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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.10 by root, Thu Sep 14 21:16:13 2006 UTC vs.
Revision 1.55 by root, Sat Jun 2 03:34:48 2007 UTC

1
2/* 1/*
3 * static char *rcsid_spell_effect_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: spell_effect.C,v 1.10 2006/09/14 21:16:13 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
5 */ 23 */
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen
13
14 This program is free software; you can redistribute it and/or modify
15 it under the terms of the GNU General Public License as published by
16 the Free Software Foundation; either version 2 of the License, or
17 (at your option) any later version.
18
19 This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details.
23
24 You should have received a copy of the GNU General Public License
25 along with this program; if not, write to the Free Software
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
27
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/
30 24
31#include <global.h> 25#include <global.h>
32#include <object.h> 26#include <object.h>
33#include <living.h> 27#include <living.h>
34#ifndef __CEXTRACT__
35# include <sproto.h> 28#include <sproto.h>
36#endif
37#include <spells.h> 29#include <spells.h>
38#include <sounds.h> 30#include <sounds.h>
39 31
40/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
41 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
44void 36void
45cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
46{ 38{
47 if (!tmp) 39 if (!tmp)
48 return; /* error */ 40 return; /* error */
41
49 tmp->level = op->level; 42 tmp->level = op->level;
50 tmp->x = op->x;
51 tmp->y = op->y;
52 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
53 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
54 45
55 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
56 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
57 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
58 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
59 */ 50 */
60 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
61 tmp->duration = 40; 52 tmp->duration = 40;
53
62 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
63 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
64 insert_ob_in_map (tmp, op->map, op, 0);
65 56
57 tmp->insert_at (op, op);
66} 58}
67
68 59
69int 60int
70recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
71{ 62{
72 object *wand, *tmp; 63 object *wand, *tmp;
81 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
82 { 73 {
83 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
84 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
85 esrv_del_item (op->contr, wand->count); 76 esrv_del_item (op->contr, wand->count);
86 remove_ob (wand); 77 wand->destroy ();
87 free_object (wand);
88 tmp = get_archetype ("fireball"); 78 tmp = get_archetype ("fireball");
89 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80
90 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
91 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83
92 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85
93 if (tmp->stats.hp < 2) 86 if (tmp->stats.hp < 2)
94 tmp->stats.hp = 2; 87 tmp->stats.hp = 2;
95 tmp->x = op->x; 88
96 tmp->y = op->y; 89 tmp->insert_at (op);
97 insert_ob_in_map (tmp, op->map, NULL, 0);
98 return 1; 90 return 1;
99 } 91 }
100 92
101 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
102 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
103 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
104 else 97 else
105 { 98 {
106 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
107 return 0; 100 return 0;
108 } 101 }
102
109 if (!ncharges) 103 if (!ncharges)
110 ncharges = 1; 104 ncharges = 1;
111 105
112 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
113 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108
114 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
115 { 110 {
116 SET_FLAG (wand, FLAG_ANIMATE); 111 SET_FLAG (wand, FLAG_ANIMATE);
117 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->clone.speed);
118 update_ob_speed (wand);
119 } 113 }
114
120 return 1; 115 return 1;
121} 116}
122 117
123/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 118/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
124 * based on whether a crossbow or bow is equiped. If neither, it defaults to 119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
135cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
136{ 131{
137 int missile_plus = 0, bonus_plus = 0; 132 int missile_plus = 0, bonus_plus = 0;
138 const char *missile_name; 133 const char *missile_name;
139 object *tmp, *missile; 134 object *tmp, *missile;
140 tag_t tag;
141 135
142 missile_name = "arrow"; 136 missile_name = "arrow";
143 137
144 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
145 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
146 {
147 missile_name = tmp->race; 140 missile_name = tmp->race;
148 }
149 141
150 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
151 143
152 if (archetype::find (missile_name) == NULL) 144 if (archetype::find (missile_name) == NULL)
153 { 145 {
154 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
155 return 0; 147 return 0;
156 } 148 }
149
157 missile = get_archetype (missile_name); 150 missile = get_archetype (missile_name);
158 151
159 if (stringarg) 152 if (stringarg)
160 { 153 {
161 /* If it starts with a letter, presume it is a description */ 154 /* If it starts with a letter, presume it is a description */
162 if (isalpha (*stringarg)) 155 if (isalpha (*stringarg))
163 { 156 {
164 artifact *al = find_artifactlist (missile->type)->items; 157 artifact *al = find_artifactlist (missile->type)->items;
165 158
166 for (; al != NULL; al = al->next) 159 for (; al; al = al->next)
167 if (!strcasecmp (al->item->name, stringarg)) 160 if (!strcasecmp (al->item->name, stringarg))
168 break; 161 break;
169 162
170 if (!al) 163 if (!al)
171 { 164 {
172 free_object (missile); 165 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
174 return 0; 167 return 0;
175 } 168 }
169
176 if (al->item->slaying) 170 if (al->item->slaying)
177 { 171 {
178 free_object (missile); 172 missile->destroy ();
179 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
180 return 0; 174 return 0;
181 } 175 }
176
182 give_artifact_abilities (missile, al->item); 177 give_artifact_abilities (missile, al->item);
183 /* These special arrows cost something extra. Don't have them also be magical - 178 /* These special arrows cost something extra. Don't have them also be magical -
184 * otherwise, in most cases, not enough will be created. I don't want to get into 179 * otherwise, in most cases, not enough will be created. I don't want to get into
185 * the parsing of having to do both plus and type. 180 * the parsing of having to do both plus and type.
186 */ 181 */
188 missile_plus = 0; 183 missile_plus = 0;
189 } 184 }
190 else if (atoi (stringarg) < missile_plus) 185 else if (atoi (stringarg) < missile_plus)
191 missile_plus = atoi (stringarg); 186 missile_plus = atoi (stringarg);
192 } 187 }
188
193 if (missile_plus > 4) 189 if (missile_plus > 4)
194 missile_plus = 4; 190 missile_plus = 4;
195 else if (missile_plus < -4) 191 else if (missile_plus < -4)
196 missile_plus = -4; 192 missile_plus = -4;
197 193
198 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
199 missile->nrof -= 3 * (missile_plus + bonus_plus); 195 missile->nrof -= 3 * (missile_plus + bonus_plus);
196
200 if (missile->nrof < 1) 197 if (missile->nrof < 1)
201 missile->nrof = 1; 198 missile->nrof = 1;
202 199
203 missile->magic = missile_plus; 200 missile->magic = missile_plus;
204 /* Can't get any money for these objects */ 201 /* Can't get any money for these objects */
205 missile->value = 0; 202 missile->value = 0;
206 203
207 SET_FLAG (missile, FLAG_IDENTIFIED); 204 SET_FLAG (missile, FLAG_IDENTIFIED);
208 tag = missile->count;
209 205
210 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !was_destroyed (missile, tag)) 206 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
211 {
212 pick_up (op, missile); 207 pick_up (op, missile);
213 } 208
214 return 1; 209 return 1;
215} 210}
216 211
217 212
218/* allows the choice of what sort of food object to make. 213/* allows the choice of what sort of food object to make.
284int 279int
285probe (object *op, object *caster, object *spell_ob, int dir) 280probe (object *op, object *caster, object *spell_ob, int dir)
286{ 281{
287 int r, mflags, maxrange; 282 int r, mflags, maxrange;
288 object *tmp; 283 object *tmp;
289 mapstruct *m; 284 maptile *m;
290 285
291 286
292 if (!dir) 287 if (!dir)
293 { 288 {
294 examine_monster (op, op); 289 examine_monster (op, op);
310 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
311 return 0; 306 return 0;
312 } 307 }
313 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
314 { 309 {
315 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
316 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
317 { 312 {
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
319 if (tmp->head != NULL) 314 if (tmp->head != NULL)
320 tmp = tmp->head; 315 tmp = tmp->head;
378 * normal applies. 373 * normal applies.
379 */ 374 */
380int 375int
381cast_invisible (object *op, object *caster, object *spell_ob) 376cast_invisible (object *op, object *caster, object *spell_ob)
382{ 377{
383 object *tmp;
384
385 if (op->invisible > 1000) 378 if (op->invisible > 1000)
386 { 379 {
387 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
388 return 0; 381 return 0;
389 } 382 }
405 else 398 else
406 op->contr->tmp_invis = 1; 399 op->contr->tmp_invis = 1;
407 400
408 op->contr->hidden = 0; 401 op->contr->hidden = 0;
409 } 402 }
403
410 if (makes_invisible_to (op, op)) 404 if (makes_invisible_to (op, op))
411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 405 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
412 else 406 else
413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 407 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
414 408
415 update_object (op, UP_OBJ_FACE); 409 update_object (op, UP_OBJ_CHANGE);
416 410
417 /* Only search the active objects - only these should actually do 411 /* Only search the active objects - only these should actually do
418 * harm to the player. 412 * harm to the player.
419 */ 413 */
420 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 414 for_all_actives (tmp)
421 if (tmp->enemy == op) 415 if (tmp->enemy == op)
422 tmp->enemy = NULL; 416 tmp->enemy = 0;
417
423 return 1; 418 return 1;
424} 419}
425 420
426/* earth to dust spell. Basically destroys earthwalls in the area. 421/* earth to dust spell. Basically destroys earthwalls in the area.
427 */ 422 */
429cast_earth_to_dust (object *op, object *caster, object *spell_ob) 424cast_earth_to_dust (object *op, object *caster, object *spell_ob)
430{ 425{
431 object *tmp, *next; 426 object *tmp, *next;
432 int range, i, j, mflags; 427 int range, i, j, mflags;
433 sint16 sx, sy; 428 sint16 sx, sy;
434 mapstruct *m; 429 maptile *m;
435 430
436 if (op->type != PLAYER) 431 if (op->type != PLAYER)
437 return 0; 432 return 0;
438 433
439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
448 443
449 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
450 continue; 445 continue;
451 446
452 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be teared down
453 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 448 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
454 { 449 {
455 next = tmp->above; 450 next = tmp->above;
456 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
458 } 453 }
459 } 454 }
455
460 return 1; 456 return 1;
461} 457}
462
463 458
464void 459void
465execute_word_of_recall (object *op) 460execute_word_of_recall (object *op)
466{ 461{
467 object *wor = op; 462 if (object *pl = op->in_player ())
468
469 while (op != NULL && op->type != PLAYER)
470 op = op->env;
471
472 if (op != NULL && op->map)
473 { 463 {
474 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) 464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
475 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
476 else 466 else
467 {
468 // remove first so we do not call update_stats
469 op->remove ();
477 enter_exit (op, wor); 470 pl->enter_exit (op);
471 }
478 } 472 }
479 remove_ob (wor); 473
480 free_object (wor); 474 op->destroy ();
481} 475}
482 476
483/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
484 * we put a force into the player object, so that there is a 478 * we put a force into the player object, so that there is a
485 * time delay effect. 479 * time delay effect.
504 { 498 {
505 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
506 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
507 return 0; 501 return 0;
508 } 502 }
503
509 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
510 if (time < 1) 505 if (time < 1)
511 time = 1; 506 time = 1;
512 507
513 /* value of speed really doesn't make much difference, as long as it is 508 /* value of speed really doesn't make much difference, as long as it is
514 * positive. Lower value may be useful so that the problem doesn't 509 * positive. Lower value may be useful so that the problem doesn't
515 * do anything really odd if it say a -1000 or something. 510 * do anything really odd if it say a -1000 or something.
516 */ 511 */
517 dummy->speed = 0.002; 512 dummy->set_speed (0.002);
518 update_ob_speed (dummy);
519 dummy->speed_left = -dummy->speed * time; 513 dummy->speed_left = -dummy->speed * time;
520 dummy->type = SPELL_EFFECT; 514 dummy->type = SPELL_EFFECT;
521 dummy->subtype = SP_WORD_OF_RECALL; 515 dummy->subtype = SP_WORD_OF_RECALL;
522 516
523 /* If we could take advantage of enter_player_savebed() here, it would be 517 /* If we could take advantage of enter_player_savebed() here, it would be
524 * nice, but until the map load fails, we can't. 518 * nice, but until the map load fails, we can't.
525 */ 519 */
526 EXIT_PATH (dummy) = op->contr->savebed_map; 520 EXIT_PATH (dummy) = op->contr->savebed_map;
527 EXIT_X (dummy) = op->contr->bed_x; 521 EXIT_X (dummy) = op->contr->bed_x;
528 EXIT_Y (dummy) = op->contr->bed_y; 522 EXIT_Y (dummy) = op->contr->bed_y;
529 523
530 (void) insert_ob_in_ob (dummy, op); 524 op->insert (dummy);
525
531 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 526 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
527
532 return 1; 528 return 1;
533} 529}
534 530
535/* cast_wonder 531/* cast_wonder
536 * wonder is really just a spell that will likely cast another 532 * wonder is really just a spell that will likely cast another
566 return cast_spell (op, caster, dir, newspell, NULL); 562 return cast_spell (op, caster, dir, newspell, NULL);
567 } 563 }
568 return 1; 564 return 1;
569} 565}
570 566
571
572int 567int
573perceive_self (object *op) 568perceive_self (object *op)
574{ 569{
570 char buf[MAX_BUF];
575 char *cp = describe_item (op, op), buf[MAX_BUF]; 571 const char *cp = describe_item (op, op);
576 archetype *at = archetype::find (ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
577 object *tmp; 573 object *tmp;
578 int i; 574 int i;
579 575
580 tmp = find_god (determine_god (op)); 576 tmp = find_god (determine_god (op));
589 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
590 else 586 else
591 { 587 {
592 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 588 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
593 new_draw_info (NDI_UNIQUE, 0, op, cp); 589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590
594 if (tmp != NULL) 591 if (tmp)
595 {
596 for (i = 0; i < NUM_STATS; i++) 592 for (i = 0; i < NUM_STATS; i++)
597 { 593 if (tmp->stats.stat (i) < 0)
598 if (get_attr_value (&tmp->stats, i) < 0)
599 {
600 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); 594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i));
601 }
602 }
603 }
604 } 595 }
605 596
606 if (is_dragon_pl (op)) 597 if (is_dragon_pl (op))
607 { 598 {
608 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
609 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
610 { 601 {
611 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
612 { 603 {
613 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
614 {
615 sprintf (buf, "Your metabolism isn't focused on anything."); 605 sprintf (buf, "Your metabolism isn't focused on anything.");
616 }
617 else 606 else
618 {
619 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 607 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
620 } 608
621 new_draw_info (NDI_UNIQUE, 0, op, buf); 609 new_draw_info (NDI_UNIQUE, 0, op, buf);
622 break; 610 break;
623 } 611 }
624 } 612 }
625 } 613 }
614
626 return 1; 615 return 1;
627} 616}
628
629/* int cast_create_town_portal (object *op, object *caster, int dir)
630 *
631 * This function cast the spell of town portal for op
632 *
633 * The spell operates in two passes. During the first one a place
634 * is marked as a destination for the portal. During the second one,
635 * 2 portals are created, one in the position the player cast it and
636 * one in the destination place. The portal are synchronized and 2 forces
637 * are inserted in the player to destruct the portal next time player
638 * creates a new portal pair.
639 * This spell has a side effect that it allows people to meet each other
640 * in a permanent, private, appartements by making a town portal from it
641 * to the town or another public place. So, check if the map is unique and if
642 * so return an error
643 *
644 * Code by Tchize (david.delbecq@usa.net)
645 */
646int
647cast_create_town_portal (object *op, object *caster, object *spell, int dir)
648{
649 object *dummy, *force, *old_force, *tmp;
650 archetype *perm_portal;
651 char portal_name[1024], portal_message[1024];
652 sint16 exitx, exity;
653 mapstruct *exitmap;
654 int op_level;
655
656
657 /* Check to see if the map the player is currently on is a per player unique
658 * map. This can be determined in that per player unique maps have the
659 * full pathname listed.
660 */
661 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
662 {
663 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
664 return 0;
665 }
666
667 /* The first thing to do is to check if we have a marked destination
668 * dummy is used to make a check inventory for the force
669 */
670 dummy = arch_to_object (spell->other_arch);
671 if (dummy == NULL)
672 {
673 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
674 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
675 return 0;
676 }
677 force = check_inv_recursive (op, dummy);
678
679 if (force == NULL)
680 {
681 /* Here we know there is no destination marked up.
682 * We have 2 things to do:
683 * 1. Mark the destination in the player inventory.
684 * 2. Let the player know it worked.
685 */
686 dummy->name = op->map->path;
687 EXIT_X (dummy) = op->x;
688 EXIT_Y (dummy) = op->y;
689 insert_ob_in_ob (dummy, op);
690 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.");
691 return 1;
692 }
693 free_object (dummy);
694
695 /* Here we know where the town portal should go to
696 * We should kill any existing portal associated with the player.
697 * Than we should create the 2 portals.
698 * For each of them, we need:
699 * - To create the portal with the name of the player+destination map
700 * - set the owner of the town portal
701 * - To mark the position of the portal in the player's inventory
702 * for easier destruction.
703 *
704 * The mark works has follow:
705 * slaying: Existing town portal
706 * hp, sp : x & y of the associated portal
707 * name : name of the portal
708 * race : map the portal is in
709 */
710
711 /* First step: killing existing town portals */
712 dummy = get_archetype (spell->race);
713 if (dummy == NULL)
714 {
715 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
716 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
717 return 0;
718 }
719 perm_portal = archetype::find (spell->slaying);
720
721 /* To kill a town portal, we go trough the player's inventory,
722 * for each marked portal in player's inventory,
723 * -We try load the associated map (if impossible, consider the portal destructed)
724 * -We find any portal in the specified location.
725 * If it has the good name, we destruct it.
726 * -We destruct the force indicating that portal.
727 */
728 while ((old_force = check_inv_recursive (op, dummy)))
729 {
730 exitx = EXIT_X (old_force);
731 exity = EXIT_Y (old_force);
732 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
733
734 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
735 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
736 else
737 exitmap = ready_map_name (old_force->race, 0);
738
739 if (exitmap)
740 {
741 tmp = present_arch (perm_portal, exitmap, exitx, exity);
742 while (tmp)
743 {
744 if (tmp->name == old_force->name)
745 {
746 remove_ob (tmp);
747 free_object (tmp);
748 break;
749 }
750 else
751 {
752 tmp = tmp->above;
753 }
754 }
755 }
756 remove_ob (old_force);
757 free_object (old_force);
758 LOG (llevDebug, "\n");
759 }
760 free_object (dummy);
761
762 /* Creating the portals.
763 * The very first thing to do is to ensure
764 * access to the destination map.
765 * If we can't, don't fizzle. Simply warn player.
766 * This ensure player pays his mana for the spell
767 * because HE is responsible of forgotting.
768 * 'force' is the destination of the town portal, which we got
769 * from the players inventory above.
770 */
771
772 /* Ensure exit map is loaded */
773 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
774 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
775 else
776 exitmap = ready_map_name (force->name, 0);
777
778 /* If we were unable to load (ex. random map deleted), warn player */
779 if (exitmap == NULL)
780 {
781 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
782 remove_ob (force);
783 free_object (force);
784 return 1;
785 }
786
787 op_level = caster_level (caster, spell);
788 if (op_level < 15)
789 snprintf (portal_message, 1024,
790 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
791 &op->name);
792 else if (op_level < 30)
793 snprintf (portal_message, 1024,
794 "\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);
795 else if (op_level < 60)
796 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
797 else
798 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
799 &op->name);
800
801 /* Create a portal in front of player
802 * dummy contain the portal and
803 * force contain the track to kill it later
804 */
805
806 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
807 dummy = get_archetype (spell->slaying); /*The portal */
808 if (dummy == NULL)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
811 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
812 return 0;
813 }
814 EXIT_PATH (dummy) = force->name;
815 EXIT_X (dummy) = EXIT_X (force);
816 EXIT_Y (dummy) = EXIT_Y (force);
817 dummy->name = dummy->name_pl = portal_name;
818 dummy->msg = portal_message;
819 dummy->race = op->name; /*Save the owner of the portal */
820 cast_create_obj (op, caster, dummy, 0);
821
822 /* Now we need to to create a town portal marker inside the player
823 * object, so on future castings, we can know that he has an active
824 * town portal.
825 */
826 tmp = get_archetype (spell->race);
827 if (tmp == NULL)
828 {
829 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
830 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
831 return 0;
832 }
833 tmp->race = op->map->path;
834 tmp->name = portal_name;
835 EXIT_X (tmp) = dummy->x;
836 EXIT_Y (tmp) = dummy->y;
837 insert_ob_in_ob (tmp, op);
838
839 /* Create a portal in the destination map
840 * dummy contain the portal and
841 * force the track to kill it later
842 * the 'force' variable still contains the 'reminder' of
843 * where this portal goes to.
844 */
845 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
846 dummy = get_archetype (spell->slaying); /*The portal */
847 if (dummy == NULL)
848 {
849 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
850 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
851 return 0;
852 }
853 EXIT_PATH (dummy) = op->map->path;
854 EXIT_X (dummy) = op->x;
855 EXIT_Y (dummy) = op->y;
856 dummy->name = dummy->name_pl = portal_name;
857 dummy->msg = portal_message;
858 dummy->x = EXIT_X (force);
859 dummy->y = EXIT_Y (force);
860 dummy->race = op->name; /*Save the owner of the portal */
861 insert_ob_in_map (dummy, exitmap, op, 0);
862
863 /* Now we create another town portal marker that
864 * points back to the one we just made
865 */
866 tmp = get_archetype (spell->race);
867 if (tmp == NULL)
868 {
869 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
870 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
871 return 0;
872 }
873 tmp->race = force->name;
874 tmp->name = portal_name;
875 EXIT_X (tmp) = dummy->x;
876 EXIT_Y (tmp) = dummy->y;
877 insert_ob_in_ob (tmp, op);
878
879 /* Describe the player what happened
880 */
881 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
882 remove_ob (force); /* Delete the force inside the player */
883 free_object (force);
884 return 1;
885}
886
887 617
888/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
889 * within some reason. 619 * within some reason.
890 */ 620 */
891
892int 621int
893magic_wall (object *op, object *caster, int dir, object *spell_ob) 622magic_wall (object *op, object *caster, int dir, object *spell_ob)
894{ 623{
895 object *tmp, *tmp2; 624 object *tmp;
896 int i, posblocked, negblocked, maxrange; 625 int i, posblocked, negblocked, maxrange;
897 sint16 x, y; 626 sint16 x, y;
898 mapstruct *m; 627 maptile *m;
899 const char *name; 628 const char *name;
900 archetype *at; 629 archetype *at;
901 630
902 if (!dir) 631 if (!dir)
903 { 632 {
908 else 637 else
909 { 638 {
910 x = op->x + freearr_x[dir]; 639 x = op->x + freearr_x[dir];
911 y = op->y + freearr_y[dir]; 640 y = op->y + freearr_y[dir];
912 } 641 }
642
913 m = op->map; 643 m = op->map;
914 644
915 if ((spell_ob->move_block || x != op->x || y != op->y) && 645 if ((spell_ob->move_block || x != op->x || y != op->y) &&
916 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 646 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
917 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 647 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
918 { 648 {
919 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
920 return 0; 650 return 0;
921 } 651 }
652
922 if (spell_ob->other_arch) 653 if (spell_ob->other_arch)
923 {
924 tmp = arch_to_object (spell_ob->other_arch); 654 tmp = arch_to_object (spell_ob->other_arch);
925 }
926 else if (spell_ob->race) 655 else if (spell_ob->race)
927 { 656 {
928 char buf1[MAX_BUF]; 657 char buf1[MAX_BUF];
929 658
930 sprintf (buf1, spell_ob->race, dir); 659 sprintf (buf1, spell_ob->race, dir);
933 { 662 {
934 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
935 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
936 return 0; 665 return 0;
937 } 666 }
667
938 tmp = arch_to_object (at); 668 tmp = arch_to_object (at);
939 } 669 }
940 else 670 else
941 { 671 {
942 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 672 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
952 } 682 }
953 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 683 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
954 { 684 {
955 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 685 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
956 tmp->stats.maxhp = tmp->stats.hp; 686 tmp->stats.maxhp = tmp->stats.hp;
957 set_owner (tmp, op);
958 set_spell_skill (op, caster, spell_ob, tmp);
959 } 687 }
688
960 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 689 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
961 { 690 {
962 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 691 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
963 SET_FLAG (tmp, FLAG_IS_USED_UP); 692 SET_FLAG (tmp, FLAG_IS_USED_UP);
964 } 693 }
694
965 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 695 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
966 { 696 {
967 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 697 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
968 tmp->stats.maxhp = tmp->stats.hp; 698 tmp->stats.maxhp = tmp->stats.hp;
969 SET_FLAG (tmp, FLAG_TEAR_DOWN); 699 SET_FLAG (tmp, FLAG_TEAR_DOWN);
970 SET_FLAG (tmp, FLAG_ALIVE); 700 SET_FLAG (tmp, FLAG_ALIVE);
971 } 701 }
972 702
973 /* This can't really hurt - if the object doesn't kill anything, 703 /* This can't really hurt - if the object doesn't kill anything,
974 * these fields just won't be used. 704 * these fields just won't be used. Do not set the owner for
705 * earthwalls, though, so they survive restarts.
975 */ 706 */
976 set_owner (tmp, op); 707 if (tmp->type != EARTHWALL) //TODO
708 tmp->set_owner (op);
709
977 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
978 tmp->x = x;
979 tmp->y = y;
980 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = caster_level (caster, spell_ob) / 2;
981 712
982 name = tmp->name; 713 name = tmp->name;
983 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 714 if (!(tmp = m->insert (tmp, x, y, op)))
984 { 715 {
985 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
986 return 0; 717 return 0;
987 } 718 }
719
988 /* If this is a spellcasting wall, need to insert the spell object */ 720 /* If this is a spellcasting wall, need to insert the spell object */
989 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
990 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
991 723
992 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
1010 m = tmp->map; 742 m = tmp->map;
1011 743
1012 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 744 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1013 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 745 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1014 { 746 {
1015 tmp2 = get_object (); 747 object *tmp2 = tmp->clone ();
1016 copy_object (tmp, tmp2); 748 m->insert (tmp2, x, y, op);
1017 tmp2->x = x; 749
1018 tmp2->y = y;
1019 insert_ob_in_map (tmp2, m, op, 0);
1020 /* If this is a spellcasting wall, need to insert the spell object */ 750 /* If this is a spellcasting wall, need to insert the spell object */
1021 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1022 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1023 753
1024 } 754 }
1025 else 755 else
1026 posblocked = 1; 756 posblocked = 1;
1027 757
1030 m = tmp->map; 760 m = tmp->map;
1031 761
1032 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 762 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1033 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 763 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1034 { 764 {
1035 tmp2 = get_object (); 765 object *tmp2 = tmp->clone ();
1036 copy_object (tmp, tmp2); 766 m->insert (tmp2, x, y, op);
1037 tmp2->x = x; 767
1038 tmp2->y = y;
1039 insert_ob_in_map (tmp2, m, op, 0);
1040 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1041 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1042 } 770 }
1043 else 771 else
1044 negblocked = 1; 772 negblocked = 1;
1045 } 773 }
1046 774
1053int 781int
1054dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir)
1055{ 783{
1056 uint32 dist, maxdist; 784 uint32 dist, maxdist;
1057 int mflags; 785 int mflags;
1058 mapstruct *m; 786 maptile *m;
1059 sint16 sx, sy; 787 sint16 sx, sy;
1060 788
1061 if (op->type != PLAYER) 789 if (op->type != PLAYER)
1062 return 0; 790 return 0;
1063 791
1095 { 823 {
1096 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 824 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1097 op->contr->count = 0; 825 op->contr->count = 0;
1098 return 0; 826 return 0;
1099 } 827 }
828
1100 op->contr->count = 0; 829 op->contr->count = 0;
1101 830
1102 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
1103 * a lot of maps probably have areas the player should not get to, 832 * a lot of maps probably have areas the player should not get to,
1104 * but may not be marked as NO_MAGIC (as they may be bounded 833 * but may not be marked as NO_MAGIC (as they may be bounded
1153 return 0; 882 return 0;
1154 } 883 }
1155 } 884 }
1156 885
1157 /* Actually move the player now */ 886 /* Actually move the player now */
1158 remove_ob (op); 887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1159 op->x += freearr_x[dir] * dist;
1160 op->y += freearr_y[dir] * dist;
1161 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1162 return 1; 888 return 1;
1163 889
1164 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1165 return 1; 891 return 1;
1166} 892}
1179 object *poison; 905 object *poison;
1180 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1181 907
1182 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1183 909
1184 if (tmp == NULL) 910 if (!tmp)
1185 return 0; 911 return 0;
1186 912
1187 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1188 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1189 */ 915 */
1192 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;
1193 919
1194 if (heal) 920 if (heal)
1195 { 921 {
1196 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 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.");
1199 }
1200 else 924 else
1201 { 925 {
1202 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1203 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1204 * on amount of damage healed. 928 * on amount of damage healed.
1206 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1207 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
1208 tmp->stats.hp += heal; 932 tmp->stats.hp += heal;
1209 933
1210 if (tmp->stats.hp >= tmp->stats.maxhp) 934 if (tmp->stats.hp >= tmp->stats.maxhp)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1213 }
1214 else if (heal > 50) 936 else if (heal > 50)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1217 }
1218 else if (heal > 25) 938 else if (heal > 25)
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1221 }
1222 else if (heal > 10) 940 else if (heal > 10)
1223 {
1224 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1225 }
1226 else 942 else
1227 {
1228 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1229 } 944
1230 success = 1; 945 success = 1;
1231 } 946 }
1232 } 947 }
948
1233 if (spell->attacktype & AT_DISEASE) 949 if (spell->attacktype & AT_DISEASE)
1234 if (cure_disease (tmp, op)) 950 if (cure_disease (tmp, op))
1235 success = 1; 951 success = 1;
1236 952
1237 if (spell->attacktype & AT_POISON) 953 if (spell->attacktype & AT_POISON)
1243 success = 1; 959 success = 1;
1244 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1245 poison->stats.food = 1; 961 poison->stats.food = 1;
1246 } 962 }
1247 } 963 }
964
1248 if (spell->attacktype & AT_CONFUSION) 965 if (spell->attacktype & AT_CONFUSION)
1249 { 966 {
1250 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 967 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1251 if (poison) 968 if (poison)
1252 { 969 {
1253 success = 1; 970 success = 1;
1254 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1255 poison->duration = 1; 972 poison->duration = 1;
1256 } 973 }
1257 } 974 }
975
1258 if (spell->attacktype & AT_BLIND) 976 if (spell->attacktype & AT_BLIND)
1259 { 977 {
1260 at = archetype::find ("blindness"); 978 at = archetype::find ("blindness");
1261 poison = present_arch_in_ob (at, tmp); 979 poison = present_arch_in_ob (at, tmp);
1262 if (poison) 980 if (poison)
1264 success = 1; 982 success = 1;
1265 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1266 poison->stats.food = 1; 984 poison->stats.food = 1;
1267 } 985 }
1268 } 986 }
987
1269 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 988 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1270 { 989 {
1271 tmp->stats.sp += spell->last_sp; 990 tmp->stats.sp += spell->last_sp;
1272 if (tmp->stats.sp > tmp->stats.maxsp) 991 if (tmp->stats.sp > tmp->stats.maxsp)
1273 tmp->stats.sp = tmp->stats.maxsp; 992 tmp->stats.sp = tmp->stats.maxsp;
1274 success = 1; 993 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 994 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1276 } 995 }
996
1277 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 997 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1278 { 998 {
1279 tmp->stats.grace += spell->last_grace; 999 tmp->stats.grace += spell->last_grace;
1280 if (tmp->stats.grace > tmp->stats.maxgrace) 1000 if (tmp->stats.grace > tmp->stats.maxgrace)
1281 tmp->stats.grace = tmp->stats.maxgrace; 1001 tmp->stats.grace = tmp->stats.maxgrace;
1282 success = 1; 1002 success = 1;
1283 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1003 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1284 } 1004 }
1005
1285 if (spell->stats.food && tmp->stats.food < 999) 1006 if (spell->stats.food && tmp->stats.food < 999)
1286 { 1007 {
1287 tmp->stats.food += spell->stats.food; 1008 tmp->stats.food += spell->stats.food;
1288 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1289 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1290 success = 1; 1011 success = 1;
1291 /* We could do something a bit better like the messages for healing above */ 1012 /* We could do something a bit better like the messages for healing above */
1292 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1013 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1293 } 1014 }
1015
1294 return success; 1016 return success;
1295} 1017}
1296
1297 1018
1298/* This is used for the spells that gain stats. There are no spells 1019/* This is used for the spells that gain stats. There are no spells
1299 * right now that icnrease wis/int/pow on a temp basis, so no 1020 * right now that icnrease wis/int/pow on a temp basis, so no
1300 * good comments for those. 1021 * good comments for those.
1301 */ 1022 */
1302static const char *const no_gain_msgs[NUM_STATS] = { 1023static const char *const no_gain_msgs[NUM_STATS] = {
1303 "You grow no stronger.", 1024 "You grow no stronger.",
1304 "You grow no more agile.", 1025 "You grow no more agile.",
1305 "You don't feel any healthier.", 1026 "You don't feel any healthier.",
1306 "no wis", 1027 "You didn't grow any more intelligent.",
1028 "You do not feel any wiser.",
1029 "You don't feel any more powerful."
1307 "You are no easier to look at.", 1030 "You are no easier to look at.",
1308 "no int",
1309 "no pow"
1310}; 1031};
1311 1032
1312int 1033int
1313cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1034cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1314{ 1035{
1315 object *tmp, *tmp2 = NULL;
1316 object *force = NULL; 1036 object *force = NULL;
1317 int i; 1037 int i;
1318 1038
1319 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1039 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1320 if (dir != 0) 1040 object *tmp = dir
1321 {
1322 tmp = find_target_for_friendly_spell (op, dir); 1041 ? find_target_for_friendly_spell (op, dir)
1323 } 1042 : op;
1324 else
1325 {
1326 tmp = op;
1327 }
1328 1043
1329 if (tmp == NULL) 1044 if (!tmp)
1330 return 0; 1045 return 0;
1331 1046
1332 /* If we've already got a force of this type, don't add a new one. */ 1047 /* If we've already got a force of this type, don't add a new one. */
1333 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1048 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1334 { 1049 {
1335 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1050 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1336 { 1051 {
1337 if (tmp2->name == spell_ob->name) 1052 if (tmp2->name == spell_ob->name)
1338 { 1053 {
1371 } 1086 }
1372 else 1087 else
1373 { 1088 {
1374 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1089 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1375 } 1090 }
1091
1376 return 1; 1092 return 1;
1377 } 1093 }
1094
1378 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1095 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1379 force->speed = 1.0; 1096 force->speed = 1.0;
1380 force->speed_left = -1.0; 1097 force->speed_left = -1.0;
1381 SET_FLAG (force, FLAG_APPLIED); 1098 SET_FLAG (force, FLAG_APPLIED);
1382 1099
1388 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1105 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1389 if (force->resist[i] > 100) 1106 if (force->resist[i] > 100)
1390 force->resist[i] = 100; 1107 force->resist[i] = 100;
1391 } 1108 }
1392 } 1109 }
1110
1393 if (spell_ob->stats.hp) 1111 if (spell_ob->stats.hp)
1394 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1112 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1395 1113
1396 if (tmp->type == PLAYER) 1114 if (tmp->type == PLAYER)
1397 { 1115 {
1398 /* Stat adjustment spells */ 1116 /* Stat adjustment spells */
1399 for (i = 0; i < NUM_STATS; i++) 1117 for (i = 0; i < NUM_STATS; i++)
1400 { 1118 {
1401 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1119 if (sint8 stat = spell_ob->stats.stat (i))
1402
1403 if (stat)
1404 { 1120 {
1405 sm = 0; 1121 sint8 sm = 0;
1406 for (k = 0; k < stat; k++) 1122 for (sint8 k = 0; k < stat; k++)
1407 sm += rndm (1, 3); 1123 sm += rndm (1, 3);
1408 1124
1409 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1125 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1410 { 1126 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1411 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1127
1412 if (sm < 0) 1128 force->stats.stat (i) = sm;
1413 sm = 0; 1129
1414 }
1415 set_attr_value (&force->stats, i, sm);
1416 if (!sm) 1130 if (!sm)
1417 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1131 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1418 } 1132 }
1419 } 1133 }
1420 } 1134 }
1440 force->stats.ac = spell_ob->stats.ac; 1154 force->stats.ac = spell_ob->stats.ac;
1441 force->attacktype = spell_ob->attacktype; 1155 force->attacktype = spell_ob->attacktype;
1442 1156
1443 insert_ob_in_ob (force, tmp); 1157 insert_ob_in_ob (force, tmp);
1444 change_abil (tmp, force); /* Mostly to display any messages */ 1158 change_abil (tmp, force); /* Mostly to display any messages */
1445 fix_player (tmp); 1159 tmp->update_stats ();
1160
1446 return 1; 1161 return 1;
1447} 1162}
1448 1163
1449/* This used to be part of cast_change_ability, but it really didn't make 1164/* This used to be part of cast_change_ability, but it really didn't make
1450 * a lot of sense, since most of the values it derives are from the god 1165 * a lot of sense, since most of the values it derives are from the god
1451 * of the caster. 1166 * of the caster.
1452 */ 1167 */
1453
1454int 1168int
1455cast_bless (object *op, object *caster, object *spell_ob, int dir) 1169cast_bless (object *op, object *caster, object *spell_ob, int dir)
1456{ 1170{
1457 int i; 1171 int i;
1458 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1172 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1549 force->stats.wc = spell_ob->stats.wc; 1263 force->stats.wc = spell_ob->stats.wc;
1550 force->stats.ac = spell_ob->stats.ac; 1264 force->stats.ac = spell_ob->stats.ac;
1551 1265
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1266 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1267 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1268 tmp->update_stats ();
1555 return 1; 1269 return 1;
1556} 1270}
1557
1558
1559 1271
1560/* Alchemy code by Mark Wedel 1272/* Alchemy code by Mark Wedel
1561 * 1273 *
1562 * This code adds a new spell, called alchemy. Alchemy will turn 1274 * This code adds a new spell, called alchemy. Alchemy will turn
1563 * objects to gold nuggets, the value of the gold nuggets being 1275 * objects to gold nuggets, the value of the gold nuggets being
1573 * For example, if an item is worth 110 gold, you will get 1285 * For example, if an item is worth 110 gold, you will get
1574 * 4 large nuggets, and from 0-10 small nuggets. 1286 * 4 large nuggets, and from 0-10 small nuggets.
1575 * 1287 *
1576 * There is also a chance (1:30) that you will get nothing at all 1288 * There is also a chance (1:30) that you will get nothing at all
1577 * for the object. There is also a maximum weight that will be 1289 * for the object. There is also a maximum weight that will be
1578 * alchemied. 1290 * alchemised.
1579 */ 1291 */
1580
1581/* I didn't feel like passing these as arguements to the
1582 * two functions that need them. Real values are put in them
1583 * when the spell is cast, and these are freed when the spell
1584 * is finished.
1585 */
1586static object *small, *large;
1587
1588static void 1292static void
1589alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1293alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1590{ 1294{
1591 uint64 value = query_cost (obj, NULL, F_TRUE); 1295 uint64 value = query_cost (obj, NULL, F_TRUE);
1592 1296
1593 /* Give third price when we alchemy money (This should hopefully 1297 /* Give third price when we alchemy money (This should hopefully
1594 * make it so that it isn't worth it to alchemy money, sell 1298 * make it so that it isn't worth it to alchemy money, sell
1595 * the nuggets, alchemy the gold from that, etc. 1299 * the nuggets, alchemy the gold from that, etc.
1596 * Otherwise, give 9 silver on the gold for other objects, 1300 * Otherwise, give 9 silver on the gold for other objects,
1597 * so that it would still be more affordable to haul 1301 * so that it would still be more affordable to haul
1598 * the stuff back to town. 1302 * the stuff back to town.
1599 */ 1303 */
1600
1601 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1304 if (QUERY_FLAG (obj, FLAG_UNPAID))
1602 value = 0; 1305 value = 0;
1603 else if (obj->type == MONEY || obj->type == GEM) 1306 else if (obj->type == MONEY || obj->type == GEM)
1604 value /= 3; 1307 value /= 3;
1605 else 1308 else
1606 value = (value * 9) / 10; 1309 value = value * 9 / 10;
1607 1310
1608 value /= 4; // fix by GHJ, don't understand, pcg
1609
1610 if ((obj->value > 0) && rndm (0, 29)) 1311 if (obj->value > 0 && rndm (0, 29))
1611 { 1312 total_value += value;
1612 int count;
1613 1313
1614 count = value / large->value;
1615 *large_nuggets += count;
1616 value -= (uint64) count *(uint64) large->value;
1617
1618 count = value / small->value;
1619 *small_nuggets += count;
1620 }
1621
1622 /* Turn 25 small nuggets into 1 large nugget. If the value
1623 * of large nuggets is not evenly divisable by the small nugget
1624 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1625 */
1626 if (*small_nuggets * small->value >= large->value)
1627 {
1628 (*large_nuggets)++;
1629 *small_nuggets -= large->value / small->value;
1630 if (*small_nuggets && large->value % small->value)
1631 (*small_nuggets)--;
1632 }
1633 weight += obj->weight; 1314 total_weight += obj->total_weight ();
1634 remove_ob (obj); 1315
1635 free_object (obj); 1316 obj->destroy ();
1636} 1317}
1637 1318
1638static void 1319static void
1639update_map (object *op, mapstruct *m, int small_nuggets, int large_nuggets, int x, int y) 1320update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1640{ 1321{
1641 object *tmp;
1642 int flag = 0; 1322 int flag = 0;
1643 1323
1644 /* Put any nuggets below the player, but we can only pass this 1324 /* Put any nuggets below the player, but we can only pass this
1645 * flag if we are on the same space as the player 1325 * flag if we are on the same space as the player
1646 */ 1326 */
1647 if (x == op->x && y == op->y && op->map == m) 1327 if (x == op->x && y == op->y && op->map == m)
1648 flag = INS_BELOW_ORIGINATOR; 1328 flag = INS_BELOW_ORIGINATOR;
1649 1329
1650 if (small_nuggets) 1330 if (small_nuggets)
1651 { 1331 {
1652 tmp = get_object (); 1332 object *tmp = small->clone ();
1653 copy_object (small, tmp);
1654 tmp->nrof = small_nuggets; 1333 tmp->nrof = small_nuggets;
1655 tmp->x = x;
1656 tmp->y = y;
1657 insert_ob_in_map (tmp, m, op, flag); 1334 m->insert (tmp, x, y, op, flag);
1658 } 1335 }
1336
1659 if (large_nuggets) 1337 if (large_nuggets)
1660 { 1338 {
1661 tmp = get_object (); 1339 object *tmp = large->clone ();
1662 copy_object (large, tmp);
1663 tmp->nrof = large_nuggets; 1340 tmp->nrof = large_nuggets;
1664 tmp->x = x;
1665 tmp->y = y;
1666 insert_ob_in_map (tmp, m, op, flag); 1341 m->insert (tmp, x, y, op, flag);
1667 } 1342 }
1343
1344 if (object *pl = m->at (x, y).player ())
1345 if (pl->contr->ns)
1346 pl->contr->ns->look_position = 0;
1668} 1347}
1669 1348
1670int 1349int
1671alchemy (object *op, object *caster, object *spell_ob) 1350alchemy (object *op, object *caster, object *spell_ob)
1672{ 1351{
1673 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1674 sint16 nx, ny;
1675 object *next, *tmp;
1676 mapstruct *mp;
1677
1678 if (op->type != PLAYER) 1352 if (op->type != PLAYER)
1679 return 0; 1353 return 0;
1680 1354
1355 object *large = get_archetype ("largenugget");
1356 object *small = get_archetype ("smallnugget");
1357
1681 /* Put a maximum weight of items that can be alchemied. Limits the power 1358 /* Put a maximum weight of items that can be alchemised. Limits the power
1682 * some, and also prevents people from alcheming every table/chair/clock 1359 * some, and also prevents people from alchemising every table/chair/clock
1683 * in sight 1360 * in sight
1684 */ 1361 */
1685 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1362 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1686 weight_max *= 1000; 1363 int weight_max = duration * 1000;
1687 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1364 uint64 value_max = duration * 1000;
1688 1365
1366 int weight = 0;
1367
1689 for (y = op->y - 1; y <= op->y + 1; y++) 1368 for (int y = op->y - 1; y <= op->y + 1; y++)
1690 { 1369 {
1691 for (x = op->x - 1; x <= op->x + 1; x++) 1370 for (int x = op->x - 1; x <= op->x + 1; x++)
1692 { 1371 {
1372 uint64 value = 0;
1373
1693 nx = x; 1374 sint16 nx = x;
1694 ny = y; 1375 sint16 ny = y;
1695 1376
1696 mp = op->map; 1377 maptile *mp = op->map;
1697 1378
1698 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1379 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1699 1380
1700 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1381 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1701 continue; 1382 continue;
1702 1383
1703 /* Treat alchemy a little differently - most spell effects 1384 /* Treat alchemy a little differently - most spell effects
1705 * ground level effect. 1386 * ground level effect.
1706 */ 1387 */
1707 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1388 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1708 continue; 1389 continue;
1709 1390
1710 small_nuggets = 0; 1391 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1711 large_nuggets = 0;
1712
1713 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1714 { 1392 {
1715 next = tmp->above; 1393 next = tmp->above;
1394
1716 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1395 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1717 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1396 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1718 { 1397 {
1719
1720 if (tmp->inv) 1398 if (tmp->inv)
1721 { 1399 {
1722 object *next1, *tmp1; 1400 object *next1, *tmp1;
1723 1401
1724 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1402 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1725 { 1403 {
1726 next1 = tmp1->below; 1404 next1 = tmp1->below;
1727 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1405 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1728 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1406 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1729 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1407 alchemy_object (tmp1, value, weight);
1730 } 1408 }
1731 } 1409 }
1410
1732 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1411 alchemy_object (tmp, value, weight);
1733 1412
1734 if (weight > weight_max) 1413 if (weight > weight_max)
1735 { 1414 break;
1736 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1737 free_object (large);
1738 free_object (small);
1739 return 1;
1740 } 1415 }
1741 } /* is alchemable object */ 1416 }
1742 } /* process all objects on this space */ 1417
1418 value = min (value, value_max);
1419
1420 uint64 count = value / large->value;
1421 int large_nuggets = count;
1422 value -= count * large->value;
1423
1424 count = value / small->value;
1425 int small_nuggets = count;
1743 1426
1744 /* Insert all the nuggets at one time. This probably saves time, but 1427 /* Insert all the nuggets at one time. This probably saves time, but
1745 * it also prevents us from alcheming nuggets that were just created 1428 * it also prevents us from alcheming nuggets that were just created
1746 * with this spell. 1429 * with this spell.
1747 */ 1430 */
1748 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1431 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1432
1433 if (weight > weight_max)
1434 goto bailout;
1749 } 1435 }
1750 } 1436 }
1751 free_object (large); 1437
1752 free_object (small); 1438bailout:
1753 /* reset this so that if player standing on a big pile of stuff, 1439 large->destroy ();
1754 * it is redrawn properly. 1440 small->destroy ();
1755 */
1756 op->contr->socket.look_position = 0;
1757 return 1; 1441 return 1;
1758} 1442}
1759 1443
1760 1444
1761/* This function removes the cursed/damned status on equipped 1445/* This function removes the cursed/damned status on equipped
1770 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (tmp = op->inv; tmp; tmp = tmp->below)
1771 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1455 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1772 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1456 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1773 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1457 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1774 { 1458 {
1775
1776 was_one++; 1459 was_one++;
1777 if (tmp->level <= caster_level (caster, spell)) 1460 if (tmp->level <= caster_level (caster, spell))
1778 { 1461 {
1779 success++; 1462 success++;
1780 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1463 if (QUERY_FLAG (spell, FLAG_DAMNED))
1789 } 1472 }
1790 1473
1791 if (op->type == PLAYER) 1474 if (op->type == PLAYER)
1792 { 1475 {
1793 if (success) 1476 if (success)
1794 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1477 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1796 }
1797 else 1478 else
1798 { 1479 {
1799 if (was_one) 1480 if (was_one)
1800 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1481 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1801 else 1482 else
1802 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1483 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1803 } 1484 }
1804 } 1485 }
1486
1805 return success; 1487 return success;
1806} 1488}
1807 1489
1808/* Identifies objects in the players inventory/on the ground */ 1490/* Identifies objects in the players inventory/on the ground */
1809 1491
1816 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1498 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1817 1499
1818 if (num_ident < 1) 1500 if (num_ident < 1)
1819 num_ident = 1; 1501 num_ident = 1;
1820 1502
1821
1822 for (tmp = op->inv; tmp; tmp = tmp->below) 1503 for (tmp = op->inv; tmp; tmp = tmp->below)
1823 { 1504 {
1824 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1505 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1825 { 1506 {
1826 identify (tmp); 1507 identify (tmp);
1508
1827 if (op->type == PLAYER) 1509 if (op->type == PLAYER)
1828 { 1510 {
1829 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1511 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1512
1830 if (tmp->msg) 1513 if (tmp->msg)
1831 { 1514 {
1832 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1515 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1833 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1516 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1834 } 1517 }
1835 } 1518 }
1519
1836 num_ident--; 1520 num_ident--;
1837 success = 1; 1521 success = 1;
1838 if (!num_ident) 1522 if (!num_ident)
1839 break; 1523 break;
1840 } 1524 }
1841 } 1525 }
1526
1842 /* If all the power of the spell has been used up, don't go and identify 1527 /* If all the power of the spell has been used up, don't go and identify
1843 * stuff on the floor. Only identify stuff on the floor if the spell 1528 * stuff on the floor. Only identify stuff on the floor if the spell
1844 * was not fully used. 1529 * was not fully used.
1845 */ 1530 */
1846 if (num_ident) 1531 if (num_ident)
1847 { 1532 {
1848 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1533 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1849 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1534 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1850 { 1535 {
1851
1852 identify (tmp); 1536 identify (tmp);
1537
1853 if (op->type == PLAYER) 1538 if (op->type == PLAYER)
1854 { 1539 {
1855 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1540 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1541
1856 if (tmp->msg) 1542 if (tmp->msg)
1857 { 1543 {
1858 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1859 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1545 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1860 } 1546 }
1547
1861 esrv_send_item (op, tmp); 1548 esrv_send_item (op, tmp);
1862 } 1549 }
1550
1863 num_ident--; 1551 num_ident--;
1864 success = 1; 1552 success = 1;
1865 if (!num_ident) 1553 if (!num_ident)
1866 break; 1554 break;
1867 } 1555 }
1868 } 1556 }
1557
1869 if (!success) 1558 if (!success)
1870 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1871 else 1560 else
1872 {
1873 spell_effect (spell, op->x, op->y, op->map, op); 1561 spell_effect (spell, op->x, op->y, op->map, op);
1874 } 1562
1875 return success; 1563 return success;
1876} 1564}
1877
1878 1565
1879int 1566int
1880cast_detection (object *op, object *caster, object *spell, object *skill) 1567cast_detection (object *op, object *caster, object *spell, object *skill)
1881{ 1568{
1882 object *tmp, *last, *god, *detect; 1569 object *tmp, *last, *god, *detect;
1883 int done_one, range, mflags, floor, level; 1570 int done_one, range, mflags, floor, level;
1884 sint16 x, y, nx, ny; 1571 sint16 x, y, nx, ny;
1885 mapstruct *m; 1572 maptile *m;
1886 1573
1887 /* We precompute some values here so that we don't have to keep 1574 /* We precompute some values here so that we don't have to keep
1888 * doing it over and over again. 1575 * doing it over and over again.
1889 */ 1576 */
1890 god = find_god (determine_god (op)); 1577 god = find_god (determine_god (op));
1895 skill = caster; 1582 skill = caster;
1896 1583
1897 for (x = op->x - range; x <= op->x + range; x++) 1584 for (x = op->x - range; x <= op->x + range; x++)
1898 for (y = op->y - range; y <= op->y + range; y++) 1585 for (y = op->y - range; y <= op->y + range; y++)
1899 { 1586 {
1900
1901 m = op->map; 1587 m = op->map;
1902 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1903 if (mflags & P_OUT_OF_MAP) 1589 if (mflags & P_OUT_OF_MAP)
1904 continue; 1590 continue;
1905 1591
1907 * floor. But this is not true for show invisible. 1593 * floor. But this is not true for show invisible.
1908 * Basically, we just go and find the top object and work 1594 * Basically, we just go and find the top object and work
1909 * down - that is easier than working up. 1595 * down - that is easier than working up.
1910 */ 1596 */
1911 1597
1912 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1598 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1913 last = tmp; 1599 last = tmp;
1600
1914 /* Shouldn't happen, but if there are no objects on a space, this 1601 /* Shouldn't happen, but if there are no objects on a space, this
1915 * would happen. 1602 * would happen.
1916 */ 1603 */
1917 if (!last) 1604 if (!last)
1918 continue; 1605 continue;
1920 done_one = 0; 1607 done_one = 0;
1921 floor = 0; 1608 floor = 0;
1922 detect = NULL; 1609 detect = NULL;
1923 for (tmp = last; tmp; tmp = tmp->below) 1610 for (tmp = last; tmp; tmp = tmp->below)
1924 { 1611 {
1925
1926 /* show invisible */ 1612 /* show invisible */
1927 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1613 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1928 /* Might there be other objects that we can make visibile? */ 1614 /* Might there be other objects that we can make visible? */
1929 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1615 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1930 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1616 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1931 tmp->type == CF_HANDLE || 1617 tmp->type == CF_HANDLE ||
1932 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1618 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1933 tmp->type == BUTTON || tmp->type == TELEPORTER || 1619 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1940 { 1626 {
1941 tmp->invisible = 0; 1627 tmp->invisible = 0;
1942 done_one = 1; 1628 done_one = 1;
1943 } 1629 }
1944 } 1630 }
1631
1945 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1632 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1946 floor = 1; 1633 floor = 1;
1947 1634
1948 /* All detections below this point don't descend beneath the floor, 1635 /* All detections below this point don't descend beneath the floor,
1949 * so just continue on. We could be clever and look at the type of 1636 * so just continue on. We could be clever and look at the type of
2002 */ 1689 */
2003 if (done_one) 1690 if (done_one)
2004 { 1691 {
2005 object *detect_ob = arch_to_object (spell->other_arch); 1692 object *detect_ob = arch_to_object (spell->other_arch);
2006 1693
2007 detect_ob->x = nx;
2008 detect_ob->y = ny;
2009 /* if this is set, we want to copy the face */ 1694 /* if this is set, we want to copy the face */
2010 if (done_one == 2 && detect) 1695 if (done_one == 2 && detect)
2011 { 1696 {
2012 detect_ob->face = detect->face; 1697 detect_ob->face = detect->face;
2013 detect_ob->animation_id = detect->animation_id; 1698 detect_ob->animation_id = detect->animation_id;
2015 detect_ob->last_anim = 0; 1700 detect_ob->last_anim = 0;
2016 /* by default, the detect_ob is already animated */ 1701 /* by default, the detect_ob is already animated */
2017 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1702 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2018 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1703 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2019 } 1704 }
1705
2020 insert_ob_in_map (detect_ob, m, op, 0); 1706 m->insert (detect_ob, nx, ny, op);
2021 } 1707 }
2022 } /* for processing the surrounding spaces */ 1708 } /* for processing the surrounding spaces */
2023 1709
2024 1710
2025 /* Now process objects in the players inventory if detect curse or magic */ 1711 /* Now process objects in the players inventory if detect curse or magic */
2074 1760
2075 /* Explodes a fireball centered at player */ 1761 /* Explodes a fireball centered at player */
2076 tmp = get_archetype (EXPLODING_FIREBALL); 1762 tmp = get_archetype (EXPLODING_FIREBALL);
2077 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1763 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2078 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; 1764 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2079 tmp->x = victim->x; 1765
2080 tmp->y = victim->y; 1766 tmp->insert_at (victim);
2081 insert_ob_in_map (tmp, victim->map, NULL, 0);
2082 victim->stats.sp = 2 * victim->stats.maxsp; 1767 victim->stats.sp = 2 * victim->stats.maxsp;
2083 } 1768 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1769 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2085 {
2086 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1770 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1771 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2089 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1772 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2091 }
2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1773 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2093 { 1774 {
2094 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1775 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2095 confuse_player (victim, victim, 99); 1776 confuse_player (victim, victim, 99);
2096 } 1777 }
2097 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1778 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2098 {
2099 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1779 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2100 }
2101} 1780}
2102 1781
2103/* cast_transfer 1782/* cast_transfer
2104 * This spell transfers sp from the player to another person. 1783 * This spell transfers sp from the player to another person.
2105 * We let the target go above their normal maximum SP. 1784 * We let the target go above their normal maximum SP.
2108int 1787int
2109cast_transfer (object *op, object *caster, object *spell, int dir) 1788cast_transfer (object *op, object *caster, object *spell, int dir)
2110{ 1789{
2111 object *plyr = NULL; 1790 object *plyr = NULL;
2112 sint16 x, y; 1791 sint16 x, y;
2113 mapstruct *m; 1792 maptile *m;
2114 int mflags; 1793 int mflags;
2115 1794
2116 m = op->map; 1795 m = op->map;
2117 x = op->x + freearr_x[dir]; 1796 x = op->x + freearr_x[dir];
2118 y = op->y + freearr_y[dir]; 1797 y = op->y + freearr_y[dir];
2119 1798
2120 mflags = get_map_flags (m, &m, x, y, &x, &y); 1799 mflags = get_map_flags (m, &m, x, y, &x, &y);
2121 1800
2122 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1801 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2123 { 1802 {
2124 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1803 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2125 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1804 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2126 break; 1805 break;
2127 } 1806 }
2128 1807
2129 1808
2130 /* If we did not find a player in the specified direction, transfer 1809 /* If we did not find a player in the specified direction, transfer
2131 * to anyone on top of us. This is used for the rune of transference mostly. 1810 * to anyone on top of us. This is used for the rune of transference mostly.
2132 */ 1811 */
2133 if (plyr == NULL) 1812 if (plyr == NULL)
2134 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1813 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2135 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1814 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2136 break; 1815 break;
2137 1816
2138 if (!plyr) 1817 if (!plyr)
2139 { 1818 {
2184void 1863void
2185counterspell (object *op, int dir) 1864counterspell (object *op, int dir)
2186{ 1865{
2187 object *tmp, *head, *next; 1866 object *tmp, *head, *next;
2188 int mflags; 1867 int mflags;
2189 mapstruct *m; 1868 maptile *m;
2190 sint16 sx, sy; 1869 sint16 sx, sy;
2191 1870
2192 sx = op->x + freearr_x[dir]; 1871 sx = op->x + freearr_x[dir];
2193 sy = op->y + freearr_y[dir]; 1872 sy = op->y + freearr_y[dir];
2194 m = op->map; 1873 m = op->map;
2195 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1874 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2196 if (mflags & P_OUT_OF_MAP) 1875 if (mflags & P_OUT_OF_MAP)
2197 return; 1876 return;
2198 1877
2199 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1878 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2200 { 1879 {
2201 next = tmp->above; 1880 next = tmp->above;
2202 1881
2203 /* Need to look at the head object - otherwise, if tmp 1882 /* Need to look at the head object - otherwise, if tmp
2204 * points to a monster, we don't have all the necessary 1883 * points to a monster, we don't have all the necessary
2216 /* Basically, if the object is magical and not counterspell, 1895 /* Basically, if the object is magical and not counterspell,
2217 * we will more or less remove the object. Don't counterspell 1896 * we will more or less remove the object. Don't counterspell
2218 * monsters either. 1897 * monsters either.
2219 */ 1898 */
2220 1899
2221 if (head->attacktype & AT_MAGIC && 1900 if (head->attacktype & AT_MAGIC
2222 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1901 && !(head->attacktype & AT_COUNTERSPELL)
2223 { 1902 && !QUERY_FLAG (head, FLAG_MONSTER)
2224 remove_ob (head); 1903 && (op->level > head->level))
2225 free_object (head); 1904 head->destroy ();
2226 }
2227 else 1905 else
2228 switch (head->type) 1906 switch (head->type)
2229 { 1907 {
2230 case SPELL_EFFECT: 1908 case SPELL_EFFECT:
1909 // XXX: Don't affect floor spelleffects. See also XXX comment
1910 // about sanctuary in spell_util.C
1911 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1912 continue;
1913
2231 if (op->level > head->level) 1914 if (op->level > head->level)
2232 { 1915 head->destroy ();
2233 remove_ob (head); 1916
2234 free_object (head);
2235 }
2236 break; 1917 break;
2237 1918
2238 /* I really don't get this rune code that much - that 1919 /* I really don't get this rune code that much - that
2239 * random chance seems really low. 1920 * random chance seems really low.
2240 */ 1921 */
2241 case RUNE: 1922 case RUNE:
2242 if (rndm (0, 149) == 0) 1923 if (rndm (0, 149) == 0)
2243 { 1924 {
2244 head->stats.hp--; /* weaken the rune */ 1925 head->stats.hp--; /* weaken the rune */
2245 if (!head->stats.hp) 1926 if (!head->stats.hp)
2246 { 1927 head->destroy ();
2247 remove_ob (head);
2248 free_object (head);
2249 }
2250 } 1928 }
2251 break; 1929 break;
2252 } 1930 }
2253 } 1931 }
2254} 1932}
2307 * This code was very odd - code early on would only let players use the spell, 1985 * This code was very odd - code early on would only let players use the spell,
2308 * yet the code wass full of player checks. I've presumed that the code 1986 * yet the code wass full of player checks. I've presumed that the code
2309 * that only let players use it was correct, and removed all the other 1987 * that only let players use it was correct, and removed all the other
2310 * player checks. MSW 2003-01-06 1988 * player checks. MSW 2003-01-06
2311 */ 1989 */
2312
2313int 1990int
2314animate_weapon (object *op, object *caster, object *spell, int dir) 1991animate_weapon (object *op, object *caster, object *spell, int dir)
2315{ 1992{
2316 object *weapon, *tmp; 1993 object *weapon, *tmp;
2317 char buf[MAX_BUF]; 1994 char buf[MAX_BUF];
2318 int a, i; 1995 int a, i;
2319 sint16 x, y; 1996 sint16 x, y;
2320 mapstruct *m; 1997 maptile *m;
2321 materialtype_t *mt; 1998 materialtype_t *mt;
2322 1999
2323 if (!spell->other_arch) 2000 if (!spell->other_arch)
2324 { 2001 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 2002 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2329 /* exit if it's not a player using this spell. */ 2006 /* exit if it's not a player using this spell. */
2330 if (op->type != PLAYER) 2007 if (op->type != PLAYER)
2331 return 0; 2008 return 0;
2332 2009
2333 /* if player already has a golem, abort */ 2010 /* if player already has a golem, abort */
2334 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) 2011 if (object *golem = op->contr->golem)
2335 { 2012 {
2336 control_golem (op->contr->ranges[range_golem], dir); 2013 control_golem (golem, dir);
2337 return 0; 2014 return 0;
2338 } 2015 }
2339 2016
2340 /* if no direction specified, pick one */ 2017 /* if no direction specified, pick one */
2341 if (!dir) 2018 if (!dir)
2387 /* create the golem object */ 2064 /* create the golem object */
2388 tmp = arch_to_object (spell->other_arch); 2065 tmp = arch_to_object (spell->other_arch);
2389 2066
2390 /* if animated by a player, give the player control of the golem */ 2067 /* if animated by a player, give the player control of the golem */
2391 CLEAR_FLAG (tmp, FLAG_MONSTER); 2068 CLEAR_FLAG (tmp, FLAG_MONSTER);
2392 SET_FLAG (tmp, FLAG_FRIENDLY);
2393 tmp->stats.exp = 0; 2069 tmp->stats.exp = 0;
2394 add_friendly_object (tmp); 2070 add_friendly_object (tmp);
2395 tmp->type = GOLEM; 2071 tmp->type = GOLEM;
2396 set_owner (tmp, op); 2072 tmp->set_owner (op);
2073 op->contr->golem = tmp;
2397 set_spell_skill (op, caster, spell, tmp); 2074 set_spell_skill (op, caster, spell, tmp);
2398 op->contr->ranges[range_golem] = tmp;
2399 op->contr->shoottype = range_golem;
2400 op->contr->golem_count = tmp->count;
2401 2075
2402 /* Give the weapon to the golem now. A bit of a hack to check the 2076 /* Give the weapon to the golem now. A bit of a hack to check the
2403 * removed flag - it should only be set if get_split_object was 2077 * removed flag - it should only be set if get_split_object was
2404 * used above. 2078 * used above.
2405 */ 2079 */
2406 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2080 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2407 remove_ob (weapon); 2081 weapon->remove ();
2082
2408 insert_ob_in_ob (weapon, tmp); 2083 insert_ob_in_ob (weapon, tmp);
2409 esrv_send_item (op, weapon); 2084 esrv_send_item (op, weapon);
2410 /* To do everything necessary to let a golem use the weapon is a pain, 2085 /* To do everything necessary to let a golem use the weapon is a pain,
2411 * so instead, just set it as equipped (otherwise, we need to update 2086 * so instead, just set it as equipped (otherwise, we need to update
2412 * body_info, skills, etc) 2087 * body_info, skills, etc)
2413 */ 2088 */
2414 SET_FLAG (tmp, FLAG_USE_WEAPON); 2089 SET_FLAG (tmp, FLAG_USE_WEAPON);
2415 SET_FLAG (weapon, FLAG_APPLIED); 2090 SET_FLAG (weapon, FLAG_APPLIED);
2416 fix_player (tmp); 2091 tmp->update_stats ();
2417 2092
2418 /* There used to be 'odd' code that basically seemed to take the absolute 2093 /* There used to be 'odd' code that basically seemed to take the absolute
2419 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2094 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2420 * if you're using a crappy weapon, it shouldn't be as good. 2095 * if you're using a crappy weapon, it shouldn't be as good.
2421 */ 2096 */
2473 if (a > 14) 2148 if (a > 14)
2474 a = 14; 2149 a = 14;
2475 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2150 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2476 2151
2477 /* Determine golem's speed */ 2152 /* Determine golem's speed */
2478 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2153 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2479
2480 if (tmp->speed > 3.33)
2481 tmp->speed = 3.33;
2482 2154
2483 if (!spell->race) 2155 if (!spell->race)
2484 { 2156 {
2485 sprintf (buf, "animated %s", &weapon->name); 2157 sprintf (buf, "animated %s", &weapon->name);
2486 tmp->name = buf; 2158 tmp->name = buf;
2488 tmp->face = weapon->face; 2160 tmp->face = weapon->face;
2489 tmp->animation_id = weapon->animation_id; 2161 tmp->animation_id = weapon->animation_id;
2490 tmp->anim_speed = weapon->anim_speed; 2162 tmp->anim_speed = weapon->anim_speed;
2491 tmp->last_anim = weapon->last_anim; 2163 tmp->last_anim = weapon->last_anim;
2492 tmp->state = weapon->state; 2164 tmp->state = weapon->state;
2493 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2165 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2494 {
2495 SET_FLAG (tmp, FLAG_ANIMATE);
2496 }
2497 else
2498 {
2499 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2500 }
2501 update_ob_speed (tmp);
2502 } 2166 }
2503 2167
2504 /* make experience increase in proportion to the strength of the summoned creature. */ 2168 /* make experience increase in proportion to the strength of the summoned creature. */
2505 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2169 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2506 2170
2507 tmp->speed_left = -1; 2171 tmp->speed_left = -1;
2508 tmp->x = x;
2509 tmp->y = y;
2510 tmp->direction = dir; 2172 tmp->direction = dir;
2511 insert_ob_in_map (tmp, m, op, 0); 2173
2174 m->insert (tmp, x, y, op);
2512 return 1; 2175 return 1;
2513} 2176}
2514 2177
2515/* cast_daylight() - changes the map darkness level *lower* */ 2178/* cast_daylight() - changes the map darkness level *lower* */
2516 2179
2524 int success; 2187 int success;
2525 2188
2526 if (!op->map) 2189 if (!op->map)
2527 return 0; /* shouldnt happen */ 2190 return 0; /* shouldnt happen */
2528 2191
2529 success = change_map_light (op->map, spell->stats.dam); 2192 success = op->map->change_map_light (spell->stats.dam);
2193
2530 if (!success) 2194 if (!success)
2531 { 2195 {
2532 if (spell->stats.dam < 0) 2196 if (spell->stats.dam < 0)
2533 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2197 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2534 else 2198 else
2559 2223
2560 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2224 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2561 2225
2562 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2226 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2563 2227
2564 set_owner (new_aura, op); 2228 new_aura->set_owner (op);
2565 set_spell_skill (op, caster, spell, new_aura); 2229 set_spell_skill (op, caster, spell, new_aura);
2566 new_aura->attacktype = spell->attacktype; 2230 new_aura->attacktype = spell->attacktype;
2567 2231
2568 new_aura->level = caster_level (caster, spell); 2232 new_aura->level = caster_level (caster, spell);
2569 if (refresh) 2233 if (refresh)
2587void 2251void
2588move_aura (object *aura) 2252move_aura (object *aura)
2589{ 2253{
2590 int i, mflags; 2254 int i, mflags;
2591 object *env; 2255 object *env;
2592 mapstruct *m; 2256 maptile *m;
2593 2257
2594 /* auras belong in inventories */ 2258 /* auras belong in inventories */
2595 env = aura->env; 2259 env = aura->env;
2596 2260
2597 /* no matter what we've gotta remove the aura... 2261 /* no matter what we've gotta remove the aura...
2598 * we'll put it back if its time isn't up. 2262 * we'll put it back if its time isn't up.
2599 */ 2263 */
2600 remove_ob (aura); 2264 aura->remove ();
2601 2265
2602 /* exit if we're out of gas */ 2266 /* exit if we're out of gas */
2603 if (aura->duration-- < 0) 2267 if (aura->duration-- < 0)
2604 { 2268 {
2605 free_object (aura); 2269 aura->destroy ();
2606 return; 2270 return;
2607 } 2271 }
2608 2272
2609 /* auras only exist in inventories */ 2273 /* auras only exist in inventories */
2610 if (env == NULL || env->map == NULL) 2274 if (env == NULL || env->map == NULL)
2611 { 2275 {
2612 free_object (aura); 2276 aura->destroy ();
2613 return; 2277 return;
2614 } 2278 }
2615 aura->x = env->x;
2616 aura->y = env->y;
2617 2279
2618 /* we need to jump out of the inventory for a bit 2280 /* we need to jump out of the inventory for a bit
2619 * in order to hit the map conveniently. 2281 * in order to hit the map conveniently.
2620 */ 2282 */
2621 insert_ob_in_map (aura, env->map, aura, 0); 2283 aura->insert_at (env, aura);
2622 2284
2623 for (i = 1; i < 9; i++) 2285 for (i = 1; i < 9; i++)
2624 { 2286 {
2625 sint16 nx, ny; 2287 sint16 nx, ny;
2626 2288
2635 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2297 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2636 { 2298 {
2637 hit_map (aura, i, aura->attacktype, 0); 2299 hit_map (aura, i, aura->attacktype, 0);
2638 2300
2639 if (aura->other_arch) 2301 if (aura->other_arch)
2640 { 2302 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2641 object *new_ob;
2642
2643 new_ob = arch_to_object (aura->other_arch);
2644 new_ob->x = nx;
2645 new_ob->y = ny;
2646 insert_ob_in_map (new_ob, m, aura, 0);
2647 } 2303 }
2648 }
2649 } 2304 }
2305
2650 /* put the aura back in the player's inventory */ 2306 /* put the aura back in the player's inventory */
2651 remove_ob (aura); 2307 aura->remove ();
2652 insert_ob_in_ob (aura, env); 2308 insert_ob_in_ob (aura, env);
2653} 2309}
2654 2310
2655/* moves the peacemaker spell. 2311/* moves the peacemaker spell.
2656 * op is the piece object. 2312 * op is the piece object.
2659void 2315void
2660move_peacemaker (object *op) 2316move_peacemaker (object *op)
2661{ 2317{
2662 object *tmp; 2318 object *tmp;
2663 2319
2664 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2320 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2665 { 2321 {
2666 int atk_lev, def_lev; 2322 int atk_lev, def_lev;
2667 object *victim = tmp; 2323 object *victim = tmp;
2668 2324
2669 if (tmp->head) 2325 if (tmp->head)
2680 2336
2681 if (rndm (0, atk_lev - 1) > def_lev) 2337 if (rndm (0, atk_lev - 1) > def_lev)
2682 { 2338 {
2683 /* make this sucker peaceful. */ 2339 /* make this sucker peaceful. */
2684 2340
2685 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2341 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2686 victim->stats.exp = 0; 2342 victim->stats.exp = 0;
2687#if 0 2343#if 0
2688 /* No idea why these were all set to zero - if something 2344 /* No idea why these were all set to zero - if something
2689 * makes this creature agressive, he should still do damage. 2345 * makes this creature agressive, he should still do damage.
2690 */ 2346 */
2735 2391
2736 snprintf (rune, sizeof (rune), "%s\n", msg); 2392 snprintf (rune, sizeof (rune), "%s\n", msg);
2737 2393
2738 tmp->race = op->name; /*Save the owner of the rune */ 2394 tmp->race = op->name; /*Save the owner of the rune */
2739 tmp->msg = rune; 2395 tmp->msg = rune;
2740 tmp->x = op->x; 2396
2741 tmp->y = op->y; 2397 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2742 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2743 return 1; 2398 return 1;
2744} 2399}

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