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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 1.59 by elmex, Sun Jun 10 10:16:04 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, 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->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.
229 if (stringarg) 224 if (stringarg)
230 { 225 {
231 at = find_archetype_by_object_type_name (FOOD, stringarg); 226 at = find_archetype_by_object_type_name (FOOD, stringarg);
232 if (at == NULL) 227 if (at == NULL)
233 at = find_archetype_by_object_type_name (DRINK, stringarg); 228 at = find_archetype_by_object_type_name (DRINK, stringarg);
234 if (at == NULL || at->clone.stats.food > food_value) 229 if (at == NULL || at->stats.food > food_value)
235 stringarg = NULL; 230 stringarg = NULL;
236 } 231 }
237 232
238 if (!stringarg) 233 if (!stringarg)
239 { 234 {
245 * We don't use flesh types because the weight values of those need 240 * We don't use flesh types because the weight values of those need
246 * to be altered from the donor. 241 * to be altered from the donor.
247 */ 242 */
248 243
249 /* We assume the food items don't have multiple parts */ 244 /* We assume the food items don't have multiple parts */
250 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 245 for_all_archetypes (at_tmp)
251 { 246 {
252 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 247 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
253 { 248 {
254 /* Basically, if the food value is something that is creatable 249 /* Basically, if the food value is something that is creatable
255 * under the limits of the spell and it is higher than 250 * under the limits of the spell and it is higher than
256 * the item we have now, take it instead. 251 * the item we have now, take it instead.
257 */ 252 */
258 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 253 if (at_tmp->stats.food <= food_value
254 && (!at
255 || at_tmp->stats.food > at->stats.food
256 || (at_tmp->stats.food == at->stats.food
257 && at_tmp->weight < at->weight)))
259 at = at_tmp; 258 at = at_tmp;
260 } 259 }
261 } 260 }
262 } 261 }
263 /* Pretty unlikely (there are some very low food items), but you never 262 /* Pretty unlikely (there are some very low food items), but you never
267 { 266 {
268 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 267 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
269 return 0; 268 return 0;
270 } 269 }
271 270
272 food_value /= at->clone.stats.food; 271 food_value /= at->stats.food;
273 new_op = arch_to_object (at); 272 new_op = arch_to_object (at);
274 new_op->nrof = food_value; 273 new_op->nrof = food_value;
275 274
276 new_op->value = 0; 275 new_op->value = 0;
277 if (new_op->nrof < 1) 276 if (new_op->nrof < 1)
284int 283int
285probe (object *op, object *caster, object *spell_ob, int dir) 284probe (object *op, object *caster, object *spell_ob, int dir)
286{ 285{
287 int r, mflags, maxrange; 286 int r, mflags, maxrange;
288 object *tmp; 287 object *tmp;
289 mapstruct *m; 288 maptile *m;
290 289
291 290
292 if (!dir) 291 if (!dir)
293 { 292 {
294 examine_monster (op, op); 293 examine_monster (op, op);
310 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
311 return 0; 310 return 0;
312 } 311 }
313 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
314 { 313 {
315 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
316 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
317 { 316 {
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
319 if (tmp->head != NULL) 318 if (tmp->head != NULL)
320 tmp = tmp->head; 319 tmp = tmp->head;
378 * normal applies. 377 * normal applies.
379 */ 378 */
380int 379int
381cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
382{ 381{
383 object *tmp;
384
385 if (op->invisible > 1000) 382 if (op->invisible > 1000)
386 { 383 {
387 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
388 return 0; 385 return 0;
389 } 386 }
405 else 402 else
406 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
407 404
408 op->contr->hidden = 0; 405 op->contr->hidden = 0;
409 } 406 }
407
410 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
412 else 410 else
413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
414 412
415 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
416 414
417 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
418 * harm to the player. 416 * harm to the player.
419 */ 417 */
420 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
421 if (tmp->enemy == op) 419 if (tmp->enemy == op)
422 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
423 return 1; 422 return 1;
424} 423}
425 424
426/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
427 */ 426 */
429cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
430{ 429{
431 object *tmp, *next; 430 object *tmp, *next;
432 int range, i, j, mflags; 431 int range, i, j, mflags;
433 sint16 sx, sy; 432 sint16 sx, sy;
434 mapstruct *m; 433 maptile *m;
435 434
436 if (op->type != PLAYER) 435 if (op->type != PLAYER)
437 return 0; 436 return 0;
438 437
439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
448 447
449 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
450 continue; 449 continue;
451 450
452 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be teared down
453 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
454 { 453 {
455 next = tmp->above; 454 next = tmp->above;
456 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
458 } 457 }
459 } 458 }
459
460 return 1; 460 return 1;
461} 461}
462
463 462
464void 463void
465execute_word_of_recall (object *op) 464execute_word_of_recall (object *op)
466{ 465{
467 object *wor = op; 466 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 { 467 {
474 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) 468 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."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
476 else 470 else
471 {
472 // remove first so we do not call update_stats
473 op->remove ();
477 enter_exit (op, wor); 474 pl->enter_exit (op);
475 }
478 } 476 }
479 remove_ob (wor); 477
480 free_object (wor); 478 op->destroy ();
481} 479}
482 480
483/* Word of recall causes the player to return 'home'. 481/* Word of recall causes the player to return 'home'.
484 * we put a force into the player object, so that there is a 482 * we put a force into the player object, so that there is a
485 * time delay effect. 483 * time delay effect.
504 { 502 {
505 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
506 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
507 return 0; 505 return 0;
508 } 506 }
507
509 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 508 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
510 if (time < 1) 509 if (time < 1)
511 time = 1; 510 time = 1;
512 511
513 /* value of speed really doesn't make much difference, as long as it is 512 /* value of speed really doesn't make much difference, as long as it is
514 * positive. Lower value may be useful so that the problem doesn't 513 * positive. Lower value may be useful so that the problem doesn't
515 * do anything really odd if it say a -1000 or something. 514 * do anything really odd if it say a -1000 or something.
516 */ 515 */
517 dummy->speed = 0.002; 516 dummy->set_speed (0.002);
518 update_ob_speed (dummy);
519 dummy->speed_left = -dummy->speed * time; 517 dummy->speed_left = -dummy->speed * time;
520 dummy->type = SPELL_EFFECT; 518 dummy->type = SPELL_EFFECT;
521 dummy->subtype = SP_WORD_OF_RECALL; 519 dummy->subtype = SP_WORD_OF_RECALL;
522 520
523 /* If we could take advantage of enter_player_savebed() here, it would be 521 /* If we could take advantage of enter_player_savebed() here, it would be
524 * nice, but until the map load fails, we can't. 522 * nice, but until the map load fails, we can't.
525 */ 523 */
526 EXIT_PATH (dummy) = op->contr->savebed_map; 524 EXIT_PATH (dummy) = op->contr->savebed_map;
527 EXIT_X (dummy) = op->contr->bed_x; 525 EXIT_X (dummy) = op->contr->bed_x;
528 EXIT_Y (dummy) = op->contr->bed_y; 526 EXIT_Y (dummy) = op->contr->bed_y;
529 527
530 (void) insert_ob_in_ob (dummy, op); 528 op->insert (dummy);
529
531 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 530 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
531
532 return 1; 532 return 1;
533} 533}
534 534
535/* cast_wonder 535/* cast_wonder
536 * wonder is really just a spell that will likely cast another 536 * wonder is really just a spell that will likely cast another
566 return cast_spell (op, caster, dir, newspell, NULL); 566 return cast_spell (op, caster, dir, newspell, NULL);
567 } 567 }
568 return 1; 568 return 1;
569} 569}
570 570
571
572int 571int
573perceive_self (object *op) 572perceive_self (object *op)
574{ 573{
574 char buf[MAX_BUF];
575 char *cp = describe_item (op, op), buf[MAX_BUF]; 575 const char *cp = describe_item (op, op);
576 archetype *at = archetype::find (ARCH_DEPLETION); 576 archetype *at = archetype::find (ARCH_DEPLETION);
577 object *tmp; 577 object *tmp;
578 int i; 578 int i;
579 579
580 tmp = find_god (determine_god (op)); 580 tmp = find_god (determine_god (op));
589 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 589 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
590 else 590 else
591 { 591 {
592 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 592 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
593 new_draw_info (NDI_UNIQUE, 0, op, cp); 593 new_draw_info (NDI_UNIQUE, 0, op, cp);
594
594 if (tmp != NULL) 595 if (tmp)
595 {
596 for (i = 0; i < NUM_STATS; i++) 596 for (i = 0; i < NUM_STATS; i++)
597 { 597 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))); 598 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i));
601 }
602 }
603 }
604 } 599 }
605 600
606 if (is_dragon_pl (op)) 601 if (is_dragon_pl (op))
607 { 602 {
608 /* now grab the 'dragon_ability'-force from the player's inventory */ 603 /* now grab the 'dragon_ability'-force from the player's inventory */
609 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
610 { 605 {
611 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
612 { 607 {
613 if (tmp->stats.exp == 0) 608 if (tmp->stats.exp == 0)
614 {
615 sprintf (buf, "Your metabolism isn't focused on anything."); 609 sprintf (buf, "Your metabolism isn't focused on anything.");
616 }
617 else 610 else
618 {
619 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
620 } 612
621 new_draw_info (NDI_UNIQUE, 0, op, buf); 613 new_draw_info (NDI_UNIQUE, 0, op, buf);
622 break; 614 break;
623 } 615 }
624 } 616 }
625 } 617 }
618
626 return 1; 619 return 1;
627} 620}
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
887 621
888/* This creates magic walls. Really, it can create most any object, 622/* This creates magic walls. Really, it can create most any object,
889 * within some reason. 623 * within some reason.
890 */ 624 */
891
892int 625int
893magic_wall (object *op, object *caster, int dir, object *spell_ob) 626magic_wall (object *op, object *caster, int dir, object *spell_ob)
894{ 627{
895 object *tmp, *tmp2; 628 object *tmp;
896 int i, posblocked, negblocked, maxrange; 629 int i, posblocked, negblocked, maxrange;
897 sint16 x, y; 630 sint16 x, y;
898 mapstruct *m; 631 maptile *m;
899 const char *name; 632 const char *name;
900 archetype *at; 633 archetype *at;
901 634
902 if (!dir) 635 if (!dir)
903 { 636 {
908 else 641 else
909 { 642 {
910 x = op->x + freearr_x[dir]; 643 x = op->x + freearr_x[dir];
911 y = op->y + freearr_y[dir]; 644 y = op->y + freearr_y[dir];
912 } 645 }
646
913 m = op->map; 647 m = op->map;
914 648
915 if ((spell_ob->move_block || x != op->x || y != op->y) && 649 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) || 650 (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))) 651 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
918 { 652 {
919 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 653 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
920 return 0; 654 return 0;
921 } 655 }
656
922 if (spell_ob->other_arch) 657 if (spell_ob->other_arch)
923 {
924 tmp = arch_to_object (spell_ob->other_arch); 658 tmp = arch_to_object (spell_ob->other_arch);
925 }
926 else if (spell_ob->race) 659 else if (spell_ob->race)
927 { 660 {
928 char buf1[MAX_BUF]; 661 char buf1[MAX_BUF];
929 662
930 sprintf (buf1, spell_ob->race, dir); 663 sprintf (buf1, spell_ob->race, dir);
933 { 666 {
934 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 667 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
935 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 668 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
936 return 0; 669 return 0;
937 } 670 }
671
938 tmp = arch_to_object (at); 672 tmp = arch_to_object (at);
939 } 673 }
940 else 674 else
941 { 675 {
942 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 676 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
952 } 686 }
953 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 687 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
954 { 688 {
955 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 689 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
956 tmp->stats.maxhp = tmp->stats.hp; 690 tmp->stats.maxhp = tmp->stats.hp;
957 set_owner (tmp, op);
958 set_spell_skill (op, caster, spell_ob, tmp);
959 } 691 }
692
960 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 693 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
961 { 694 {
962 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 695 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
963 SET_FLAG (tmp, FLAG_IS_USED_UP); 696 SET_FLAG (tmp, FLAG_IS_USED_UP);
964 } 697 }
698
965 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 699 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
966 { 700 {
967 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 701 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
968 tmp->stats.maxhp = tmp->stats.hp; 702 tmp->stats.maxhp = tmp->stats.hp;
969 SET_FLAG (tmp, FLAG_TEAR_DOWN); 703 SET_FLAG (tmp, FLAG_TEAR_DOWN);
970 SET_FLAG (tmp, FLAG_ALIVE); 704 SET_FLAG (tmp, FLAG_ALIVE);
971 } 705 }
972 706
973 /* This can't really hurt - if the object doesn't kill anything, 707 /* This can't really hurt - if the object doesn't kill anything,
974 * these fields just won't be used. 708 * these fields just won't be used. Do not set the owner for
709 * earthwalls, though, so they survive restarts.
975 */ 710 */
976 set_owner (tmp, op); 711 if (tmp->type != EARTHWALL) //TODO
712 tmp->set_owner (op);
713
977 set_spell_skill (op, caster, spell_ob, tmp); 714 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; 715 tmp->level = caster_level (caster, spell_ob) / 2;
981 716
982 name = tmp->name; 717 name = tmp->name;
983 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 718 if (!(tmp = m->insert (tmp, x, y, op)))
984 { 719 {
985 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 720 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
986 return 0; 721 return 0;
987 } 722 }
723
988 /* If this is a spellcasting wall, need to insert the spell object */ 724 /* If this is a spellcasting wall, need to insert the spell object */
989 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 725 if (tmp->other_arch && tmp->other_arch->type == SPELL)
990 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 726 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
991 727
992 /* This code causes the wall to extend some distance in 728 /* This code causes the wall to extend some distance in
993 * each direction, or until an obstruction is encountered. 729 * each direction, or until an obstruction is encountered.
994 * posblocked and negblocked help determine how far the 730 * posblocked and negblocked help determine how far the
1010 m = tmp->map; 746 m = tmp->map;
1011 747
1012 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 748 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) 749 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1014 { 750 {
1015 tmp2 = get_object (); 751 object *tmp2 = tmp->clone ();
1016 copy_object (tmp, tmp2); 752 m->insert (tmp2, x, y, op);
1017 tmp2->x = x; 753
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 */ 754 /* If this is a spellcasting wall, need to insert the spell object */
1021 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1022 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 756 tmp2->insert (arch_to_object (tmp2->other_arch));
1023 757
1024 } 758 }
1025 else 759 else
1026 posblocked = 1; 760 posblocked = 1;
1027 761
1030 m = tmp->map; 764 m = tmp->map;
1031 765
1032 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 766 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) 767 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1034 { 768 {
1035 tmp2 = get_object (); 769 object *tmp2 = tmp->clone ();
1036 copy_object (tmp, tmp2); 770 m->insert (tmp2, x, y, op);
1037 tmp2->x = x; 771
1038 tmp2->y = y;
1039 insert_ob_in_map (tmp2, m, op, 0);
1040 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 772 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1041 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 773 tmp2->insert (arch_to_object (tmp2->other_arch));
1042 } 774 }
1043 else 775 else
1044 negblocked = 1; 776 negblocked = 1;
1045 } 777 }
1046 778
1053int 785int
1054dimension_door (object *op, object *caster, object *spob, int dir) 786dimension_door (object *op, object *caster, object *spob, int dir)
1055{ 787{
1056 uint32 dist, maxdist; 788 uint32 dist, maxdist;
1057 int mflags; 789 int mflags;
1058 mapstruct *m; 790 maptile *m;
1059 sint16 sx, sy; 791 sint16 sx, sy;
1060 792
1061 if (op->type != PLAYER) 793 if (op->type != PLAYER)
1062 return 0; 794 return 0;
1063 795
1095 { 827 {
1096 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 828 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1097 op->contr->count = 0; 829 op->contr->count = 0;
1098 return 0; 830 return 0;
1099 } 831 }
832
1100 op->contr->count = 0; 833 op->contr->count = 0;
1101 834
1102 /* Remove code that puts player on random space on maps. IMO, 835 /* 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, 836 * 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 837 * but may not be marked as NO_MAGIC (as they may be bounded
1153 return 0; 886 return 0;
1154 } 887 }
1155 } 888 }
1156 889
1157 /* Actually move the player now */ 890 /* Actually move the player now */
1158 remove_ob (op); 891 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; 892 return 1;
1163 893
1164 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 894 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1165 return 1; 895 return 1;
1166} 896}
1179 object *poison; 909 object *poison;
1180 int heal = 0, success = 0; 910 int heal = 0, success = 0;
1181 911
1182 tmp = find_target_for_friendly_spell (op, dir); 912 tmp = find_target_for_friendly_spell (op, dir);
1183 913
1184 if (tmp == NULL) 914 if (!tmp)
1185 return 0; 915 return 0;
1186 916
1187 /* Figure out how many hp this spell might cure. 917 /* Figure out how many hp this spell might cure.
1188 * could be zero if this spell heals effects, not damage. 918 * could be zero if this spell heals effects, not damage.
1189 */ 919 */
1192 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 922 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1193 923
1194 if (heal) 924 if (heal)
1195 { 925 {
1196 if (tmp->stats.hp >= tmp->stats.maxhp) 926 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 927 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1199 }
1200 else 928 else
1201 { 929 {
1202 /* See how many points we actually heal. Instead of messages 930 /* See how many points we actually heal. Instead of messages
1203 * based on type of spell, we instead do messages based 931 * based on type of spell, we instead do messages based
1204 * on amount of damage healed. 932 * on amount of damage healed.
1206 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 934 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1207 heal = tmp->stats.maxhp - tmp->stats.hp; 935 heal = tmp->stats.maxhp - tmp->stats.hp;
1208 tmp->stats.hp += heal; 936 tmp->stats.hp += heal;
1209 937
1210 if (tmp->stats.hp >= tmp->stats.maxhp) 938 if (tmp->stats.hp >= tmp->stats.maxhp)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1213 }
1214 else if (heal > 50) 940 else if (heal > 50)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1217 }
1218 else if (heal > 25) 942 else if (heal > 25)
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1221 }
1222 else if (heal > 10) 944 else if (heal > 10)
1223 {
1224 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1225 }
1226 else 946 else
1227 {
1228 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1229 } 948
1230 success = 1; 949 success = 1;
1231 } 950 }
1232 } 951 }
952
1233 if (spell->attacktype & AT_DISEASE) 953 if (spell->attacktype & AT_DISEASE)
1234 if (cure_disease (tmp, op)) 954 if (cure_disease (tmp, op))
1235 success = 1; 955 success = 1;
1236 956
1237 if (spell->attacktype & AT_POISON) 957 if (spell->attacktype & AT_POISON)
1243 success = 1; 963 success = 1;
1244 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1245 poison->stats.food = 1; 965 poison->stats.food = 1;
1246 } 966 }
1247 } 967 }
968
1248 if (spell->attacktype & AT_CONFUSION) 969 if (spell->attacktype & AT_CONFUSION)
1249 { 970 {
1250 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 971 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1251 if (poison) 972 if (poison)
1252 { 973 {
1253 success = 1; 974 success = 1;
1254 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 975 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1255 poison->duration = 1; 976 poison->duration = 1;
1256 } 977 }
1257 } 978 }
979
1258 if (spell->attacktype & AT_BLIND) 980 if (spell->attacktype & AT_BLIND)
1259 { 981 {
1260 at = archetype::find ("blindness"); 982 at = archetype::find ("blindness");
1261 poison = present_arch_in_ob (at, tmp); 983 poison = present_arch_in_ob (at, tmp);
1262 if (poison) 984 if (poison)
1264 success = 1; 986 success = 1;
1265 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 987 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1266 poison->stats.food = 1; 988 poison->stats.food = 1;
1267 } 989 }
1268 } 990 }
991
1269 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 992 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1270 { 993 {
1271 tmp->stats.sp += spell->last_sp; 994 tmp->stats.sp += spell->last_sp;
1272 if (tmp->stats.sp > tmp->stats.maxsp) 995 if (tmp->stats.sp > tmp->stats.maxsp)
1273 tmp->stats.sp = tmp->stats.maxsp; 996 tmp->stats.sp = tmp->stats.maxsp;
1274 success = 1; 997 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 998 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1276 } 999 }
1000
1277 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1001 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1278 { 1002 {
1279 tmp->stats.grace += spell->last_grace; 1003 tmp->stats.grace += spell->last_grace;
1280 if (tmp->stats.grace > tmp->stats.maxgrace) 1004 if (tmp->stats.grace > tmp->stats.maxgrace)
1281 tmp->stats.grace = tmp->stats.maxgrace; 1005 tmp->stats.grace = tmp->stats.maxgrace;
1282 success = 1; 1006 success = 1;
1283 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1007 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1284 } 1008 }
1009
1285 if (spell->stats.food && tmp->stats.food < 999) 1010 if (spell->stats.food && tmp->stats.food < 999)
1286 { 1011 {
1287 tmp->stats.food += spell->stats.food; 1012 tmp->stats.food += spell->stats.food;
1288 if (tmp->stats.food > 999) 1013 if (tmp->stats.food > 999)
1289 tmp->stats.food = 999; 1014 tmp->stats.food = 999;
1290 success = 1; 1015 success = 1;
1291 /* We could do something a bit better like the messages for healing above */ 1016 /* 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"); 1017 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1293 } 1018 }
1019
1294 return success; 1020 return success;
1295} 1021}
1296
1297 1022
1298/* This is used for the spells that gain stats. There are no spells 1023/* 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 1024 * right now that icnrease wis/int/pow on a temp basis, so no
1300 * good comments for those. 1025 * good comments for those.
1301 */ 1026 */
1302static const char *const no_gain_msgs[NUM_STATS] = { 1027static const char *const no_gain_msgs[NUM_STATS] = {
1303 "You grow no stronger.", 1028 "You grow no stronger.",
1304 "You grow no more agile.", 1029 "You grow no more agile.",
1305 "You don't feel any healthier.", 1030 "You don't feel any healthier.",
1306 "no wis", 1031 "You didn't grow any more intelligent.",
1032 "You do not feel any wiser.",
1033 "You don't feel any more powerful."
1307 "You are no easier to look at.", 1034 "You are no easier to look at.",
1308 "no int",
1309 "no pow"
1310}; 1035};
1311 1036
1312int 1037int
1313cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1038cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1314{ 1039{
1315 object *tmp, *tmp2 = NULL;
1316 object *force = NULL; 1040 object *force = NULL;
1317 int i; 1041 int i;
1318 1042
1319 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1043 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1320 if (dir != 0) 1044 object *tmp = dir
1321 {
1322 tmp = find_target_for_friendly_spell (op, dir); 1045 ? find_target_for_friendly_spell (op, dir)
1323 } 1046 : op;
1324 else
1325 {
1326 tmp = op;
1327 }
1328 1047
1329 if (tmp == NULL) 1048 if (!tmp)
1330 return 0; 1049 return 0;
1331 1050
1332 /* If we've already got a force of this type, don't add a new one. */ 1051 /* 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) 1052 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1334 { 1053 {
1335 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1054 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1336 { 1055 {
1337 if (tmp2->name == spell_ob->name) 1056 if (tmp2->name == spell_ob->name)
1338 { 1057 {
1371 } 1090 }
1372 else 1091 else
1373 { 1092 {
1374 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1093 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1375 } 1094 }
1095
1376 return 1; 1096 return 1;
1377 } 1097 }
1098
1378 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1099 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1379 force->speed = 1.0; 1100 force->speed = 1.0;
1380 force->speed_left = -1.0; 1101 force->speed_left = -1.0;
1381 SET_FLAG (force, FLAG_APPLIED); 1102 SET_FLAG (force, FLAG_APPLIED);
1382 1103
1388 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1109 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1389 if (force->resist[i] > 100) 1110 if (force->resist[i] > 100)
1390 force->resist[i] = 100; 1111 force->resist[i] = 100;
1391 } 1112 }
1392 } 1113 }
1114
1393 if (spell_ob->stats.hp) 1115 if (spell_ob->stats.hp)
1394 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1116 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1395 1117
1396 if (tmp->type == PLAYER) 1118 if (tmp->type == PLAYER)
1397 { 1119 {
1398 /* Stat adjustment spells */ 1120 /* Stat adjustment spells */
1399 for (i = 0; i < NUM_STATS; i++) 1121 for (i = 0; i < NUM_STATS; i++)
1400 { 1122 {
1401 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1123 if (sint8 stat = spell_ob->stats.stat (i))
1402
1403 if (stat)
1404 { 1124 {
1405 sm = 0; 1125 sint8 sm = 0;
1406 for (k = 0; k < stat; k++) 1126 for (sint8 k = 0; k < stat; k++)
1407 sm += rndm (1, 3); 1127 sm += rndm (1, 3);
1408 1128
1409 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1129 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1410 { 1130 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1411 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1131
1412 if (sm < 0) 1132 force->stats.stat (i) = sm;
1413 sm = 0; 1133
1414 }
1415 set_attr_value (&force->stats, i, sm);
1416 if (!sm) 1134 if (!sm)
1417 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1135 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1418 } 1136 }
1419 } 1137 }
1420 } 1138 }
1440 force->stats.ac = spell_ob->stats.ac; 1158 force->stats.ac = spell_ob->stats.ac;
1441 force->attacktype = spell_ob->attacktype; 1159 force->attacktype = spell_ob->attacktype;
1442 1160
1443 insert_ob_in_ob (force, tmp); 1161 insert_ob_in_ob (force, tmp);
1444 change_abil (tmp, force); /* Mostly to display any messages */ 1162 change_abil (tmp, force); /* Mostly to display any messages */
1445 fix_player (tmp); 1163 tmp->update_stats ();
1164
1446 return 1; 1165 return 1;
1447} 1166}
1448 1167
1449/* This used to be part of cast_change_ability, but it really didn't make 1168/* 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 1169 * a lot of sense, since most of the values it derives are from the god
1451 * of the caster. 1170 * of the caster.
1452 */ 1171 */
1453
1454int 1172int
1455cast_bless (object *op, object *caster, object *spell_ob, int dir) 1173cast_bless (object *op, object *caster, object *spell_ob, int dir)
1456{ 1174{
1457 int i; 1175 int i;
1458 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1176 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1549 force->stats.wc = spell_ob->stats.wc; 1267 force->stats.wc = spell_ob->stats.wc;
1550 force->stats.ac = spell_ob->stats.ac; 1268 force->stats.ac = spell_ob->stats.ac;
1551 1269
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1270 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1271 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1272 tmp->update_stats ();
1555 return 1; 1273 return 1;
1556} 1274}
1557
1558
1559 1275
1560/* Alchemy code by Mark Wedel 1276/* Alchemy code by Mark Wedel
1561 * 1277 *
1562 * This code adds a new spell, called alchemy. Alchemy will turn 1278 * This code adds a new spell, called alchemy. Alchemy will turn
1563 * objects to gold nuggets, the value of the gold nuggets being 1279 * objects to gold nuggets, the value of the gold nuggets being
1573 * For example, if an item is worth 110 gold, you will get 1289 * For example, if an item is worth 110 gold, you will get
1574 * 4 large nuggets, and from 0-10 small nuggets. 1290 * 4 large nuggets, and from 0-10 small nuggets.
1575 * 1291 *
1576 * There is also a chance (1:30) that you will get nothing at all 1292 * 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 1293 * for the object. There is also a maximum weight that will be
1578 * alchemied. 1294 * alchemised.
1579 */ 1295 */
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 1296static void
1589alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1590{ 1298{
1591 uint64 value = query_cost (obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1592 1300
1593 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (This should hopefully
1594 * make it so that it isn't worth it to alchemy money, sell 1302 * make it so that it isn't worth it to alchemy money, sell
1595 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1596 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1597 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1598 * the stuff back to town. 1306 * the stuff back to town.
1599 */ 1307 */
1600
1601 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1308 if (QUERY_FLAG (obj, FLAG_UNPAID))
1602 value = 0; 1309 value = 0;
1603 else if (obj->type == MONEY || obj->type == GEM) 1310 else if (obj->type == MONEY || obj->type == GEM)
1604 value /= 3; 1311 value /= 3;
1605 else 1312 else
1606 value = (value * 9) / 10; 1313 value = value * 9 / 10;
1607 1314
1608 value /= 4; // fix by GHJ, don't understand, pcg
1609
1610 if ((obj->value > 0) && rndm (0, 29)) 1315 if (obj->value > 0 && rndm (0, 29))
1611 { 1316 total_value += value;
1612 int count;
1613 1317
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; 1318 total_weight += obj->total_weight ();
1634 remove_ob (obj); 1319
1635 free_object (obj); 1320 obj->destroy ();
1636} 1321}
1637 1322
1638static void 1323static void
1639update_map (object *op, mapstruct *m, int small_nuggets, int large_nuggets, int x, int y) 1324update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1640{ 1325{
1641 object *tmp;
1642 int flag = 0; 1326 int flag = 0;
1643 1327
1644 /* Put any nuggets below the player, but we can only pass this 1328 /* Put any nuggets below the player, but we can only pass this
1645 * flag if we are on the same space as the player 1329 * flag if we are on the same space as the player
1646 */ 1330 */
1647 if (x == op->x && y == op->y && op->map == m) 1331 if (x == op->x && y == op->y && op->map == m)
1648 flag = INS_BELOW_ORIGINATOR; 1332 flag = INS_BELOW_ORIGINATOR;
1649 1333
1650 if (small_nuggets) 1334 if (small_nuggets)
1651 { 1335 {
1652 tmp = get_object (); 1336 object *tmp = small->clone ();
1653 copy_object (small, tmp);
1654 tmp->nrof = small_nuggets; 1337 tmp->nrof = small_nuggets;
1655 tmp->x = x;
1656 tmp->y = y;
1657 insert_ob_in_map (tmp, m, op, flag); 1338 m->insert (tmp, x, y, op, flag);
1658 } 1339 }
1340
1659 if (large_nuggets) 1341 if (large_nuggets)
1660 { 1342 {
1661 tmp = get_object (); 1343 object *tmp = large->clone ();
1662 copy_object (large, tmp);
1663 tmp->nrof = large_nuggets; 1344 tmp->nrof = large_nuggets;
1664 tmp->x = x;
1665 tmp->y = y;
1666 insert_ob_in_map (tmp, m, op, flag); 1345 m->insert (tmp, x, y, op, flag);
1667 } 1346 }
1347
1348 if (object *pl = m->at (x, y).player ())
1349 if (pl->contr->ns)
1350 pl->contr->ns->look_position = 0;
1668} 1351}
1669 1352
1670int 1353int
1671alchemy (object *op, object *caster, object *spell_ob) 1354alchemy (object *op, object *caster, object *spell_ob)
1672{ 1355{
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) 1356 if (op->type != PLAYER)
1679 return 0; 1357 return 0;
1680 1358
1359 object *large = get_archetype ("largenugget");
1360 object *small = get_archetype ("smallnugget");
1361
1681 /* Put a maximum weight of items that can be alchemied. Limits the power 1362 /* 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 1363 * some, and also prevents people from alchemising every table/chair/clock
1683 * in sight 1364 * in sight
1684 */ 1365 */
1685 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1366 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1686 weight_max *= 1000; 1367 int weight_max = duration * 1000;
1687 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1368 uint64 value_max = duration * 1000;
1688 1369
1370 int weight = 0;
1371
1689 for (y = op->y - 1; y <= op->y + 1; y++) 1372 for (int y = op->y - 1; y <= op->y + 1; y++)
1690 { 1373 {
1691 for (x = op->x - 1; x <= op->x + 1; x++) 1374 for (int x = op->x - 1; x <= op->x + 1; x++)
1692 { 1375 {
1376 uint64 value = 0;
1377
1693 nx = x; 1378 sint16 nx = x;
1694 ny = y; 1379 sint16 ny = y;
1695 1380
1696 mp = op->map; 1381 maptile *mp = op->map;
1697 1382
1698 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1383 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1699 1384
1700 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1385 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1701 continue; 1386 continue;
1702 1387
1703 /* Treat alchemy a little differently - most spell effects 1388 /* Treat alchemy a little differently - most spell effects
1705 * ground level effect. 1390 * ground level effect.
1706 */ 1391 */
1707 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1392 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1708 continue; 1393 continue;
1709 1394
1710 small_nuggets = 0; 1395 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 { 1396 {
1715 next = tmp->above; 1397 next = tmp->above;
1398
1716 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1399 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1717 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1400 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1718 { 1401 {
1719
1720 if (tmp->inv) 1402 if (tmp->inv)
1721 { 1403 {
1722 object *next1, *tmp1; 1404 object *next1, *tmp1;
1723 1405
1724 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1406 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1725 { 1407 {
1726 next1 = tmp1->below; 1408 next1 = tmp1->below;
1727 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1409 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1728 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1410 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1729 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1411 alchemy_object (tmp1, value, weight);
1730 } 1412 }
1731 } 1413 }
1414
1732 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1415 alchemy_object (tmp, value, weight);
1733 1416
1734 if (weight > weight_max) 1417 if (weight > weight_max)
1735 { 1418 break;
1736 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1737 free_object (large);
1738 free_object (small);
1739 return 1;
1740 } 1419 }
1741 } /* is alchemable object */ 1420 }
1742 } /* process all objects on this space */ 1421
1422 value = min (value, value_max);
1423
1424 uint64 count = value / large->value;
1425 int large_nuggets = count;
1426 value -= count * large->value;
1427
1428 count = value / small->value;
1429 int small_nuggets = count;
1743 1430
1744 /* Insert all the nuggets at one time. This probably saves time, but 1431 /* Insert all the nuggets at one time. This probably saves time, but
1745 * it also prevents us from alcheming nuggets that were just created 1432 * it also prevents us from alcheming nuggets that were just created
1746 * with this spell. 1433 * with this spell.
1747 */ 1434 */
1748 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1435 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1436
1437 if (weight > weight_max)
1438 goto bailout;
1749 } 1439 }
1750 } 1440 }
1751 free_object (large); 1441
1752 free_object (small); 1442bailout:
1753 /* reset this so that if player standing on a big pile of stuff, 1443 large->destroy ();
1754 * it is redrawn properly. 1444 small->destroy ();
1755 */
1756 op->contr->socket.look_position = 0;
1757 return 1; 1445 return 1;
1758} 1446}
1759 1447
1760 1448
1761/* This function removes the cursed/damned status on equipped 1449/* This function removes the cursed/damned status on equipped
1770 for (tmp = op->inv; tmp; tmp = tmp->below) 1458 for (tmp = op->inv; tmp; tmp = tmp->below)
1771 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1459 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1772 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1460 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1773 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1461 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1774 { 1462 {
1775
1776 was_one++; 1463 was_one++;
1777 if (tmp->level <= caster_level (caster, spell)) 1464 if (tmp->level <= caster_level (caster, spell))
1778 { 1465 {
1779 success++; 1466 success++;
1780 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1467 if (QUERY_FLAG (spell, FLAG_DAMNED))
1789 } 1476 }
1790 1477
1791 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1792 { 1479 {
1793 if (success) 1480 if (success)
1794 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1481 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1796 }
1797 else 1482 else
1798 { 1483 {
1799 if (was_one) 1484 if (was_one)
1800 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1485 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1801 else 1486 else
1802 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1487 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1803 } 1488 }
1804 } 1489 }
1490
1805 return success; 1491 return success;
1806} 1492}
1807 1493
1808/* Identifies objects in the players inventory/on the ground */ 1494/* Identifies objects in the players inventory/on the ground */
1809 1495
1816 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1502 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1817 1503
1818 if (num_ident < 1) 1504 if (num_ident < 1)
1819 num_ident = 1; 1505 num_ident = 1;
1820 1506
1821
1822 for (tmp = op->inv; tmp; tmp = tmp->below) 1507 for (tmp = op->inv; tmp; tmp = tmp->below)
1823 { 1508 {
1824 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1825 { 1510 {
1826 identify (tmp); 1511 identify (tmp);
1512
1827 if (op->type == PLAYER) 1513 if (op->type == PLAYER)
1828 { 1514 {
1829 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1515 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1516
1830 if (tmp->msg) 1517 if (tmp->msg)
1831 { 1518 {
1832 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1833 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1834 } 1521 }
1835 } 1522 }
1523
1836 num_ident--; 1524 num_ident--;
1837 success = 1; 1525 success = 1;
1838 if (!num_ident) 1526 if (!num_ident)
1839 break; 1527 break;
1840 } 1528 }
1841 } 1529 }
1530
1842 /* If all the power of the spell has been used up, don't go and identify 1531 /* 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 1532 * stuff on the floor. Only identify stuff on the floor if the spell
1844 * was not fully used. 1533 * was not fully used.
1845 */ 1534 */
1846 if (num_ident) 1535 if (num_ident)
1847 { 1536 {
1848 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1537 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)) 1538 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1850 { 1539 {
1851
1852 identify (tmp); 1540 identify (tmp);
1541
1853 if (op->type == PLAYER) 1542 if (op->type == PLAYER)
1854 { 1543 {
1855 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1544 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1545
1856 if (tmp->msg) 1546 if (tmp->msg)
1857 { 1547 {
1858 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1859 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1549 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1860 } 1550 }
1551
1861 esrv_send_item (op, tmp); 1552 esrv_send_item (op, tmp);
1862 } 1553 }
1554
1863 num_ident--; 1555 num_ident--;
1864 success = 1; 1556 success = 1;
1865 if (!num_ident) 1557 if (!num_ident)
1866 break; 1558 break;
1867 } 1559 }
1868 } 1560 }
1561
1869 if (!success) 1562 if (!success)
1870 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1563 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1871 else 1564 else
1872 {
1873 spell_effect (spell, op->x, op->y, op->map, op); 1565 spell_effect (spell, op->x, op->y, op->map, op);
1874 } 1566
1875 return success; 1567 return success;
1876} 1568}
1877
1878 1569
1879int 1570int
1880cast_detection (object *op, object *caster, object *spell, object *skill) 1571cast_detection (object *op, object *caster, object *spell, object *skill)
1881{ 1572{
1882 object *tmp, *last, *god, *detect; 1573 object *tmp, *last, *god, *detect;
1883 int done_one, range, mflags, floor, level; 1574 int done_one, range, mflags, floor, level;
1884 sint16 x, y, nx, ny; 1575 sint16 x, y, nx, ny;
1885 mapstruct *m; 1576 maptile *m;
1886 1577
1887 /* We precompute some values here so that we don't have to keep 1578 /* We precompute some values here so that we don't have to keep
1888 * doing it over and over again. 1579 * doing it over and over again.
1889 */ 1580 */
1890 god = find_god (determine_god (op)); 1581 god = find_god (determine_god (op));
1895 skill = caster; 1586 skill = caster;
1896 1587
1897 for (x = op->x - range; x <= op->x + range; x++) 1588 for (x = op->x - range; x <= op->x + range; x++)
1898 for (y = op->y - range; y <= op->y + range; y++) 1589 for (y = op->y - range; y <= op->y + range; y++)
1899 { 1590 {
1900
1901 m = op->map; 1591 m = op->map;
1902 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1903 if (mflags & P_OUT_OF_MAP) 1593 if (mflags & P_OUT_OF_MAP)
1904 continue; 1594 continue;
1905 1595
1907 * floor. But this is not true for show invisible. 1597 * floor. But this is not true for show invisible.
1908 * Basically, we just go and find the top object and work 1598 * Basically, we just go and find the top object and work
1909 * down - that is easier than working up. 1599 * down - that is easier than working up.
1910 */ 1600 */
1911 1601
1912 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1602 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1913 last = tmp; 1603 last = tmp;
1604
1914 /* Shouldn't happen, but if there are no objects on a space, this 1605 /* Shouldn't happen, but if there are no objects on a space, this
1915 * would happen. 1606 * would happen.
1916 */ 1607 */
1917 if (!last) 1608 if (!last)
1918 continue; 1609 continue;
1920 done_one = 0; 1611 done_one = 0;
1921 floor = 0; 1612 floor = 0;
1922 detect = NULL; 1613 detect = NULL;
1923 for (tmp = last; tmp; tmp = tmp->below) 1614 for (tmp = last; tmp; tmp = tmp->below)
1924 { 1615 {
1925
1926 /* show invisible */ 1616 /* show invisible */
1927 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1617 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1928 /* Might there be other objects that we can make visibile? */ 1618 /* Might there be other objects that we can make visible? */
1929 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1619 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1930 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1620 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1931 tmp->type == CF_HANDLE || 1621 tmp->type == CF_HANDLE ||
1932 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1622 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1933 tmp->type == BUTTON || tmp->type == TELEPORTER || 1623 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1940 { 1630 {
1941 tmp->invisible = 0; 1631 tmp->invisible = 0;
1942 done_one = 1; 1632 done_one = 1;
1943 } 1633 }
1944 } 1634 }
1635
1945 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1636 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1946 floor = 1; 1637 floor = 1;
1947 1638
1948 /* All detections below this point don't descend beneath the floor, 1639 /* 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 1640 * so just continue on. We could be clever and look at the type of
2002 */ 1693 */
2003 if (done_one) 1694 if (done_one)
2004 { 1695 {
2005 object *detect_ob = arch_to_object (spell->other_arch); 1696 object *detect_ob = arch_to_object (spell->other_arch);
2006 1697
2007 detect_ob->x = nx;
2008 detect_ob->y = ny;
2009 /* if this is set, we want to copy the face */ 1698 /* if this is set, we want to copy the face */
2010 if (done_one == 2 && detect) 1699 if (done_one == 2 && detect)
2011 { 1700 {
2012 detect_ob->face = detect->face; 1701 detect_ob->face = detect->face;
2013 detect_ob->animation_id = detect->animation_id; 1702 detect_ob->animation_id = detect->animation_id;
2015 detect_ob->last_anim = 0; 1704 detect_ob->last_anim = 0;
2016 /* by default, the detect_ob is already animated */ 1705 /* by default, the detect_ob is already animated */
2017 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1706 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2018 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1707 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2019 } 1708 }
1709
2020 insert_ob_in_map (detect_ob, m, op, 0); 1710 m->insert (detect_ob, nx, ny, op);
2021 } 1711 }
2022 } /* for processing the surrounding spaces */ 1712 } /* for processing the surrounding spaces */
2023 1713
2024 1714
2025 /* Now process objects in the players inventory if detect curse or magic */ 1715 /* Now process objects in the players inventory if detect curse or magic */
2074 1764
2075 /* Explodes a fireball centered at player */ 1765 /* Explodes a fireball centered at player */
2076 tmp = get_archetype (EXPLODING_FIREBALL); 1766 tmp = get_archetype (EXPLODING_FIREBALL);
2077 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1767 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; 1768 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2079 tmp->x = victim->x; 1769
2080 tmp->y = victim->y; 1770 tmp->insert_at (victim);
2081 insert_ob_in_map (tmp, victim->map, NULL, 0);
2082 victim->stats.sp = 2 * victim->stats.maxsp; 1771 victim->stats.sp = 2 * victim->stats.maxsp;
2083 } 1772 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1773 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."); 1774 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) 1775 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2089 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1776 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2091 }
2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2093 { 1778 {
2094 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1779 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2095 confuse_player (victim, victim, 99); 1780 confuse_player (victim, victim, 99);
2096 } 1781 }
2097 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1782 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2098 {
2099 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1783 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2100 }
2101} 1784}
2102 1785
2103/* cast_transfer 1786/* cast_transfer
2104 * This spell transfers sp from the player to another person. 1787 * This spell transfers sp from the player to another person.
2105 * We let the target go above their normal maximum SP. 1788 * We let the target go above their normal maximum SP.
2108int 1791int
2109cast_transfer (object *op, object *caster, object *spell, int dir) 1792cast_transfer (object *op, object *caster, object *spell, int dir)
2110{ 1793{
2111 object *plyr = NULL; 1794 object *plyr = NULL;
2112 sint16 x, y; 1795 sint16 x, y;
2113 mapstruct *m; 1796 maptile *m;
2114 int mflags; 1797 int mflags;
2115 1798
2116 m = op->map; 1799 m = op->map;
2117 x = op->x + freearr_x[dir]; 1800 x = op->x + freearr_x[dir];
2118 y = op->y + freearr_y[dir]; 1801 y = op->y + freearr_y[dir];
2119 1802
2120 mflags = get_map_flags (m, &m, x, y, &x, &y); 1803 mflags = get_map_flags (m, &m, x, y, &x, &y);
2121 1804
2122 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1805 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2123 { 1806 {
2124 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1807 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2125 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1808 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2126 break; 1809 break;
2127 } 1810 }
2128 1811
2129 1812
2130 /* If we did not find a player in the specified direction, transfer 1813 /* 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. 1814 * to anyone on top of us. This is used for the rune of transference mostly.
2132 */ 1815 */
2133 if (plyr == NULL) 1816 if (plyr == NULL)
2134 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1817 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)) 1818 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2136 break; 1819 break;
2137 1820
2138 if (!plyr) 1821 if (!plyr)
2139 { 1822 {
2184void 1867void
2185counterspell (object *op, int dir) 1868counterspell (object *op, int dir)
2186{ 1869{
2187 object *tmp, *head, *next; 1870 object *tmp, *head, *next;
2188 int mflags; 1871 int mflags;
2189 mapstruct *m; 1872 maptile *m;
2190 sint16 sx, sy; 1873 sint16 sx, sy;
2191 1874
2192 sx = op->x + freearr_x[dir]; 1875 sx = op->x + freearr_x[dir];
2193 sy = op->y + freearr_y[dir]; 1876 sy = op->y + freearr_y[dir];
2194 m = op->map; 1877 m = op->map;
2195 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1878 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2196 if (mflags & P_OUT_OF_MAP) 1879 if (mflags & P_OUT_OF_MAP)
2197 return; 1880 return;
2198 1881
2199 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1882 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2200 { 1883 {
2201 next = tmp->above; 1884 next = tmp->above;
2202 1885
2203 /* Need to look at the head object - otherwise, if tmp 1886 /* Need to look at the head object - otherwise, if tmp
2204 * points to a monster, we don't have all the necessary 1887 * points to a monster, we don't have all the necessary
2216 /* Basically, if the object is magical and not counterspell, 1899 /* Basically, if the object is magical and not counterspell,
2217 * we will more or less remove the object. Don't counterspell 1900 * we will more or less remove the object. Don't counterspell
2218 * monsters either. 1901 * monsters either.
2219 */ 1902 */
2220 1903
2221 if (head->attacktype & AT_MAGIC && 1904 if (head->attacktype & AT_MAGIC
2222 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1905 && !(head->attacktype & AT_COUNTERSPELL)
2223 { 1906 && !QUERY_FLAG (head, FLAG_MONSTER)
2224 remove_ob (head); 1907 && (op->level > head->level))
2225 free_object (head); 1908 head->destroy ();
2226 }
2227 else 1909 else
2228 switch (head->type) 1910 switch (head->type)
2229 { 1911 {
2230 case SPELL_EFFECT: 1912 case SPELL_EFFECT:
1913 // XXX: Don't affect floor spelleffects. See also XXX comment
1914 // about sanctuary in spell_util.C
1915 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1916 continue;
1917
2231 if (op->level > head->level) 1918 if (op->level > head->level)
2232 { 1919 head->destroy ();
2233 remove_ob (head); 1920
2234 free_object (head);
2235 }
2236 break; 1921 break;
2237 1922
2238 /* I really don't get this rune code that much - that 1923 /* I really don't get this rune code that much - that
2239 * random chance seems really low. 1924 * random chance seems really low.
2240 */ 1925 */
2241 case RUNE: 1926 case RUNE:
2242 if (rndm (0, 149) == 0) 1927 if (rndm (0, 149) == 0)
2243 { 1928 {
2244 head->stats.hp--; /* weaken the rune */ 1929 head->stats.hp--; /* weaken the rune */
2245 if (!head->stats.hp) 1930 if (!head->stats.hp)
2246 { 1931 head->destroy ();
2247 remove_ob (head);
2248 free_object (head);
2249 }
2250 } 1932 }
2251 break; 1933 break;
2252 } 1934 }
2253 } 1935 }
2254} 1936}
2307 * This code was very odd - code early on would only let players use the spell, 1989 * 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 1990 * 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 1991 * that only let players use it was correct, and removed all the other
2310 * player checks. MSW 2003-01-06 1992 * player checks. MSW 2003-01-06
2311 */ 1993 */
2312
2313int 1994int
2314animate_weapon (object *op, object *caster, object *spell, int dir) 1995animate_weapon (object *op, object *caster, object *spell, int dir)
2315{ 1996{
2316 object *weapon, *tmp; 1997 object *weapon, *tmp;
2317 char buf[MAX_BUF]; 1998 char buf[MAX_BUF];
2318 int a, i; 1999 int a, i;
2319 sint16 x, y; 2000 sint16 x, y;
2320 mapstruct *m; 2001 maptile *m;
2321 materialtype_t *mt; 2002 materialtype_t *mt;
2322 2003
2323 if (!spell->other_arch) 2004 if (!spell->other_arch)
2324 { 2005 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 2006 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2329 /* exit if it's not a player using this spell. */ 2010 /* exit if it's not a player using this spell. */
2330 if (op->type != PLAYER) 2011 if (op->type != PLAYER)
2331 return 0; 2012 return 0;
2332 2013
2333 /* if player already has a golem, abort */ 2014 /* 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) 2015 if (object *golem = op->contr->golem)
2335 { 2016 {
2336 control_golem (op->contr->ranges[range_golem], dir); 2017 control_golem (golem, dir);
2337 return 0; 2018 return 0;
2338 } 2019 }
2339 2020
2340 /* if no direction specified, pick one */ 2021 /* if no direction specified, pick one */
2341 if (!dir) 2022 if (!dir)
2345 x = op->x + freearr_x[dir]; 2026 x = op->x + freearr_x[dir];
2346 y = op->y + freearr_y[dir]; 2027 y = op->y + freearr_y[dir];
2347 2028
2348 /* if there's no place to put the golem, abort */ 2029 /* if there's no place to put the golem, abort */
2349 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2030 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2350 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2031 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2351 { 2032 {
2352 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2033 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2353 return 0; 2034 return 0;
2354 } 2035 }
2355 2036
2359 if (!weapon) 2040 if (!weapon)
2360 { 2041 {
2361 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2042 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2362 return 0; 2043 return 0;
2363 } 2044 }
2364 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2045 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2365 { 2046 {
2366 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2047 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2367 return 0; 2048 return 0;
2368 } 2049 }
2369 if (weapon->type != WEAPON) 2050 if (weapon->type != WEAPON)
2387 /* create the golem object */ 2068 /* create the golem object */
2388 tmp = arch_to_object (spell->other_arch); 2069 tmp = arch_to_object (spell->other_arch);
2389 2070
2390 /* if animated by a player, give the player control of the golem */ 2071 /* if animated by a player, give the player control of the golem */
2391 CLEAR_FLAG (tmp, FLAG_MONSTER); 2072 CLEAR_FLAG (tmp, FLAG_MONSTER);
2392 SET_FLAG (tmp, FLAG_FRIENDLY);
2393 tmp->stats.exp = 0; 2073 tmp->stats.exp = 0;
2394 add_friendly_object (tmp); 2074 add_friendly_object (tmp);
2395 tmp->type = GOLEM; 2075 tmp->type = GOLEM;
2396 set_owner (tmp, op); 2076 tmp->set_owner (op);
2077 op->contr->golem = tmp;
2397 set_spell_skill (op, caster, spell, tmp); 2078 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 2079
2402 /* Give the weapon to the golem now. A bit of a hack to check the 2080 /* 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 2081 * removed flag - it should only be set if get_split_object was
2404 * used above. 2082 * used above.
2405 */ 2083 */
2406 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2407 remove_ob (weapon); 2085 weapon->remove ();
2086
2408 insert_ob_in_ob (weapon, tmp); 2087 insert_ob_in_ob (weapon, tmp);
2409 esrv_send_item (op, weapon); 2088 esrv_send_item (op, weapon);
2410 /* To do everything necessary to let a golem use the weapon is a pain, 2089 /* 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 2090 * so instead, just set it as equipped (otherwise, we need to update
2412 * body_info, skills, etc) 2091 * body_info, skills, etc)
2413 */ 2092 */
2414 SET_FLAG (tmp, FLAG_USE_WEAPON); 2093 SET_FLAG (tmp, FLAG_USE_WEAPON);
2415 SET_FLAG (weapon, FLAG_APPLIED); 2094 SET_FLAG (weapon, FLAG_APPLIED);
2416 fix_player (tmp); 2095 tmp->update_stats ();
2417 2096
2418 /* There used to be 'odd' code that basically seemed to take the absolute 2097 /* 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 - 2098 * 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. 2099 * if you're using a crappy weapon, it shouldn't be as good.
2421 */ 2100 */
2473 if (a > 14) 2152 if (a > 14)
2474 a = 14; 2153 a = 14;
2475 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2154 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2476 2155
2477 /* Determine golem's speed */ 2156 /* Determine golem's speed */
2478 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2157 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2479
2480 if (tmp->speed > 3.33)
2481 tmp->speed = 3.33;
2482 2158
2483 if (!spell->race) 2159 if (!spell->race)
2484 { 2160 {
2485 sprintf (buf, "animated %s", &weapon->name); 2161 sprintf (buf, "animated %s", &weapon->name);
2486 tmp->name = buf; 2162 tmp->name = buf;
2488 tmp->face = weapon->face; 2164 tmp->face = weapon->face;
2489 tmp->animation_id = weapon->animation_id; 2165 tmp->animation_id = weapon->animation_id;
2490 tmp->anim_speed = weapon->anim_speed; 2166 tmp->anim_speed = weapon->anim_speed;
2491 tmp->last_anim = weapon->last_anim; 2167 tmp->last_anim = weapon->last_anim;
2492 tmp->state = weapon->state; 2168 tmp->state = weapon->state;
2493 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2169 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 } 2170 }
2503 2171
2504 /* make experience increase in proportion to the strength of the summoned creature. */ 2172 /* make experience increase in proportion to the strength of the summoned creature. */
2505 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2173 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2506 2174
2507 tmp->speed_left = -1; 2175 tmp->speed_left = -1;
2508 tmp->x = x;
2509 tmp->y = y;
2510 tmp->direction = dir; 2176 tmp->direction = dir;
2511 insert_ob_in_map (tmp, m, op, 0); 2177
2178 m->insert (tmp, x, y, op);
2512 return 1; 2179 return 1;
2513} 2180}
2514 2181
2515/* cast_daylight() - changes the map darkness level *lower* */ 2182/* cast_daylight() - changes the map darkness level *lower* */
2516 2183
2524 int success; 2191 int success;
2525 2192
2526 if (!op->map) 2193 if (!op->map)
2527 return 0; /* shouldnt happen */ 2194 return 0; /* shouldnt happen */
2528 2195
2529 success = change_map_light (op->map, spell->stats.dam); 2196 success = op->map->change_map_light (spell->stats.dam);
2197
2530 if (!success) 2198 if (!success)
2531 { 2199 {
2532 if (spell->stats.dam < 0) 2200 if (spell->stats.dam < 0)
2533 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2534 else 2202 else
2559 2227
2560 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2228 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2561 2229
2562 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2230 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2563 2231
2564 set_owner (new_aura, op); 2232 new_aura->set_owner (op);
2565 set_spell_skill (op, caster, spell, new_aura); 2233 set_spell_skill (op, caster, spell, new_aura);
2566 new_aura->attacktype = spell->attacktype; 2234 new_aura->attacktype = spell->attacktype;
2567 2235
2568 new_aura->level = caster_level (caster, spell); 2236 new_aura->level = caster_level (caster, spell);
2569 if (refresh) 2237 if (refresh)
2587void 2255void
2588move_aura (object *aura) 2256move_aura (object *aura)
2589{ 2257{
2590 int i, mflags; 2258 int i, mflags;
2591 object *env; 2259 object *env;
2592 mapstruct *m; 2260 maptile *m;
2593 2261
2594 /* auras belong in inventories */ 2262 /* auras belong in inventories */
2595 env = aura->env; 2263 env = aura->env;
2596 2264
2597 /* no matter what we've gotta remove the aura... 2265 /* no matter what we've gotta remove the aura...
2598 * we'll put it back if its time isn't up. 2266 * we'll put it back if its time isn't up.
2599 */ 2267 */
2600 remove_ob (aura); 2268 aura->remove ();
2601 2269
2602 /* exit if we're out of gas */ 2270 /* exit if we're out of gas */
2603 if (aura->duration-- < 0) 2271 if (aura->duration-- < 0)
2604 { 2272 {
2605 free_object (aura); 2273 aura->destroy ();
2606 return; 2274 return;
2607 } 2275 }
2608 2276
2609 /* auras only exist in inventories */ 2277 /* auras only exist in inventories */
2610 if (env == NULL || env->map == NULL) 2278 if (env == NULL || env->map == NULL)
2611 { 2279 {
2612 free_object (aura); 2280 aura->destroy ();
2613 return; 2281 return;
2614 } 2282 }
2615 aura->x = env->x;
2616 aura->y = env->y;
2617 2283
2618 /* we need to jump out of the inventory for a bit 2284 /* we need to jump out of the inventory for a bit
2619 * in order to hit the map conveniently. 2285 * in order to hit the map conveniently.
2620 */ 2286 */
2621 insert_ob_in_map (aura, env->map, aura, 0); 2287 aura->insert_at (env, aura);
2622 2288
2623 for (i = 1; i < 9; i++) 2289 for (i = 1; i < 9; i++)
2624 { 2290 {
2625 sint16 nx, ny; 2291 sint16 nx, ny;
2626 2292
2635 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2301 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2636 { 2302 {
2637 hit_map (aura, i, aura->attacktype, 0); 2303 hit_map (aura, i, aura->attacktype, 0);
2638 2304
2639 if (aura->other_arch) 2305 if (aura->other_arch)
2640 { 2306 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 } 2307 }
2648 }
2649 } 2308 }
2309
2650 /* put the aura back in the player's inventory */ 2310 /* put the aura back in the player's inventory */
2651 remove_ob (aura); 2311 aura->remove ();
2652 insert_ob_in_ob (aura, env); 2312 insert_ob_in_ob (aura, env);
2653} 2313}
2654 2314
2655/* moves the peacemaker spell. 2315/* moves the peacemaker spell.
2656 * op is the piece object. 2316 * op is the piece object.
2659void 2319void
2660move_peacemaker (object *op) 2320move_peacemaker (object *op)
2661{ 2321{
2662 object *tmp; 2322 object *tmp;
2663 2323
2664 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2324 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2665 { 2325 {
2666 int atk_lev, def_lev; 2326 int atk_lev, def_lev;
2667 object *victim = tmp; 2327 object *victim = tmp;
2668 2328
2669 if (tmp->head) 2329 if (tmp->head)
2680 2340
2681 if (rndm (0, atk_lev - 1) > def_lev) 2341 if (rndm (0, atk_lev - 1) > def_lev)
2682 { 2342 {
2683 /* make this sucker peaceful. */ 2343 /* make this sucker peaceful. */
2684 2344
2685 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2345 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2686 victim->stats.exp = 0; 2346 victim->stats.exp = 0;
2687#if 0 2347#if 0
2688 /* No idea why these were all set to zero - if something 2348 /* No idea why these were all set to zero - if something
2689 * makes this creature agressive, he should still do damage. 2349 * makes this creature agressive, he should still do damage.
2690 */ 2350 */
2735 2395
2736 snprintf (rune, sizeof (rune), "%s\n", msg); 2396 snprintf (rune, sizeof (rune), "%s\n", msg);
2737 2397
2738 tmp->race = op->name; /*Save the owner of the rune */ 2398 tmp->race = op->name; /*Save the owner of the rune */
2739 tmp->msg = rune; 2399 tmp->msg = rune;
2740 tmp->x = op->x; 2400
2741 tmp->y = op->y; 2401 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2742 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2743 return 1; 2402 return 1;
2744} 2403}

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