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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.16 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.69 by root, Thu Aug 23 17:17:41 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->remove ();
80 wand->destroy (0); 76 wand->destroy ();
81 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
82 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
83 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
82
85 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
84
86 if (tmp->stats.hp < 2) 85 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2; 86 tmp->stats.hp = 2;
88 tmp->x = op->x; 87
89 tmp->y = op->y; 88 tmp->insert_at (op);
90 insert_ob_in_map (tmp, op->map, NULL, 0);
91 return 1; 89 return 1;
92 } 90 }
93 91
94 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
95 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
97 else 96 else
98 { 97 {
99 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));
100 return 0; 99 return 0;
101 } 100 }
101
102 if (!ncharges) 102 if (!ncharges)
103 ncharges = 1; 103 ncharges = 1;
104 104
105 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
106 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
107 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
108 { 109 {
109 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
110 wand->speed = wand->arch->clone.speed; 111 wand->set_speed (wand->arch->speed);
111 update_ob_speed (wand);
112 } 112 }
113
113 return 1; 114 return 1;
114} 115}
115 116
116/* 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
117 * 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
121 * great a plus, the default is used. 122 * great a plus, the default is used.
122 * 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
123 * 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
124 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
125 */ 126 */
126
127int 127int
128cast_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)
129{ 129{
130 int missile_plus = 0, bonus_plus = 0; 130 int missile_plus = 0, bonus_plus = 0;
131 const char *missile_name; 131 const char *missile_name;
152 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 153 if (isalpha (*stringarg))
154 { 154 {
155 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
156 156
157 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, stringarg))
159 break; 159 break;
160 160
161 if (!al) 161 if (!al)
162 { 162 {
163 missile->destroy (0); 163 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
165 return 0; 165 return 0;
166 } 166 }
167 167
168 if (al->item->slaying) 168 if (al->item->slaying)
169 { 169 {
170 missile->destroy (0); 170 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
172 return 0; 172 return 0;
173 } 173 }
174 174
175 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
222 if (stringarg) 222 if (stringarg)
223 { 223 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, stringarg);
225 if (at == NULL) 225 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, stringarg);
227 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 228 stringarg = NULL;
229 } 229 }
230 230
231 if (!stringarg) 231 if (!stringarg)
232 { 232 {
238 * 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
239 * to be altered from the donor. 239 * to be altered from the donor.
240 */ 240 */
241 241
242 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
243 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
244 { 244 {
245 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 { 246 {
247 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
248 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
249 * the item we have now, take it instead. 249 * the item we have now, take it instead.
250 */ 250 */
251 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)))
252 at = at_tmp; 256 at = at_tmp;
253 } 257 }
254 } 258 }
255 } 259 }
260
256 /* 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
257 * know 262 * know
258 */ 263 */
259 if (!at) 264 if (!at)
260 { 265 {
261 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.");
262 return 0; 267 return 0;
263 } 268 }
264 269
265 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 271 new_op = arch_to_object (at);
267 new_op->nrof = food_value; 272 new_op->nrof = food_value;
268 273
269 new_op->value = 0; 274 new_op->value = 0;
270 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
285 if (!dir) 290 if (!dir)
286 { 291 {
287 examine_monster (op, op); 292 examine_monster (op, op);
288 return 1; 293 return 1;
289 } 294 }
295
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
292 { 298 {
293 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];
294 300
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 310 return 0;
305 } 311 }
306 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
307 { 313 {
308 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)
309 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)))
310 { 316 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 318 if (tmp->head != NULL)
313 tmp = tmp->head; 319 tmp = tmp->head;
314 examine_monster (op, tmp); 320 examine_monster (op, tmp);
315 return 1; 321 return 1;
316 } 322 }
317 } 323 }
318 } 324 }
325
319 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
320 return 1; 327 return 1;
321} 328}
322
323 329
324/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
325 * does race check, undead check, etc 331 * does race check, undead check, etc
326 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
327 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
329 * pl is invisible. 335 * pl is invisible.
330 */ 336 */
331int 337int
332makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
333{ 339{
334
335 if (!pl->invisible) 340 if (!pl->invisible)
336 return 0; 341 return 0;
342
337 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
338 { 344 {
339 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
340 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
341 { 347 {
342 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (QUERY_FLAG (mon, FLAG_UNDEAD))
343 return 0; 349 return 0;
350
344 return 1; 351 return 1;
345 } 352 }
353
346 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
347 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
348 return 1; 356 return 1;
357
349 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
350 if (!mon->race) 359 if (!mon->race)
351 return 0; 360 return 0;
361
352 if (strstr (mon->race, pl->contr->invis_race)) 362 if (strstr (mon->race, pl->contr->invis_race))
353 return 1; 363 return 1;
364
354 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
355 return 0; 366 return 0;
356 } 367 }
357 else 368 else
358 { 369 {
371 * normal applies. 382 * normal applies.
372 */ 383 */
373int 384int
374cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
375{ 386{
376 object *tmp;
377
378 if (op->invisible > 1000) 387 if (op->invisible > 1000)
379 { 388 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 389 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
381 return 0; 390 return 0;
382 } 391 }
398 else 407 else
399 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
400 409
401 op->contr->hidden = 0; 410 op->contr->hidden = 0;
402 } 411 }
412
403 if (makes_invisible_to (op, op)) 413 if (makes_invisible_to (op, op))
404 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 414 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
405 else 415 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 416 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 417
408 update_object (op, UP_OBJ_FACE); 418 update_object (op, UP_OBJ_CHANGE);
409 419
410 /* Only search the active objects - only these should actually do 420 /* Only search the active objects - only these should actually do
411 * harm to the player. 421 * harm to the player.
412 */ 422 */
413 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 423 for_all_actives (tmp)
414 if (tmp->enemy == op) 424 if (tmp->enemy == op)
415 tmp->enemy = NULL; 425 tmp->enemy = 0;
426
416 return 1; 427 return 1;
417} 428}
418 429
419/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
420 */ 431 */
441 452
442 if (mflags & P_OUT_OF_MAP) 453 if (mflags & P_OUT_OF_MAP)
443 continue; 454 continue;
444 455
445 // earth to dust tears down everything that can be teared down 456 // earth to dust tears down everything that can be teared down
446 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 457 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
447 { 458 {
448 next = tmp->above; 459 next = tmp->above;
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 460 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 461 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 } 462 }
452 } 463 }
464
453 return 1; 465 return 1;
454} 466}
455
456 467
457void 468void
458execute_word_of_recall (object *op) 469execute_word_of_recall (object *op)
459{ 470{
460 object *wor = op; 471 if (object *pl = op->in_player ())
461 472 {
462 while (op != NULL && op->type != PLAYER) 473 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
463 op = op->env;
464
465 if (op != NULL && op->map)
466 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
467 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 474 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
468 else 475 else
476 {
477 // remove first so we do not call update_stats
478 op->remove ();
469 enter_exit (op, wor); 479 pl->enter_exit (op);
480 }
481 }
470 482
471 wor->remove ();
472 wor->destroy (0); 483 op->destroy ();
473} 484}
474 485
475/* Word of recall causes the player to return 'home'. 486/* Word of recall causes the player to return 'home'.
476 * we put a force into the player object, so that there is a 487 * we put a force into the player object, so that there is a
477 * time delay effect. 488 * time delay effect.
496 { 507 {
497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 508 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 509 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
499 return 0; 510 return 0;
500 } 511 }
512
501 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 513 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
502 if (time < 1) 514 if (time < 1)
503 time = 1; 515 time = 1;
504 516
505 /* value of speed really doesn't make much difference, as long as it is 517 /* value of speed really doesn't make much difference, as long as it is
506 * positive. Lower value may be useful so that the problem doesn't 518 * positive. Lower value may be useful so that the problem doesn't
507 * do anything really odd if it say a -1000 or something. 519 * do anything really odd if it say a -1000 or something.
508 */ 520 */
509 dummy->speed = 0.002; 521 dummy->set_speed (0.002);
510 update_ob_speed (dummy);
511 dummy->speed_left = -dummy->speed * time; 522 dummy->speed_left = -dummy->speed * time;
512 dummy->type = SPELL_EFFECT; 523 dummy->type = SPELL_EFFECT;
513 dummy->subtype = SP_WORD_OF_RECALL; 524 dummy->subtype = SP_WORD_OF_RECALL;
514 525
515 /* If we could take advantage of enter_player_savebed() here, it would be 526 /* If we could take advantage of enter_player_savebed() here, it would be
516 * nice, but until the map load fails, we can't. 527 * nice, but until the map load fails, we can't.
517 */ 528 */
518 EXIT_PATH (dummy) = op->contr->savebed_map; 529 EXIT_PATH (dummy) = op->contr->savebed_map;
519 EXIT_X (dummy) = op->contr->bed_x; 530 EXIT_X (dummy) = op->contr->bed_x;
520 EXIT_Y (dummy) = op->contr->bed_y; 531 EXIT_Y (dummy) = op->contr->bed_y;
521 532
522 (void) insert_ob_in_ob (dummy, op); 533 op->insert (dummy);
534
523 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 535 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
536
524 return 1; 537 return 1;
525} 538}
526 539
527/* cast_wonder 540/* cast_wonder
528 * wonder is really just a spell that will likely cast another 541 * wonder is really just a spell that will likely cast another
558 return cast_spell (op, caster, dir, newspell, NULL); 571 return cast_spell (op, caster, dir, newspell, NULL);
559 } 572 }
560 return 1; 573 return 1;
561} 574}
562 575
563
564int 576int
565perceive_self (object *op) 577perceive_self (object *op)
566{ 578{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 579 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 580 archetype *at = archetype::find (ARCH_DEPLETION);
569 object *tmp;
570 int i;
571 581
582 dynbuf_text buf;
583
584 if (player *pl = op->contr)
585 if (object *race = archetype::find (op->race))
586 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
587
572 tmp = find_god (determine_god (op)); 588 if (object *god = find_god (determine_god (op)))
573 if (tmp) 589 buf << "You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 590 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 591 buf << "You worship no god.\n";
577 592
578 tmp = present_arch_in_ob (at, op); 593 object *tmp = present_arch_in_ob (at, op);
579 594
580 if (*cp == '\0' && tmp == NULL) 595 if (*cp == '\0' && tmp == NULL)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 596 buf << "You feel very mundane. ";
582 else 597 else
583 { 598 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 599 buf << "You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 600
586 if (tmp != NULL) 601 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 602 for (int i = 0; i < NUM_STATS; i++)
589 { 603 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 604 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
591 {
592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
593 }
594 }
595 }
596 } 605 }
597 606
598 if (is_dragon_pl (op)) 607 if (is_dragon_pl (op))
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 608 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 609 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 610 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 611 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 612 {
605 if (tmp->stats.exp == 0) 613 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 614 buf << "Your metabolism isn't focused on anything.\n";
608 }
609 else 615 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 616 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 } 617
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 618 break;
615 } 619 }
616 } 620 }
617 } 621
622 buf << '\0'; // zero-terminate
623
624 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
625
618 return 1; 626 return 1;
619} 627}
620
621/* int cast_create_town_portal (object *op, object *caster, int dir)
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force, *tmp;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 sint16 exitx, exity;
645 maptile *exitmap;
646 int op_level;
647
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 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.");
683 return 1;
684 }
685 dummy->destroy (0);
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711 perm_portal = archetype::find (spell->slaying);
712
713 /* To kill a town portal, we go trough the player's inventory,
714 * for each marked portal in player's inventory,
715 * -We try load the associated map (if impossible, consider the portal destructed)
716 * -We find any portal in the specified location.
717 * If it has the good name, we destruct it.
718 * -We destruct the force indicating that portal.
719 */
720 while ((old_force = check_inv_recursive (op, dummy)))
721 {
722 exitx = EXIT_X (old_force);
723 exity = EXIT_Y (old_force);
724 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
725
726 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
727 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
728 else
729 exitmap = ready_map_name (old_force->race, 0);
730
731 if (exitmap)
732 {
733 tmp = present_arch (perm_portal, exitmap, exitx, exity);
734 while (tmp)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->remove ();
739 tmp->destroy (0);
740 break;
741 }
742 else
743 {
744 tmp = tmp->above;
745 }
746 }
747 }
748 old_force->remove ();
749 old_force->destroy (0);
750 LOG (llevDebug, "\n");
751 }
752 dummy->destroy (0);
753
754 /* Creating the portals.
755 * The very first thing to do is to ensure
756 * access to the destination map.
757 * If we can't, don't fizzle. Simply warn player.
758 * This ensure player pays his mana for the spell
759 * because HE is responsible of forgotting.
760 * 'force' is the destination of the town portal, which we got
761 * from the players inventory above.
762 */
763
764 /* Ensure exit map is loaded */
765 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
766 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
767 else
768 exitmap = ready_map_name (force->name, 0);
769
770 /* If we were unable to load (ex. random map deleted), warn player */
771 if (exitmap == NULL)
772 {
773 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
774 force->remove ();
775 force->destroy (0);
776 return 1;
777 }
778
779 op_level = caster_level (caster, spell);
780 if (op_level < 15)
781 snprintf (portal_message, 1024,
782 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
783 &op->name);
784 else if (op_level < 30)
785 snprintf (portal_message, 1024,
786 "\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);
787 else if (op_level < 60)
788 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
789 else
790 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
791 &op->name);
792
793 /* Create a portal in front of player
794 * dummy contain the portal and
795 * force contain the track to kill it later
796 */
797
798 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
799 dummy = get_archetype (spell->slaying); /*The portal */
800 if (dummy == NULL)
801 {
802 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
803 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
804 return 0;
805 }
806 EXIT_PATH (dummy) = force->name;
807 EXIT_X (dummy) = EXIT_X (force);
808 EXIT_Y (dummy) = EXIT_Y (force);
809 dummy->name = dummy->name_pl = portal_name;
810 dummy->msg = portal_message;
811 dummy->race = op->name; /*Save the owner of the portal */
812 cast_create_obj (op, caster, dummy, 0);
813
814 /* Now we need to to create a town portal marker inside the player
815 * object, so on future castings, we can know that he has an active
816 * town portal.
817 */
818 tmp = get_archetype (spell->race);
819 if (tmp == NULL)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825 tmp->race = op->map->path;
826 tmp->name = portal_name;
827 EXIT_X (tmp) = dummy->x;
828 EXIT_Y (tmp) = dummy->y;
829 insert_ob_in_ob (tmp, op);
830
831 /* Create a portal in the destination map
832 * dummy contain the portal and
833 * force the track to kill it later
834 * the 'force' variable still contains the 'reminder' of
835 * where this portal goes to.
836 */
837 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
838 dummy = get_archetype (spell->slaying); /*The portal */
839 if (dummy == NULL)
840 {
841 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
842 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
843 return 0;
844 }
845 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message;
850 dummy->x = EXIT_X (force);
851 dummy->y = EXIT_Y (force);
852 dummy->race = op->name; /*Save the owner of the portal */
853 insert_ob_in_map (dummy, exitmap, op, 0);
854
855 /* Now we create another town portal marker that
856 * points back to the one we just made
857 */
858 tmp = get_archetype (spell->race);
859 if (tmp == NULL)
860 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
862 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
863 return 0;
864 }
865 tmp->race = force->name;
866 tmp->name = portal_name;
867 EXIT_X (tmp) = dummy->x;
868 EXIT_Y (tmp) = dummy->y;
869 insert_ob_in_ob (tmp, op);
870
871 /* Describe the player what happened
872 */
873 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
874 force->remove (); /* Delete the force inside the player */
875 force->destroy (0);
876 return 1;
877}
878
879 628
880/* This creates magic walls. Really, it can create most any object, 629/* This creates magic walls. Really, it can create most any object,
881 * within some reason. 630 * within some reason.
882 */ 631 */
883
884int 632int
885magic_wall (object *op, object *caster, int dir, object *spell_ob) 633magic_wall (object *op, object *caster, int dir, object *spell_ob)
886{ 634{
887 object *tmp, *tmp2; 635 object *tmp;
888 int i, posblocked, negblocked, maxrange; 636 int i, posblocked, negblocked, maxrange;
889 sint16 x, y; 637 sint16 x, y;
890 maptile *m; 638 maptile *m;
891 const char *name; 639 const char *name;
892 archetype *at; 640 archetype *at;
900 else 648 else
901 { 649 {
902 x = op->x + freearr_x[dir]; 650 x = op->x + freearr_x[dir];
903 y = op->y + freearr_y[dir]; 651 y = op->y + freearr_y[dir];
904 } 652 }
653
905 m = op->map; 654 m = op->map;
906 655
907 if ((spell_ob->move_block || x != op->x || y != op->y) && 656 if ((spell_ob->move_block || x != op->x || y != op->y) &&
908 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 657 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
909 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 658 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
910 { 659 {
911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 660 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
912 return 0; 661 return 0;
913 } 662 }
663
914 if (spell_ob->other_arch) 664 if (spell_ob->other_arch)
915 {
916 tmp = arch_to_object (spell_ob->other_arch); 665 tmp = arch_to_object (spell_ob->other_arch);
917 }
918 else if (spell_ob->race) 666 else if (spell_ob->race)
919 { 667 {
920 char buf1[MAX_BUF]; 668 char buf1[MAX_BUF];
921 669
922 sprintf (buf1, spell_ob->race, dir); 670 sprintf (buf1, spell_ob->race, dir);
925 { 673 {
926 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 674 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
927 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 675 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
928 return 0; 676 return 0;
929 } 677 }
678
930 tmp = arch_to_object (at); 679 tmp = arch_to_object (at);
931 } 680 }
932 else 681 else
933 { 682 {
934 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 683 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
944 } 693 }
945 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 694 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
946 { 695 {
947 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 696 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
948 tmp->stats.maxhp = tmp->stats.hp; 697 tmp->stats.maxhp = tmp->stats.hp;
949 set_owner (tmp, op);
950 set_spell_skill (op, caster, spell_ob, tmp);
951 } 698 }
699
952 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 700 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
953 { 701 {
954 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 702 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
955 SET_FLAG (tmp, FLAG_IS_USED_UP); 703 SET_FLAG (tmp, FLAG_IS_USED_UP);
956 } 704 }
705
957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 706 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
958 { 707 {
959 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 708 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
960 tmp->stats.maxhp = tmp->stats.hp; 709 tmp->stats.maxhp = tmp->stats.hp;
961 SET_FLAG (tmp, FLAG_TEAR_DOWN); 710 SET_FLAG (tmp, FLAG_TEAR_DOWN);
962 SET_FLAG (tmp, FLAG_ALIVE); 711 SET_FLAG (tmp, FLAG_ALIVE);
963 } 712 }
964 713
965 /* This can't really hurt - if the object doesn't kill anything, 714 /* This can't really hurt - if the object doesn't kill anything,
966 * these fields just won't be used. 715 * these fields just won't be used. Do not set the owner for
716 * earthwalls, though, so they survive restarts.
967 */ 717 */
968 set_owner (tmp, op); 718 if (tmp->type != EARTHWALL) //TODO
719 tmp->set_owner (op);
720
969 set_spell_skill (op, caster, spell_ob, tmp); 721 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->x = x;
971 tmp->y = y;
972 tmp->level = caster_level (caster, spell_ob) / 2; 722 tmp->level = caster_level (caster, spell_ob) / 2;
973 723
974 name = tmp->name; 724 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 725 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 726 {
977 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 727 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
978 return 0; 728 return 0;
979 } 729 }
730
980 /* If this is a spellcasting wall, need to insert the spell object */ 731 /* If this is a spellcasting wall, need to insert the spell object */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 732 if (tmp->other_arch && tmp->other_arch->type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 733 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
983 734
984 /* This code causes the wall to extend some distance in 735 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered. 736 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the 737 * posblocked and negblocked help determine how far the
1002 m = tmp->map; 753 m = tmp->map;
1003 754
1004 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 755 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1005 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 756 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1006 { 757 {
1007 tmp2 = get_object (); 758 object *tmp2 = tmp->clone ();
1008 copy_object (tmp, tmp2); 759 m->insert (tmp2, x, y, op);
1009 tmp2->x = x; 760
1010 tmp2->y = y;
1011 insert_ob_in_map (tmp2, m, op, 0);
1012 /* If this is a spellcasting wall, need to insert the spell object */ 761 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 762 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 763 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 764
1016 } 765 }
1017 else 766 else
1018 posblocked = 1; 767 posblocked = 1;
1019 768
1022 m = tmp->map; 771 m = tmp->map;
1023 772
1024 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 773 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1025 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 774 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 { 775 {
1027 tmp2 = get_object (); 776 object *tmp2 = tmp->clone ();
1028 copy_object (tmp, tmp2); 777 m->insert (tmp2, x, y, op);
1029 tmp2->x = x; 778
1030 tmp2->y = y;
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 779 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 780 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 781 }
1035 else 782 else
1036 negblocked = 1; 783 negblocked = 1;
1037 } 784 }
1038 785
1087 { 834 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 835 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 836 op->contr->count = 0;
1090 return 0; 837 return 0;
1091 } 838 }
839
1092 op->contr->count = 0; 840 op->contr->count = 0;
1093 841
1094 /* Remove code that puts player on random space on maps. IMO, 842 /* Remove code that puts player on random space on maps. IMO,
1095 * a lot of maps probably have areas the player should not get to, 843 * a lot of maps probably have areas the player should not get to,
1096 * but may not be marked as NO_MAGIC (as they may be bounded 844 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 893 return 0;
1146 } 894 }
1147 } 895 }
1148 896
1149 /* Actually move the player now */ 897 /* Actually move the player now */
1150 op->remove (); 898 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1; 899 return 1;
1155 900
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 901 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 902 return 1;
1158} 903}
1171 object *poison; 916 object *poison;
1172 int heal = 0, success = 0; 917 int heal = 0, success = 0;
1173 918
1174 tmp = find_target_for_friendly_spell (op, dir); 919 tmp = find_target_for_friendly_spell (op, dir);
1175 920
1176 if (tmp == NULL) 921 if (!tmp)
1177 return 0; 922 return 0;
1178 923
1179 /* Figure out how many hp this spell might cure. 924 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 925 * could be zero if this spell heals effects, not damage.
1181 */ 926 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 929 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 930
1186 if (heal) 931 if (heal)
1187 { 932 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 935 else
1193 { 936 {
1194 /* See how many points we actually heal. Instead of messages 937 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 938 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 939 * on amount of damage healed.
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 941 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 942 heal = tmp->stats.maxhp - tmp->stats.hp;
1200 tmp->stats.hp += heal; 943 tmp->stats.hp += heal;
1201 944
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 945 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 947 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 948 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 949 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 950 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 951 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 952 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 953 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 955
1222 success = 1; 956 success = 1;
1223 } 957 }
1224 } 958 }
959
1225 if (spell->attacktype & AT_DISEASE) 960 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 961 if (cure_disease (tmp, op))
1227 success = 1; 962 success = 1;
1228 963
1229 if (spell->attacktype & AT_POISON) 964 if (spell->attacktype & AT_POISON)
1235 success = 1; 970 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 972 poison->stats.food = 1;
1238 } 973 }
1239 } 974 }
975
1240 if (spell->attacktype & AT_CONFUSION) 976 if (spell->attacktype & AT_CONFUSION)
1241 { 977 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 978 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 979 if (poison)
1244 { 980 {
1245 success = 1; 981 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 983 poison->duration = 1;
1248 } 984 }
1249 } 985 }
986
1250 if (spell->attacktype & AT_BLIND) 987 if (spell->attacktype & AT_BLIND)
1251 { 988 {
1252 at = archetype::find ("blindness"); 989 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 990 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 991 if (poison)
1256 success = 1; 993 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 995 poison->stats.food = 1;
1259 } 996 }
1260 } 997 }
998
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 999 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 1000 {
1263 tmp->stats.sp += spell->last_sp; 1001 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 1002 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 1003 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 1004 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 1005 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 1006 }
1007
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1008 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 1009 {
1271 tmp->stats.grace += spell->last_grace; 1010 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1011 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1012 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1013 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1015 }
1016
1277 if (spell->stats.food && tmp->stats.food < 999) 1017 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1018 {
1279 tmp->stats.food += spell->stats.food; 1019 tmp->stats.food += spell->stats.food;
1280 if (tmp->stats.food > 999) 1020 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1021 tmp->stats.food = 999;
1282 success = 1; 1022 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1023 /* We could do something a bit better like the messages for healing above */
1284 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1024 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1025 }
1026
1286 return success; 1027 return success;
1287} 1028}
1288
1289 1029
1290/* This is used for the spells that gain stats. There are no spells 1030/* This is used for the spells that gain stats. There are no spells
1291 * right now that icnrease wis/int/pow on a temp basis, so no 1031 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those. 1032 * good comments for those.
1293 */ 1033 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1034static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1035 "You grow no stronger.",
1296 "You grow no more agile.", 1036 "You grow no more agile.",
1297 "You don't feel any healthier.", 1037 "You don't feel any healthier.",
1298 "no wis", 1038 "You didn't grow any more intelligent.",
1039 "You do not feel any wiser.",
1040 "You don't feel any more powerful."
1299 "You are no easier to look at.", 1041 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1042};
1303 1043
1304int 1044int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1045cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1046{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1047 object *force = NULL;
1309 int i; 1048 int i;
1310 1049
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1050 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1051 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1052 ? find_target_for_friendly_spell (op, dir)
1315 } 1053 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1054
1321 if (tmp == NULL) 1055 if (!tmp)
1322 return 0; 1056 return 0;
1323 1057
1324 /* If we've already got a force of this type, don't add a new one. */ 1058 /* If we've already got a force of this type, don't add a new one. */
1325 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1059 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1060 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1061 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1062 {
1329 if (tmp2->name == spell_ob->name) 1063 if (tmp2->name == spell_ob->name)
1330 { 1064 {
1363 } 1097 }
1364 else 1098 else
1365 { 1099 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1100 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 } 1101 }
1102
1368 return 1; 1103 return 1;
1369 } 1104 }
1105
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1106 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 force->speed = 1.0; 1107 force->speed = 1.0;
1372 force->speed_left = -1.0; 1108 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1109 SET_FLAG (force, FLAG_APPLIED);
1374 1110
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1116 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1381 if (force->resist[i] > 100) 1117 if (force->resist[i] > 100)
1382 force->resist[i] = 100; 1118 force->resist[i] = 100;
1383 } 1119 }
1384 } 1120 }
1121
1385 if (spell_ob->stats.hp) 1122 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1123 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387 1124
1388 if (tmp->type == PLAYER) 1125 if (tmp->type == PLAYER)
1389 { 1126 {
1390 /* Stat adjustment spells */ 1127 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1128 for (i = 0; i < NUM_STATS; i++)
1392 { 1129 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1130 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1131 {
1397 sm = 0; 1132 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1133 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1134 sm += rndm (1, 3);
1400 1135
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1136 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1137 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1138
1404 if (sm < 0) 1139 force->stats.stat (i) = sm;
1405 sm = 0; 1140
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1141 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1142 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1143 }
1411 } 1144 }
1412 } 1145 }
1432 force->stats.ac = spell_ob->stats.ac; 1165 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1166 force->attacktype = spell_ob->attacktype;
1434 1167
1435 insert_ob_in_ob (force, tmp); 1168 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1169 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1170 tmp->update_stats ();
1171
1438 return 1; 1172 return 1;
1439} 1173}
1440 1174
1441/* This used to be part of cast_change_ability, but it really didn't make 1175/* This used to be part of cast_change_ability, but it really didn't make
1442 * a lot of sense, since most of the values it derives are from the god 1176 * a lot of sense, since most of the values it derives are from the god
1443 * of the caster. 1177 * of the caster.
1444 */ 1178 */
1445
1446int 1179int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1180cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1181{
1449 int i; 1182 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1183 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1541 force->stats.wc = spell_ob->stats.wc; 1274 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1275 force->stats.ac = spell_ob->stats.ac;
1543 1276
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1277 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1278 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1279 tmp->update_stats ();
1547 return 1; 1280 return 1;
1548} 1281}
1549
1550
1551 1282
1552/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1553 * 1284 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1556 * about 90% of that of the item itself. It uses the value of the
1557 * object before charisma adjustments, because the nuggets themselves
1558 * will be will be adjusted by charisma when sold.
1559 * 1287 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1288 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1562 * Small nuggets are worth 1 gp each (base). You will get from 0 1290 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1291 * when sold.
1564 *
1565 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1292 *
1568 * There is also a chance (1:30) that you will get nothing at all 1293 * There is also a chance (1:30) that you will get nothing at all
1569 * for the object. There is also a maximum weight that will be 1294 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1295 * alchemised.
1571 */ 1296 */
1572
1573/* I didn't feel like passing these as arguements to the
1574 * two functions that need them. Real values are put in them
1575 * when the spell is cast, and these are freed when the spell
1576 * is finished.
1577 */
1578static object *small, *large;
1579
1580static void 1297static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1299{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1301
1585 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (This should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1307 * the stuff back to town.
1591 */ 1308 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1310 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1312 value /= 3;
1597 else 1313 else
1598 value = (value * 9) / 10; 1314 value = value * 9 / 10;
1599 1315
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1316 if (obj->value > 0 && rndm (0, 29))
1603 { 1317 total_value += value;
1604 int count;
1605 1318
1606 count = value / large->value;
1607 *large_nuggets += count;
1608 value -= (uint64) count *(uint64) large->value;
1609
1610 count = value / small->value;
1611 *small_nuggets += count;
1612 }
1613
1614 /* Turn 25 small nuggets into 1 large nugget. If the value
1615 * of large nuggets is not evenly divisable by the small nugget
1616 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1617 */
1618 if (*small_nuggets * small->value >= large->value)
1619 {
1620 (*large_nuggets)++;
1621 *small_nuggets -= large->value / small->value;
1622 if (*small_nuggets && large->value % small->value)
1623 (*small_nuggets)--;
1624 }
1625 weight += obj->weight; 1319 total_weight += obj->total_weight ();
1626 obj->remove (); 1320
1627 obj->destroy (0); 1321 obj->destroy ();
1628}
1629
1630static void
1631update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1632{
1633 object *tmp;
1634 int flag = 0;
1635
1636 /* Put any nuggets below the player, but we can only pass this
1637 * flag if we are on the same space as the player
1638 */
1639 if (x == op->x && y == op->y && op->map == m)
1640 flag = INS_BELOW_ORIGINATOR;
1641
1642 if (small_nuggets)
1643 {
1644 tmp = get_object ();
1645 copy_object (small, tmp);
1646 tmp->nrof = small_nuggets;
1647 tmp->x = x;
1648 tmp->y = y;
1649 insert_ob_in_map (tmp, m, op, flag);
1650 }
1651 if (large_nuggets)
1652 {
1653 tmp = get_object ();
1654 copy_object (large, tmp);
1655 tmp->nrof = large_nuggets;
1656 tmp->x = x;
1657 tmp->y = y;
1658 insert_ob_in_map (tmp, m, op, flag);
1659 }
1660} 1322}
1661 1323
1662int 1324int
1663alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1664{ 1326{
1665 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1666 sint16 nx, ny;
1667 object *next, *tmp;
1668 maptile *mp;
1669
1670 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1671 return 0; 1328 return 0;
1672 1329
1330 archetype *nugget[3];
1331
1332 nugget[0] = archetype::find ("pyrite3");
1333 nugget[1] = archetype::find ("pyrite2");
1334 nugget[2] = archetype::find ("pyrite");
1335
1673 /* Put a maximum weight of items that can be alchemied. Limits the power 1336 /* Put a maximum weight of items that can be alchemised. Limits the power
1674 * some, and also prevents people from alcheming every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1675 * in sight 1338 * in sight
1676 */ 1339 */
1677 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1340 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1678 weight_max *= 1000; 1341 int weight_max = duration * 1000;
1679 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1342 uint64 value_max = duration * 1000;
1680 1343
1344 int weight = 0;
1345
1681 for (y = op->y - 1; y <= op->y + 1; y++) 1346 for (int y = op->y - 1; y <= op->y + 1; y++)
1682 { 1347 {
1683 for (x = op->x - 1; x <= op->x + 1; x++) 1348 for (int x = op->x - 1; x <= op->x + 1; x++)
1684 { 1349 {
1350 uint64 value = 0;
1351
1685 nx = x; 1352 sint16 nx = x;
1686 ny = y; 1353 sint16 ny = y;
1687 1354
1688 mp = op->map; 1355 maptile *mp = op->map;
1689 1356
1690 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1357 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1691 1358
1692 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1359 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1693 continue; 1360 continue;
1694 1361
1695 /* Treat alchemy a little differently - most spell effects 1362 /* Treat alchemy a little differently - most spell effects
1697 * ground level effect. 1364 * ground level effect.
1698 */ 1365 */
1699 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1366 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1700 continue; 1367 continue;
1701 1368
1702 small_nuggets = 0; 1369 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1703 large_nuggets = 0;
1704
1705 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1706 { 1370 {
1707 next = tmp->above; 1371 next = tmp->above;
1372
1708 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1709 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1710 { 1375 {
1711
1712 if (tmp->inv) 1376 if (tmp->inv)
1713 { 1377 {
1714 object *next1, *tmp1; 1378 object *next1, *tmp1;
1715 1379
1716 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1717 { 1381 {
1718 next1 = tmp1->below; 1382 next1 = tmp1->below;
1719 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1720 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1721 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1385 alchemy_object (tmp1, value, weight);
1722 } 1386 }
1723 } 1387 }
1388
1724 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1389 alchemy_object (tmp, value, weight);
1725 1390
1726 if (weight > weight_max) 1391 if (weight > weight_max)
1727 { 1392 break;
1728 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1729 large->destroy (0);
1730 small->destroy (0);
1731 return 1;
1732 } 1393 }
1733 } /* is alchemable object */
1734 } /* process all objects on this space */
1735
1736 /* Insert all the nuggets at one time. This probably saves time, but
1737 * it also prevents us from alcheming nuggets that were just created
1738 * with this spell.
1739 */ 1394 }
1740 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1395
1396 value -= rndm (value >> 4);
1397 value = min (value, value_max);
1398
1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1400 if (int nrof = value / nugget [i]->value)
1401 {
1402 value -= nrof * nugget[i]->value;
1403
1404 object *tmp = arch_to_object (nugget[i]);
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1741 } 1408 }
1409
1410 if (weight > weight_max)
1411 goto bailout;
1412 }
1742 } 1413 }
1743 large->destroy (0); 1414
1744 small->destroy (0); 1415bailout:
1745 /* reset this so that if player standing on a big pile of stuff,
1746 * it is redrawn properly.
1747 */
1748 op->contr->socket.look_position = 0;
1749 return 1; 1416 return 1;
1750} 1417}
1751 1418
1752 1419
1753/* This function removes the cursed/damned status on equipped 1420/* This function removes the cursed/damned status on equipped
1762 for (tmp = op->inv; tmp; tmp = tmp->below) 1429 for (tmp = op->inv; tmp; tmp = tmp->below)
1763 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1430 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1764 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1431 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1765 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1432 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1766 { 1433 {
1767
1768 was_one++; 1434 was_one++;
1769 if (tmp->level <= caster_level (caster, spell)) 1435 if (tmp->level <= caster_level (caster, spell))
1770 { 1436 {
1771 success++; 1437 success++;
1772 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1438 if (QUERY_FLAG (spell, FLAG_DAMNED))
1781 } 1447 }
1782 1448
1783 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1784 { 1450 {
1785 if (success) 1451 if (success)
1786 {
1787 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1452 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1788 }
1789 else 1453 else
1790 { 1454 {
1791 if (was_one) 1455 if (was_one)
1792 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1793 else 1457 else
1794 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1458 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1795 } 1459 }
1796 } 1460 }
1461
1797 return success; 1462 return success;
1798} 1463}
1799 1464
1800/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1801 1466
1808 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1473 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1809 1474
1810 if (num_ident < 1) 1475 if (num_ident < 1)
1811 num_ident = 1; 1476 num_ident = 1;
1812 1477
1813
1814 for (tmp = op->inv; tmp; tmp = tmp->below) 1478 for (tmp = op->inv; tmp; tmp = tmp->below)
1815 { 1479 {
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1817 { 1481 {
1818 identify (tmp); 1482 identify (tmp);
1483
1819 if (op->type == PLAYER) 1484 if (op->type == PLAYER)
1820 { 1485 {
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1486 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1487
1822 if (tmp->msg) 1488 if (tmp->msg)
1823 { 1489 {
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1490 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1491 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 } 1492 }
1827 } 1493 }
1494
1828 num_ident--; 1495 num_ident--;
1829 success = 1; 1496 success = 1;
1830 if (!num_ident) 1497 if (!num_ident)
1831 break; 1498 break;
1832 } 1499 }
1833 } 1500 }
1501
1834 /* If all the power of the spell has been used up, don't go and identify 1502 /* If all the power of the spell has been used up, don't go and identify
1835 * stuff on the floor. Only identify stuff on the floor if the spell 1503 * stuff on the floor. Only identify stuff on the floor if the spell
1836 * was not fully used. 1504 * was not fully used.
1837 */ 1505 */
1838 if (num_ident) 1506 if (num_ident)
1839 { 1507 {
1840 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1508 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1841 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1842 { 1510 {
1843
1844 identify (tmp); 1511 identify (tmp);
1512
1845 if (op->type == PLAYER) 1513 if (op->type == PLAYER)
1846 { 1514 {
1847 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1515 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1516
1848 if (tmp->msg) 1517 if (tmp->msg)
1849 { 1518 {
1850 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1851 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1852 } 1521 }
1522
1853 esrv_send_item (op, tmp); 1523 esrv_send_item (op, tmp);
1854 } 1524 }
1525
1855 num_ident--; 1526 num_ident--;
1856 success = 1; 1527 success = 1;
1857 if (!num_ident) 1528 if (!num_ident)
1858 break; 1529 break;
1859 } 1530 }
1860 } 1531 }
1532
1861 if (!success) 1533 if (!success)
1862 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1534 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1863 else 1535 else
1864 {
1865 spell_effect (spell, op->x, op->y, op->map, op); 1536 spell_effect (spell, op->x, op->y, op->map, op);
1866 } 1537
1867 return success; 1538 return success;
1868} 1539}
1869
1870 1540
1871int 1541int
1872cast_detection (object *op, object *caster, object *spell, object *skill) 1542cast_detection (object *op, object *caster, object *spell, object *skill)
1873{ 1543{
1874 object *tmp, *last, *god, *detect; 1544 object *tmp, *last, *god, *detect;
1887 skill = caster; 1557 skill = caster;
1888 1558
1889 for (x = op->x - range; x <= op->x + range; x++) 1559 for (x = op->x - range; x <= op->x + range; x++)
1890 for (y = op->y - range; y <= op->y + range; y++) 1560 for (y = op->y - range; y <= op->y + range; y++)
1891 { 1561 {
1892
1893 m = op->map; 1562 m = op->map;
1894 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1563 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1895 if (mflags & P_OUT_OF_MAP) 1564 if (mflags & P_OUT_OF_MAP)
1896 continue; 1565 continue;
1897 1566
1899 * floor. But this is not true for show invisible. 1568 * floor. But this is not true for show invisible.
1900 * Basically, we just go and find the top object and work 1569 * Basically, we just go and find the top object and work
1901 * down - that is easier than working up. 1570 * down - that is easier than working up.
1902 */ 1571 */
1903 1572
1904 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1573 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1905 last = tmp; 1574 last = tmp;
1575
1906 /* Shouldn't happen, but if there are no objects on a space, this 1576 /* Shouldn't happen, but if there are no objects on a space, this
1907 * would happen. 1577 * would happen.
1908 */ 1578 */
1909 if (!last) 1579 if (!last)
1910 continue; 1580 continue;
1912 done_one = 0; 1582 done_one = 0;
1913 floor = 0; 1583 floor = 0;
1914 detect = NULL; 1584 detect = NULL;
1915 for (tmp = last; tmp; tmp = tmp->below) 1585 for (tmp = last; tmp; tmp = tmp->below)
1916 { 1586 {
1917
1918 /* show invisible */ 1587 /* show invisible */
1919 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1588 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1920 /* Might there be other objects that we can make visibile? */ 1589 /* Might there be other objects that we can make visible? */
1921 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1590 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1922 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1591 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1923 tmp->type == CF_HANDLE || 1592 tmp->type == CF_HANDLE ||
1924 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1593 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1925 tmp->type == BUTTON || tmp->type == TELEPORTER || 1594 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1932 { 1601 {
1933 tmp->invisible = 0; 1602 tmp->invisible = 0;
1934 done_one = 1; 1603 done_one = 1;
1935 } 1604 }
1936 } 1605 }
1606
1937 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1607 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1938 floor = 1; 1608 floor = 1;
1939 1609
1940 /* All detections below this point don't descend beneath the floor, 1610 /* All detections below this point don't descend beneath the floor,
1941 * so just continue on. We could be clever and look at the type of 1611 * so just continue on. We could be clever and look at the type of
1994 */ 1664 */
1995 if (done_one) 1665 if (done_one)
1996 { 1666 {
1997 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
1998 1668
1999 detect_ob->x = nx;
2000 detect_ob->y = ny;
2001 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
2002 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
2003 { 1671 {
2004 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
2005 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
2007 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
2008 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
2009 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2010 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2011 } 1679 }
1680
2012 insert_ob_in_map (detect_ob, m, op, 0); 1681 m->insert (detect_ob, nx, ny, op);
2013 } 1682 }
2014 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
2015 1684
2016 1685
2017 /* Now process objects in the players inventory if detect curse or magic */ 1686 /* Now process objects in the players inventory if detect curse or magic */
2066 1735
2067 /* Explodes a fireball centered at player */ 1736 /* Explodes a fireball centered at player */
2068 tmp = get_archetype (EXPLODING_FIREBALL); 1737 tmp = get_archetype (EXPLODING_FIREBALL);
2069 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1738 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2070 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; 1739 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2071 tmp->x = victim->x; 1740
2072 tmp->y = victim->y; 1741 tmp->insert_at (victim);
2073 insert_ob_in_map (tmp, victim->map, NULL, 0);
2074 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
2075 } 1743 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2077 {
2078 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1745 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2079 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2081 {
2082 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2085 { 1749 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2087 confuse_player (victim, victim, 99); 1751 confuse_player (victim, victim, 99);
2088 } 1752 }
2089 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1753 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2090 {
2091 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2092 }
2093} 1755}
2094 1756
2095/* cast_transfer 1757/* cast_transfer
2096 * This spell transfers sp from the player to another person. 1758 * This spell transfers sp from the player to another person.
2097 * We let the target go above their normal maximum SP. 1759 * We let the target go above their normal maximum SP.
2111 1773
2112 mflags = get_map_flags (m, &m, x, y, &x, &y); 1774 mflags = get_map_flags (m, &m, x, y, &x, &y);
2113 1775
2114 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1776 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2115 { 1777 {
2116 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1778 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2117 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1779 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2118 break; 1780 break;
2119 } 1781 }
2120 1782
2121 1783
2122 /* If we did not find a player in the specified direction, transfer 1784 /* If we did not find a player in the specified direction, transfer
2123 * to anyone on top of us. This is used for the rune of transference mostly. 1785 * to anyone on top of us. This is used for the rune of transference mostly.
2124 */ 1786 */
2125 if (plyr == NULL) 1787 if (plyr == NULL)
2126 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1788 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2127 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1789 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2128 break; 1790 break;
2129 1791
2130 if (!plyr) 1792 if (!plyr)
2131 { 1793 {
2186 m = op->map; 1848 m = op->map;
2187 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1849 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2188 if (mflags & P_OUT_OF_MAP) 1850 if (mflags & P_OUT_OF_MAP)
2189 return; 1851 return;
2190 1852
2191 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1853 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2192 { 1854 {
2193 next = tmp->above; 1855 next = tmp->above;
2194 1856
2195 /* Need to look at the head object - otherwise, if tmp 1857 /* Need to look at the head object - otherwise, if tmp
2196 * points to a monster, we don't have all the necessary 1858 * points to a monster, we don't have all the necessary
2208 /* Basically, if the object is magical and not counterspell, 1870 /* Basically, if the object is magical and not counterspell,
2209 * we will more or less remove the object. Don't counterspell 1871 * we will more or less remove the object. Don't counterspell
2210 * monsters either. 1872 * monsters either.
2211 */ 1873 */
2212 1874
2213 if (head->attacktype & AT_MAGIC && 1875 if (head->attacktype & AT_MAGIC
2214 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1876 && !(head->attacktype & AT_COUNTERSPELL)
2215 { 1877 && !QUERY_FLAG (head, FLAG_MONSTER)
2216 head->remove (); 1878 && (op->level > head->level))
2217 head->destroy (0); 1879 head->destroy ();
2218 }
2219 else 1880 else
2220 switch (head->type) 1881 switch (head->type)
2221 { 1882 {
2222 case SPELL_EFFECT: 1883 case SPELL_EFFECT:
1884 // XXX: Don't affect floor spelleffects. See also XXX comment
1885 // about sanctuary in spell_util.C
1886 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1887 continue;
1888
2223 if (op->level > head->level) 1889 if (op->level > head->level)
2224 {
2225 head->remove ();
2226 head->destroy (0); 1890 head->destroy ();
2227 } 1891
2228 break; 1892 break;
2229 1893
2230 /* I really don't get this rune code that much - that 1894 /* I really don't get this rune code that much - that
2231 * random chance seems really low. 1895 * random chance seems really low.
2232 */ 1896 */
2233 case RUNE: 1897 case RUNE:
2234 if (rndm (0, 149) == 0) 1898 if (rndm (0, 149) == 0)
2235 { 1899 {
2236 head->stats.hp--; /* weaken the rune */ 1900 head->stats.hp--; /* weaken the rune */
2237 if (!head->stats.hp) 1901 if (!head->stats.hp)
2238 {
2239 head->remove ();
2240 head->destroy (0); 1902 head->destroy ();
2241 }
2242 } 1903 }
2243 break; 1904 break;
2244 } 1905 }
2245 } 1906 }
2246} 1907}
2299 * This code was very odd - code early on would only let players use the spell, 1960 * This code was very odd - code early on would only let players use the spell,
2300 * yet the code wass full of player checks. I've presumed that the code 1961 * yet the code wass full of player checks. I've presumed that the code
2301 * that only let players use it was correct, and removed all the other 1962 * that only let players use it was correct, and removed all the other
2302 * player checks. MSW 2003-01-06 1963 * player checks. MSW 2003-01-06
2303 */ 1964 */
2304
2305int 1965int
2306animate_weapon (object *op, object *caster, object *spell, int dir) 1966animate_weapon (object *op, object *caster, object *spell, int dir)
2307{ 1967{
2308 object *weapon, *tmp; 1968 object *weapon, *tmp;
2309 char buf[MAX_BUF]; 1969 char buf[MAX_BUF];
2310 int a, i; 1970 int a, i;
2311 sint16 x, y; 1971 sint16 x, y;
2312 maptile *m; 1972 maptile *m;
2313 materialtype_t *mt;
2314 1973
2315 if (!spell->other_arch) 1974 if (!spell->other_arch)
2316 { 1975 {
2317 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1976 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2318 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1977 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2321 /* exit if it's not a player using this spell. */ 1980 /* exit if it's not a player using this spell. */
2322 if (op->type != PLAYER) 1981 if (op->type != PLAYER)
2323 return 0; 1982 return 0;
2324 1983
2325 /* if player already has a golem, abort */ 1984 /* if player already has a golem, abort */
2326 if (op->contr->ranges[range_golem]) 1985 if (object *golem = op->contr->golem)
2327 { 1986 {
2328 control_golem (op->contr->ranges[range_golem], dir); 1987 control_golem (golem, dir);
2329 return 0; 1988 return 0;
2330 } 1989 }
2331 1990
2332 /* if no direction specified, pick one */ 1991 /* if no direction specified, pick one */
2333 if (!dir) 1992 if (!dir)
2337 x = op->x + freearr_x[dir]; 1996 x = op->x + freearr_x[dir];
2338 y = op->y + freearr_y[dir]; 1997 y = op->y + freearr_y[dir];
2339 1998
2340 /* if there's no place to put the golem, abort */ 1999 /* if there's no place to put the golem, abort */
2341 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2000 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2342 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2001 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2343 { 2002 {
2344 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2345 return 0; 2004 return 0;
2346 } 2005 }
2347 2006
2351 if (!weapon) 2010 if (!weapon)
2352 { 2011 {
2353 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2012 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2354 return 0; 2013 return 0;
2355 } 2014 }
2356 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2015 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2357 { 2016 {
2358 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2359 return 0; 2018 return 0;
2360 } 2019 }
2361 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2379 /* create the golem object */ 2038 /* create the golem object */
2380 tmp = arch_to_object (spell->other_arch); 2039 tmp = arch_to_object (spell->other_arch);
2381 2040
2382 /* if animated by a player, give the player control of the golem */ 2041 /* if animated by a player, give the player control of the golem */
2383 CLEAR_FLAG (tmp, FLAG_MONSTER); 2042 CLEAR_FLAG (tmp, FLAG_MONSTER);
2384 SET_FLAG (tmp, FLAG_FRIENDLY);
2385 tmp->stats.exp = 0; 2043 tmp->stats.exp = 0;
2386 add_friendly_object (tmp); 2044 add_friendly_object (tmp);
2387 tmp->type = GOLEM; 2045 tmp->type = GOLEM;
2388 set_owner (tmp, op); 2046 tmp->set_owner (op);
2047 op->contr->golem = tmp;
2389 set_spell_skill (op, caster, spell, tmp); 2048 set_spell_skill (op, caster, spell, tmp);
2390 op->contr->ranges[range_golem] = tmp;
2391 op->contr->shoottype = range_golem;
2392 2049
2393 /* Give the weapon to the golem now. A bit of a hack to check the 2050 /* Give the weapon to the golem now. A bit of a hack to check the
2394 * removed flag - it should only be set if get_split_object was 2051 * removed flag - it should only be set if get_split_object was
2395 * used above. 2052 * used above.
2396 */ 2053 */
2397 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2054 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2398 weapon->remove (); 2055 weapon->remove ();
2056
2399 insert_ob_in_ob (weapon, tmp); 2057 insert_ob_in_ob (weapon, tmp);
2400 esrv_send_item (op, weapon); 2058 esrv_send_item (op, weapon);
2401 /* To do everything necessary to let a golem use the weapon is a pain, 2059 /* To do everything necessary to let a golem use the weapon is a pain,
2402 * so instead, just set it as equipped (otherwise, we need to update 2060 * so instead, just set it as equipped (otherwise, we need to update
2403 * body_info, skills, etc) 2061 * body_info, skills, etc)
2404 */ 2062 */
2405 SET_FLAG (tmp, FLAG_USE_WEAPON); 2063 SET_FLAG (tmp, FLAG_USE_WEAPON);
2406 SET_FLAG (weapon, FLAG_APPLIED); 2064 SET_FLAG (weapon, FLAG_APPLIED);
2407 fix_player (tmp); 2065 tmp->update_stats ();
2408 2066
2409 /* There used to be 'odd' code that basically seemed to take the absolute 2067 /* There used to be 'odd' code that basically seemed to take the absolute
2410 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2068 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2411 * if you're using a crappy weapon, it shouldn't be as good. 2069 * if you're using a crappy weapon, it shouldn't be as good.
2412 */ 2070 */
2431 2089
2432 /* attacktype */ 2090 /* attacktype */
2433 if (!tmp->attacktype) 2091 if (!tmp->attacktype)
2434 tmp->attacktype = AT_PHYSICAL; 2092 tmp->attacktype = AT_PHYSICAL;
2435 2093
2436 mt = NULL;
2437 if (op->materialname != NULL)
2438 mt = name_to_material (op->materialname); 2094 if (materialtype_t *mt = name_to_material (op->materialname))
2439 if (mt != NULL)
2440 { 2095 {
2441 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2442 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (mt->save[i] * 5);
2443 a = mt->save[0]; 2098 a = mt->save[0];
2444 } 2099 }
2446 { 2101 {
2447 for (i = 0; i < NROFATTACKS; i++) 2102 for (i = 0; i < NROFATTACKS; i++)
2448 tmp->resist[i] = 5; 2103 tmp->resist[i] = 5;
2449 a = 10; 2104 a = 10;
2450 } 2105 }
2106
2451 /* Set weapon's immunity */ 2107 /* Set weapon's immunity */
2452 tmp->resist[ATNR_CONFUSION] = 100; 2108 tmp->resist[ATNR_CONFUSION] = 100;
2453 tmp->resist[ATNR_POISON] = 100; 2109 tmp->resist[ATNR_POISON] = 100;
2454 tmp->resist[ATNR_SLOW] = 100; 2110 tmp->resist[ATNR_SLOW] = 100;
2455 tmp->resist[ATNR_PARALYZE] = 100; 2111 tmp->resist[ATNR_PARALYZE] = 100;
2461 2117
2462 /* Improve weapon's armour value according to best save vs. physical of its material */ 2118 /* Improve weapon's armour value according to best save vs. physical of its material */
2463 2119
2464 if (a > 14) 2120 if (a > 14)
2465 a = 14; 2121 a = 14;
2122
2466 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2123 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2467 2124
2468 /* Determine golem's speed */ 2125 /* Determine golem's speed */
2469 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2126 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2470
2471 if (tmp->speed > 3.33)
2472 tmp->speed = 3.33;
2473 2127
2474 if (!spell->race) 2128 if (!spell->race)
2475 { 2129 {
2476 sprintf (buf, "animated %s", &weapon->name); 2130 sprintf (buf, "animated %s", &weapon->name);
2477 tmp->name = buf; 2131 tmp->name = buf;
2479 tmp->face = weapon->face; 2133 tmp->face = weapon->face;
2480 tmp->animation_id = weapon->animation_id; 2134 tmp->animation_id = weapon->animation_id;
2481 tmp->anim_speed = weapon->anim_speed; 2135 tmp->anim_speed = weapon->anim_speed;
2482 tmp->last_anim = weapon->last_anim; 2136 tmp->last_anim = weapon->last_anim;
2483 tmp->state = weapon->state; 2137 tmp->state = weapon->state;
2484 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2138 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2485 {
2486 SET_FLAG (tmp, FLAG_ANIMATE);
2487 }
2488 else
2489 {
2490 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2491 }
2492 update_ob_speed (tmp);
2493 } 2139 }
2494 2140
2495 /* make experience increase in proportion to the strength of the summoned creature. */ 2141 /* make experience increase in proportion to the strength of the summoned creature. */
2496 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2142 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2497 2143
2498 tmp->speed_left = -1; 2144 tmp->speed_left = -1;
2499 tmp->x = x;
2500 tmp->y = y;
2501 tmp->direction = dir; 2145 tmp->direction = dir;
2502 insert_ob_in_map (tmp, m, op, 0); 2146
2147 m->insert (tmp, x, y, op);
2503 return 1; 2148 return 1;
2504} 2149}
2505 2150
2506/* cast_daylight() - changes the map darkness level *lower* */ 2151/* cast_daylight() - changes the map darkness level *lower* */
2507 2152
2515 int success; 2160 int success;
2516 2161
2517 if (!op->map) 2162 if (!op->map)
2518 return 0; /* shouldnt happen */ 2163 return 0; /* shouldnt happen */
2519 2164
2520 success = change_map_light (op->map, spell->stats.dam); 2165 success = op->map->change_map_light (spell->stats.dam);
2166
2521 if (!success) 2167 if (!success)
2522 { 2168 {
2523 if (spell->stats.dam < 0) 2169 if (spell->stats.dam < 0)
2524 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2170 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2525 else 2171 else
2550 2196
2551 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2197 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2552 2198
2553 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2199 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2554 2200
2555 set_owner (new_aura, op); 2201 new_aura->set_owner (op);
2556 set_spell_skill (op, caster, spell, new_aura); 2202 set_spell_skill (op, caster, spell, new_aura);
2557 new_aura->attacktype = spell->attacktype; 2203 new_aura->attacktype = spell->attacktype;
2558 2204
2559 new_aura->level = caster_level (caster, spell); 2205 new_aura->level = caster_level (caster, spell);
2560 if (refresh) 2206 if (refresh)
2591 aura->remove (); 2237 aura->remove ();
2592 2238
2593 /* exit if we're out of gas */ 2239 /* exit if we're out of gas */
2594 if (aura->duration-- < 0) 2240 if (aura->duration-- < 0)
2595 { 2241 {
2596 aura->destroy (0); 2242 aura->destroy ();
2597 return; 2243 return;
2598 } 2244 }
2599 2245
2600 /* auras only exist in inventories */ 2246 /* auras only exist in inventories */
2601 if (env == NULL || env->map == NULL) 2247 if (env == NULL || env->map == NULL)
2602 { 2248 {
2603 aura->destroy (0); 2249 aura->destroy ();
2604 return; 2250 return;
2605 } 2251 }
2606 aura->x = env->x;
2607 aura->y = env->y;
2608 2252
2609 /* we need to jump out of the inventory for a bit 2253 /* we need to jump out of the inventory for a bit
2610 * in order to hit the map conveniently. 2254 * in order to hit the map conveniently.
2611 */ 2255 */
2612 insert_ob_in_map (aura, env->map, aura, 0); 2256 aura->insert_at (env, aura);
2613 2257
2614 for (i = 1; i < 9; i++) 2258 for (i = 1; i < 9; i++)
2615 { 2259 {
2616 sint16 nx, ny; 2260 sint16 nx, ny;
2617 2261
2626 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2270 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2627 { 2271 {
2628 hit_map (aura, i, aura->attacktype, 0); 2272 hit_map (aura, i, aura->attacktype, 0);
2629 2273
2630 if (aura->other_arch) 2274 if (aura->other_arch)
2631 { 2275 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2632 object *new_ob;
2633
2634 new_ob = arch_to_object (aura->other_arch);
2635 new_ob->x = nx;
2636 new_ob->y = ny;
2637 insert_ob_in_map (new_ob, m, aura, 0);
2638 } 2276 }
2639 }
2640 } 2277 }
2278
2641 /* put the aura back in the player's inventory */ 2279 /* put the aura back in the player's inventory */
2642 aura->remove (); 2280 aura->remove ();
2643 insert_ob_in_ob (aura, env); 2281 insert_ob_in_ob (aura, env);
2644} 2282}
2645 2283
2650void 2288void
2651move_peacemaker (object *op) 2289move_peacemaker (object *op)
2652{ 2290{
2653 object *tmp; 2291 object *tmp;
2654 2292
2655 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2293 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2656 { 2294 {
2657 int atk_lev, def_lev; 2295 int atk_lev, def_lev;
2658 object *victim = tmp; 2296 object *victim = tmp;
2659 2297
2660 if (tmp->head) 2298 if (tmp->head)
2671 2309
2672 if (rndm (0, atk_lev - 1) > def_lev) 2310 if (rndm (0, atk_lev - 1) > def_lev)
2673 { 2311 {
2674 /* make this sucker peaceful. */ 2312 /* make this sucker peaceful. */
2675 2313
2676 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2314 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2677 victim->stats.exp = 0; 2315 victim->stats.exp = 0;
2678#if 0 2316#if 0
2679 /* No idea why these were all set to zero - if something 2317 /* No idea why these were all set to zero - if something
2680 * makes this creature agressive, he should still do damage. 2318 * makes this creature agressive, he should still do damage.
2681 */ 2319 */
2726 2364
2727 snprintf (rune, sizeof (rune), "%s\n", msg); 2365 snprintf (rune, sizeof (rune), "%s\n", msg);
2728 2366
2729 tmp->race = op->name; /*Save the owner of the rune */ 2367 tmp->race = op->name; /*Save the owner of the rune */
2730 tmp->msg = rune; 2368 tmp->msg = rune;
2731 tmp->x = op->x; 2369
2732 tmp->y = op->y; 2370 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2733 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2734 return 1; 2371 return 1;
2735} 2372}

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