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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.26 by root, Tue Dec 26 08:55:00 2006 UTC vs.
Revision 1.83 by root, Tue May 6 16:55:26 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
37void 35void
38cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
39{ 37{
40 if (!tmp) 38 if (!tmp)
41 return; /* error */ 39 return; /* error */
40
42 tmp->level = op->level; 41 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
47 44
48 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
52 */ 49 */
53 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
54 tmp->duration = 40; 51 tmp->duration = 40;
52
55 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 55
56 tmp->insert_at (op, op);
59} 57}
60
61 58
62int 59int
63recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
64{ 61{
65 object *wand, *tmp; 62 object *wand, *tmp;
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 75 wand->destroy ();
80 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
78
82 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 80 tmp->stats.dam = 1;
81
84 tmp->stats.hp = tmp->stats.dam / 2; 82 tmp->stats.hp = tmp->stats.dam / 2;
83
85 if (tmp->stats.hp < 2) 84 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 85 tmp->stats.hp = 2;
87 tmp->x = op->x; 86
88 tmp->y = op->y; 87 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 88 return 1;
91 } 89 }
92 90
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 91 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
92
94 if (wand->inv && wand->inv->level) 93 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 94 ncharges /= wand->inv->level;
96 else 95 else
97 { 96 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0; 98 return 0;
100 } 99 }
100
101 if (!ncharges) 101 if (!ncharges)
102 ncharges = 1; 102 ncharges = 1;
103 103
104 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
106
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
107 { 108 {
108 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
110 } 111 }
111 112
112 return 1; 113 return 1;
113} 114}
114 115
120 * great a plus, the default is used. 121 * great a plus, the default is used.
121 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
122 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
123 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
124 */ 125 */
125
126int 126int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
128{ 128{
129 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
130 const char *missile_name; 130 const char *missile_name = "arrow";
131 object *tmp, *missile;
132 131
133 missile_name = "arrow";
134
135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
136 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
137 missile_name = tmp->race; 134 missile_name = tmp->race;
138 135
139 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
140 137
141 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
142 { 141 {
143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
144 return 0; 143 return 0;
145 } 144 }
146 145
147 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
148 147
149 if (stringarg) 148 if (stringarg)
150 { 149 {
151 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
153 { 152 {
154 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
155 154
156 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, stringarg))
158 break; 157 break;
159 158
160 if (!al) 159 if (!al)
161 { 160 {
170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
171 return 0; 170 return 0;
172 } 171 }
173 172
174 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
175 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
176 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
177 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
178 */ 177 */
179 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0; 179 missile_plus = 0;
181 } 180 }
182 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
183 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
184 } 183 }
185 184
186 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
187 missile_plus = 4;
188 else if (missile_plus < -4)
189 missile_plus = -4;
190 186
191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
193 189
194 if (missile->nrof < 1) 190 if (missile->nrof < 1)
214{ 210{
215 int food_value; 211 int food_value;
216 archetype *at = NULL; 212 archetype *at = NULL;
217 object *new_op; 213 object *new_op;
218 214
219 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
220 216
221 if (stringarg) 217 if (stringarg)
222 { 218 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
224 if (at == NULL) 220 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
226 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 223 stringarg = NULL;
228 } 224 }
229 225
230 if (!stringarg) 226 if (!stringarg)
231 { 227 {
237 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
238 * to be altered from the donor. 234 * to be altered from the donor.
239 */ 235 */
240 236
241 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
243 { 239 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
245 { 241 {
246 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead. 244 * the item we have now, take it instead.
249 */ 245 */
250 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
251 at = at_tmp; 251 at = at_tmp;
252 } 252 }
253 } 253 }
254 } 254 }
255
255 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
256 * know 257 * know
257 */ 258 */
258 if (!at) 259 if (!at)
259 { 260 {
260 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
261 return 0; 262 return 0;
262 } 263 }
263 264
264 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
265 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
266 new_op->nrof = food_value; 267 new_op->nrof = food_value;
267 268
268 new_op->value = 0; 269 new_op->value = 0;
269 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
278{ 279{
279 int r, mflags, maxrange; 280 int r, mflags, maxrange;
280 object *tmp; 281 object *tmp;
281 maptile *m; 282 maptile *m;
282 283
283
284 if (!dir) 284 if (!dir)
285 { 285 {
286 examine_monster (op, op); 286 examine_monster (op, op);
287 return 1; 287 return 1;
288 } 288 }
289
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
291 { 292 {
292 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
293 294
313 examine_monster (op, tmp); 314 examine_monster (op, tmp);
314 return 1; 315 return 1;
315 } 316 }
316 } 317 }
317 } 318 }
319
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 320 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1; 321 return 1;
320} 322}
321
322 323
323/* This checks to see if 'pl' is invisible to 'mon'. 324/* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc 325 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false 326 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It 327 * otherwise. This doesn't check range, walls, etc. It
328 * pl is invisible. 329 * pl is invisible.
329 */ 330 */
330int 331int
331makes_invisible_to (object *pl, object *mon) 332makes_invisible_to (object *pl, object *mon)
332{ 333{
333
334 if (!pl->invisible) 334 if (!pl->invisible)
335 return 0; 335 return 0;
336
336 if (pl->type == PLAYER) 337 if (pl->type == PLAYER)
337 { 338 {
338 /* If race isn't set, then invisible unless it is undead */ 339 /* If race isn't set, then invisible unless it is undead */
339 if (!pl->contr->invis_race) 340 if (!pl->contr->invis_race)
340 { 341 {
341 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 342 if (QUERY_FLAG (mon, FLAG_UNDEAD))
342 return 0; 343 return 0;
344
343 return 1; 345 return 1;
344 } 346 }
347
345 /* invis_race is set if we get here */ 348 /* invis_race is set if we get here */
346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
347 return 1; 350 return 1;
351
348 /* No race, can't be invisible to it */ 352 /* No race, can't be invisible to it */
349 if (!mon->race) 353 if (!mon->race)
350 return 0; 354 return 0;
355
351 if (strstr (mon->race, pl->contr->invis_race)) 356 if (strstr (mon->race, pl->contr->invis_race))
352 return 1; 357 return 1;
358
353 /* Nothing matched above, return 0 */ 359 /* Nothing matched above, return 0 */
354 return 0; 360 return 0;
355 } 361 }
356 else 362 else
357 { 363 {
370 * normal applies. 376 * normal applies.
371 */ 377 */
372int 378int
373cast_invisible (object *op, object *caster, object *spell_ob) 379cast_invisible (object *op, object *caster, object *spell_ob)
374{ 380{
375 object *tmp;
376
377 if (op->invisible > 1000) 381 if (op->invisible > 1000)
378 { 382 {
379 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
380 return 0; 384 return 0;
381 } 385 }
397 else 401 else
398 op->contr->tmp_invis = 1; 402 op->contr->tmp_invis = 1;
399 403
400 op->contr->hidden = 0; 404 op->contr->hidden = 0;
401 } 405 }
406
402 if (makes_invisible_to (op, op)) 407 if (makes_invisible_to (op, op))
403 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 408 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
404 else 409 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 411
407 update_object (op, UP_OBJ_FACE); 412 update_object (op, UP_OBJ_CHANGE);
408 413
409 /* Only search the active objects - only these should actually do 414 /* Only search the active objects - only these should actually do
410 * harm to the player. 415 * harm to the player.
411 */ 416 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 417 for_all_actives (tmp)
413 if (tmp->enemy == op) 418 if (tmp->enemy == op)
414 tmp->enemy = NULL; 419 tmp->enemy = 0;
420
415 return 1; 421 return 1;
416} 422}
417 423
418/* earth to dust spell. Basically destroys earthwalls in the area. 424/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 425 */
447 next = tmp->above; 453 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 456 }
451 } 457 }
458
452 return 1; 459 return 1;
453} 460}
454
455 461
456void 462void
457execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
458{ 464{
459 object *wor = op; 465 if (object *pl = op->in_player ())
460 466 {
461 while (op != NULL && op->type != PLAYER) 467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
462 op = op->env;
463
464 if (op != NULL && op->map)
465 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
466 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 469 else
468 enter_exit (op, wor); 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 }
469 472
470 wor->destroy (); 473 op->destroy ();
471} 474}
472 475
473/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
475 * time delay effect. 478 * time delay effect.
494 { 497 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 500 return 0;
498 } 501 }
502
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 504 if (time < 1)
501 time = 1; 505 time = 1;
502 506
503 /* value of speed really doesn't make much difference, as long as it is 507 /* value of speed really doesn't make much difference, as long as it is
511 515
512 /* If we could take advantage of enter_player_savebed() here, it would be 516 /* If we could take advantage of enter_player_savebed() here, it would be
513 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
514 */ 518 */
515 EXIT_PATH (dummy) = op->contr->savebed_map; 519 EXIT_PATH (dummy) = op->contr->savebed_map;
516 EXIT_X (dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
517 EXIT_Y (dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
518 522
519 (void) insert_ob_in_ob (dummy, op); 523 op->insert (dummy);
524
520 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526
521 return 1; 527 return 1;
522} 528}
523 529
524/* cast_wonder 530/* cast_wonder
525 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
558} 564}
559 565
560int 566int
561perceive_self (object *op) 567perceive_self (object *op)
562{ 568{
563 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 const char *cp = describe_item (op, op);
564 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (ARCH_DEPLETION);
565 object *tmp;
566 int i;
567 571
572 dynbuf_text buf;
573
574 if (player *pl = op->contr)
575 if (object *race = archetype::find (op->race))
576 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
577
568 tmp = find_god (determine_god (op)); 578 if (object *god = find_god (determine_god (op)))
569 if (tmp) 579 buf << "You worship " << &god->name << ".\n";
570 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
571 else 580 else
572 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 581 buf << "You worship no god.\n";
573 582
574 tmp = present_arch_in_ob (at, op); 583 object *tmp = present_arch_in_ob (at, op);
575 584
576 if (*cp == '\0' && tmp == NULL) 585 if (*cp == '\0' && tmp == NULL)
577 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 586 buf << "You feel very mundane. ";
578 else 587 else
579 { 588 {
580 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 589 buf << "You have: " << cp << ".\n";
581 new_draw_info (NDI_UNIQUE, 0, op, cp); 590
582 if (tmp != NULL) 591 if (tmp)
583 {
584 for (i = 0; i < NUM_STATS; i++) 592 for (int i = 0; i < NUM_STATS; i++)
585 { 593 if (tmp->stats.stat (i) < 0)
586 if (get_attr_value (&tmp->stats, i) < 0) 594 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
587 {
588 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
589 }
590 }
591 }
592 } 595 }
593 596
594 if (is_dragon_pl (op)) 597 if (is_dragon_pl (op))
595 {
596 /* now grab the 'dragon_ability'-force from the player's inventory */ 598 /* now grab the 'dragon_ability'-force from the player's inventory */
597 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 599 for (tmp = op->inv; tmp; tmp = tmp->below)
598 { 600 {
599 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 601 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
600 { 602 {
601 if (tmp->stats.exp == 0) 603 if (tmp->stats.exp == 0)
602 {
603 sprintf (buf, "Your metabolism isn't focused on anything."); 604 buf << "Your metabolism isn't focused on anything.\n";
604 }
605 else 605 else
606 {
607 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 606 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
608 } 607
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 608 break;
611 } 609 }
612 } 610 }
613 }
614 return 1;
615}
616 611
617/* int cast_create_town_portal (object *op, object *caster, int dir) 612 buf << '\0'; // zero-terminate
618 *
619 * This function cast the spell of town portal for op
620 *
621 * The spell operates in two passes. During the first one a place
622 * is marked as a destination for the portal. During the second one,
623 * 2 portals are created, one in the position the player cast it and
624 * one in the destination place. The portal are synchronized and 2 forces
625 * are inserted in the player to destruct the portal next time player
626 * creates a new portal pair.
627 * This spell has a side effect that it allows people to meet each other
628 * in a permanent, private, appartements by making a town portal from it
629 * to the town or another public place. So, check if the map is unique and if
630 * so return an error
631 *
632 * Code by Tchize (david.delbecq@usa.net)
633 */
634int
635cast_create_town_portal (object *op, object *caster, object *spell, int dir)
636{
637 object *dummy, *force, *old_force, *tmp;
638 archetype *perm_portal;
639 char portal_name[1024], portal_message[1024];
640 sint16 exitx, exity;
641 maptile *exitmap;
642 int op_level;
643 613
644 /* Check to see if the map the player is currently on is a per player unique 614 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
645 * map. This can be determined in that per player unique maps have the
646 * full pathname listed.
647 */
648 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
649 {
650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
651 return 0;
652 }
653
654 /* The first thing to do is to check if we have a marked destination
655 * dummy is used to make a check inventory for the force
656 */
657 dummy = arch_to_object (spell->other_arch);
658 if (dummy == NULL)
659 {
660 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
661 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
662 return 0;
663 }
664
665 force = check_inv_recursive (op, dummy);
666
667 if (force == NULL)
668 {
669 /* Here we know there is no destination marked up.
670 * We have 2 things to do:
671 * 1. Mark the destination in the player inventory.
672 * 2. Let the player know it worked.
673 */
674 dummy->name = op->map->path;
675 EXIT_X (dummy) = op->x;
676 EXIT_Y (dummy) = op->y;
677 insert_ob_in_ob (dummy, op);
678 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
679 return 1;
680 }
681
682 dummy->destroy ();
683
684 /* Here we know where the town portal should go to
685 * We should kill any existing portal associated with the player.
686 * Than we should create the 2 portals.
687 * For each of them, we need:
688 * - To create the portal with the name of the player+destination map
689 * - set the owner of the town portal
690 * - To mark the position of the portal in the player's inventory
691 * for easier destruction.
692 *
693 * The mark works has follow:
694 * slaying: Existing town portal
695 * hp, sp : x & y of the associated portal
696 * name : name of the portal
697 * race : map the portal is in
698 */
699
700 /* First step: killing existing town portals */
701 dummy = get_archetype (spell->race);
702 if (dummy == NULL)
703 {
704 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
705 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
706 return 0;
707 }
708
709 perm_portal = archetype::find (spell->slaying);
710
711 /* To kill a town portal, we go trough the player's inventory,
712 * for each marked portal in player's inventory,
713 * -We try load the associated map (if impossible, consider the portal destructed)
714 * -We find any portal in the specified location.
715 * If it has the good name, we destruct it.
716 * -We destruct the force indicating that portal.
717 */
718 while ((old_force = check_inv_recursive (op, dummy)))
719 {
720 exitx = EXIT_X (old_force);
721 exity = EXIT_Y (old_force);
722 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
723
724 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
725 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
726 else
727 exitmap = ready_map_name (old_force->race, 0);
728
729 if (exitmap)
730 {
731 tmp = present_arch (perm_portal, exitmap, exitx, exity);
732 while (tmp)
733 {
734 if (tmp->name == old_force->name)
735 {
736 tmp->destroy ();
737 break;
738 }
739
740 tmp = tmp->above;
741 }
742 }
743
744 old_force->destroy ();
745 LOG (llevDebug, "\n");
746 }
747
748 dummy->destroy ();
749
750 /* Creating the portals.
751 * The very first thing to do is to ensure
752 * access to the destination map.
753 * If we can't, don't fizzle. Simply warn player.
754 * This ensure player pays his mana for the spell
755 * because HE is responsible of forgotting.
756 * 'force' is the destination of the town portal, which we got
757 * from the players inventory above.
758 */
759
760 /* Ensure exit map is loaded */
761 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
762 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
763 else
764 exitmap = ready_map_name (force->name, 0);
765
766 /* If we were unable to load (ex. random map deleted), warn player */
767 if (exitmap == NULL)
768 {
769 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
770 force->destroy ();
771 return 1;
772 }
773
774 op_level = caster_level (caster, spell);
775 if (op_level < 15)
776 snprintf (portal_message, 1024,
777 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
778 &op->name);
779 else if (op_level < 30)
780 snprintf (portal_message, 1024,
781 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
782 else if (op_level < 60)
783 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
784 else
785 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
786 &op->name);
787
788 /* Create a portal in front of player
789 * dummy contain the portal and
790 * force contain the track to kill it later
791 */
792
793 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
794 dummy = get_archetype (spell->slaying); /*The portal */
795 if (dummy == NULL)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
798 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
799 return 0;
800 }
801
802 EXIT_PATH (dummy) = force->name;
803 EXIT_X (dummy) = EXIT_X (force);
804 EXIT_Y (dummy) = EXIT_Y (force);
805 dummy->name = dummy->name_pl = portal_name;
806 dummy->msg = portal_message;
807 dummy->race = op->name; /*Save the owner of the portal */
808 cast_create_obj (op, caster, dummy, 0);
809
810 /* Now we need to to create a town portal marker inside the player
811 * object, so on future castings, we can know that he has an active
812 * town portal.
813 */
814 tmp = get_archetype (spell->race);
815 if (tmp == NULL)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
819 return 0;
820 }
821
822 tmp->race = op->map->path;
823 tmp->name = portal_name;
824 EXIT_X (tmp) = dummy->x;
825 EXIT_Y (tmp) = dummy->y;
826 insert_ob_in_ob (tmp, op);
827
828 /* Create a portal in the destination map
829 * dummy contain the portal and
830 * force the track to kill it later
831 * the 'force' variable still contains the 'reminder' of
832 * where this portal goes to.
833 */
834 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
835 dummy = get_archetype (spell->slaying); /*The portal */
836 if (dummy == NULL)
837 {
838 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
839 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
840 return 0;
841 }
842
843 EXIT_PATH (dummy) = op->map->path;
844 EXIT_X (dummy) = op->x;
845 EXIT_Y (dummy) = op->y;
846 dummy->name = dummy->name_pl = portal_name;
847 dummy->msg = portal_message;
848 dummy->x = EXIT_X (force);
849 dummy->y = EXIT_Y (force);
850 dummy->race = op->name; /*Save the owner of the portal */
851 insert_ob_in_map (dummy, exitmap, op, 0);
852
853 /* Now we create another town portal marker that
854 * points back to the one we just made
855 */
856 tmp = get_archetype (spell->race);
857 if (tmp == NULL)
858 {
859 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
860 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
861 return 0;
862 }
863
864 tmp->race = force->name;
865 tmp->name = portal_name;
866 EXIT_X (tmp) = dummy->x;
867 EXIT_Y (tmp) = dummy->y;
868 insert_ob_in_ob (tmp, op);
869
870 /* Describe the player what happened
871 */
872 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
873 force->destroy ();
874 615
875 return 1; 616 return 1;
876} 617}
877 618
878/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
879 * within some reason. 620 * within some reason.
880 */ 621 */
881int 622int
882magic_wall (object *op, object *caster, int dir, object *spell_ob) 623magic_wall (object *op, object *caster, int dir, object *spell_ob)
883{ 624{
884 object *tmp, *tmp2; 625 object *tmp;
885 int i, posblocked, negblocked, maxrange; 626 int i, posblocked, negblocked, maxrange;
886 sint16 x, y; 627 sint16 x, y;
887 maptile *m; 628 maptile *m;
888 const char *name; 629 const char *name;
889 archetype *at; 630 archetype *at;
922 { 663 {
923 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
924 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
925 return 0; 666 return 0;
926 } 667 }
668
927 tmp = arch_to_object (at); 669 tmp = arch_to_object (at);
928 } 670 }
929 else 671 else
930 { 672 {
931 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
965 */ 707 */
966 if (tmp->type != EARTHWALL) //TODO 708 if (tmp->type != EARTHWALL) //TODO
967 tmp->set_owner (op); 709 tmp->set_owner (op);
968 710
969 set_spell_skill (op, caster, spell_ob, tmp); 711 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; 712 tmp->level = caster_level (caster, spell_ob) / 2;
973 713
974 name = tmp->name; 714 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 715 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 716 {
977 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
978 return 0; 718 return 0;
979 } 719 }
980 720
981 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
982 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
983 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
984 724
985 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
986 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
987 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
1003 m = tmp->map; 743 m = tmp->map;
1004 744
1005 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 745 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1006 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 746 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1007 { 747 {
1008 tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
1009 tmp2->x = x; 749 m->insert (tmp2, x, y, op);
1010 tmp2->y = y; 750
1011 insert_ob_in_map (tmp2, m, op, 0);
1012 /* If this is a spellcasting wall, need to insert the spell object */ 751 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 754
1016 } 755 }
1017 else 756 else
1018 posblocked = 1; 757 posblocked = 1;
1019 758
1022 m = tmp->map; 761 m = tmp->map;
1023 762
1024 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 763 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1025 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 764 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 { 765 {
1027 tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
1028 tmp2->x = x; 767 m->insert (tmp2, x, y, op);
1029 tmp2->y = y; 768
1030 insert_ob_in_map (tmp2, m, op, 0);
1031 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1032 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1033 } 771 }
1034 else 772 else
1035 negblocked = 1; 773 negblocked = 1;
1036 } 774 }
1037 775
1086 { 824 {
1087 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 825 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1088 op->contr->count = 0; 826 op->contr->count = 0;
1089 return 0; 827 return 0;
1090 } 828 }
829
1091 op->contr->count = 0; 830 op->contr->count = 0;
1092 831
1093 /* Remove code that puts player on random space on maps. IMO, 832 /* Remove code that puts player on random space on maps. IMO,
1094 * a lot of maps probably have areas the player should not get to, 833 * a lot of maps probably have areas the player should not get to,
1095 * but may not be marked as NO_MAGIC (as they may be bounded 834 * but may not be marked as NO_MAGIC (as they may be bounded
1144 return 0; 883 return 0;
1145 } 884 }
1146 } 885 }
1147 886
1148 /* Actually move the player now */ 887 /* Actually move the player now */
1149 op->remove (); 888 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1150 op->x += freearr_x[dir] * dist;
1151 op->y += freearr_y[dir] * dist;
1152 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1153 return 1; 889 return 1;
1154 890
1155 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 891 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1156 return 1; 892 return 1;
1157} 893}
1158
1159 894
1160/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1161 * op is the caster. 896 * op is the caster.
1162 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1163 * spell is the spell object. 898 * spell is the spell object.
1170 object *poison; 905 object *poison;
1171 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1172 907
1173 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1174 909
1175 if (tmp == NULL) 910 if (!tmp)
1176 return 0; 911 return 0;
1177 912
1178 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1179 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1180 */ 915 */
1183 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1184 919
1185 if (heal) 920 if (heal)
1186 { 921 {
1187 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1188 {
1189 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1190 }
1191 else 924 else
1192 { 925 {
1193 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1194 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1195 * on amount of damage healed. 928 * on amount of damage healed.
1196 */ 929 */
1197 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1198 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1199 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1200 934
1201 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1202 {
1203 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1204 }
1205 else if (heal > 50) 937 else if (heal > 50)
1206 {
1207 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1208 }
1209 else if (heal > 25) 939 else if (heal > 25)
1210 {
1211 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1212 }
1213 else if (heal > 10) 941 else if (heal > 10)
1214 {
1215 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1216 }
1217 else 943 else
1218 {
1219 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1220 } 945
1221 success = 1; 946 success = 1;
1222 } 947 }
1223 } 948 }
949
1224 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1225 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1226 success = 1; 952 success = 1;
1227 953
1228 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1229 { 955 {
1230 at = archetype::find ("poisoning"); 956 at = archetype::find ("poisoning");
1234 success = 1; 960 success = 1;
1235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1236 poison->stats.food = 1; 962 poison->stats.food = 1;
1237 } 963 }
1238 } 964 }
965
1239 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1240 { 967 {
1241 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1242 if (poison) 969 if (poison)
1243 { 970 {
1244 success = 1; 971 success = 1;
1245 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1246 poison->duration = 1; 973 poison->duration = 1;
1247 } 974 }
1248 } 975 }
976
1249 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1250 { 978 {
1251 at = archetype::find ("blindness"); 979 at = archetype::find ("blindness");
1252 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1253 if (poison) 981 if (poison)
1255 success = 1; 983 success = 1;
1256 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1257 poison->stats.food = 1; 985 poison->stats.food = 1;
1258 } 986 }
1259 } 987 }
988
1260 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1261 { 990 {
1262 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1263 if (tmp->stats.sp > tmp->stats.maxsp) 992 if (tmp->stats.sp > tmp->stats.maxsp)
1264 tmp->stats.sp = tmp->stats.maxsp; 993 tmp->stats.sp = tmp->stats.maxsp;
1265 success = 1; 994 success = 1;
1266 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 995 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1267 } 996 }
997
1268 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1269 { 999 {
1270 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1271 if (tmp->stats.grace > tmp->stats.maxgrace) 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1272 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1273 success = 1; 1003 success = 1;
1274 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1275 } 1005 }
1006
1276 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1277 { 1008 {
1278 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1279 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1280 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1281 success = 1; 1014 success = 1;
1282 /* We could do something a bit better like the messages for healing above */ 1015 /* We could do something a bit better like the messages for healing above */
1283 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1284 } 1017 }
1018
1285 return success; 1019 return success;
1286} 1020}
1287
1288 1021
1289/* This is used for the spells that gain stats. There are no spells 1022/* This is used for the spells that gain stats. There are no spells
1290 * right now that icnrease wis/int/pow on a temp basis, so no 1023 * right now that icnrease wis/int/pow on a temp basis, so no
1291 * good comments for those. 1024 * good comments for those.
1292 */ 1025 */
1293static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1294 "You grow no stronger.", 1027 "You grow no stronger.",
1295 "You grow no more agile.", 1028 "You grow no more agile.",
1296 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1297 "no wis", 1030 "You didn't grow any more intelligent.",
1031 "You do not feel any wiser.",
1032 "You don't feel any more powerful."
1298 "You are no easier to look at.", 1033 "You are no easier to look at.",
1299 "no int",
1300 "no pow"
1301}; 1034};
1302 1035
1303int 1036int
1304cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1037cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1305{ 1038{
1306 object *tmp, *tmp2 = NULL;
1307 object *force = NULL; 1039 object *force = NULL;
1308 int i; 1040 int i;
1309 1041
1310 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1042 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1311 if (dir != 0) 1043 object *tmp = dir
1312 {
1313 tmp = find_target_for_friendly_spell (op, dir); 1044 ? find_target_for_friendly_spell (op, dir)
1314 } 1045 : op;
1315 else
1316 {
1317 tmp = op;
1318 }
1319 1046
1320 if (tmp == NULL) 1047 if (!tmp)
1321 return 0; 1048 return 0;
1322 1049
1323 /* If we've already got a force of this type, don't add a new one. */ 1050 /* If we've already got a force of this type, don't add a new one. */
1324 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1051 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1325 { 1052 {
1326 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1053 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1327 { 1054 {
1328 if (tmp2->name == spell_ob->name) 1055 if (tmp2->name == spell_ob->name)
1329 { 1056 {
1362 } 1089 }
1363 else 1090 else
1364 { 1091 {
1365 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1092 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1366 } 1093 }
1094
1367 return 1; 1095 return 1;
1368 } 1096 }
1097
1369 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1098 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1370 force->speed = 1.0; 1099 force->speed = 1.0;
1371 force->speed_left = -1.0; 1100 force->speed_left = -1.0;
1372 SET_FLAG (force, FLAG_APPLIED); 1101 SET_FLAG (force, FLAG_APPLIED);
1373 1102
1379 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1108 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1380 if (force->resist[i] > 100) 1109 if (force->resist[i] > 100)
1381 force->resist[i] = 100; 1110 force->resist[i] = 100;
1382 } 1111 }
1383 } 1112 }
1113
1384 if (spell_ob->stats.hp) 1114 if (spell_ob->stats.hp)
1385 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1115 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1386 1116
1387 if (tmp->type == PLAYER) 1117 if (tmp->type == PLAYER)
1388 { 1118 {
1389 /* Stat adjustment spells */ 1119 /* Stat adjustment spells */
1390 for (i = 0; i < NUM_STATS; i++) 1120 for (i = 0; i < NUM_STATS; i++)
1391 { 1121 {
1392 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1122 if (sint8 stat = spell_ob->stats.stat (i))
1393
1394 if (stat)
1395 { 1123 {
1396 sm = 0; 1124 sint8 sm = 0;
1397 for (k = 0; k < stat; k++) 1125 for (sint8 k = 0; k < stat; k++)
1398 sm += rndm (1, 3); 1126 sm += rndm (1, 3);
1399 1127
1400 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1128 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1401 { 1129 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1402 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1130
1403 if (sm < 0) 1131 force->stats.stat (i) = sm;
1404 sm = 0; 1132
1405 }
1406 set_attr_value (&force->stats, i, sm);
1407 if (!sm) 1133 if (!sm)
1408 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1134 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1409 } 1135 }
1410 } 1136 }
1411 } 1137 }
1432 force->attacktype = spell_ob->attacktype; 1158 force->attacktype = spell_ob->attacktype;
1433 1159
1434 insert_ob_in_ob (force, tmp); 1160 insert_ob_in_ob (force, tmp);
1435 change_abil (tmp, force); /* Mostly to display any messages */ 1161 change_abil (tmp, force); /* Mostly to display any messages */
1436 tmp->update_stats (); 1162 tmp->update_stats ();
1163
1437 return 1; 1164 return 1;
1438} 1165}
1439 1166
1440/* This used to be part of cast_change_ability, but it really didn't make 1167/* This used to be part of cast_change_ability, but it really didn't make
1441 * a lot of sense, since most of the values it derives are from the god 1168 * a lot of sense, since most of the values it derives are from the god
1442 * of the caster. 1169 * of the caster.
1443 */ 1170 */
1444
1445int 1171int
1446cast_bless (object *op, object *caster, object *spell_ob, int dir) 1172cast_bless (object *op, object *caster, object *spell_ob, int dir)
1447{ 1173{
1448 int i; 1174 int i;
1449 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1175 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1544 insert_ob_in_ob (force, tmp); 1270 insert_ob_in_ob (force, tmp);
1545 tmp->update_stats (); 1271 tmp->update_stats ();
1546 return 1; 1272 return 1;
1547} 1273}
1548 1274
1549
1550
1551/* Alchemy code by Mark Wedel 1275/* Alchemy code by Mark Wedel
1552 * 1276 *
1553 * This code adds a new spell, called alchemy. Alchemy will turn 1277 * This code adds a new spell, called alchemy. Alchemy will turn
1554 * objects to gold nuggets, the value of the gold nuggets being 1278 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1555 * about 90% of that of the item itself. It uses the value of the
1556 * object before charisma adjustments, because the nuggets themselves
1557 * will be will be adjusted by charisma when sold.
1558 * 1279 *
1559 * Large nuggets are worth 25 gp each (base). You will always get 1280 * The value of the gold nuggets being about 90% of that of the item
1560 * the maximum number of large nuggets you could get. 1281 * itself. It uses the value of the object before charisma adjustments,
1561 * Small nuggets are worth 1 gp each (base). You will get from 0 1282 * because the nuggets themselves will be will be adjusted by charisma
1562 * to the max amount of small nuggets as you could get. 1283 * when sold.
1563 *
1564 * For example, if an item is worth 110 gold, you will get
1565 * 4 large nuggets, and from 0-10 small nuggets.
1566 * 1284 *
1567 * There is also a chance (1:30) that you will get nothing at all 1285 * There is also a chance (1:30) that you will get nothing at all
1568 * for the object. There is also a maximum weight that will be 1286 * for the object. There is also a maximum weight that will be
1569 * alchemied. 1287 * alchemised.
1570 */ 1288 */
1571
1572/* I didn't feel like passing these as arguements to the
1573 * two functions that need them. Real values are put in them
1574 * when the spell is cast, and these are freed when the spell
1575 * is finished.
1576 */
1577static object *small, *large;
1578
1579static void 1289static void
1580alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1290alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1581{ 1291{
1582 uint64 value = query_cost (obj, NULL, F_TRUE); 1292 uint64 value = query_cost (obj, NULL, F_TRUE);
1583 1293
1584 /* Give third price when we alchemy money (This should hopefully 1294 /* Give third price when we alchemy money (this should hopefully
1585 * make it so that it isn't worth it to alchemy money, sell 1295 * make it so that it isn't worth it to alchemy money, sell
1586 * the nuggets, alchemy the gold from that, etc. 1296 * the nuggets, alchemy the gold from that, etc.
1587 * Otherwise, give 9 silver on the gold for other objects, 1297 * Otherwise, give 9 silver on the gold for other objects,
1588 * so that it would still be more affordable to haul 1298 * so that it would still be more affordable to haul
1589 * the stuff back to town. 1299 * the stuff back to town.
1590 */ 1300 */
1591
1592 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1301 if (QUERY_FLAG (obj, FLAG_UNPAID))
1593 value = 0; 1302 value = 0;
1594 else if (obj->type == MONEY || obj->type == GEM) 1303 else if (obj->type == MONEY || obj->type == GEM)
1595 value /= 3; 1304 value /= 3;
1596 else 1305 else
1597 value = (value * 9) / 10; 1306 value = value * 9 / 10;
1598 1307
1599 value /= 4; // fix by GHJ, don't understand, pcg
1600
1601 if ((obj->value > 0) && rndm (0, 29)) 1308 if (obj->value > 0 && rndm (0, 29))
1602 { 1309 total_value += value;
1603 int count;
1604 1310
1605 count = value / large->value;
1606 *large_nuggets += count;
1607 value -= (uint64) count *(uint64) large->value;
1608
1609 count = value / small->value;
1610 *small_nuggets += count;
1611 }
1612
1613 /* Turn 25 small nuggets into 1 large nugget. If the value
1614 * of large nuggets is not evenly divisable by the small nugget
1615 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1616 */
1617 if (*small_nuggets * small->value >= large->value)
1618 {
1619 (*large_nuggets)++;
1620 *small_nuggets -= large->value / small->value;
1621 if (*small_nuggets && large->value % small->value)
1622 (*small_nuggets)--;
1623 }
1624 weight += obj->weight; 1311 total_weight += obj->total_weight ();
1312
1625 obj->destroy (); 1313 obj->destroy ();
1626} 1314}
1627 1315
1628static void
1629update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1630{
1631 object *tmp;
1632 int flag = 0;
1633
1634 /* Put any nuggets below the player, but we can only pass this
1635 * flag if we are on the same space as the player
1636 */
1637 if (x == op->x && y == op->y && op->map == m)
1638 flag = INS_BELOW_ORIGINATOR;
1639
1640 if (small_nuggets)
1641 {
1642 tmp = small->clone ();
1643 tmp->nrof = small_nuggets;
1644 tmp->x = x;
1645 tmp->y = y;
1646 insert_ob_in_map (tmp, m, op, flag);
1647 }
1648
1649 if (large_nuggets)
1650 {
1651 tmp = large->clone ();
1652 tmp->nrof = large_nuggets;
1653 tmp->x = x;
1654 tmp->y = y;
1655 insert_ob_in_map (tmp, m, op, flag);
1656 }
1657}
1658
1659int 1316int
1660alchemy (object *op, object *caster, object *spell_ob) 1317alchemy (object *op, object *caster, object *spell_ob)
1661{ 1318{
1662 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1663 sint16 nx, ny;
1664 object *next, *tmp;
1665 maptile *mp;
1666
1667 if (op->type != PLAYER) 1319 if (op->type != PLAYER)
1668 return 0; 1320 return 0;
1669 1321
1322 archetype *nugget[3];
1323
1324 nugget[0] = archetype::find ("pyrite3");
1325 nugget[1] = archetype::find ("pyrite2");
1326 nugget[2] = archetype::find ("pyrite");
1327
1670 /* Put a maximum weight of items that can be alchemied. Limits the power 1328 /* Put a maximum weight of items that can be alchemised. Limits the power
1671 * some, and also prevents people from alcheming every table/chair/clock 1329 * some, and also prevents people from alchemising every table/chair/clock
1672 * in sight 1330 * in sight
1673 */ 1331 */
1674 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1332 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1675 weight_max *= 1000; 1333 int weight_max = duration * 1000;
1676 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1334 uint64 value_max = duration * 1000;
1677 1335
1336 int weight = 0;
1337
1678 for (y = op->y - 1; y <= op->y + 1; y++) 1338 for (int y = op->y - 1; y <= op->y + 1; y++)
1679 { 1339 {
1680 for (x = op->x - 1; x <= op->x + 1; x++) 1340 for (int x = op->x - 1; x <= op->x + 1; x++)
1681 { 1341 {
1342 uint64 value = 0;
1343
1682 nx = x; 1344 sint16 nx = x;
1683 ny = y; 1345 sint16 ny = y;
1684 1346
1685 mp = op->map; 1347 maptile *mp = op->map;
1686 1348
1687 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1349 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1688 1350
1689 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1351 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1690 continue; 1352 continue;
1691 1353
1692 /* Treat alchemy a little differently - most spell effects 1354 /* Treat alchemy a little differently - most spell effects
1694 * ground level effect. 1356 * ground level effect.
1695 */ 1357 */
1696 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1358 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1697 continue; 1359 continue;
1698 1360
1699 small_nuggets = 0; 1361 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1700 large_nuggets = 0;
1701
1702 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1703 { 1362 {
1704 next = tmp->above; 1363 next = tmp->above;
1364
1705 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1365 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1706 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1366 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1707 { 1367 {
1708
1709 if (tmp->inv) 1368 if (tmp->inv)
1710 { 1369 {
1711 object *next1, *tmp1; 1370 object *next1, *tmp1;
1712 1371
1713 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1372 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1714 { 1373 {
1715 next1 = tmp1->below; 1374 next1 = tmp1->below;
1716 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1375 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1717 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1376 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1718 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1377 alchemy_object (tmp1, value, weight);
1719 } 1378 }
1720 } 1379 }
1380
1721 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1381 alchemy_object (tmp, value, weight);
1722 1382
1723 if (weight > weight_max) 1383 if (weight > weight_max)
1724 { 1384 break;
1725 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1726 large->destroy ();
1727 small->destroy ();
1728 return 1;
1729 } 1385 }
1730 } /* is alchemable object */
1731 } /* process all objects on this space */
1732
1733 /* Insert all the nuggets at one time. This probably saves time, but
1734 * it also prevents us from alcheming nuggets that were just created
1735 * with this spell.
1736 */ 1386 }
1737 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1387
1388 value -= rndm (value >> 4);
1389 value = min (value, value_max);
1390
1391 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1392 if (int nrof = value / nugget [i]->value)
1393 {
1394 value -= nrof * nugget[i]->value;
1395
1396 object *tmp = arch_to_object (nugget[i]);
1397 tmp->nrof = nrof;
1398 tmp->flag [FLAG_IDENTIFIED] = true;
1399 op->map->insert (tmp, x, y, op, 0);
1738 } 1400 }
1739 }
1740 1401
1741 large->destroy (); 1402 if (weight > weight_max)
1742 small->destroy (); 1403 goto bailout;
1743 /* reset this so that if player standing on a big pile of stuff, 1404 }
1744 * it is redrawn properly. 1405 }
1745 */ 1406
1746 op->contr->ns->look_position = 0; 1407bailout:
1747 return 1; 1408 return 1;
1748} 1409}
1749
1750 1410
1751/* This function removes the cursed/damned status on equipped 1411/* This function removes the cursed/damned status on equipped
1752 * items. 1412 * items.
1753 */ 1413 */
1754int 1414int
1761 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1421 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1762 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1763 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1764 { 1424 {
1765 was_one++; 1425 was_one++;
1426
1766 if (tmp->level <= caster_level (caster, spell)) 1427 if (tmp->level <= caster_level (caster, spell))
1767 { 1428 {
1768 success++; 1429 success++;
1769 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1430 if (QUERY_FLAG (spell, FLAG_DAMNED))
1770 CLEAR_FLAG (tmp, FLAG_DAMNED); 1431 CLEAR_FLAG (tmp, FLAG_DAMNED);
1771 1432
1772 CLEAR_FLAG (tmp, FLAG_CURSED); 1433 CLEAR_FLAG (tmp, FLAG_CURSED);
1773 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1434 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1774 tmp->value = 0; /* Still can't sell it */ 1435 tmp->value = 0; /* Still can't sell it */
1775 if (op->type == PLAYER) 1436
1437 if (object *pl = tmp->visible_to ())
1776 esrv_send_item (op, tmp); 1438 esrv_update_item (UPD_FLAGS, pl, tmp);
1777 } 1439 }
1778 } 1440 }
1779 1441
1780 if (op->type == PLAYER) 1442 if (op->type == PLAYER)
1781 { 1443 {
1782 if (success) 1444 if (success)
1783 {
1784 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1445 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1785 }
1786 else 1446 else
1787 { 1447 {
1788 if (was_one) 1448 if (was_one)
1789 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1449 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1790 else 1450 else
1794 1454
1795 return success; 1455 return success;
1796} 1456}
1797 1457
1798/* Identifies objects in the players inventory/on the ground */ 1458/* Identifies objects in the players inventory/on the ground */
1799
1800int 1459int
1801cast_identify (object *op, object *caster, object *spell) 1460cast_identify (object *op, object *caster, object *spell)
1802{ 1461{
1462 dynbuf_text buf;
1803 object *tmp; 1463 object *tmp;
1804 int success = 0, num_ident;
1805 1464
1806 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1465 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1807 1466
1808 if (num_ident < 1) 1467 if (num_ident < 1)
1809 num_ident = 1; 1468 num_ident = 1;
1810 1469
1811 for (tmp = op->inv; tmp; tmp = tmp->below) 1470 for (tmp = op->inv; tmp; tmp = tmp->below)
1814 { 1473 {
1815 identify (tmp); 1474 identify (tmp);
1816 1475
1817 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1818 { 1477 {
1819 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1478 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1820 1479
1821 if (tmp->msg) 1480 if (tmp->msg)
1822 { 1481 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1823 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1824 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1825 }
1826 } 1482 }
1827 1483
1828 num_ident--; 1484 num_ident--;
1829 success = 1;
1830 if (!num_ident) 1485 if (!num_ident)
1831 break; 1486 break;
1832 } 1487 }
1833 } 1488 }
1834 1489
1836 * stuff on the floor. Only identify stuff on the floor if the spell 1491 * stuff on the floor. Only identify stuff on the floor if the spell
1837 * was not fully used. 1492 * was not fully used.
1838 */ 1493 */
1839 if (num_ident) 1494 if (num_ident)
1840 { 1495 {
1841 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1496 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1842 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1497 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1843 { 1498 {
1844 identify (tmp); 1499 identify (tmp);
1845 1500
1846 if (op->type == PLAYER) 1501 if (object *pl = tmp->visible_to ())
1847 { 1502 {
1848 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1503 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1849 1504
1850 if (tmp->msg) 1505 if (tmp->msg)
1851 { 1506 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1852 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1853 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1854 }
1855
1856 esrv_send_item (op, tmp);
1857 } 1507 }
1858 1508
1859 num_ident--; 1509 num_ident--;
1860 success = 1;
1861 if (!num_ident) 1510 if (!num_ident)
1862 break; 1511 break;
1863 } 1512 }
1864 } 1513 }
1865 1514
1866 if (!success) 1515 if (buf.empty ())
1867 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1868 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1869 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1870 1526 return 1;
1871 return success; 1527 }
1872} 1528}
1873 1529
1874int 1530int
1875cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1876{ 1532{
1997 */ 1653 */
1998 if (done_one) 1654 if (done_one)
1999 { 1655 {
2000 object *detect_ob = arch_to_object (spell->other_arch); 1656 object *detect_ob = arch_to_object (spell->other_arch);
2001 1657
2002 detect_ob->x = nx;
2003 detect_ob->y = ny;
2004 /* if this is set, we want to copy the face */ 1658 /* if this is set, we want to copy the face */
2005 if (done_one == 2 && detect) 1659 if (done_one == 2 && detect)
2006 { 1660 {
2007 detect_ob->face = detect->face; 1661 detect_ob->face = detect->face;
2008 detect_ob->animation_id = detect->animation_id; 1662 detect_ob->animation_id = detect->animation_id;
2010 detect_ob->last_anim = 0; 1664 detect_ob->last_anim = 0;
2011 /* by default, the detect_ob is already animated */ 1665 /* by default, the detect_ob is already animated */
2012 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1666 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2013 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1667 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2014 } 1668 }
1669
2015 insert_ob_in_map (detect_ob, m, op, 0); 1670 m->insert (detect_ob, nx, ny, op);
2016 } 1671 }
2017 } /* for processing the surrounding spaces */ 1672 } /* for processing the surrounding spaces */
2018 1673
2019 1674
2020 /* Now process objects in the players inventory if detect curse or magic */ 1675 /* Now process objects in the players inventory if detect curse or magic */
2021 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1676 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2022 { 1677 {
2023 done_one = 0; 1678 done_one = 0;
1679
2024 for (tmp = op->inv; tmp; tmp = tmp->below) 1680 for (tmp = op->inv; tmp; tmp = tmp->below)
2025 { 1681 {
2026 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1682 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2027 { 1683 {
2028 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1684 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2029 { 1685 {
2030 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1686 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2031 if (op->type == PLAYER) 1687
1688 if (object *pl = tmp->visible_to ())
2032 esrv_send_item (op, tmp); 1689 esrv_update_item (UPD_FLAGS, pl, tmp);
2033 } 1690 }
1691
2034 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1692 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2035 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1693 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2036 { 1694 {
2037 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1695 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2038 if (op->type == PLAYER) 1696
1697 if (object *pl = tmp->visible_to ())
2039 esrv_send_item (op, tmp); 1698 esrv_update_item (UPD_FLAGS, pl, tmp);
2040 } 1699 }
2041 } /* if item is not identified */ 1700 } /* if item is not identified */
2042 } /* for the players inventory */ 1701 } /* for the players inventory */
2043 } /* if detect magic/curse and object is a player */ 1702 } /* if detect magic/curse and object is a player */
1703
2044 return 1; 1704 return 1;
2045} 1705}
2046 1706
2047 1707
2048/** 1708/**
2069 1729
2070 /* Explodes a fireball centered at player */ 1730 /* Explodes a fireball centered at player */
2071 tmp = get_archetype (EXPLODING_FIREBALL); 1731 tmp = get_archetype (EXPLODING_FIREBALL);
2072 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1732 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2073 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; 1733 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2074 tmp->x = victim->x; 1734
2075 tmp->y = victim->y; 1735 tmp->insert_at (victim);
2076 insert_ob_in_map (tmp, victim->map, NULL, 0);
2077 victim->stats.sp = 2 * victim->stats.maxsp; 1736 victim->stats.sp = 2 * victim->stats.maxsp;
2078 } 1737 }
2079 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2080 {
2081 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1739 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2082 }
2083 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2084 {
2085 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2086 }
2087 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2088 { 1743 {
2089 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2090 confuse_player (victim, victim, 99); 1745 confuse_player (victim, victim, 99);
2091 } 1746 }
2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2093 {
2094 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2095 }
2096} 1749}
2097 1750
2098/* cast_transfer 1751/* cast_transfer
2099 * This spell transfers sp from the player to another person. 1752 * This spell transfers sp from the player to another person.
2100 * We let the target go above their normal maximum SP. 1753 * We let the target go above their normal maximum SP.
2211 /* Basically, if the object is magical and not counterspell, 1864 /* Basically, if the object is magical and not counterspell,
2212 * we will more or less remove the object. Don't counterspell 1865 * we will more or less remove the object. Don't counterspell
2213 * monsters either. 1866 * monsters either.
2214 */ 1867 */
2215 1868
2216 if (head->attacktype & AT_MAGIC && 1869 if (head->attacktype & AT_MAGIC
2217 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1870 && !(head->attacktype & AT_COUNTERSPELL)
1871 && !QUERY_FLAG (head, FLAG_MONSTER)
1872 && (op->level > head->level))
2218 head->destroy (); 1873 head->destroy ();
2219 else 1874 else
2220 switch (head->type) 1875 switch (head->type)
2221 { 1876 {
2222 case SPELL_EFFECT: 1877 case SPELL_EFFECT:
1878 // XXX: Don't affect floor spelleffects. See also XXX comment
1879 // about sanctuary in spell_util.C
1880 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1881 continue;
1882
2223 if (op->level > head->level) 1883 if (op->level > head->level)
2224 head->destroy (); 1884 head->destroy ();
2225 1885
2226 break; 1886 break;
2227 1887
2238 break; 1898 break;
2239 } 1899 }
2240 } 1900 }
2241} 1901}
2242 1902
2243
2244
2245/* cast_consecrate() - a spell to make an altar your god's */ 1903/* cast_consecrate() - a spell to make an altar your god's */
2246int 1904int
2247cast_consecrate (object *op, object *caster, object *spell) 1905cast_consecrate (object *op, object *caster, object *spell)
2248{ 1906{
2249 char buf[MAX_BUF]; 1907 char buf[MAX_BUF];
2273 /* If we got here, we are consecrating an altar */ 1931 /* If we got here, we are consecrating an altar */
2274 sprintf (buf, "Altar of %s", &god->name); 1932 sprintf (buf, "Altar of %s", &god->name);
2275 tmp->name = buf; 1933 tmp->name = buf;
2276 tmp->level = caster_level (caster, spell); 1934 tmp->level = caster_level (caster, spell);
2277 tmp->other_arch = god->arch; 1935 tmp->other_arch = god->arch;
1936
2278 if (op->type == PLAYER) 1937 if (op->type == PLAYER)
2279 esrv_update_item (UPD_NAME, op, tmp); 1938 esrv_update_item (UPD_NAME, op, tmp);
1939
2280 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1940 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2281 return 1; 1941 return 1;
2282 } 1942 }
2283 } 1943 }
2284 } 1944 }
2294 * This code was very odd - code early on would only let players use the spell, 1954 * This code was very odd - code early on would only let players use the spell,
2295 * yet the code wass full of player checks. I've presumed that the code 1955 * yet the code wass full of player checks. I've presumed that the code
2296 * that only let players use it was correct, and removed all the other 1956 * that only let players use it was correct, and removed all the other
2297 * player checks. MSW 2003-01-06 1957 * player checks. MSW 2003-01-06
2298 */ 1958 */
2299
2300int 1959int
2301animate_weapon (object *op, object *caster, object *spell, int dir) 1960animate_weapon (object *op, object *caster, object *spell, int dir)
2302{ 1961{
2303 object *weapon, *tmp; 1962 object *weapon, *tmp;
2304 char buf[MAX_BUF]; 1963 char buf[MAX_BUF];
2305 int a, i; 1964 int a, i;
2306 sint16 x, y; 1965 sint16 x, y;
2307 maptile *m; 1966 maptile *m;
2308 materialtype_t *mt;
2309 1967
2310 if (!spell->other_arch) 1968 if (!spell->other_arch)
2311 { 1969 {
2312 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1970 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2313 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1971 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2316 /* exit if it's not a player using this spell. */ 1974 /* exit if it's not a player using this spell. */
2317 if (op->type != PLAYER) 1975 if (op->type != PLAYER)
2318 return 0; 1976 return 0;
2319 1977
2320 /* if player already has a golem, abort */ 1978 /* if player already has a golem, abort */
2321 if (op->contr->ranges[range_golem]) 1979 if (object *golem = op->contr->golem)
2322 { 1980 {
2323 control_golem (op->contr->ranges[range_golem], dir); 1981 control_golem (golem, dir);
2324 return 0; 1982 return 0;
2325 } 1983 }
2326 1984
2327 /* if no direction specified, pick one */ 1985 /* if no direction specified, pick one */
2328 if (!dir) 1986 if (!dir)
2332 x = op->x + freearr_x[dir]; 1990 x = op->x + freearr_x[dir];
2333 y = op->y + freearr_y[dir]; 1991 y = op->y + freearr_y[dir];
2334 1992
2335 /* if there's no place to put the golem, abort */ 1993 /* if there's no place to put the golem, abort */
2336 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1994 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2337 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1995 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2338 { 1996 {
2339 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1997 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2340 return 0; 1998 return 0;
2341 } 1999 }
2342 2000
2346 if (!weapon) 2004 if (!weapon)
2347 { 2005 {
2348 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2006 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2349 return 0; 2007 return 0;
2350 } 2008 }
2351 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2009 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2352 { 2010 {
2353 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2011 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2354 return 0; 2012 return 0;
2355 } 2013 }
2356 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2362 { 2020 {
2363 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2021 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2364 return 0; 2022 return 0;
2365 } 2023 }
2366 2024
2367 if (weapon->nrof > 1) 2025 weapon = weapon->split ();
2368 {
2369 tmp = get_split_ob (weapon, 1);
2370 esrv_send_item (op, weapon);
2371 weapon = tmp;
2372 }
2373 2026
2374 /* create the golem object */ 2027 /* create the golem object */
2375 tmp = arch_to_object (spell->other_arch); 2028 tmp = arch_to_object (spell->other_arch);
2376 2029
2377 /* if animated by a player, give the player control of the golem */ 2030 /* if animated by a player, give the player control of the golem */
2378 CLEAR_FLAG (tmp, FLAG_MONSTER); 2031 CLEAR_FLAG (tmp, FLAG_MONSTER);
2379 SET_FLAG (tmp, FLAG_FRIENDLY);
2380 tmp->stats.exp = 0; 2032 tmp->stats.exp = 0;
2381 add_friendly_object (tmp); 2033 add_friendly_object (tmp);
2382 tmp->type = GOLEM; 2034 tmp->type = GOLEM;
2383 tmp->set_owner (op); 2035 tmp->set_owner (op);
2036 op->contr->golem = tmp;
2384 set_spell_skill (op, caster, spell, tmp); 2037 set_spell_skill (op, caster, spell, tmp);
2385 op->contr->ranges[range_golem] = tmp;
2386 op->contr->shoottype = range_golem;
2387 2038
2388 /* Give the weapon to the golem now. A bit of a hack to check the 2039 /* Give the weapon to the golem now. A bit of a hack to check the
2389 * removed flag - it should only be set if get_split_object was 2040 * removed flag - it should only be set if weapon->split was
2390 * used above. 2041 * used above.
2391 */ 2042 */
2392 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2043 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2393 weapon->remove (); 2044 weapon->remove ();
2394 insert_ob_in_ob (weapon, tmp); 2045
2395 esrv_send_item (op, weapon); 2046 tmp->insert (weapon);
2047
2396 /* To do everything necessary to let a golem use the weapon is a pain, 2048 /* To do everything necessary to let a golem use the weapon is a pain,
2397 * so instead, just set it as equipped (otherwise, we need to update 2049 * so instead, just set it as equipped (otherwise, we need to update
2398 * body_info, skills, etc) 2050 * body_info, skills, etc)
2399 */ 2051 */
2400 SET_FLAG (tmp, FLAG_USE_WEAPON); 2052 SET_FLAG (tmp, FLAG_USE_WEAPON);
2426 2078
2427 /* attacktype */ 2079 /* attacktype */
2428 if (!tmp->attacktype) 2080 if (!tmp->attacktype)
2429 tmp->attacktype = AT_PHYSICAL; 2081 tmp->attacktype = AT_PHYSICAL;
2430 2082
2431 mt = NULL;
2432 if (op->materialname != NULL)
2433 mt = name_to_material (op->materialname); 2083 if (materialtype_t *mt = name_to_material (op->materialname))
2434 if (mt != NULL)
2435 { 2084 {
2436 for (i = 0; i < NROFATTACKS; i++) 2085 for (i = 0; i < NROFATTACKS; i++)
2437 tmp->resist[i] = 50 - (mt->save[i] * 5); 2086 tmp->resist[i] = 50 - (mt->save[i] * 5);
2438 a = mt->save[0]; 2087 a = mt->save[0];
2439 } 2088 }
2441 { 2090 {
2442 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2443 tmp->resist[i] = 5; 2092 tmp->resist[i] = 5;
2444 a = 10; 2093 a = 10;
2445 } 2094 }
2095
2446 /* Set weapon's immunity */ 2096 /* Set weapon's immunity */
2447 tmp->resist[ATNR_CONFUSION] = 100; 2097 tmp->resist[ATNR_CONFUSION] = 100;
2448 tmp->resist[ATNR_POISON] = 100; 2098 tmp->resist[ATNR_POISON] = 100;
2449 tmp->resist[ATNR_SLOW] = 100; 2099 tmp->resist[ATNR_SLOW] = 100;
2450 tmp->resist[ATNR_PARALYZE] = 100; 2100 tmp->resist[ATNR_PARALYZE] = 100;
2456 2106
2457 /* Improve weapon's armour value according to best save vs. physical of its material */ 2107 /* Improve weapon's armour value according to best save vs. physical of its material */
2458 2108
2459 if (a > 14) 2109 if (a > 14)
2460 a = 14; 2110 a = 14;
2111
2461 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2112 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2462 2113
2463 /* Determine golem's speed */ 2114 /* Determine golem's speed */
2464 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2115 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2465 2116
2478 2129
2479 /* make experience increase in proportion to the strength of the summoned creature. */ 2130 /* make experience increase in proportion to the strength of the summoned creature. */
2480 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2131 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2481 2132
2482 tmp->speed_left = -1; 2133 tmp->speed_left = -1;
2483 tmp->x = x;
2484 tmp->y = y;
2485 tmp->direction = dir; 2134 tmp->direction = dir;
2486 insert_ob_in_map (tmp, m, op, 0); 2135
2136 m->insert (tmp, x, y, op);
2487 return 1; 2137 return 1;
2488} 2138}
2489 2139
2490/* cast_daylight() - changes the map darkness level *lower* */ 2140/* cast_daylight() - changes the map darkness level *lower* */
2491 2141
2499 int success; 2149 int success;
2500 2150
2501 if (!op->map) 2151 if (!op->map)
2502 return 0; /* shouldnt happen */ 2152 return 0; /* shouldnt happen */
2503 2153
2504 success = change_map_light (op->map, spell->stats.dam); 2154 success = op->map->change_map_light (spell->stats.dam);
2155
2505 if (!success) 2156 if (!success)
2506 { 2157 {
2507 if (spell->stats.dam < 0) 2158 if (spell->stats.dam < 0)
2508 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2509 else 2160 else
2510 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2511 } 2162 }
2512 return success; 2163 return success;
2513} 2164}
2514
2515
2516
2517
2518 2165
2519/* create an aura spell object and put it in the player's inventory. 2166/* create an aura spell object and put it in the player's inventory.
2520 * as usual, op is player, caster is the object casting the spell, 2167 * as usual, op is player, caster is the object casting the spell,
2521 * spell is the spell object itself. 2168 * spell is the spell object itself.
2522 */ 2169 */
2534 2181
2535 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2182 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2536 2183
2537 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2184 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2538 2185
2539 new_aura->set_owner (op);
2540 set_spell_skill (op, caster, spell, new_aura); 2186 set_spell_skill (op, caster, spell, new_aura);
2541 new_aura->attacktype = spell->attacktype; 2187 new_aura->attacktype = spell->attacktype;
2542 2188
2543 new_aura->level = caster_level (caster, spell); 2189 new_aura->level = caster_level (caster, spell);
2190
2544 if (refresh) 2191 if (refresh)
2545 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2192 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2546 else 2193 else
2547 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2195
2548 insert_ob_in_ob (new_aura, op); 2196 insert_ob_in_ob (new_aura, op);
2197 new_aura->set_owner (op);
2198
2549 return 1; 2199 return 1;
2550} 2200}
2551
2552 2201
2553/* move aura function. An aura is a part of someone's inventory, 2202/* move aura function. An aura is a part of someone's inventory,
2554 * which he carries with him, but which acts on the map immediately 2203 * which he carries with him, but which acts on the map immediately
2555 * around him. 2204 * around him.
2556 * Aura parameters: 2205 * Aura parameters:
2557 * duration: duration counter. 2206 * duration: duration counter.
2558 * attacktype: aura's attacktype 2207 * attacktype: aura's attacktype
2559 * other_arch: archetype to drop where we attack 2208 * other_arch: archetype to drop where we attack
2560 */ 2209 */
2561
2562void 2210void
2563move_aura (object *aura) 2211move_aura (object *aura)
2564{ 2212{
2565 int i, mflags;
2566 object *env;
2567 maptile *m;
2568
2569 /* auras belong in inventories */ 2213 /* auras belong in inventories */
2570 env = aura->env; 2214 object *env = aura->env;
2215 object *owner = aura->owner;
2571 2216
2572 /* no matter what we've gotta remove the aura... 2217 /* no matter what we've gotta remove the aura...
2573 * we'll put it back if its time isn't up. 2218 * we'll put it back if its time isn't up.
2574 */ 2219 */
2575 aura->remove (); 2220 aura->remove ();
2580 aura->destroy (); 2225 aura->destroy ();
2581 return; 2226 return;
2582 } 2227 }
2583 2228
2584 /* auras only exist in inventories */ 2229 /* auras only exist in inventories */
2585 if (env == NULL || env->map == NULL) 2230 if (!env || !env->map)
2586 { 2231 {
2587 aura->destroy (); 2232 aura->destroy ();
2588 return; 2233 return;
2589 } 2234 }
2590
2591 aura->x = env->x;
2592 aura->y = env->y;
2593 2235
2594 /* we need to jump out of the inventory for a bit 2236 /* we need to jump out of the inventory for a bit
2595 * in order to hit the map conveniently. 2237 * in order to hit the map conveniently.
2596 */ 2238 */
2597 insert_ob_in_map (aura, env->map, aura, 0); 2239 aura->insert_at (env, aura);
2598 2240
2599 for (i = 1; i < 9; i++) 2241 for (int i = 1; i < 9; i++)
2600 { 2242 {
2601 sint16 nx, ny; 2243 mapxy pos (env);
2244 pos.move (i);
2602 2245
2603 nx = aura->x + freearr_x[i];
2604 ny = aura->y + freearr_y[i];
2605 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2606
2607 /* Consider the movement tyep of the person with the aura as 2246 /* Consider the movement type of the person with the aura as
2608 * movement type of the aura. Eg, if the player is flying, the aura 2247 * movement type of the aura. Eg, if the player is flying, the aura
2609 * is flying also, if player is walking, it is on the ground, etc. 2248 * is flying also, if player is walking, it is on the ground, etc.
2610 */ 2249 */
2611 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2250 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2612 { 2251 {
2613 hit_map (aura, i, aura->attacktype, 0); 2252 hit_map (aura, i, aura->attacktype, 0);
2614 2253
2615 if (aura->other_arch) 2254 if (aura->other_arch)
2616 {
2617 object *new_ob;
2618
2619 new_ob = arch_to_object (aura->other_arch); 2255 pos.insert (arch_to_object (aura->other_arch), aura);
2620 new_ob->x = nx;
2621 new_ob->y = ny;
2622 insert_ob_in_map (new_ob, m, aura, 0);
2623 } 2256 }
2624 }
2625 } 2257 }
2258
2626 /* put the aura back in the player's inventory */ 2259 /* put the aura back in the player's inventory */
2627 aura->remove (); 2260 env->insert (aura);
2628 insert_ob_in_ob (aura, env); 2261 aura->set_owner (owner);
2629} 2262}
2630 2263
2631/* moves the peacemaker spell. 2264/* moves the peacemaker spell.
2632 * op is the piece object. 2265 * op is the piece object.
2633 */ 2266 */
2634
2635void 2267void
2636move_peacemaker (object *op) 2268move_peacemaker (object *op)
2637{ 2269{
2638 object *tmp; 2270 object *tmp;
2639 2271
2640 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2272 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2641 { 2273 {
2642 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2643 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2644 2276
2645 if (tmp->head)
2646 victim = tmp->head;
2647 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2277 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2648 continue; 2278 continue;
2279
2649 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2650 continue; 2281 continue;
2282
2651 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2652 continue; 2284 continue;
2653 2285
2654 def_lev = MAX (1, victim->level); 2286 def_lev = MAX (1, victim->level);
2655 atk_lev = MAX (1, op->level); 2287 atk_lev = MAX (1, op->level);
2656 2288
2657 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2658 { 2290 {
2659 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2660 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2661 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2662 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2663#if 0 2296#if 0
2664 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2665 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2672 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2673 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2674 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 SET_FLAG (victim, FLAG_RUN_AWAY);
2675 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2676 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 CLEAR_FLAG (victim, FLAG_MONSTER);
2310
2677 if (victim->name) 2311 if (victim->name)
2678 {
2679 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2680 }
2681 } 2313 }
2682 } 2314 }
2683} 2315}
2684 2316
2685 2317
2711 2343
2712 snprintf (rune, sizeof (rune), "%s\n", msg); 2344 snprintf (rune, sizeof (rune), "%s\n", msg);
2713 2345
2714 tmp->race = op->name; /*Save the owner of the rune */ 2346 tmp->race = op->name; /*Save the owner of the rune */
2715 tmp->msg = rune; 2347 tmp->msg = rune;
2716 tmp->x = op->x; 2348
2717 tmp->y = op->y; 2349 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2718 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2719 return 1; 2350 return 1;
2720} 2351}

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