects 1390 /* Treat alchemy a little differently - most spell effects
1694 * ground level effect. 1392 * ground level effect.
1695 */ 1393 */
1696 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1394 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1697 continue; 1395 continue;
1698 1396
1699 small_nuggets = 0; 1397 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1700 large_nuggets = 0;
1701
1702 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1703 { 1398 {
1704 next = tmp->above; 1399 next = tmp->above;
1400
1705 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1401 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1706 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1402 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1707 { 1403 {
1708
1709 if (tmp->inv) 1404 if (tmp->inv)
1710 { 1405 {
1711 object *next1, *tmp1; 1406 object *next1, *tmp1;
1712 1407
1713 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1408 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1714 { 1409 {
1715 next1 = tmp1->below; 1410 next1 = tmp1->below;
1716 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1411 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1717 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1412 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1718 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1413 alchemy_object (tmp1, value, weight);
1719 } 1414 }
1720 } 1415 }
1416
1721 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1417 alchemy_object (tmp, value, weight);
1722 1418
1723 if (weight > weight_max) 1419 if (weight > weight_max)
1724 { 1420 break;
1725 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1726 large->destroy ();
1727 small->destroy ();
1728 return 1;
1729 } 1421 }
1730 } /* is alchemable object */ 1422 }
1731 } /* process all objects on this space */ 1423
1424 value = min (value, value_max);
1425
1426 uint64 count = value / large->value;
1427 int large_nuggets = count;
1428 value -= count * large->value;
1429
1430 count = value / small->value;
1431 int small_nuggets = count;
1732 1432
1733 /* Insert all the nuggets at one time. This probably saves time, but 1433 /* Insert all the nuggets at one time. This probably saves time, but
1734 * it also prevents us from alcheming nuggets that were just created 1434 * it also prevents us from alcheming nuggets that were just created
1735 * with this spell. 1435 * with this spell.
1736 */ 1436 */
1737 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1437 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1738 }
1739 }
1740 1438
1439 if (weight > weight_max)
1440 goto bailout;
1441 }
1442 }
1443
1444bailout:
1741 large->destroy (); 1445 large->destroy ();
1742 small->destroy (); 1446 small->destroy ();
1743 /* reset this so that if player standing on a big pile of stuff,
1744 * it is redrawn properly.
1745 */
1746 op->contr->ns->look_position = 0;
1747 return 1; 1447 return 1;
1748} 1448}
1749 1449
1750 1450
1751/* This function removes the cursed/damned status on equipped 1451/* This function removes the cursed/damned status on equipped
1778 } 1478 }
1779 1479
1780 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1781 { 1481 {
1782 if (success) 1482 if (success)
1783 {
1784 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1483 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1785 }
1786 else 1484 else
1787 { 1485 {
1788 if (was_one) 1486 if (was_one)
1789 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1487 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1790 else 1488 else
1814 { 1512 {
1815 identify (tmp); 1513 identify (tmp);
1816 1514
1817 if (op->type == PLAYER) 1515 if (op->type == PLAYER)
1818 { 1516 {
1819 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1517 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1820 1518
1821 if (tmp->msg) 1519 if (tmp->msg)
1822 { 1520 {
1823 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1824 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1836 * stuff on the floor. Only identify stuff on the floor if the spell 1534 * stuff on the floor. Only identify stuff on the floor if the spell
1837 * was not fully used. 1535 * was not fully used.
1838 */ 1536 */
1839 if (num_ident) 1537 if (num_ident)
1840 { 1538 {
1841 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1539 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1842 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1540 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1843 { 1541 {
1844 identify (tmp); 1542 identify (tmp);
1845 1543
1846 if (op->type == PLAYER) 1544 if (op->type == PLAYER)
1847 { 1545 {
1848 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1546 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1849 1547
1850 if (tmp->msg) 1548 if (tmp->msg)
1851 { 1549 {
1852 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1853 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1551 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1997 */ 1695 */
1998 if (done_one) 1696 if (done_one)
1999 { 1697 {
2000 object *detect_ob = arch_to_object (spell->other_arch); 1698 object *detect_ob = arch_to_object (spell->other_arch);
2001 1699
2002 detect_ob->x = nx;
2003 detect_ob->y = ny;
2004 /* if this is set, we want to copy the face */ 1700 /* if this is set, we want to copy the face */
2005 if (done_one == 2 && detect) 1701 if (done_one == 2 && detect)
2006 { 1702 {
2007 detect_ob->face = detect->face; 1703 detect_ob->face = detect->face;
2008 detect_ob->animation_id = detect->animation_id; 1704 detect_ob->animation_id = detect->animation_id;
2010 detect_ob->last_anim = 0; 1706 detect_ob->last_anim = 0;
2011 /* by default, the detect_ob is already animated */ 1707 /* by default, the detect_ob is already animated */
2012 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1708 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2013 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1709 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2014 } 1710 }
1711
2015 insert_ob_in_map (detect_ob, m, op, 0); 1712 m->insert (detect_ob, nx, ny, op);
2016 } 1713 }
2017 } /* for processing the surrounding spaces */ 1714 } /* for processing the surrounding spaces */
2018 1715
2019 1716
2020 /* Now process objects in the players inventory if detect curse or magic */ 1717 /* Now process objects in the players inventory if detect curse or magic */
2069 1766
2070 /* Explodes a fireball centered at player */ 1767 /* Explodes a fireball centered at player */
2071 tmp = get_archetype (EXPLODING_FIREBALL); 1768 tmp = get_archetype (EXPLODING_FIREBALL);
2072 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1769 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2073 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; 1770 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2074 tmp->x = victim->x; 1771
2075 tmp->y = victim->y; 1772 tmp->insert_at (victim);
2076 insert_ob_in_map (tmp, victim->map, NULL, 0);
2077 victim->stats.sp = 2 * victim->stats.maxsp; 1773 victim->stats.sp = 2 * victim->stats.maxsp;
2078 } 1774 }
2079 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1775 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2080 {
2081 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1776 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2082 }
2083 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2084 {
2085 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1778 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2086 }
2087 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1779 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2088 { 1780 {
2089 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1781 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2090 confuse_player (victim, victim, 99); 1782 confuse_player (victim, victim, 99);
2091 } 1783 }
2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1784 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2093 {
2094 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1785 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2095 }
2096} 1786}
2097 1787
2098/* cast_transfer 1788/* cast_transfer
2099 * This spell transfers sp from the player to another person. 1789 * This spell transfers sp from the player to another person.
2100 * We let the target go above their normal maximum SP. 1790 * We let the target go above their normal maximum SP.
2211 /* Basically, if the object is magical and not counterspell, 1901 /* Basically, if the object is magical and not counterspell,
2212 * we will more or less remove the object. Don't counterspell 1902 * we will more or less remove the object. Don't counterspell
2213 * monsters either. 1903 * monsters either.
2214 */ 1904 */
2215 1905
2216 if (head->attacktype & AT_MAGIC && 1906 if (head->attacktype & AT_MAGIC
2217 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1907 && !(head->attacktype & AT_COUNTERSPELL)
1908 && !QUERY_FLAG (head, FLAG_MONSTER)
1909 && (op->level > head->level))
2218 head->destroy (); 1910 head->destroy ();
2219 else 1911 else
2220 switch (head->type) 1912 switch (head->type)
2221 { 1913 {
2222 case SPELL_EFFECT: 1914 case SPELL_EFFECT:
1915 // XXX: Don't affect floor spelleffects. See also XXX comment
1916 // about sanctuary in spell_util.C
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1918 continue;
1919
2223 if (op->level > head->level) 1920 if (op->level > head->level)
2224 head->destroy (); 1921 head->destroy ();
2225 1922
2226 break; 1923 break;
2227 1924
2294 * This code was very odd - code early on would only let players use the spell, 1991 * This code was very odd - code early on would only let players use the spell,
2295 * yet the code wass full of player checks. I've presumed that the code 1992 * yet the code wass full of player checks. I've presumed that the code
2296 * that only let players use it was correct, and removed all the other 1993 * that only let players use it was correct, and removed all the other
2297 * player checks. MSW 2003-01-06 1994 * player checks. MSW 2003-01-06
2298 */ 1995 */
2299
2300int 1996int
2301animate_weapon (object *op, object *caster, object *spell, int dir) 1997animate_weapon (object *op, object *caster, object *spell, int dir)
2302{ 1998{
2303 object *weapon, *tmp; 1999 object *weapon, *tmp;
2304 char buf[MAX_BUF]; 2000 char buf[MAX_BUF];
2305 int a, i; 2001 int a, i;
2306 sint16 x, y; 2002 sint16 x, y;
2307 maptile *m; 2003 maptile *m;
2308 materialtype_t *mt;
2309 2004
2310 if (!spell->other_arch) 2005 if (!spell->other_arch)
2311 { 2006 {
2312 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 2007 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2313 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 2008 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2316 /* exit if it's not a player using this spell. */ 2011 /* exit if it's not a player using this spell. */
2317 if (op->type != PLAYER) 2012 if (op->type != PLAYER)
2318 return 0; 2013 return 0;
2319 2014
2320 /* if player already has a golem, abort */ 2015 /* if player already has a golem, abort */
2321 if (op->contr->ranges[range_golem]) 2016 if (object *golem = op->contr->golem)
2322 { 2017 {
2323 control_golem (op->contr->ranges[range_golem], dir); 2018 control_golem (golem, dir);
2324 return 0; 2019 return 0;
2325 } 2020 }
2326 2021
2327 /* if no direction specified, pick one */ 2022 /* if no direction specified, pick one */
2328 if (!dir) 2023 if (!dir)
2332 x = op->x + freearr_x[dir]; 2027 x = op->x + freearr_x[dir];
2333 y = op->y + freearr_y[dir]; 2028 y = op->y + freearr_y[dir];
2334 2029
2335 /* if there's no place to put the golem, abort */ 2030 /* if there's no place to put the golem, abort */
2336 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2031 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2337 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2032 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2338 { 2033 {
2339 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2034 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2340 return 0; 2035 return 0;
2341 } 2036 }
2342 2037
2346 if (!weapon) 2041 if (!weapon)
2347 { 2042 {
2348 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2043 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2349 return 0; 2044 return 0;
2350 } 2045 }
2351 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2046 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2352 { 2047 {
2353 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2048 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2354 return 0; 2049 return 0;
2355 } 2050 }
2356 if (weapon->type != WEAPON) 2051 if (weapon->type != WEAPON)
2374 /* create the golem object */ 2069 /* create the golem object */
2375 tmp = arch_to_object (spell->other_arch); 2070 tmp = arch_to_object (spell->other_arch);
2376 2071
2377 /* if animated by a player, give the player control of the golem */ 2072 /* if animated by a player, give the player control of the golem */
2378 CLEAR_FLAG (tmp, FLAG_MONSTER); 2073 CLEAR_FLAG (tmp, FLAG_MONSTER);
2379 SET_FLAG (tmp, FLAG_FRIENDLY);
2380 tmp->stats.exp = 0; 2074 tmp->stats.exp = 0;
2381 add_friendly_object (tmp); 2075 add_friendly_object (tmp);
2382 tmp->type = GOLEM; 2076 tmp->type = GOLEM;
2383 tmp->set_owner (op); 2077 tmp->set_owner (op);
2078 op->contr->golem = tmp;
2384 set_spell_skill (op, caster, spell, tmp); 2079 set_spell_skill (op, caster, spell, tmp);
2385 op->contr->ranges[range_golem] = tmp;
2386 op->contr->shoottype = range_golem;
2387 2080
2388 /* Give the weapon to the golem now. A bit of a hack to check the 2081 /* Give the weapon to the golem now. A bit of a hack to check the
2389 * removed flag - it should only be set if get_split_object was 2082 * removed flag - it should only be set if get_split_object was
2390 * used above. 2083 * used above.
2391 */ 2084 */
2392 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2085 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2393 weapon->remove (); 2086 weapon->remove ();
2087
2394 insert_ob_in_ob (weapon, tmp); 2088 insert_ob_in_ob (weapon, tmp);
2395 esrv_send_item (op, weapon); 2089 esrv_send_item (op, weapon);
2396 /* To do everything necessary to let a golem use the weapon is a pain, 2090 /* To do everything necessary to let a golem use the weapon is a pain,
2397 * so instead, just set it as equipped (otherwise, we need to update 2091 * so instead, just set it as equipped (otherwise, we need to update
2398 * body_info, skills, etc) 2092 * body_info, skills, etc)
2426 2120
2427 /* attacktype */ 2121 /* attacktype */
2428 if (!tmp->attacktype) 2122 if (!tmp->attacktype)
2429 tmp->attacktype = AT_PHYSICAL; 2123 tmp->attacktype = AT_PHYSICAL;
2430 2124
2431 mt = NULL;
2432 if (op->materialname != NULL)
2433 mt = name_to_material (op->materialname); 2125 if (materialtype_t *mt = name_to_material (op->materialname))
2434 if (mt != NULL)
2435 { 2126 {
2436 for (i = 0; i < NROFATTACKS; i++) 2127 for (i = 0; i < NROFATTACKS; i++)
2437 tmp->resist[i] = 50 - (mt->save[i] * 5); 2128 tmp->resist[i] = 50 - (mt->save[i] * 5);
2438 a = mt->save[0]; 2129 a = mt->save[0];
2439 } 2130 }
2441 { 2132 {
2442 for (i = 0; i < NROFATTACKS; i++) 2133 for (i = 0; i < NROFATTACKS; i++)
2443 tmp->resist[i] = 5; 2134 tmp->resist[i] = 5;
2444 a = 10; 2135 a = 10;
2445 } 2136 }
2137
2446 /* Set weapon's immunity */ 2138 /* Set weapon's immunity */
2447 tmp->resist[ATNR_CONFUSION] = 100; 2139 tmp->resist[ATNR_CONFUSION] = 100;
2448 tmp->resist[ATNR_POISON] = 100; 2140 tmp->resist[ATNR_POISON] = 100;
2449 tmp->resist[ATNR_SLOW] = 100; 2141 tmp->resist[ATNR_SLOW] = 100;
2450 tmp->resist[ATNR_PARALYZE] = 100; 2142 tmp->resist[ATNR_PARALYZE] = 100;
2456 2148
2457 /* Improve weapon's armour value according to best save vs. physical of its material */ 2149 /* Improve weapon's armour value according to best save vs. physical of its material */
2458 2150
2459 if (a > 14) 2151 if (a > 14)
2460 a = 14; 2152 a = 14;
2153
2461 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2154 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2462 2155
2463 /* Determine golem's speed */ 2156 /* Determine golem's speed */
2464 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2157 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2465 2158
2478 2171
2479 /* make experience increase in proportion to the strength of the summoned creature. */ 2172 /* make experience increase in proportion to the strength of the summoned creature. */
2480 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2173 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2481 2174
2482 tmp->speed_left = -1; 2175 tmp->speed_left = -1;
2483 tmp->x = x;
2484 tmp->y = y;
2485 tmp->direction = dir; 2176 tmp->direction = dir;
2486 insert_ob_in_map (tmp, m, op, 0); 2177
2178 m->insert (tmp, x, y, op);
2487 return 1; 2179 return 1;
2488} 2180}
2489 2181
2490/* cast_daylight() - changes the map darkness level *lower* */ 2182/* cast_daylight() - changes the map darkness level *lower* */
2491 2183
2499 int success; 2191 int success;
2500 2192
2501 if (!op->map) 2193 if (!op->map)
2502 return 0; /* shouldnt happen */ 2194 return 0; /* shouldnt happen */
2503 2195
2504 success = change_map_light (op->map, spell->stats.dam); 2196 success = op->map->change_map_light (spell->stats.dam);
2197
2505 if (!success) 2198 if (!success)
2506 { 2199 {
2507 if (spell->stats.dam < 0) 2200 if (spell->stats.dam < 0)
2508 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2509 else 2202 else
2586 { 2279 {
2587 aura->destroy (); 2280 aura->destroy ();
2588 return; 2281 return;
2589 } 2282 }
2590 2283
2591 aura->x = env->x;
2592 aura->y = env->y;
2593
2594 /* we need to jump out of the inventory for a bit 2284 /* we need to jump out of the inventory for a bit
2595 * in order to hit the map conveniently. 2285 * in order to hit the map conveniently.
2596 */ 2286 */
2597 insert_ob_in_map (aura, env->map, aura, 0); 2287 aura->insert_at (env, aura);
2598 2288
2599 for (i = 1; i < 9; i++) 2289 for (i = 1; i < 9; i++)
2600 { 2290 {
2601 sint16 nx, ny; 2291 sint16 nx, ny;
2602 2292
2611 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2301 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2612 { 2302 {
2613 hit_map (aura, i, aura->attacktype, 0); 2303 hit_map (aura, i, aura->attacktype, 0);
2614 2304
2615 if (aura->other_arch) 2305 if (aura->other_arch)
2616 { 2306 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2617 object *new_ob;
2618
2619 new_ob = arch_to_object (aura->other_arch);
2620 new_ob->x = nx;
2621 new_ob->y = ny;
2622 insert_ob_in_map (new_ob, m, aura, 0);
2623 } 2307 }
2624 }
2625 } 2308 }
2309
2626 /* put the aura back in the player's inventory */ 2310 /* put the aura back in the player's inventory */
2627 aura->remove (); 2311 aura->remove ();
2628 insert_ob_in_ob (aura, env); 2312 insert_ob_in_ob (aura, env);
2629} 2313}
2630 2314
2711 2395
2712 snprintf (rune, sizeof (rune), "%s\n", msg); 2396 snprintf (rune, sizeof (rune), "%s\n", msg);
2713 2397
2714 tmp->race = op->name; /*Save the owner of the rune */ 2398 tmp->race = op->name; /*Save the owner of the rune */
2715 tmp->msg = rune; 2399 tmp->msg = rune;
2716 tmp->x = op->x; 2400
2717 tmp->y = op->y; 2401 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2718 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2719 return 1; 2402 return 1;
2720} 2403}

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