ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_effect.C
(Generate patch)

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.17 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.66 by root, Fri Aug 10 01:47:53 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
37void 35void
38cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
39{ 37{
40 if (!tmp) 38 if (!tmp)
41 return; /* error */ 39 return; /* error */
40
42 tmp->level = op->level; 41 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
47 44
48 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
52 */ 49 */
53 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
54 tmp->duration = 40; 51 tmp->duration = 40;
52
55 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 55
56 tmp->insert_at (op, op);
59} 57}
60
61 58
62int 59int
63recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
64{ 61{
65 object *wand, *tmp; 62 object *wand, *tmp;
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 76 wand->destroy ();
80 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79
82 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
82
84 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
84
85 if (tmp->stats.hp < 2) 85 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 86 tmp->stats.hp = 2;
87 tmp->x = op->x; 87
88 tmp->y = op->y; 88 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 89 return 1;
91 } 90 }
92 91
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93
94 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
96 else 96 else
97 { 97 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0; 99 return 0;
100 } 100 }
101
101 if (!ncharges) 102 if (!ncharges)
102 ncharges = 1; 103 ncharges = 1;
103 104
104 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
107 { 109 {
108 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->speed = wand->arch->clone.speed; 111 wand->set_speed (wand->arch->speed);
110 update_ob_speed (wand);
111 } 112 }
113
112 return 1; 114 return 1;
113} 115}
114 116
115/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 117/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
116 * based on whether a crossbow or bow is equiped. If neither, it defaults to 118 * based on whether a crossbow or bow is equiped. If neither, it defaults to
120 * great a plus, the default is used. 122 * great a plus, the default is used.
121 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
122 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
123 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
124 */ 126 */
125
126int 127int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
128{ 129{
129 int missile_plus = 0, bonus_plus = 0; 130 int missile_plus = 0, bonus_plus = 0;
130 const char *missile_name; 131 const char *missile_name;
151 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 153 if (isalpha (*stringarg))
153 { 154 {
154 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
155 156
156 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, stringarg))
158 break; 159 break;
159 160
160 if (!al) 161 if (!al)
161 { 162 {
221 if (stringarg) 222 if (stringarg)
222 { 223 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, stringarg);
224 if (at == NULL) 225 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, stringarg);
226 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 228 stringarg = NULL;
228 } 229 }
229 230
230 if (!stringarg) 231 if (!stringarg)
231 { 232 {
237 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
238 * to be altered from the donor. 239 * to be altered from the donor.
239 */ 240 */
240 241
241 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
243 { 244 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
245 { 246 {
246 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead. 249 * the item we have now, take it instead.
249 */ 250 */
250 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 251 if (at_tmp->stats.food <= food_value
252 && (!at
253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
251 at = at_tmp; 256 at = at_tmp;
252 } 257 }
253 } 258 }
254 } 259 }
260
255 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
256 * know 262 * know
257 */ 263 */
258 if (!at) 264 if (!at)
259 { 265 {
260 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
261 return 0; 267 return 0;
262 } 268 }
263 269
264 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
265 new_op = arch_to_object (at); 271 new_op = arch_to_object (at);
266 new_op->nrof = food_value; 272 new_op->nrof = food_value;
267 273
268 new_op->value = 0; 274 new_op->value = 0;
269 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
284 if (!dir) 290 if (!dir)
285 { 291 {
286 examine_monster (op, op); 292 examine_monster (op, op);
287 return 1; 293 return 1;
288 } 294 }
295
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
291 { 298 {
292 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 299 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
293 300
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 310 return 0;
304 } 311 }
305 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
306 { 313 {
307 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
308 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
309 { 316 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 318 if (tmp->head != NULL)
312 tmp = tmp->head; 319 tmp = tmp->head;
313 examine_monster (op, tmp); 320 examine_monster (op, tmp);
314 return 1; 321 return 1;
315 } 322 }
316 } 323 }
317 } 324 }
325
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1; 327 return 1;
320} 328}
321
322 329
323/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc 331 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
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 */
440 447
441 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
442 continue; 449 continue;
443 450
444 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be teared down
445 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
446 { 453 {
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
504 * positive. Lower value may be useful so that the problem doesn't 513 * positive. Lower value may be useful so that the problem doesn't
505 * do anything really odd if it say a -1000 or something. 514 * do anything really odd if it say a -1000 or something.
506 */ 515 */
507 dummy->speed = 0.002; 516 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 517 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 518 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL; 519 dummy->subtype = SP_WORD_OF_RECALL;
512 520
513 /* 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
514 * nice, but until the map load fails, we can't. 522 * nice, but until the map load fails, we can't.
515 */ 523 */
516 EXIT_PATH (dummy) = op->contr->savebed_map; 524 EXIT_PATH (dummy) = op->contr->savebed_map;
517 EXIT_X (dummy) = op->contr->bed_x; 525 EXIT_X (dummy) = op->contr->bed_x;
518 EXIT_Y (dummy) = op->contr->bed_y; 526 EXIT_Y (dummy) = op->contr->bed_y;
519 527
520 (void) insert_ob_in_ob (dummy, op); 528 op->insert (dummy);
529
521 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
522 return 1; 532 return 1;
523} 533}
524 534
525/* cast_wonder 535/* cast_wonder
526 * wonder is really just a spell that will likely cast another 536 * wonder is really just a spell that will likely cast another
556 return cast_spell (op, caster, dir, newspell, NULL); 566 return cast_spell (op, caster, dir, newspell, NULL);
557 } 567 }
558 return 1; 568 return 1;
559} 569}
560 570
561
562int 571int
563perceive_self (object *op) 572perceive_self (object *op)
564{ 573{
565 char *cp = describe_item (op, op), buf[MAX_BUF]; 574 const char *cp = describe_item (op, op);
566 archetype *at = archetype::find (ARCH_DEPLETION); 575 archetype *at = archetype::find (ARCH_DEPLETION);
567 object *tmp;
568 int i;
569 576
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
570 tmp = find_god (determine_god (op)); 583 if (object *god = find_god (determine_god (op)))
571 if (tmp) 584 buf << "You worship " << &god->name << ".\n";
572 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
573 else 585 else
574 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 586 buf << "You worship no god.\n";
575 587
576 tmp = present_arch_in_ob (at, op); 588 object *tmp = present_arch_in_ob (at, op);
577 589
578 if (*cp == '\0' && tmp == NULL) 590 if (*cp == '\0' && tmp == NULL)
579 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 591 buf << "You feel very mundane. ";
580 else 592 else
581 { 593 {
582 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 594 buf << "You have: " << cp << ".\n";
583 new_draw_info (NDI_UNIQUE, 0, op, cp); 595
584 if (tmp != NULL) 596 if (tmp)
585 {
586 for (i = 0; i < NUM_STATS; i++) 597 for (int i = 0; i < NUM_STATS; i++)
587 { 598 if (tmp->stats.stat (i) < 0)
588 if (get_attr_value (&tmp->stats, i) < 0) 599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
589 {
590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
591 }
592 }
593 }
594 } 600 }
595 601
596 if (is_dragon_pl (op)) 602 if (is_dragon_pl (op))
597 {
598 /* now grab the 'dragon_ability'-force from the player's inventory */ 603 /* now grab the 'dragon_ability'-force from the player's inventory */
599 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 604 for (tmp = op->inv; tmp; tmp = tmp->below)
600 { 605 {
601 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
602 { 607 {
603 if (tmp->stats.exp == 0) 608 if (tmp->stats.exp == 0)
604 {
605 sprintf (buf, "Your metabolism isn't focused on anything."); 609 buf << "Your metabolism isn't focused on anything.\n";
606 }
607 else 610 else
608 {
609 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";
610 } 612
611 new_draw_info (NDI_UNIQUE, 0, op, buf);
612 break; 613 break;
613 } 614 }
614 } 615 }
615 } 616
617 buf << '\0'; // zero-terminate
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620
616 return 1; 621 return 1;
617} 622}
618
619/* int cast_create_town_portal (object *op, object *caster, int dir)
620 *
621 * This function cast the spell of town portal for op
622 *
623 * The spell operates in two passes. During the first one a place
624 * is marked as a destination for the portal. During the second one,
625 * 2 portals are created, one in the position the player cast it and
626 * one in the destination place. The portal are synchronized and 2 forces
627 * are inserted in the player to destruct the portal next time player
628 * creates a new portal pair.
629 * This spell has a side effect that it allows people to meet each other
630 * in a permanent, private, appartements by making a town portal from it
631 * to the town or another public place. So, check if the map is unique and if
632 * so return an error
633 *
634 * Code by Tchize (david.delbecq@usa.net)
635 */
636int
637cast_create_town_portal (object *op, object *caster, object *spell, int dir)
638{
639 object *dummy, *force, *old_force, *tmp;
640 archetype *perm_portal;
641 char portal_name[1024], portal_message[1024];
642 sint16 exitx, exity;
643 maptile *exitmap;
644 int op_level;
645
646
647 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed.
650 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
652 {
653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
654 return 0;
655 }
656
657 /* The first thing to do is to check if we have a marked destination
658 * dummy is used to make a check inventory for the force
659 */
660 dummy = arch_to_object (spell->other_arch);
661 if (dummy == NULL)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0;
666 }
667 force = check_inv_recursive (op, dummy);
668
669 if (force == NULL)
670 {
671 /* Here we know there is no destination marked up.
672 * We have 2 things to do:
673 * 1. Mark the destination in the player inventory.
674 * 2. Let the player know it worked.
675 */
676 dummy->name = op->map->path;
677 EXIT_X (dummy) = op->x;
678 EXIT_Y (dummy) = op->y;
679 insert_ob_in_ob (dummy, op);
680 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.");
681 return 1;
682 }
683
684 dummy->destroy ();
685
686 /* Here we know where the town portal should go to
687 * We should kill any existing portal associated with the player.
688 * Than we should create the 2 portals.
689 * For each of them, we need:
690 * - To create the portal with the name of the player+destination map
691 * - set the owner of the town portal
692 * - To mark the position of the portal in the player's inventory
693 * for easier destruction.
694 *
695 * The mark works has follow:
696 * slaying: Existing town portal
697 * hp, sp : x & y of the associated portal
698 * name : name of the portal
699 * race : map the portal is in
700 */
701
702 /* First step: killing existing town portals */
703 dummy = get_archetype (spell->race);
704 if (dummy == NULL)
705 {
706 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
707 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
708 return 0;
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 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 tmp->race = op->map->path;
822 tmp->name = portal_name;
823 EXIT_X (tmp) = dummy->x;
824 EXIT_Y (tmp) = dummy->y;
825 insert_ob_in_ob (tmp, op);
826
827 /* Create a portal in the destination map
828 * dummy contain the portal and
829 * force the track to kill it later
830 * the 'force' variable still contains the 'reminder' of
831 * where this portal goes to.
832 */
833 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
834 dummy = get_archetype (spell->slaying); /*The portal */
835 if (dummy == NULL)
836 {
837 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
838 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
839 return 0;
840 }
841 EXIT_PATH (dummy) = op->map->path;
842 EXIT_X (dummy) = op->x;
843 EXIT_Y (dummy) = op->y;
844 dummy->name = dummy->name_pl = portal_name;
845 dummy->msg = portal_message;
846 dummy->x = EXIT_X (force);
847 dummy->y = EXIT_Y (force);
848 dummy->race = op->name; /*Save the owner of the portal */
849 insert_ob_in_map (dummy, exitmap, op, 0);
850
851 /* Now we create another town portal marker that
852 * points back to the one we just made
853 */
854 tmp = get_archetype (spell->race);
855 if (tmp == NULL)
856 {
857 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
858 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
859 return 0;
860 }
861 tmp->race = force->name;
862 tmp->name = portal_name;
863 EXIT_X (tmp) = dummy->x;
864 EXIT_Y (tmp) = dummy->y;
865 insert_ob_in_ob (tmp, op);
866
867 /* Describe the player what happened
868 */
869 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
870 force->destroy ();
871
872 return 1;
873}
874
875 623
876/* This creates magic walls. Really, it can create most any object, 624/* This creates magic walls. Really, it can create most any object,
877 * within some reason. 625 * within some reason.
878 */ 626 */
879
880int 627int
881magic_wall (object *op, object *caster, int dir, object *spell_ob) 628magic_wall (object *op, object *caster, int dir, object *spell_ob)
882{ 629{
883 object *tmp, *tmp2; 630 object *tmp;
884 int i, posblocked, negblocked, maxrange; 631 int i, posblocked, negblocked, maxrange;
885 sint16 x, y; 632 sint16 x, y;
886 maptile *m; 633 maptile *m;
887 const char *name; 634 const char *name;
888 archetype *at; 635 archetype *at;
896 else 643 else
897 { 644 {
898 x = op->x + freearr_x[dir]; 645 x = op->x + freearr_x[dir];
899 y = op->y + freearr_y[dir]; 646 y = op->y + freearr_y[dir];
900 } 647 }
648
901 m = op->map; 649 m = op->map;
902 650
903 if ((spell_ob->move_block || x != op->x || y != op->y) && 651 if ((spell_ob->move_block || x != op->x || y != op->y) &&
904 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 652 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
905 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 653 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
906 { 654 {
907 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 655 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
908 return 0; 656 return 0;
909 } 657 }
658
910 if (spell_ob->other_arch) 659 if (spell_ob->other_arch)
911 {
912 tmp = arch_to_object (spell_ob->other_arch); 660 tmp = arch_to_object (spell_ob->other_arch);
913 }
914 else if (spell_ob->race) 661 else if (spell_ob->race)
915 { 662 {
916 char buf1[MAX_BUF]; 663 char buf1[MAX_BUF];
917 664
918 sprintf (buf1, spell_ob->race, dir); 665 sprintf (buf1, spell_ob->race, dir);
921 { 668 {
922 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 669 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
923 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 670 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
924 return 0; 671 return 0;
925 } 672 }
673
926 tmp = arch_to_object (at); 674 tmp = arch_to_object (at);
927 } 675 }
928 else 676 else
929 { 677 {
930 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);
940 } 688 }
941 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 689 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
942 { 690 {
943 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 691 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
944 tmp->stats.maxhp = tmp->stats.hp; 692 tmp->stats.maxhp = tmp->stats.hp;
945 set_owner (tmp, op);
946 set_spell_skill (op, caster, spell_ob, tmp);
947 } 693 }
694
948 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 695 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
949 { 696 {
950 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 697 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
951 SET_FLAG (tmp, FLAG_IS_USED_UP); 698 SET_FLAG (tmp, FLAG_IS_USED_UP);
952 } 699 }
700
953 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 701 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
954 { 702 {
955 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 703 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
956 tmp->stats.maxhp = tmp->stats.hp; 704 tmp->stats.maxhp = tmp->stats.hp;
957 SET_FLAG (tmp, FLAG_TEAR_DOWN); 705 SET_FLAG (tmp, FLAG_TEAR_DOWN);
958 SET_FLAG (tmp, FLAG_ALIVE); 706 SET_FLAG (tmp, FLAG_ALIVE);
959 } 707 }
960 708
961 /* This can't really hurt - if the object doesn't kill anything, 709 /* This can't really hurt - if the object doesn't kill anything,
962 * these fields just won't be used. 710 * these fields just won't be used. Do not set the owner for
711 * earthwalls, though, so they survive restarts.
963 */ 712 */
964 set_owner (tmp, op); 713 if (tmp->type != EARTHWALL) //TODO
714 tmp->set_owner (op);
715
965 set_spell_skill (op, caster, spell_ob, tmp); 716 set_spell_skill (op, caster, spell_ob, tmp);
966 tmp->x = x;
967 tmp->y = y;
968 tmp->level = caster_level (caster, spell_ob) / 2; 717 tmp->level = caster_level (caster, spell_ob) / 2;
969 718
970 name = tmp->name; 719 name = tmp->name;
971 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 720 if (!(tmp = m->insert (tmp, x, y, op)))
972 { 721 {
973 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);
974 return 0; 723 return 0;
975 } 724 }
725
976 /* 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 */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 727 if (tmp->other_arch && tmp->other_arch->type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
979 729
980 /* This code causes the wall to extend some distance in 730 /* This code causes the wall to extend some distance in
981 * each direction, or until an obstruction is encountered. 731 * each direction, or until an obstruction is encountered.
982 * posblocked and negblocked help determine how far the 732 * posblocked and negblocked help determine how far the
998 m = tmp->map; 748 m = tmp->map;
999 749
1000 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)) &&
1001 ((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)
1002 { 752 {
1003 tmp2 = object::create (); 753 object *tmp2 = tmp->clone ();
1004 tmp->copy_to (tmp2); 754 m->insert (tmp2, x, y, op);
1005 tmp2->x = x; 755
1006 tmp2->y = y;
1007 insert_ob_in_map (tmp2, m, op, 0);
1008 /* 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 */
1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1010 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 758 tmp2->insert (arch_to_object (tmp2->other_arch));
1011 759
1012 } 760 }
1013 else 761 else
1014 posblocked = 1; 762 posblocked = 1;
1015 763
1018 m = tmp->map; 766 m = tmp->map;
1019 767
1020 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)) &&
1021 ((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)
1022 { 770 {
1023 tmp2 = object::create (); 771 object *tmp2 = tmp->clone ();
1024 tmp->copy_to (tmp2); 772 m->insert (tmp2, x, y, op);
1025 tmp2->x = x; 773
1026 tmp2->y = y;
1027 insert_ob_in_map (tmp2, m, op, 0);
1028 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 774 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1029 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 775 tmp2->insert (arch_to_object (tmp2->other_arch));
1030 } 776 }
1031 else 777 else
1032 negblocked = 1; 778 negblocked = 1;
1033 } 779 }
1034 780
1083 { 829 {
1084 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");
1085 op->contr->count = 0; 831 op->contr->count = 0;
1086 return 0; 832 return 0;
1087 } 833 }
834
1088 op->contr->count = 0; 835 op->contr->count = 0;
1089 836
1090 /* Remove code that puts player on random space on maps. IMO, 837 /* Remove code that puts player on random space on maps. IMO,
1091 * 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,
1092 * 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
1141 return 0; 888 return 0;
1142 } 889 }
1143 } 890 }
1144 891
1145 /* Actually move the player now */ 892 /* Actually move the player now */
1146 op->remove (); 893 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1147 op->x += freearr_x[dir] * dist;
1148 op->y += freearr_y[dir] * dist;
1149 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1150 return 1; 894 return 1;
1151 895
1152 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 */
1153 return 1; 897 return 1;
1154} 898}
1167 object *poison; 911 object *poison;
1168 int heal = 0, success = 0; 912 int heal = 0, success = 0;
1169 913
1170 tmp = find_target_for_friendly_spell (op, dir); 914 tmp = find_target_for_friendly_spell (op, dir);
1171 915
1172 if (tmp == NULL) 916 if (!tmp)
1173 return 0; 917 return 0;
1174 918
1175 /* Figure out how many hp this spell might cure. 919 /* Figure out how many hp this spell might cure.
1176 * could be zero if this spell heals effects, not damage. 920 * could be zero if this spell heals effects, not damage.
1177 */ 921 */
1180 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;
1181 925
1182 if (heal) 926 if (heal)
1183 { 927 {
1184 if (tmp->stats.hp >= tmp->stats.maxhp) 928 if (tmp->stats.hp >= tmp->stats.maxhp)
1185 {
1186 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.");
1187 }
1188 else 930 else
1189 { 931 {
1190 /* See how many points we actually heal. Instead of messages 932 /* See how many points we actually heal. Instead of messages
1191 * based on type of spell, we instead do messages based 933 * based on type of spell, we instead do messages based
1192 * on amount of damage healed. 934 * on amount of damage healed.
1194 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 936 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1195 heal = tmp->stats.maxhp - tmp->stats.hp; 937 heal = tmp->stats.maxhp - tmp->stats.hp;
1196 tmp->stats.hp += heal; 938 tmp->stats.hp += heal;
1197 939
1198 if (tmp->stats.hp >= tmp->stats.maxhp) 940 if (tmp->stats.hp >= tmp->stats.maxhp)
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1201 }
1202 else if (heal > 50) 942 else if (heal > 50)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1205 }
1206 else if (heal > 25) 944 else if (heal > 25)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1209 }
1210 else if (heal > 10) 946 else if (heal > 10)
1211 {
1212 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.");
1213 }
1214 else 948 else
1215 {
1216 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.");
1217 } 950
1218 success = 1; 951 success = 1;
1219 } 952 }
1220 } 953 }
954
1221 if (spell->attacktype & AT_DISEASE) 955 if (spell->attacktype & AT_DISEASE)
1222 if (cure_disease (tmp, op)) 956 if (cure_disease (tmp, op))
1223 success = 1; 957 success = 1;
1224 958
1225 if (spell->attacktype & AT_POISON) 959 if (spell->attacktype & AT_POISON)
1231 success = 1; 965 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1233 poison->stats.food = 1; 967 poison->stats.food = 1;
1234 } 968 }
1235 } 969 }
970
1236 if (spell->attacktype & AT_CONFUSION) 971 if (spell->attacktype & AT_CONFUSION)
1237 { 972 {
1238 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 973 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1239 if (poison) 974 if (poison)
1240 { 975 {
1241 success = 1; 976 success = 1;
1242 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1243 poison->duration = 1; 978 poison->duration = 1;
1244 } 979 }
1245 } 980 }
981
1246 if (spell->attacktype & AT_BLIND) 982 if (spell->attacktype & AT_BLIND)
1247 { 983 {
1248 at = archetype::find ("blindness"); 984 at = archetype::find ("blindness");
1249 poison = present_arch_in_ob (at, tmp); 985 poison = present_arch_in_ob (at, tmp);
1250 if (poison) 986 if (poison)
1252 success = 1; 988 success = 1;
1253 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.");
1254 poison->stats.food = 1; 990 poison->stats.food = 1;
1255 } 991 }
1256 } 992 }
993
1257 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 994 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1258 { 995 {
1259 tmp->stats.sp += spell->last_sp; 996 tmp->stats.sp += spell->last_sp;
1260 if (tmp->stats.sp > tmp->stats.maxsp) 997 if (tmp->stats.sp > tmp->stats.maxsp)
1261 tmp->stats.sp = tmp->stats.maxsp; 998 tmp->stats.sp = tmp->stats.maxsp;
1262 success = 1; 999 success = 1;
1263 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!");
1264 } 1001 }
1002
1265 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1003 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1266 { 1004 {
1267 tmp->stats.grace += spell->last_grace; 1005 tmp->stats.grace += spell->last_grace;
1268 if (tmp->stats.grace > tmp->stats.maxgrace) 1006 if (tmp->stats.grace > tmp->stats.maxgrace)
1269 tmp->stats.grace = tmp->stats.maxgrace; 1007 tmp->stats.grace = tmp->stats.maxgrace;
1270 success = 1; 1008 success = 1;
1271 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!");
1272 } 1010 }
1011
1273 if (spell->stats.food && tmp->stats.food < 999) 1012 if (spell->stats.food && tmp->stats.food < 999)
1274 { 1013 {
1275 tmp->stats.food += spell->stats.food; 1014 tmp->stats.food += spell->stats.food;
1276 if (tmp->stats.food > 999) 1015 if (tmp->stats.food > 999)
1277 tmp->stats.food = 999; 1016 tmp->stats.food = 999;
1278 success = 1; 1017 success = 1;
1279 /* 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 */
1280 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");
1281 } 1020 }
1021
1282 return success; 1022 return success;
1283} 1023}
1284
1285 1024
1286/* 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
1287 * 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
1288 * good comments for those. 1027 * good comments for those.
1289 */ 1028 */
1290static const char *const no_gain_msgs[NUM_STATS] = { 1029static const char *const no_gain_msgs[NUM_STATS] = {
1291 "You grow no stronger.", 1030 "You grow no stronger.",
1292 "You grow no more agile.", 1031 "You grow no more agile.",
1293 "You don't feel any healthier.", 1032 "You don't feel any healthier.",
1294 "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."
1295 "You are no easier to look at.", 1036 "You are no easier to look at.",
1296 "no int",
1297 "no pow"
1298}; 1037};
1299 1038
1300int 1039int
1301cast_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)
1302{ 1041{
1303 object *tmp, *tmp2 = NULL;
1304 object *force = NULL; 1042 object *force = NULL;
1305 int i; 1043 int i;
1306 1044
1307 /* 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. */
1308 if (dir != 0) 1046 object *tmp = dir
1309 {
1310 tmp = find_target_for_friendly_spell (op, dir); 1047 ? find_target_for_friendly_spell (op, dir)
1311 } 1048 : op;
1312 else
1313 {
1314 tmp = op;
1315 }
1316 1049
1317 if (tmp == NULL) 1050 if (!tmp)
1318 return 0; 1051 return 0;
1319 1052
1320 /* 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. */
1321 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1054 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1322 { 1055 {
1323 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1056 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1324 { 1057 {
1325 if (tmp2->name == spell_ob->name) 1058 if (tmp2->name == spell_ob->name)
1326 { 1059 {
1359 } 1092 }
1360 else 1093 else
1361 { 1094 {
1362 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.");
1363 } 1096 }
1097
1364 return 1; 1098 return 1;
1365 } 1099 }
1100
1366 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;
1367 force->speed = 1.0; 1102 force->speed = 1.0;
1368 force->speed_left = -1.0; 1103 force->speed_left = -1.0;
1369 SET_FLAG (force, FLAG_APPLIED); 1104 SET_FLAG (force, FLAG_APPLIED);
1370 1105
1376 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);
1377 if (force->resist[i] > 100) 1112 if (force->resist[i] > 100)
1378 force->resist[i] = 100; 1113 force->resist[i] = 100;
1379 } 1114 }
1380 } 1115 }
1116
1381 if (spell_ob->stats.hp) 1117 if (spell_ob->stats.hp)
1382 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);
1383 1119
1384 if (tmp->type == PLAYER) 1120 if (tmp->type == PLAYER)
1385 { 1121 {
1386 /* Stat adjustment spells */ 1122 /* Stat adjustment spells */
1387 for (i = 0; i < NUM_STATS; i++) 1123 for (i = 0; i < NUM_STATS; i++)
1388 { 1124 {
1389 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1125 if (sint8 stat = spell_ob->stats.stat (i))
1390
1391 if (stat)
1392 { 1126 {
1393 sm = 0; 1127 sint8 sm = 0;
1394 for (k = 0; k < stat; k++) 1128 for (sint8 k = 0; k < stat; k++)
1395 sm += rndm (1, 3); 1129 sm += rndm (1, 3);
1396 1130
1397 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1131 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1398 { 1132 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1399 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1133
1400 if (sm < 0) 1134 force->stats.stat (i) = sm;
1401 sm = 0; 1135
1402 }
1403 set_attr_value (&force->stats, i, sm);
1404 if (!sm) 1136 if (!sm)
1405 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1137 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1406 } 1138 }
1407 } 1139 }
1408 } 1140 }
1428 force->stats.ac = spell_ob->stats.ac; 1160 force->stats.ac = spell_ob->stats.ac;
1429 force->attacktype = spell_ob->attacktype; 1161 force->attacktype = spell_ob->attacktype;
1430 1162
1431 insert_ob_in_ob (force, tmp); 1163 insert_ob_in_ob (force, tmp);
1432 change_abil (tmp, force); /* Mostly to display any messages */ 1164 change_abil (tmp, force); /* Mostly to display any messages */
1433 fix_player (tmp); 1165 tmp->update_stats ();
1166
1434 return 1; 1167 return 1;
1435} 1168}
1436 1169
1437/* 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
1438 * 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
1439 * of the caster. 1172 * of the caster.
1440 */ 1173 */
1441
1442int 1174int
1443cast_bless (object *op, object *caster, object *spell_ob, int dir) 1175cast_bless (object *op, object *caster, object *spell_ob, int dir)
1444{ 1176{
1445 int i; 1177 int i;
1446 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1537 force->stats.wc = spell_ob->stats.wc; 1269 force->stats.wc = spell_ob->stats.wc;
1538 force->stats.ac = spell_ob->stats.ac; 1270 force->stats.ac = spell_ob->stats.ac;
1539 1271
1540 change_abil (tmp, force); /* Mostly to display any messages */ 1272 change_abil (tmp, force); /* Mostly to display any messages */
1541 insert_ob_in_ob (force, tmp); 1273 insert_ob_in_ob (force, tmp);
1542 fix_player (tmp); 1274 tmp->update_stats ();
1543 return 1; 1275 return 1;
1544} 1276}
1545
1546
1547 1277
1548/* Alchemy code by Mark Wedel 1278/* Alchemy code by Mark Wedel
1549 * 1279 *
1550 * This code adds a new spell, called alchemy. Alchemy will turn 1280 * This code adds a new spell, called alchemy. Alchemy will turn
1551 * objects to gold nuggets, the value of the gold nuggets being 1281 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1552 * about 90% of that of the item itself. It uses the value of the
1553 * object before charisma adjustments, because the nuggets themselves
1554 * will be will be adjusted by charisma when sold.
1555 * 1282 *
1556 * Large nuggets are worth 25 gp each (base). You will always get 1283 * The value of the gold nuggets being about 90% of that of the item
1557 * the maximum number of large nuggets you could get. 1284 * itself. It uses the value of the object before charisma adjustments,
1558 * Small nuggets are worth 1 gp each (base). You will get from 0 1285 * because the nuggets themselves will be will be adjusted by charisma
1559 * to the max amount of small nuggets as you could get. 1286 * when sold.
1560 *
1561 * For example, if an item is worth 110 gold, you will get
1562 * 4 large nuggets, and from 0-10 small nuggets.
1563 * 1287 *
1564 * There is also a chance (1:30) that you will get nothing at all 1288 * There is also a chance (1:30) that you will get nothing at all
1565 * for the object. There is also a maximum weight that will be 1289 * for the object. There is also a maximum weight that will be
1566 * alchemied. 1290 * alchemised.
1567 */ 1291 */
1568
1569/* I didn't feel like passing these as arguements to the
1570 * two functions that need them. Real values are put in them
1571 * when the spell is cast, and these are freed when the spell
1572 * is finished.
1573 */
1574static object *small, *large;
1575
1576static void 1292static void
1577alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1293alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1578{ 1294{
1579 uint64 value = query_cost (obj, NULL, F_TRUE); 1295 uint64 value = query_cost (obj, NULL, F_TRUE);
1580 1296
1581 /* Give third price when we alchemy money (This should hopefully 1297 /* Give third price when we alchemy money (This should hopefully
1582 * make it so that it isn't worth it to alchemy money, sell 1298 * make it so that it isn't worth it to alchemy money, sell
1583 * the nuggets, alchemy the gold from that, etc. 1299 * the nuggets, alchemy the gold from that, etc.
1584 * Otherwise, give 9 silver on the gold for other objects, 1300 * Otherwise, give 9 silver on the gold for other objects,
1585 * so that it would still be more affordable to haul 1301 * so that it would still be more affordable to haul
1586 * the stuff back to town. 1302 * the stuff back to town.
1587 */ 1303 */
1588
1589 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1304 if (QUERY_FLAG (obj, FLAG_UNPAID))
1590 value = 0; 1305 value = 0;
1591 else if (obj->type == MONEY || obj->type == GEM) 1306 else if (obj->type == MONEY || obj->type == GEM)
1592 value /= 3; 1307 value /= 3;
1593 else 1308 else
1594 value = (value * 9) / 10; 1309 value = value * 9 / 10;
1595 1310
1596 value /= 4; // fix by GHJ, don't understand, pcg
1597
1598 if ((obj->value > 0) && rndm (0, 29)) 1311 if (obj->value > 0 && rndm (0, 29))
1599 { 1312 total_value += value;
1600 int count;
1601 1313
1602 count = value / large->value;
1603 *large_nuggets += count;
1604 value -= (uint64) count *(uint64) large->value;
1605
1606 count = value / small->value;
1607 *small_nuggets += count;
1608 }
1609
1610 /* Turn 25 small nuggets into 1 large nugget. If the value
1611 * of large nuggets is not evenly divisable by the small nugget
1612 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1613 */
1614 if (*small_nuggets * small->value >= large->value)
1615 {
1616 (*large_nuggets)++;
1617 *small_nuggets -= large->value / small->value;
1618 if (*small_nuggets && large->value % small->value)
1619 (*small_nuggets)--;
1620 }
1621 weight += obj->weight; 1314 total_weight += obj->total_weight ();
1315
1622 obj->destroy (); 1316 obj->destroy ();
1623} 1317}
1624 1318
1625static void
1626update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1627{
1628 object *tmp;
1629 int flag = 0;
1630
1631 /* Put any nuggets below the player, but we can only pass this
1632 * flag if we are on the same space as the player
1633 */
1634 if (x == op->x && y == op->y && op->map == m)
1635 flag = INS_BELOW_ORIGINATOR;
1636
1637 if (small_nuggets)
1638 {
1639 tmp = object::create ();
1640 small->copy_to (tmp);
1641 tmp->nrof = small_nuggets;
1642 tmp->x = x;
1643 tmp->y = y;
1644 insert_ob_in_map (tmp, m, op, flag);
1645 }
1646 if (large_nuggets)
1647 {
1648 tmp = object::create ();
1649 large->copy_to (tmp);
1650 tmp->nrof = large_nuggets;
1651 tmp->x = x;
1652 tmp->y = y;
1653 insert_ob_in_map (tmp, m, op, flag);
1654 }
1655}
1656
1657int 1319int
1658alchemy (object *op, object *caster, object *spell_ob) 1320alchemy (object *op, object *caster, object *spell_ob)
1659{ 1321{
1660 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1661 sint16 nx, ny;
1662 object *next, *tmp;
1663 maptile *mp;
1664
1665 if (op->type != PLAYER) 1322 if (op->type != PLAYER)
1666 return 0; 1323 return 0;
1667 1324
1325 archetype *nugget[3];
1326
1327 nugget[0] = archetype::find ("pyrite3");
1328 nugget[1] = archetype::find ("pyrite2");
1329 nugget[2] = archetype::find ("pyrite");
1330
1668 /* Put a maximum weight of items that can be alchemied. Limits the power 1331 /* Put a maximum weight of items that can be alchemised. Limits the power
1669 * some, and also prevents people from alcheming every table/chair/clock 1332 * some, and also prevents people from alchemising every table/chair/clock
1670 * in sight 1333 * in sight
1671 */ 1334 */
1672 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1335 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1673 weight_max *= 1000; 1336 int weight_max = duration * 1000;
1674 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1337 uint64 value_max = duration * 1000;
1675 1338
1339 int weight = 0;
1340
1676 for (y = op->y - 1; y <= op->y + 1; y++) 1341 for (int y = op->y - 1; y <= op->y + 1; y++)
1677 { 1342 {
1678 for (x = op->x - 1; x <= op->x + 1; x++) 1343 for (int x = op->x - 1; x <= op->x + 1; x++)
1679 { 1344 {
1345 uint64 value = 0;
1346
1680 nx = x; 1347 sint16 nx = x;
1681 ny = y; 1348 sint16 ny = y;
1682 1349
1683 mp = op->map; 1350 maptile *mp = op->map;
1684 1351
1685 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1352 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1686 1353
1687 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1354 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1688 continue; 1355 continue;
1689 1356
1690 /* Treat alchemy a little differently - most spell effects 1357 /* Treat alchemy a little differently - most spell effects
1692 * ground level effect. 1359 * ground level effect.
1693 */ 1360 */
1694 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1361 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1695 continue; 1362 continue;
1696 1363
1697 small_nuggets = 0; 1364 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1698 large_nuggets = 0;
1699
1700 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1701 { 1365 {
1702 next = tmp->above; 1366 next = tmp->above;
1367
1703 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1368 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1704 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1369 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1705 { 1370 {
1706
1707 if (tmp->inv) 1371 if (tmp->inv)
1708 { 1372 {
1709 object *next1, *tmp1; 1373 object *next1, *tmp1;
1710 1374
1711 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1375 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1712 { 1376 {
1713 next1 = tmp1->below; 1377 next1 = tmp1->below;
1714 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1378 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1715 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1379 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1716 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1380 alchemy_object (tmp1, value, weight);
1717 } 1381 }
1718 } 1382 }
1383
1719 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1384 alchemy_object (tmp, value, weight);
1720 1385
1721 if (weight > weight_max) 1386 if (weight > weight_max)
1722 { 1387 break;
1723 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1724 large->destroy ();
1725 small->destroy ();
1726 return 1;
1727 } 1388 }
1728 } /* is alchemable object */
1729 } /* process all objects on this space */
1730
1731 /* Insert all the nuggets at one time. This probably saves time, but
1732 * it also prevents us from alcheming nuggets that were just created
1733 * with this spell.
1734 */ 1389 }
1735 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1390
1391 value -= rndm (value >> 4);
1392 value = min (value, value_max);
1393
1394 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1395 if (int nrof = value / nugget [i]->value)
1396 {
1397 value -= nrof * nugget[i]->value;
1398
1399 object *tmp = arch_to_object (nugget[i]);
1400 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true;
1402 caster->map->insert (tmp, x, y, caster, 0);
1736 } 1403 }
1737 }
1738 1404
1739 large->destroy (); 1405 if (weight > weight_max)
1740 small->destroy (); 1406 goto bailout;
1741 /* reset this so that if player standing on a big pile of stuff, 1407 }
1742 * it is redrawn properly. 1408 }
1743 */ 1409
1744 op->contr->socket.look_position = 0; 1410bailout:
1745 return 1; 1411 return 1;
1746} 1412}
1747 1413
1748 1414
1749/* This function removes the cursed/damned status on equipped 1415/* This function removes the cursed/damned status on equipped
1758 for (tmp = op->inv; tmp; tmp = tmp->below) 1424 for (tmp = op->inv; tmp; tmp = tmp->below)
1759 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1425 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1760 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1761 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1762 { 1428 {
1763
1764 was_one++; 1429 was_one++;
1765 if (tmp->level <= caster_level (caster, spell)) 1430 if (tmp->level <= caster_level (caster, spell))
1766 { 1431 {
1767 success++; 1432 success++;
1768 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1433 if (QUERY_FLAG (spell, FLAG_DAMNED))
1777 } 1442 }
1778 1443
1779 if (op->type == PLAYER) 1444 if (op->type == PLAYER)
1780 { 1445 {
1781 if (success) 1446 if (success)
1782 {
1783 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1447 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1784 }
1785 else 1448 else
1786 { 1449 {
1787 if (was_one) 1450 if (was_one)
1788 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1451 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1789 else 1452 else
1790 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1453 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1791 } 1454 }
1792 } 1455 }
1456
1793 return success; 1457 return success;
1794} 1458}
1795 1459
1796/* Identifies objects in the players inventory/on the ground */ 1460/* Identifies objects in the players inventory/on the ground */
1797 1461
1804 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1468 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 1469
1806 if (num_ident < 1) 1470 if (num_ident < 1)
1807 num_ident = 1; 1471 num_ident = 1;
1808 1472
1809
1810 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1811 { 1474 {
1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1813 { 1476 {
1814 identify (tmp); 1477 identify (tmp);
1478
1815 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1816 { 1480 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1481 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1482
1818 if (tmp->msg) 1483 if (tmp->msg)
1819 { 1484 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1485 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1821 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1486 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1822 } 1487 }
1823 } 1488 }
1489
1824 num_ident--; 1490 num_ident--;
1825 success = 1; 1491 success = 1;
1826 if (!num_ident) 1492 if (!num_ident)
1827 break; 1493 break;
1828 } 1494 }
1829 } 1495 }
1496
1830 /* If all the power of the spell has been used up, don't go and identify 1497 /* If all the power of the spell has been used up, don't go and identify
1831 * stuff on the floor. Only identify stuff on the floor if the spell 1498 * stuff on the floor. Only identify stuff on the floor if the spell
1832 * was not fully used. 1499 * was not fully used.
1833 */ 1500 */
1834 if (num_ident) 1501 if (num_ident)
1835 { 1502 {
1836 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1503 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1837 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1504 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1838 { 1505 {
1839
1840 identify (tmp); 1506 identify (tmp);
1507
1841 if (op->type == PLAYER) 1508 if (op->type == PLAYER)
1842 { 1509 {
1843 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1510 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1511
1844 if (tmp->msg) 1512 if (tmp->msg)
1845 { 1513 {
1846 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1514 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1847 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1515 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1848 } 1516 }
1517
1849 esrv_send_item (op, tmp); 1518 esrv_send_item (op, tmp);
1850 } 1519 }
1520
1851 num_ident--; 1521 num_ident--;
1852 success = 1; 1522 success = 1;
1853 if (!num_ident) 1523 if (!num_ident)
1854 break; 1524 break;
1855 } 1525 }
1856 } 1526 }
1527
1857 if (!success) 1528 if (!success)
1858 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1529 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1859 else 1530 else
1860 {
1861 spell_effect (spell, op->x, op->y, op->map, op); 1531 spell_effect (spell, op->x, op->y, op->map, op);
1862 } 1532
1863 return success; 1533 return success;
1864} 1534}
1865
1866 1535
1867int 1536int
1868cast_detection (object *op, object *caster, object *spell, object *skill) 1537cast_detection (object *op, object *caster, object *spell, object *skill)
1869{ 1538{
1870 object *tmp, *last, *god, *detect; 1539 object *tmp, *last, *god, *detect;
1883 skill = caster; 1552 skill = caster;
1884 1553
1885 for (x = op->x - range; x <= op->x + range; x++) 1554 for (x = op->x - range; x <= op->x + range; x++)
1886 for (y = op->y - range; y <= op->y + range; y++) 1555 for (y = op->y - range; y <= op->y + range; y++)
1887 { 1556 {
1888
1889 m = op->map; 1557 m = op->map;
1890 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1558 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1891 if (mflags & P_OUT_OF_MAP) 1559 if (mflags & P_OUT_OF_MAP)
1892 continue; 1560 continue;
1893 1561
1895 * floor. But this is not true for show invisible. 1563 * floor. But this is not true for show invisible.
1896 * Basically, we just go and find the top object and work 1564 * Basically, we just go and find the top object and work
1897 * down - that is easier than working up. 1565 * down - that is easier than working up.
1898 */ 1566 */
1899 1567
1900 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1568 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1901 last = tmp; 1569 last = tmp;
1570
1902 /* Shouldn't happen, but if there are no objects on a space, this 1571 /* Shouldn't happen, but if there are no objects on a space, this
1903 * would happen. 1572 * would happen.
1904 */ 1573 */
1905 if (!last) 1574 if (!last)
1906 continue; 1575 continue;
1908 done_one = 0; 1577 done_one = 0;
1909 floor = 0; 1578 floor = 0;
1910 detect = NULL; 1579 detect = NULL;
1911 for (tmp = last; tmp; tmp = tmp->below) 1580 for (tmp = last; tmp; tmp = tmp->below)
1912 { 1581 {
1913
1914 /* show invisible */ 1582 /* show invisible */
1915 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1583 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1916 /* Might there be other objects that we can make visibile? */ 1584 /* Might there be other objects that we can make visible? */
1917 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1585 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1918 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1586 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1919 tmp->type == CF_HANDLE || 1587 tmp->type == CF_HANDLE ||
1920 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1588 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1921 tmp->type == BUTTON || tmp->type == TELEPORTER || 1589 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1928 { 1596 {
1929 tmp->invisible = 0; 1597 tmp->invisible = 0;
1930 done_one = 1; 1598 done_one = 1;
1931 } 1599 }
1932 } 1600 }
1601
1933 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1934 floor = 1; 1603 floor = 1;
1935 1604
1936 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1937 * so just continue on. We could be clever and look at the type of 1606 * so just continue on. We could be clever and look at the type of
1990 */ 1659 */
1991 if (done_one) 1660 if (done_one)
1992 { 1661 {
1993 object *detect_ob = arch_to_object (spell->other_arch); 1662 object *detect_ob = arch_to_object (spell->other_arch);
1994 1663
1995 detect_ob->x = nx;
1996 detect_ob->y = ny;
1997 /* if this is set, we want to copy the face */ 1664 /* if this is set, we want to copy the face */
1998 if (done_one == 2 && detect) 1665 if (done_one == 2 && detect)
1999 { 1666 {
2000 detect_ob->face = detect->face; 1667 detect_ob->face = detect->face;
2001 detect_ob->animation_id = detect->animation_id; 1668 detect_ob->animation_id = detect->animation_id;
2003 detect_ob->last_anim = 0; 1670 detect_ob->last_anim = 0;
2004 /* by default, the detect_ob is already animated */ 1671 /* by default, the detect_ob is already animated */
2005 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2006 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2007 } 1674 }
1675
2008 insert_ob_in_map (detect_ob, m, op, 0); 1676 m->insert (detect_ob, nx, ny, op);
2009 } 1677 }
2010 } /* for processing the surrounding spaces */ 1678 } /* for processing the surrounding spaces */
2011 1679
2012 1680
2013 /* Now process objects in the players inventory if detect curse or magic */ 1681 /* Now process objects in the players inventory if detect curse or magic */
2062 1730
2063 /* Explodes a fireball centered at player */ 1731 /* Explodes a fireball centered at player */
2064 tmp = get_archetype (EXPLODING_FIREBALL); 1732 tmp = get_archetype (EXPLODING_FIREBALL);
2065 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1733 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2066 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; 1734 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2067 tmp->x = victim->x; 1735
2068 tmp->y = victim->y; 1736 tmp->insert_at (victim);
2069 insert_ob_in_map (tmp, victim->map, NULL, 0);
2070 victim->stats.sp = 2 * victim->stats.maxsp; 1737 victim->stats.sp = 2 * victim->stats.maxsp;
2071 } 1738 }
2072 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1739 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2073 {
2074 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1740 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2075 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2077 {
2078 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2079 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2081 { 1744 {
2082 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1745 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2083 confuse_player (victim, victim, 99); 1746 confuse_player (victim, victim, 99);
2084 } 1747 }
2085 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2086 {
2087 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2088 }
2089} 1750}
2090 1751
2091/* cast_transfer 1752/* cast_transfer
2092 * This spell transfers sp from the player to another person. 1753 * This spell transfers sp from the player to another person.
2093 * We let the target go above their normal maximum SP. 1754 * We let the target go above their normal maximum SP.
2107 1768
2108 mflags = get_map_flags (m, &m, x, y, &x, &y); 1769 mflags = get_map_flags (m, &m, x, y, &x, &y);
2109 1770
2110 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1771 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2111 { 1772 {
2112 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1773 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2113 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1774 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2114 break; 1775 break;
2115 } 1776 }
2116 1777
2117 1778
2118 /* If we did not find a player in the specified direction, transfer 1779 /* If we did not find a player in the specified direction, transfer
2119 * to anyone on top of us. This is used for the rune of transference mostly. 1780 * to anyone on top of us. This is used for the rune of transference mostly.
2120 */ 1781 */
2121 if (plyr == NULL) 1782 if (plyr == NULL)
2122 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1783 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2123 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1784 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2124 break; 1785 break;
2125 1786
2126 if (!plyr) 1787 if (!plyr)
2127 { 1788 {
2182 m = op->map; 1843 m = op->map;
2183 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1844 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2184 if (mflags & P_OUT_OF_MAP) 1845 if (mflags & P_OUT_OF_MAP)
2185 return; 1846 return;
2186 1847
2187 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1848 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2188 { 1849 {
2189 next = tmp->above; 1850 next = tmp->above;
2190 1851
2191 /* Need to look at the head object - otherwise, if tmp 1852 /* Need to look at the head object - otherwise, if tmp
2192 * points to a monster, we don't have all the necessary 1853 * points to a monster, we don't have all the necessary
2204 /* Basically, if the object is magical and not counterspell, 1865 /* Basically, if the object is magical and not counterspell,
2205 * we will more or less remove the object. Don't counterspell 1866 * we will more or less remove the object. Don't counterspell
2206 * monsters either. 1867 * monsters either.
2207 */ 1868 */
2208 1869
2209 if (head->attacktype & AT_MAGIC && 1870 if (head->attacktype & AT_MAGIC
2210 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1871 && !(head->attacktype & AT_COUNTERSPELL)
1872 && !QUERY_FLAG (head, FLAG_MONSTER)
1873 && (op->level > head->level))
2211 head->destroy (); 1874 head->destroy ();
2212 else 1875 else
2213 switch (head->type) 1876 switch (head->type)
2214 { 1877 {
2215 case SPELL_EFFECT: 1878 case SPELL_EFFECT:
1879 // XXX: Don't affect floor spelleffects. See also XXX comment
1880 // about sanctuary in spell_util.C
1881 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1882 continue;
1883
2216 if (op->level > head->level) 1884 if (op->level > head->level)
2217 head->destroy (); 1885 head->destroy ();
2218 1886
2219 break; 1887 break;
2220 1888
2287 * This code was very odd - code early on would only let players use the spell, 1955 * This code was very odd - code early on would only let players use the spell,
2288 * yet the code wass full of player checks. I've presumed that the code 1956 * yet the code wass full of player checks. I've presumed that the code
2289 * that only let players use it was correct, and removed all the other 1957 * that only let players use it was correct, and removed all the other
2290 * player checks. MSW 2003-01-06 1958 * player checks. MSW 2003-01-06
2291 */ 1959 */
2292
2293int 1960int
2294animate_weapon (object *op, object *caster, object *spell, int dir) 1961animate_weapon (object *op, object *caster, object *spell, int dir)
2295{ 1962{
2296 object *weapon, *tmp; 1963 object *weapon, *tmp;
2297 char buf[MAX_BUF]; 1964 char buf[MAX_BUF];
2298 int a, i; 1965 int a, i;
2299 sint16 x, y; 1966 sint16 x, y;
2300 maptile *m; 1967 maptile *m;
2301 materialtype_t *mt;
2302 1968
2303 if (!spell->other_arch) 1969 if (!spell->other_arch)
2304 { 1970 {
2305 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1971 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2306 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1972 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2309 /* exit if it's not a player using this spell. */ 1975 /* exit if it's not a player using this spell. */
2310 if (op->type != PLAYER) 1976 if (op->type != PLAYER)
2311 return 0; 1977 return 0;
2312 1978
2313 /* if player already has a golem, abort */ 1979 /* if player already has a golem, abort */
2314 if (op->contr->ranges[range_golem]) 1980 if (object *golem = op->contr->golem)
2315 { 1981 {
2316 control_golem (op->contr->ranges[range_golem], dir); 1982 control_golem (golem, dir);
2317 return 0; 1983 return 0;
2318 } 1984 }
2319 1985
2320 /* if no direction specified, pick one */ 1986 /* if no direction specified, pick one */
2321 if (!dir) 1987 if (!dir)
2325 x = op->x + freearr_x[dir]; 1991 x = op->x + freearr_x[dir];
2326 y = op->y + freearr_y[dir]; 1992 y = op->y + freearr_y[dir];
2327 1993
2328 /* if there's no place to put the golem, abort */ 1994 /* if there's no place to put the golem, abort */
2329 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1995 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2330 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1996 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2331 { 1997 {
2332 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1998 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2333 return 0; 1999 return 0;
2334 } 2000 }
2335 2001
2339 if (!weapon) 2005 if (!weapon)
2340 { 2006 {
2341 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2007 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2342 return 0; 2008 return 0;
2343 } 2009 }
2344 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2010 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2345 { 2011 {
2346 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2012 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2347 return 0; 2013 return 0;
2348 } 2014 }
2349 if (weapon->type != WEAPON) 2015 if (weapon->type != WEAPON)
2367 /* create the golem object */ 2033 /* create the golem object */
2368 tmp = arch_to_object (spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2369 2035
2370 /* if animated by a player, give the player control of the golem */ 2036 /* if animated by a player, give the player control of the golem */
2371 CLEAR_FLAG (tmp, FLAG_MONSTER); 2037 CLEAR_FLAG (tmp, FLAG_MONSTER);
2372 SET_FLAG (tmp, FLAG_FRIENDLY);
2373 tmp->stats.exp = 0; 2038 tmp->stats.exp = 0;
2374 add_friendly_object (tmp); 2039 add_friendly_object (tmp);
2375 tmp->type = GOLEM; 2040 tmp->type = GOLEM;
2376 set_owner (tmp, op); 2041 tmp->set_owner (op);
2042 op->contr->golem = tmp;
2377 set_spell_skill (op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2378 op->contr->ranges[range_golem] = tmp;
2379 op->contr->shoottype = range_golem;
2380 2044
2381 /* Give the weapon to the golem now. A bit of a hack to check the 2045 /* Give the weapon to the golem now. A bit of a hack to check the
2382 * removed flag - it should only be set if get_split_object was 2046 * removed flag - it should only be set if get_split_object was
2383 * used above. 2047 * used above.
2384 */ 2048 */
2385 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2386 weapon->remove (); 2050 weapon->remove ();
2051
2387 insert_ob_in_ob (weapon, tmp); 2052 insert_ob_in_ob (weapon, tmp);
2388 esrv_send_item (op, weapon); 2053 esrv_send_item (op, weapon);
2389 /* To do everything necessary to let a golem use the weapon is a pain, 2054 /* To do everything necessary to let a golem use the weapon is a pain,
2390 * so instead, just set it as equipped (otherwise, we need to update 2055 * so instead, just set it as equipped (otherwise, we need to update
2391 * body_info, skills, etc) 2056 * body_info, skills, etc)
2392 */ 2057 */
2393 SET_FLAG (tmp, FLAG_USE_WEAPON); 2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2394 SET_FLAG (weapon, FLAG_APPLIED); 2059 SET_FLAG (weapon, FLAG_APPLIED);
2395 fix_player (tmp); 2060 tmp->update_stats ();
2396 2061
2397 /* There used to be 'odd' code that basically seemed to take the absolute 2062 /* There used to be 'odd' code that basically seemed to take the absolute
2398 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2063 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2399 * if you're using a crappy weapon, it shouldn't be as good. 2064 * if you're using a crappy weapon, it shouldn't be as good.
2400 */ 2065 */
2419 2084
2420 /* attacktype */ 2085 /* attacktype */
2421 if (!tmp->attacktype) 2086 if (!tmp->attacktype)
2422 tmp->attacktype = AT_PHYSICAL; 2087 tmp->attacktype = AT_PHYSICAL;
2423 2088
2424 mt = NULL;
2425 if (op->materialname != NULL)
2426 mt = name_to_material (op->materialname); 2089 if (materialtype_t *mt = name_to_material (op->materialname))
2427 if (mt != NULL)
2428 { 2090 {
2429 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2430 tmp->resist[i] = 50 - (mt->save[i] * 5); 2092 tmp->resist[i] = 50 - (mt->save[i] * 5);
2431 a = mt->save[0]; 2093 a = mt->save[0];
2432 } 2094 }
2434 { 2096 {
2435 for (i = 0; i < NROFATTACKS; i++) 2097 for (i = 0; i < NROFATTACKS; i++)
2436 tmp->resist[i] = 5; 2098 tmp->resist[i] = 5;
2437 a = 10; 2099 a = 10;
2438 } 2100 }
2101
2439 /* Set weapon's immunity */ 2102 /* Set weapon's immunity */
2440 tmp->resist[ATNR_CONFUSION] = 100; 2103 tmp->resist[ATNR_CONFUSION] = 100;
2441 tmp->resist[ATNR_POISON] = 100; 2104 tmp->resist[ATNR_POISON] = 100;
2442 tmp->resist[ATNR_SLOW] = 100; 2105 tmp->resist[ATNR_SLOW] = 100;
2443 tmp->resist[ATNR_PARALYZE] = 100; 2106 tmp->resist[ATNR_PARALYZE] = 100;
2449 2112
2450 /* Improve weapon's armour value according to best save vs. physical of its material */ 2113 /* Improve weapon's armour value according to best save vs. physical of its material */
2451 2114
2452 if (a > 14) 2115 if (a > 14)
2453 a = 14; 2116 a = 14;
2117
2454 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2118 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2455 2119
2456 /* Determine golem's speed */ 2120 /* Determine golem's speed */
2457 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2121 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2458
2459 if (tmp->speed > 3.33)
2460 tmp->speed = 3.33;
2461 2122
2462 if (!spell->race) 2123 if (!spell->race)
2463 { 2124 {
2464 sprintf (buf, "animated %s", &weapon->name); 2125 sprintf (buf, "animated %s", &weapon->name);
2465 tmp->name = buf; 2126 tmp->name = buf;
2467 tmp->face = weapon->face; 2128 tmp->face = weapon->face;
2468 tmp->animation_id = weapon->animation_id; 2129 tmp->animation_id = weapon->animation_id;
2469 tmp->anim_speed = weapon->anim_speed; 2130 tmp->anim_speed = weapon->anim_speed;
2470 tmp->last_anim = weapon->last_anim; 2131 tmp->last_anim = weapon->last_anim;
2471 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2472 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2473 {
2474 SET_FLAG (tmp, FLAG_ANIMATE);
2475 }
2476 else
2477 {
2478 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2479 }
2480 update_ob_speed (tmp);
2481 } 2134 }
2482 2135
2483 /* make experience increase in proportion to the strength of the summoned creature. */ 2136 /* make experience increase in proportion to the strength of the summoned creature. */
2484 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2137 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2485 2138
2486 tmp->speed_left = -1; 2139 tmp->speed_left = -1;
2487 tmp->x = x;
2488 tmp->y = y;
2489 tmp->direction = dir; 2140 tmp->direction = dir;
2490 insert_ob_in_map (tmp, m, op, 0); 2141
2142 m->insert (tmp, x, y, op);
2491 return 1; 2143 return 1;
2492} 2144}
2493 2145
2494/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2495 2147
2503 int success; 2155 int success;
2504 2156
2505 if (!op->map) 2157 if (!op->map)
2506 return 0; /* shouldnt happen */ 2158 return 0; /* shouldnt happen */
2507 2159
2508 success = change_map_light (op->map, spell->stats.dam); 2160 success = op->map->change_map_light (spell->stats.dam);
2161
2509 if (!success) 2162 if (!success)
2510 { 2163 {
2511 if (spell->stats.dam < 0) 2164 if (spell->stats.dam < 0)
2512 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2513 else 2166 else
2538 2191
2539 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2192 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2540 2193
2541 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2194 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2542 2195
2543 set_owner (new_aura, op); 2196 new_aura->set_owner (op);
2544 set_spell_skill (op, caster, spell, new_aura); 2197 set_spell_skill (op, caster, spell, new_aura);
2545 new_aura->attacktype = spell->attacktype; 2198 new_aura->attacktype = spell->attacktype;
2546 2199
2547 new_aura->level = caster_level (caster, spell); 2200 new_aura->level = caster_level (caster, spell);
2548 if (refresh) 2201 if (refresh)
2590 { 2243 {
2591 aura->destroy (); 2244 aura->destroy ();
2592 return; 2245 return;
2593 } 2246 }
2594 2247
2595 aura->x = env->x;
2596 aura->y = env->y;
2597
2598 /* we need to jump out of the inventory for a bit 2248 /* we need to jump out of the inventory for a bit
2599 * in order to hit the map conveniently. 2249 * in order to hit the map conveniently.
2600 */ 2250 */
2601 insert_ob_in_map (aura, env->map, aura, 0); 2251 aura->insert_at (env, aura);
2602 2252
2603 for (i = 1; i < 9; i++) 2253 for (i = 1; i < 9; i++)
2604 { 2254 {
2605 sint16 nx, ny; 2255 sint16 nx, ny;
2606 2256
2615 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2265 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2616 { 2266 {
2617 hit_map (aura, i, aura->attacktype, 0); 2267 hit_map (aura, i, aura->attacktype, 0);
2618 2268
2619 if (aura->other_arch) 2269 if (aura->other_arch)
2620 { 2270 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2621 object *new_ob;
2622
2623 new_ob = arch_to_object (aura->other_arch);
2624 new_ob->x = nx;
2625 new_ob->y = ny;
2626 insert_ob_in_map (new_ob, m, aura, 0);
2627 } 2271 }
2628 }
2629 } 2272 }
2273
2630 /* put the aura back in the player's inventory */ 2274 /* put the aura back in the player's inventory */
2631 aura->remove (); 2275 aura->remove ();
2632 insert_ob_in_ob (aura, env); 2276 insert_ob_in_ob (aura, env);
2633} 2277}
2634 2278
2639void 2283void
2640move_peacemaker (object *op) 2284move_peacemaker (object *op)
2641{ 2285{
2642 object *tmp; 2286 object *tmp;
2643 2287
2644 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2288 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2645 { 2289 {
2646 int atk_lev, def_lev; 2290 int atk_lev, def_lev;
2647 object *victim = tmp; 2291 object *victim = tmp;
2648 2292
2649 if (tmp->head) 2293 if (tmp->head)
2660 2304
2661 if (rndm (0, atk_lev - 1) > def_lev) 2305 if (rndm (0, atk_lev - 1) > def_lev)
2662 { 2306 {
2663 /* make this sucker peaceful. */ 2307 /* make this sucker peaceful. */
2664 2308
2665 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2309 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2666 victim->stats.exp = 0; 2310 victim->stats.exp = 0;
2667#if 0 2311#if 0
2668 /* No idea why these were all set to zero - if something 2312 /* No idea why these were all set to zero - if something
2669 * makes this creature agressive, he should still do damage. 2313 * makes this creature agressive, he should still do damage.
2670 */ 2314 */
2715 2359
2716 snprintf (rune, sizeof (rune), "%s\n", msg); 2360 snprintf (rune, sizeof (rune), "%s\n", msg);
2717 2361
2718 tmp->race = op->name; /*Save the owner of the rune */ 2362 tmp->race = op->name; /*Save the owner of the rune */
2719 tmp->msg = rune; 2363 tmp->msg = rune;
2720 tmp->x = op->x; 2364
2721 tmp->y = op->y; 2365 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2722 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2723 return 1; 2366 return 1;
2724} 2367}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines