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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 1.62 by root, Sun Jul 1 05:00:20 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
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
5 */ 22 */
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 23
31#include <global.h> 24#include <global.h>
32#include <object.h> 25#include <object.h>
33#include <living.h> 26#include <living.h>
34#ifndef __CEXTRACT__
35# include <sproto.h> 27#include <sproto.h>
36#endif
37#include <spells.h> 28#include <spells.h>
38#include <sounds.h> 29#include <sounds.h>
39 30
40/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
41 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
44void 35void
45cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
46{ 37{
47 if (!tmp) 38 if (!tmp)
48 return; /* error */ 39 return; /* error */
40
49 tmp->level = op->level; 41 tmp->level = op->level;
50 tmp->x = op->x;
51 tmp->y = op->y;
52 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
53 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
54 44
55 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
56 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
57 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
58 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
59 */ 49 */
60 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
61 tmp->duration = 40; 51 tmp->duration = 40;
52
62 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
63 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
64 insert_ob_in_map (tmp, op->map, op, 0);
65 55
56 tmp->insert_at (op, op);
66} 57}
67
68 58
69int 59int
70recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
71{ 61{
72 object *wand, *tmp; 62 object *wand, *tmp;
81 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
82 { 72 {
83 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
84 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
85 esrv_del_item (op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
86 remove_ob (wand); 76 wand->destroy ();
87 free_object (wand);
88 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
89 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79
90 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
91 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
82
92 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
84
93 if (tmp->stats.hp < 2) 85 if (tmp->stats.hp < 2)
94 tmp->stats.hp = 2; 86 tmp->stats.hp = 2;
95 tmp->x = op->x; 87
96 tmp->y = op->y; 88 tmp->insert_at (op);
97 insert_ob_in_map (tmp, op->map, NULL, 0);
98 return 1; 89 return 1;
99 } 90 }
100 91
101 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93
102 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
103 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
104 else 96 else
105 { 97 {
106 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
107 return 0; 99 return 0;
108 } 100 }
101
109 if (!ncharges) 102 if (!ncharges)
110 ncharges = 1; 103 ncharges = 1;
111 104
112 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
113 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107
114 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
115 { 109 {
116 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
117 wand->speed = wand->arch->clone.speed; 111 wand->set_speed (wand->arch->speed);
118 update_ob_speed (wand);
119 } 112 }
113
120 return 1; 114 return 1;
121} 115}
122 116
123/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 117/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
124 * based on whether a crossbow or bow is equiped. If neither, it defaults to 118 * based on whether a crossbow or bow is equiped. If neither, it defaults to
135cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
136{ 130{
137 int missile_plus = 0, bonus_plus = 0; 131 int missile_plus = 0, bonus_plus = 0;
138 const char *missile_name; 132 const char *missile_name;
139 object *tmp, *missile; 133 object *tmp, *missile;
140 tag_t tag;
141 134
142 missile_name = "arrow"; 135 missile_name = "arrow";
143 136
144 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 137 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
145 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 138 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
146 {
147 missile_name = tmp->race; 139 missile_name = tmp->race;
148 }
149 140
150 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 141 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
151 142
152 if (archetype::find (missile_name) == NULL) 143 if (archetype::find (missile_name) == NULL)
153 { 144 {
154 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 145 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
155 return 0; 146 return 0;
156 } 147 }
148
157 missile = get_archetype (missile_name); 149 missile = get_archetype (missile_name);
158 150
159 if (stringarg) 151 if (stringarg)
160 { 152 {
161 /* If it starts with a letter, presume it is a description */ 153 /* If it starts with a letter, presume it is a description */
162 if (isalpha (*stringarg)) 154 if (isalpha (*stringarg))
163 { 155 {
164 artifact *al = find_artifactlist (missile->type)->items; 156 artifact *al = find_artifactlist (missile->type)->items;
165 157
166 for (; al != NULL; al = al->next) 158 for (; al; al = al->next)
167 if (!strcasecmp (al->item->name, stringarg)) 159 if (!strcasecmp (al->item->name, stringarg))
168 break; 160 break;
169 161
170 if (!al) 162 if (!al)
171 { 163 {
172 free_object (missile); 164 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 165 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
174 return 0; 166 return 0;
175 } 167 }
168
176 if (al->item->slaying) 169 if (al->item->slaying)
177 { 170 {
178 free_object (missile); 171 missile->destroy ();
179 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 172 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
180 return 0; 173 return 0;
181 } 174 }
175
182 give_artifact_abilities (missile, al->item); 176 give_artifact_abilities (missile, al->item);
183 /* These special arrows cost something extra. Don't have them also be magical - 177 /* 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 178 * 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. 179 * the parsing of having to do both plus and type.
186 */ 180 */
188 missile_plus = 0; 182 missile_plus = 0;
189 } 183 }
190 else if (atoi (stringarg) < missile_plus) 184 else if (atoi (stringarg) < missile_plus)
191 missile_plus = atoi (stringarg); 185 missile_plus = atoi (stringarg);
192 } 186 }
187
193 if (missile_plus > 4) 188 if (missile_plus > 4)
194 missile_plus = 4; 189 missile_plus = 4;
195 else if (missile_plus < -4) 190 else if (missile_plus < -4)
196 missile_plus = -4; 191 missile_plus = -4;
197 192
198 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 193 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
199 missile->nrof -= 3 * (missile_plus + bonus_plus); 194 missile->nrof -= 3 * (missile_plus + bonus_plus);
195
200 if (missile->nrof < 1) 196 if (missile->nrof < 1)
201 missile->nrof = 1; 197 missile->nrof = 1;
202 198
203 missile->magic = missile_plus; 199 missile->magic = missile_plus;
204 /* Can't get any money for these objects */ 200 /* Can't get any money for these objects */
205 missile->value = 0; 201 missile->value = 0;
206 202
207 SET_FLAG (missile, FLAG_IDENTIFIED); 203 SET_FLAG (missile, FLAG_IDENTIFIED);
208 tag = missile->count;
209 204
210 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !was_destroyed (missile, tag)) 205 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
211 {
212 pick_up (op, missile); 206 pick_up (op, missile);
213 } 207
214 return 1; 208 return 1;
215} 209}
216 210
217 211
218/* allows the choice of what sort of food object to make. 212/* allows the choice of what sort of food object to make.
229 if (stringarg) 223 if (stringarg)
230 { 224 {
231 at = find_archetype_by_object_type_name (FOOD, stringarg); 225 at = find_archetype_by_object_type_name (FOOD, stringarg);
232 if (at == NULL) 226 if (at == NULL)
233 at = find_archetype_by_object_type_name (DRINK, stringarg); 227 at = find_archetype_by_object_type_name (DRINK, stringarg);
234 if (at == NULL || at->clone.stats.food > food_value) 228 if (at == NULL || at->stats.food > food_value)
235 stringarg = NULL; 229 stringarg = NULL;
236 } 230 }
237 231
238 if (!stringarg) 232 if (!stringarg)
239 { 233 {
245 * We don't use flesh types because the weight values of those need 239 * We don't use flesh types because the weight values of those need
246 * to be altered from the donor. 240 * to be altered from the donor.
247 */ 241 */
248 242
249 /* We assume the food items don't have multiple parts */ 243 /* We assume the food items don't have multiple parts */
250 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 244 for_all_archetypes (at_tmp)
251 { 245 {
252 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 246 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
253 { 247 {
254 /* Basically, if the food value is something that is creatable 248 /* Basically, if the food value is something that is creatable
255 * under the limits of the spell and it is higher than 249 * under the limits of the spell and it is higher than
256 * the item we have now, take it instead. 250 * the item we have now, take it instead.
257 */ 251 */
258 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 252 if (at_tmp->stats.food <= food_value
253 && (!at
254 || at_tmp->stats.food > at->stats.food
255 || (at_tmp->stats.food == at->stats.food
256 && at_tmp->weight < at->weight)))
259 at = at_tmp; 257 at = at_tmp;
260 } 258 }
261 } 259 }
262 } 260 }
263 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
267 { 265 {
268 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
269 return 0; 267 return 0;
270 } 268 }
271 269
272 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
273 new_op = arch_to_object (at); 271 new_op = arch_to_object (at);
274 new_op->nrof = food_value; 272 new_op->nrof = food_value;
275 273
276 new_op->value = 0; 274 new_op->value = 0;
277 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
284int 282int
285probe (object *op, object *caster, object *spell_ob, int dir) 283probe (object *op, object *caster, object *spell_ob, int dir)
286{ 284{
287 int r, mflags, maxrange; 285 int r, mflags, maxrange;
288 object *tmp; 286 object *tmp;
289 mapstruct *m; 287 maptile *m;
290 288
291 289
292 if (!dir) 290 if (!dir)
293 { 291 {
294 examine_monster (op, op); 292 examine_monster (op, op);
310 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
311 return 0; 309 return 0;
312 } 310 }
313 if (mflags & P_IS_ALIVE) 311 if (mflags & P_IS_ALIVE)
314 { 312 {
315 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 313 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))) 314 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
317 { 315 {
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 316 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
319 if (tmp->head != NULL) 317 if (tmp->head != NULL)
320 tmp = tmp->head; 318 tmp = tmp->head;
378 * normal applies. 376 * normal applies.
379 */ 377 */
380int 378int
381cast_invisible (object *op, object *caster, object *spell_ob) 379cast_invisible (object *op, object *caster, object *spell_ob)
382{ 380{
383 object *tmp;
384
385 if (op->invisible > 1000) 381 if (op->invisible > 1000)
386 { 382 {
387 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
388 return 0; 384 return 0;
389 } 385 }
405 else 401 else
406 op->contr->tmp_invis = 1; 402 op->contr->tmp_invis = 1;
407 403
408 op->contr->hidden = 0; 404 op->contr->hidden = 0;
409 } 405 }
406
410 if (makes_invisible_to (op, op)) 407 if (makes_invisible_to (op, op))
411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 408 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
412 else 409 else
413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
414 411
415 update_object (op, UP_OBJ_FACE); 412 update_object (op, UP_OBJ_CHANGE);
416 413
417 /* Only search the active objects - only these should actually do 414 /* Only search the active objects - only these should actually do
418 * harm to the player. 415 * harm to the player.
419 */ 416 */
420 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 417 for_all_actives (tmp)
421 if (tmp->enemy == op) 418 if (tmp->enemy == op)
422 tmp->enemy = NULL; 419 tmp->enemy = 0;
420
423 return 1; 421 return 1;
424} 422}
425 423
426/* earth to dust spell. Basically destroys earthwalls in the area. 424/* earth to dust spell. Basically destroys earthwalls in the area.
427 */ 425 */
429cast_earth_to_dust (object *op, object *caster, object *spell_ob) 427cast_earth_to_dust (object *op, object *caster, object *spell_ob)
430{ 428{
431 object *tmp, *next; 429 object *tmp, *next;
432 int range, i, j, mflags; 430 int range, i, j, mflags;
433 sint16 sx, sy; 431 sint16 sx, sy;
434 mapstruct *m; 432 maptile *m;
435 433
436 if (op->type != PLAYER) 434 if (op->type != PLAYER)
437 return 0; 435 return 0;
438 436
439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
448 446
449 if (mflags & P_OUT_OF_MAP) 447 if (mflags & P_OUT_OF_MAP)
450 continue; 448 continue;
451 449
452 // earth to dust tears down everything that can be teared down 450 // earth to dust tears down everything that can be teared down
453 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 451 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
454 { 452 {
455 next = tmp->above; 453 next = tmp->above;
456 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
458 } 456 }
459 } 457 }
458
460 return 1; 459 return 1;
461} 460}
462
463 461
464void 462void
465execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
466{ 464{
467 object *wor = op; 465 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 { 466 {
474 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) 467 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."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
476 else 469 else
470 {
471 // remove first so we do not call update_stats
472 op->remove ();
477 enter_exit (op, wor); 473 pl->enter_exit (op);
474 }
478 } 475 }
479 remove_ob (wor); 476
480 free_object (wor); 477 op->destroy ();
481} 478}
482 479
483/* Word of recall causes the player to return 'home'. 480/* Word of recall causes the player to return 'home'.
484 * we put a force into the player object, so that there is a 481 * we put a force into the player object, so that there is a
485 * time delay effect. 482 * time delay effect.
504 { 501 {
505 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 502 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
506 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 503 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
507 return 0; 504 return 0;
508 } 505 }
506
509 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 507 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
510 if (time < 1) 508 if (time < 1)
511 time = 1; 509 time = 1;
512 510
513 /* value of speed really doesn't make much difference, as long as it is 511 /* 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 512 * positive. Lower value may be useful so that the problem doesn't
515 * do anything really odd if it say a -1000 or something. 513 * do anything really odd if it say a -1000 or something.
516 */ 514 */
517 dummy->speed = 0.002; 515 dummy->set_speed (0.002);
518 update_ob_speed (dummy);
519 dummy->speed_left = -dummy->speed * time; 516 dummy->speed_left = -dummy->speed * time;
520 dummy->type = SPELL_EFFECT; 517 dummy->type = SPELL_EFFECT;
521 dummy->subtype = SP_WORD_OF_RECALL; 518 dummy->subtype = SP_WORD_OF_RECALL;
522 519
523 /* If we could take advantage of enter_player_savebed() here, it would be 520 /* If we could take advantage of enter_player_savebed() here, it would be
524 * nice, but until the map load fails, we can't. 521 * nice, but until the map load fails, we can't.
525 */ 522 */
526 EXIT_PATH (dummy) = op->contr->savebed_map; 523 EXIT_PATH (dummy) = op->contr->savebed_map;
527 EXIT_X (dummy) = op->contr->bed_x; 524 EXIT_X (dummy) = op->contr->bed_x;
528 EXIT_Y (dummy) = op->contr->bed_y; 525 EXIT_Y (dummy) = op->contr->bed_y;
529 526
530 (void) insert_ob_in_ob (dummy, op); 527 op->insert (dummy);
528
531 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 529 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
530
532 return 1; 531 return 1;
533} 532}
534 533
535/* cast_wonder 534/* cast_wonder
536 * wonder is really just a spell that will likely cast another 535 * wonder is really just a spell that will likely cast another
566 return cast_spell (op, caster, dir, newspell, NULL); 565 return cast_spell (op, caster, dir, newspell, NULL);
567 } 566 }
568 return 1; 567 return 1;
569} 568}
570 569
571
572int 570int
573perceive_self (object *op) 571perceive_self (object *op)
574{ 572{
575 char *cp = describe_item (op, op), buf[MAX_BUF]; 573 const char *cp = describe_item (op, op);
576 archetype *at = archetype::find (ARCH_DEPLETION); 574 archetype *at = archetype::find (ARCH_DEPLETION);
577 object *tmp;
578 int i;
579 575
576 dynbuf_text buf;
577
578 if (player *pl = op->contr)
579 if (object *race = archetype::find (op->race))
580 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
581
580 tmp = find_god (determine_god (op)); 582 if (object *god = find_god (determine_god (op)))
581 if (tmp) 583 buf << "You worship " << &god->name << ".\n";
582 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
583 else 584 else
584 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 585 buf << "You worship no god.\n";
585 586
586 tmp = present_arch_in_ob (at, op); 587 object *tmp = present_arch_in_ob (at, op);
587 588
588 if (*cp == '\0' && tmp == NULL) 589 if (*cp == '\0' && tmp == NULL)
589 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 590 buf << "You feel very mundane. ";
590 else 591 else
591 { 592 {
592 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 593 buf << "You have: " << cp << ".\n";
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 (int i = 0; i < NUM_STATS; i++)
597 { 597 if (tmp->stats.stat (i) < 0)
598 if (get_attr_value (&tmp->stats, i) < 0) 598 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
599 {
600 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
601 }
602 }
603 }
604 } 599 }
605 600
606 if (is_dragon_pl (op)) 601 if (is_dragon_pl (op))
607 {
608 /* now grab the 'dragon_ability'-force from the player's inventory */ 602 /* now grab the 'dragon_ability'-force from the player's inventory */
609 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 603 for (tmp = op->inv; tmp; tmp = tmp->below)
610 { 604 {
611 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 605 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
612 { 606 {
613 if (tmp->stats.exp == 0) 607 if (tmp->stats.exp == 0)
614 {
615 sprintf (buf, "Your metabolism isn't focused on anything."); 608 buf << "Your metabolism isn't focused on anything.\n";
616 }
617 else 609 else
618 {
619 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 610 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
620 } 611
621 new_draw_info (NDI_UNIQUE, 0, op, buf);
622 break; 612 break;
623 } 613 }
624 } 614 }
625 } 615
616 buf << '\0'; // zero-terminate
617
618 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
619
626 return 1; 620 return 1;
627} 621}
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
887 622
888/* This creates magic walls. Really, it can create most any object, 623/* This creates magic walls. Really, it can create most any object,
889 * within some reason. 624 * within some reason.
890 */ 625 */
891
892int 626int
893magic_wall (object *op, object *caster, int dir, object *spell_ob) 627magic_wall (object *op, object *caster, int dir, object *spell_ob)
894{ 628{
895 object *tmp, *tmp2; 629 object *tmp;
896 int i, posblocked, negblocked, maxrange; 630 int i, posblocked, negblocked, maxrange;
897 sint16 x, y; 631 sint16 x, y;
898 mapstruct *m; 632 maptile *m;
899 const char *name; 633 const char *name;
900 archetype *at; 634 archetype *at;
901 635
902 if (!dir) 636 if (!dir)
903 { 637 {
908 else 642 else
909 { 643 {
910 x = op->x + freearr_x[dir]; 644 x = op->x + freearr_x[dir];
911 y = op->y + freearr_y[dir]; 645 y = op->y + freearr_y[dir];
912 } 646 }
647
913 m = op->map; 648 m = op->map;
914 649
915 if ((spell_ob->move_block || x != op->x || y != op->y) && 650 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) || 651 (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))) 652 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
918 { 653 {
919 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 654 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
920 return 0; 655 return 0;
921 } 656 }
657
922 if (spell_ob->other_arch) 658 if (spell_ob->other_arch)
923 {
924 tmp = arch_to_object (spell_ob->other_arch); 659 tmp = arch_to_object (spell_ob->other_arch);
925 }
926 else if (spell_ob->race) 660 else if (spell_ob->race)
927 { 661 {
928 char buf1[MAX_BUF]; 662 char buf1[MAX_BUF];
929 663
930 sprintf (buf1, spell_ob->race, dir); 664 sprintf (buf1, spell_ob->race, dir);
933 { 667 {
934 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 668 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
935 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 669 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
936 return 0; 670 return 0;
937 } 671 }
672
938 tmp = arch_to_object (at); 673 tmp = arch_to_object (at);
939 } 674 }
940 else 675 else
941 { 676 {
942 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 677 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
952 } 687 }
953 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 688 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
954 { 689 {
955 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 690 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
956 tmp->stats.maxhp = tmp->stats.hp; 691 tmp->stats.maxhp = tmp->stats.hp;
957 set_owner (tmp, op);
958 set_spell_skill (op, caster, spell_ob, tmp);
959 } 692 }
693
960 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 694 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
961 { 695 {
962 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 696 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
963 SET_FLAG (tmp, FLAG_IS_USED_UP); 697 SET_FLAG (tmp, FLAG_IS_USED_UP);
964 } 698 }
699
965 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 700 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
966 { 701 {
967 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 702 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
968 tmp->stats.maxhp = tmp->stats.hp; 703 tmp->stats.maxhp = tmp->stats.hp;
969 SET_FLAG (tmp, FLAG_TEAR_DOWN); 704 SET_FLAG (tmp, FLAG_TEAR_DOWN);
970 SET_FLAG (tmp, FLAG_ALIVE); 705 SET_FLAG (tmp, FLAG_ALIVE);
971 } 706 }
972 707
973 /* This can't really hurt - if the object doesn't kill anything, 708 /* This can't really hurt - if the object doesn't kill anything,
974 * these fields just won't be used. 709 * these fields just won't be used. Do not set the owner for
710 * earthwalls, though, so they survive restarts.
975 */ 711 */
976 set_owner (tmp, op); 712 if (tmp->type != EARTHWALL) //TODO
713 tmp->set_owner (op);
714
977 set_spell_skill (op, caster, spell_ob, tmp); 715 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; 716 tmp->level = caster_level (caster, spell_ob) / 2;
981 717
982 name = tmp->name; 718 name = tmp->name;
983 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 719 if (!(tmp = m->insert (tmp, x, y, op)))
984 { 720 {
985 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 721 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
986 return 0; 722 return 0;
987 } 723 }
724
988 /* If this is a spellcasting wall, need to insert the spell object */ 725 /* If this is a spellcasting wall, need to insert the spell object */
989 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 726 if (tmp->other_arch && tmp->other_arch->type == SPELL)
990 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 727 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
991 728
992 /* This code causes the wall to extend some distance in 729 /* This code causes the wall to extend some distance in
993 * each direction, or until an obstruction is encountered. 730 * each direction, or until an obstruction is encountered.
994 * posblocked and negblocked help determine how far the 731 * posblocked and negblocked help determine how far the
1010 m = tmp->map; 747 m = tmp->map;
1011 748
1012 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 749 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) 750 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1014 { 751 {
1015 tmp2 = get_object (); 752 object *tmp2 = tmp->clone ();
1016 copy_object (tmp, tmp2); 753 m->insert (tmp2, x, y, op);
1017 tmp2->x = x; 754
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 */ 755 /* If this is a spellcasting wall, need to insert the spell object */
1021 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 756 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1022 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 757 tmp2->insert (arch_to_object (tmp2->other_arch));
1023 758
1024 } 759 }
1025 else 760 else
1026 posblocked = 1; 761 posblocked = 1;
1027 762
1030 m = tmp->map; 765 m = tmp->map;
1031 766
1032 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 767 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) 768 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1034 { 769 {
1035 tmp2 = get_object (); 770 object *tmp2 = tmp->clone ();
1036 copy_object (tmp, tmp2); 771 m->insert (tmp2, x, y, op);
1037 tmp2->x = x; 772
1038 tmp2->y = y;
1039 insert_ob_in_map (tmp2, m, op, 0);
1040 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 773 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1041 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 774 tmp2->insert (arch_to_object (tmp2->other_arch));
1042 } 775 }
1043 else 776 else
1044 negblocked = 1; 777 negblocked = 1;
1045 } 778 }
1046 779
1053int 786int
1054dimension_door (object *op, object *caster, object *spob, int dir) 787dimension_door (object *op, object *caster, object *spob, int dir)
1055{ 788{
1056 uint32 dist, maxdist; 789 uint32 dist, maxdist;
1057 int mflags; 790 int mflags;
1058 mapstruct *m; 791 maptile *m;
1059 sint16 sx, sy; 792 sint16 sx, sy;
1060 793
1061 if (op->type != PLAYER) 794 if (op->type != PLAYER)
1062 return 0; 795 return 0;
1063 796
1095 { 828 {
1096 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 829 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1097 op->contr->count = 0; 830 op->contr->count = 0;
1098 return 0; 831 return 0;
1099 } 832 }
833
1100 op->contr->count = 0; 834 op->contr->count = 0;
1101 835
1102 /* Remove code that puts player on random space on maps. IMO, 836 /* 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, 837 * 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 838 * but may not be marked as NO_MAGIC (as they may be bounded
1153 return 0; 887 return 0;
1154 } 888 }
1155 } 889 }
1156 890
1157 /* Actually move the player now */ 891 /* Actually move the player now */
1158 remove_ob (op); 892 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; 893 return 1;
1163 894
1164 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 895 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1165 return 1; 896 return 1;
1166} 897}
1179 object *poison; 910 object *poison;
1180 int heal = 0, success = 0; 911 int heal = 0, success = 0;
1181 912
1182 tmp = find_target_for_friendly_spell (op, dir); 913 tmp = find_target_for_friendly_spell (op, dir);
1183 914
1184 if (tmp == NULL) 915 if (!tmp)
1185 return 0; 916 return 0;
1186 917
1187 /* Figure out how many hp this spell might cure. 918 /* Figure out how many hp this spell might cure.
1188 * could be zero if this spell heals effects, not damage. 919 * could be zero if this spell heals effects, not damage.
1189 */ 920 */
1192 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 923 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1193 924
1194 if (heal) 925 if (heal)
1195 { 926 {
1196 if (tmp->stats.hp >= tmp->stats.maxhp) 927 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 928 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1199 }
1200 else 929 else
1201 { 930 {
1202 /* See how many points we actually heal. Instead of messages 931 /* See how many points we actually heal. Instead of messages
1203 * based on type of spell, we instead do messages based 932 * based on type of spell, we instead do messages based
1204 * on amount of damage healed. 933 * on amount of damage healed.
1206 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 935 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1207 heal = tmp->stats.maxhp - tmp->stats.hp; 936 heal = tmp->stats.maxhp - tmp->stats.hp;
1208 tmp->stats.hp += heal; 937 tmp->stats.hp += heal;
1209 938
1210 if (tmp->stats.hp >= tmp->stats.maxhp) 939 if (tmp->stats.hp >= tmp->stats.maxhp)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1213 }
1214 else if (heal > 50) 941 else if (heal > 50)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1217 }
1218 else if (heal > 25) 943 else if (heal > 25)
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1221 }
1222 else if (heal > 10) 945 else if (heal > 10)
1223 {
1224 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1225 }
1226 else 947 else
1227 {
1228 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 948 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1229 } 949
1230 success = 1; 950 success = 1;
1231 } 951 }
1232 } 952 }
953
1233 if (spell->attacktype & AT_DISEASE) 954 if (spell->attacktype & AT_DISEASE)
1234 if (cure_disease (tmp, op)) 955 if (cure_disease (tmp, op))
1235 success = 1; 956 success = 1;
1236 957
1237 if (spell->attacktype & AT_POISON) 958 if (spell->attacktype & AT_POISON)
1243 success = 1; 964 success = 1;
1244 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1245 poison->stats.food = 1; 966 poison->stats.food = 1;
1246 } 967 }
1247 } 968 }
969
1248 if (spell->attacktype & AT_CONFUSION) 970 if (spell->attacktype & AT_CONFUSION)
1249 { 971 {
1250 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 972 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1251 if (poison) 973 if (poison)
1252 { 974 {
1253 success = 1; 975 success = 1;
1254 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 976 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1255 poison->duration = 1; 977 poison->duration = 1;
1256 } 978 }
1257 } 979 }
980
1258 if (spell->attacktype & AT_BLIND) 981 if (spell->attacktype & AT_BLIND)
1259 { 982 {
1260 at = archetype::find ("blindness"); 983 at = archetype::find ("blindness");
1261 poison = present_arch_in_ob (at, tmp); 984 poison = present_arch_in_ob (at, tmp);
1262 if (poison) 985 if (poison)
1264 success = 1; 987 success = 1;
1265 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1266 poison->stats.food = 1; 989 poison->stats.food = 1;
1267 } 990 }
1268 } 991 }
992
1269 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 993 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1270 { 994 {
1271 tmp->stats.sp += spell->last_sp; 995 tmp->stats.sp += spell->last_sp;
1272 if (tmp->stats.sp > tmp->stats.maxsp) 996 if (tmp->stats.sp > tmp->stats.maxsp)
1273 tmp->stats.sp = tmp->stats.maxsp; 997 tmp->stats.sp = tmp->stats.maxsp;
1274 success = 1; 998 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 999 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1276 } 1000 }
1001
1277 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1002 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1278 { 1003 {
1279 tmp->stats.grace += spell->last_grace; 1004 tmp->stats.grace += spell->last_grace;
1280 if (tmp->stats.grace > tmp->stats.maxgrace) 1005 if (tmp->stats.grace > tmp->stats.maxgrace)
1281 tmp->stats.grace = tmp->stats.maxgrace; 1006 tmp->stats.grace = tmp->stats.maxgrace;
1282 success = 1; 1007 success = 1;
1283 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1008 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1284 } 1009 }
1010
1285 if (spell->stats.food && tmp->stats.food < 999) 1011 if (spell->stats.food && tmp->stats.food < 999)
1286 { 1012 {
1287 tmp->stats.food += spell->stats.food; 1013 tmp->stats.food += spell->stats.food;
1288 if (tmp->stats.food > 999) 1014 if (tmp->stats.food > 999)
1289 tmp->stats.food = 999; 1015 tmp->stats.food = 999;
1290 success = 1; 1016 success = 1;
1291 /* We could do something a bit better like the messages for healing above */ 1017 /* 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"); 1018 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1293 } 1019 }
1020
1294 return success; 1021 return success;
1295} 1022}
1296
1297 1023
1298/* This is used for the spells that gain stats. There are no spells 1024/* 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 1025 * right now that icnrease wis/int/pow on a temp basis, so no
1300 * good comments for those. 1026 * good comments for those.
1301 */ 1027 */
1302static const char *const no_gain_msgs[NUM_STATS] = { 1028static const char *const no_gain_msgs[NUM_STATS] = {
1303 "You grow no stronger.", 1029 "You grow no stronger.",
1304 "You grow no more agile.", 1030 "You grow no more agile.",
1305 "You don't feel any healthier.", 1031 "You don't feel any healthier.",
1306 "no wis", 1032 "You didn't grow any more intelligent.",
1033 "You do not feel any wiser.",
1034 "You don't feel any more powerful."
1307 "You are no easier to look at.", 1035 "You are no easier to look at.",
1308 "no int",
1309 "no pow"
1310}; 1036};
1311 1037
1312int 1038int
1313cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1039cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1314{ 1040{
1315 object *tmp, *tmp2 = NULL;
1316 object *force = NULL; 1041 object *force = NULL;
1317 int i; 1042 int i;
1318 1043
1319 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1044 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1320 if (dir != 0) 1045 object *tmp = dir
1321 {
1322 tmp = find_target_for_friendly_spell (op, dir); 1046 ? find_target_for_friendly_spell (op, dir)
1323 } 1047 : op;
1324 else
1325 {
1326 tmp = op;
1327 }
1328 1048
1329 if (tmp == NULL) 1049 if (!tmp)
1330 return 0; 1050 return 0;
1331 1051
1332 /* If we've already got a force of this type, don't add a new one. */ 1052 /* 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) 1053 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1334 { 1054 {
1335 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1055 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1336 { 1056 {
1337 if (tmp2->name == spell_ob->name) 1057 if (tmp2->name == spell_ob->name)
1338 { 1058 {
1371 } 1091 }
1372 else 1092 else
1373 { 1093 {
1374 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1094 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1375 } 1095 }
1096
1376 return 1; 1097 return 1;
1377 } 1098 }
1099
1378 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1100 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1379 force->speed = 1.0; 1101 force->speed = 1.0;
1380 force->speed_left = -1.0; 1102 force->speed_left = -1.0;
1381 SET_FLAG (force, FLAG_APPLIED); 1103 SET_FLAG (force, FLAG_APPLIED);
1382 1104
1388 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1110 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1389 if (force->resist[i] > 100) 1111 if (force->resist[i] > 100)
1390 force->resist[i] = 100; 1112 force->resist[i] = 100;
1391 } 1113 }
1392 } 1114 }
1115
1393 if (spell_ob->stats.hp) 1116 if (spell_ob->stats.hp)
1394 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1117 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1395 1118
1396 if (tmp->type == PLAYER) 1119 if (tmp->type == PLAYER)
1397 { 1120 {
1398 /* Stat adjustment spells */ 1121 /* Stat adjustment spells */
1399 for (i = 0; i < NUM_STATS; i++) 1122 for (i = 0; i < NUM_STATS; i++)
1400 { 1123 {
1401 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1124 if (sint8 stat = spell_ob->stats.stat (i))
1402
1403 if (stat)
1404 { 1125 {
1405 sm = 0; 1126 sint8 sm = 0;
1406 for (k = 0; k < stat; k++) 1127 for (sint8 k = 0; k < stat; k++)
1407 sm += rndm (1, 3); 1128 sm += rndm (1, 3);
1408 1129
1409 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1130 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1410 { 1131 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1411 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1132
1412 if (sm < 0) 1133 force->stats.stat (i) = sm;
1413 sm = 0; 1134
1414 }
1415 set_attr_value (&force->stats, i, sm);
1416 if (!sm) 1135 if (!sm)
1417 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1136 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1418 } 1137 }
1419 } 1138 }
1420 } 1139 }
1440 force->stats.ac = spell_ob->stats.ac; 1159 force->stats.ac = spell_ob->stats.ac;
1441 force->attacktype = spell_ob->attacktype; 1160 force->attacktype = spell_ob->attacktype;
1442 1161
1443 insert_ob_in_ob (force, tmp); 1162 insert_ob_in_ob (force, tmp);
1444 change_abil (tmp, force); /* Mostly to display any messages */ 1163 change_abil (tmp, force); /* Mostly to display any messages */
1445 fix_player (tmp); 1164 tmp->update_stats ();
1165
1446 return 1; 1166 return 1;
1447} 1167}
1448 1168
1449/* This used to be part of cast_change_ability, but it really didn't make 1169/* 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 1170 * a lot of sense, since most of the values it derives are from the god
1451 * of the caster. 1171 * of the caster.
1452 */ 1172 */
1453
1454int 1173int
1455cast_bless (object *op, object *caster, object *spell_ob, int dir) 1174cast_bless (object *op, object *caster, object *spell_ob, int dir)
1456{ 1175{
1457 int i; 1176 int i;
1458 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1177 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1549 force->stats.wc = spell_ob->stats.wc; 1268 force->stats.wc = spell_ob->stats.wc;
1550 force->stats.ac = spell_ob->stats.ac; 1269 force->stats.ac = spell_ob->stats.ac;
1551 1270
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1271 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1272 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1273 tmp->update_stats ();
1555 return 1; 1274 return 1;
1556} 1275}
1557
1558
1559 1276
1560/* Alchemy code by Mark Wedel 1277/* Alchemy code by Mark Wedel
1561 * 1278 *
1562 * This code adds a new spell, called alchemy. Alchemy will turn 1279 * This code adds a new spell, called alchemy. Alchemy will turn
1563 * objects to gold nuggets, the value of the gold nuggets being 1280 * objects to gold nuggets, the value of the gold nuggets being
1573 * For example, if an item is worth 110 gold, you will get 1290 * For example, if an item is worth 110 gold, you will get
1574 * 4 large nuggets, and from 0-10 small nuggets. 1291 * 4 large nuggets, and from 0-10 small nuggets.
1575 * 1292 *
1576 * There is also a chance (1:30) that you will get nothing at all 1293 * There is also a chance (1:30) that you will get nothing at all
1577 * for the object. There is also a maximum weight that will be 1294 * for the object. There is also a maximum weight that will be
1578 * alchemied. 1295 * alchemised.
1579 */ 1296 */
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 1297static void
1589alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1590{ 1299{
1591 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1592 1301
1593 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (This should hopefully
1594 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1595 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1596 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1597 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1598 * the stuff back to town. 1307 * the stuff back to town.
1599 */ 1308 */
1600
1601 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1602 value = 0; 1310 value = 0;
1603 else if (obj->type == MONEY || obj->type == GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1604 value /= 3; 1312 value /= 3;
1605 else 1313 else
1606 value = (value * 9) / 10; 1314 value = value * 9 / 10;
1607 1315
1608 value /= 4; // fix by GHJ, don't understand, pcg
1609
1610 if ((obj->value > 0) && rndm (0, 29)) 1316 if (obj->value > 0 && rndm (0, 29))
1611 { 1317 total_value += value;
1612 int count;
1613 1318
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; 1319 total_weight += obj->total_weight ();
1634 remove_ob (obj); 1320
1635 free_object (obj); 1321 obj->destroy ();
1636} 1322}
1637 1323
1638static void 1324static void
1639update_map (object *op, mapstruct *m, int small_nuggets, int large_nuggets, int x, int y) 1325update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1640{ 1326{
1641 object *tmp;
1642 int flag = 0; 1327 int flag = 0;
1643 1328
1644 /* Put any nuggets below the player, but we can only pass this 1329 /* Put any nuggets below the player, but we can only pass this
1645 * flag if we are on the same space as the player 1330 * flag if we are on the same space as the player
1646 */ 1331 */
1647 if (x == op->x && y == op->y && op->map == m) 1332 if (x == op->x && y == op->y && op->map == m)
1648 flag = INS_BELOW_ORIGINATOR; 1333 flag = INS_BELOW_ORIGINATOR;
1649 1334
1650 if (small_nuggets) 1335 if (small_nuggets)
1651 { 1336 {
1652 tmp = get_object (); 1337 object *tmp = small->clone ();
1653 copy_object (small, tmp);
1654 tmp->nrof = small_nuggets; 1338 tmp->nrof = small_nuggets;
1655 tmp->x = x;
1656 tmp->y = y;
1657 insert_ob_in_map (tmp, m, op, flag); 1339 m->insert (tmp, x, y, op, flag);
1658 } 1340 }
1341
1659 if (large_nuggets) 1342 if (large_nuggets)
1660 { 1343 {
1661 tmp = get_object (); 1344 object *tmp = large->clone ();
1662 copy_object (large, tmp);
1663 tmp->nrof = large_nuggets; 1345 tmp->nrof = large_nuggets;
1664 tmp->x = x;
1665 tmp->y = y;
1666 insert_ob_in_map (tmp, m, op, flag); 1346 m->insert (tmp, x, y, op, flag);
1667 } 1347 }
1348
1349 if (object *pl = m->at (x, y).player ())
1350 if (pl->contr->ns)
1351 pl->contr->ns->look_position = 0;
1668} 1352}
1669 1353
1670int 1354int
1671alchemy (object *op, object *caster, object *spell_ob) 1355alchemy (object *op, object *caster, object *spell_ob)
1672{ 1356{
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) 1357 if (op->type != PLAYER)
1679 return 0; 1358 return 0;
1680 1359
1360 object *large = get_archetype ("largenugget");
1361 object *small = get_archetype ("smallnugget");
1362
1681 /* Put a maximum weight of items that can be alchemied. Limits the power 1363 /* 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 1364 * some, and also prevents people from alchemising every table/chair/clock
1683 * in sight 1365 * in sight
1684 */ 1366 */
1685 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1367 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1686 weight_max *= 1000; 1368 int weight_max = duration * 1000;
1687 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1369 uint64 value_max = duration * 1000;
1688 1370
1371 int weight = 0;
1372
1689 for (y = op->y - 1; y <= op->y + 1; y++) 1373 for (int y = op->y - 1; y <= op->y + 1; y++)
1690 { 1374 {
1691 for (x = op->x - 1; x <= op->x + 1; x++) 1375 for (int x = op->x - 1; x <= op->x + 1; x++)
1692 { 1376 {
1377 uint64 value = 0;
1378
1693 nx = x; 1379 sint16 nx = x;
1694 ny = y; 1380 sint16 ny = y;
1695 1381
1696 mp = op->map; 1382 maptile *mp = op->map;
1697 1383
1698 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1384 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1699 1385
1700 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1386 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1701 continue; 1387 continue;
1702 1388
1703 /* Treat alchemy a little differently - most spell effects 1389 /* Treat alchemy a little differently - most spell effects
1705 * ground level effect. 1391 * ground level effect.
1706 */ 1392 */
1707 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1393 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1708 continue; 1394 continue;
1709 1395
1710 small_nuggets = 0; 1396 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 { 1397 {
1715 next = tmp->above; 1398 next = tmp->above;
1399
1716 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1400 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1717 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1401 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1718 { 1402 {
1719
1720 if (tmp->inv) 1403 if (tmp->inv)
1721 { 1404 {
1722 object *next1, *tmp1; 1405 object *next1, *tmp1;
1723 1406
1724 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1407 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1725 { 1408 {
1726 next1 = tmp1->below; 1409 next1 = tmp1->below;
1727 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1410 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1728 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1411 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1729 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1412 alchemy_object (tmp1, value, weight);
1730 } 1413 }
1731 } 1414 }
1415
1732 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1416 alchemy_object (tmp, value, weight);
1733 1417
1734 if (weight > weight_max) 1418 if (weight > weight_max)
1735 { 1419 break;
1736 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1737 free_object (large);
1738 free_object (small);
1739 return 1;
1740 } 1420 }
1741 } /* is alchemable object */ 1421 }
1742 } /* process all objects on this space */ 1422
1423 value = min (value, value_max);
1424
1425 uint64 count = value / large->value;
1426 int large_nuggets = count;
1427 value -= count * large->value;
1428
1429 count = value / small->value;
1430 int small_nuggets = count;
1743 1431
1744 /* Insert all the nuggets at one time. This probably saves time, but 1432 /* Insert all the nuggets at one time. This probably saves time, but
1745 * it also prevents us from alcheming nuggets that were just created 1433 * it also prevents us from alcheming nuggets that were just created
1746 * with this spell. 1434 * with this spell.
1747 */ 1435 */
1748 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1436 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1437
1438 if (weight > weight_max)
1439 goto bailout;
1749 } 1440 }
1750 } 1441 }
1751 free_object (large); 1442
1752 free_object (small); 1443bailout:
1753 /* reset this so that if player standing on a big pile of stuff, 1444 large->destroy ();
1754 * it is redrawn properly. 1445 small->destroy ();
1755 */
1756 op->contr->socket.look_position = 0;
1757 return 1; 1446 return 1;
1758} 1447}
1759 1448
1760 1449
1761/* This function removes the cursed/damned status on equipped 1450/* This function removes the cursed/damned status on equipped
1770 for (tmp = op->inv; tmp; tmp = tmp->below) 1459 for (tmp = op->inv; tmp; tmp = tmp->below)
1771 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1460 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1772 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1461 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1773 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1462 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1774 { 1463 {
1775
1776 was_one++; 1464 was_one++;
1777 if (tmp->level <= caster_level (caster, spell)) 1465 if (tmp->level <= caster_level (caster, spell))
1778 { 1466 {
1779 success++; 1467 success++;
1780 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1468 if (QUERY_FLAG (spell, FLAG_DAMNED))
1789 } 1477 }
1790 1478
1791 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1792 { 1480 {
1793 if (success) 1481 if (success)
1794 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1482 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1796 }
1797 else 1483 else
1798 { 1484 {
1799 if (was_one) 1485 if (was_one)
1800 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1486 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1801 else 1487 else
1802 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1488 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1803 } 1489 }
1804 } 1490 }
1491
1805 return success; 1492 return success;
1806} 1493}
1807 1494
1808/* Identifies objects in the players inventory/on the ground */ 1495/* Identifies objects in the players inventory/on the ground */
1809 1496
1816 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1503 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1817 1504
1818 if (num_ident < 1) 1505 if (num_ident < 1)
1819 num_ident = 1; 1506 num_ident = 1;
1820 1507
1821
1822 for (tmp = op->inv; tmp; tmp = tmp->below) 1508 for (tmp = op->inv; tmp; tmp = tmp->below)
1823 { 1509 {
1824 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1510 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1825 { 1511 {
1826 identify (tmp); 1512 identify (tmp);
1513
1827 if (op->type == PLAYER) 1514 if (op->type == PLAYER)
1828 { 1515 {
1829 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1516 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1517
1830 if (tmp->msg) 1518 if (tmp->msg)
1831 { 1519 {
1832 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1520 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1833 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1521 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1834 } 1522 }
1835 } 1523 }
1524
1836 num_ident--; 1525 num_ident--;
1837 success = 1; 1526 success = 1;
1838 if (!num_ident) 1527 if (!num_ident)
1839 break; 1528 break;
1840 } 1529 }
1841 } 1530 }
1531
1842 /* If all the power of the spell has been used up, don't go and identify 1532 /* 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 1533 * stuff on the floor. Only identify stuff on the floor if the spell
1844 * was not fully used. 1534 * was not fully used.
1845 */ 1535 */
1846 if (num_ident) 1536 if (num_ident)
1847 { 1537 {
1848 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1538 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)) 1539 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1850 { 1540 {
1851
1852 identify (tmp); 1541 identify (tmp);
1542
1853 if (op->type == PLAYER) 1543 if (op->type == PLAYER)
1854 { 1544 {
1855 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1545 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1546
1856 if (tmp->msg) 1547 if (tmp->msg)
1857 { 1548 {
1858 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1859 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1550 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1860 } 1551 }
1552
1861 esrv_send_item (op, tmp); 1553 esrv_send_item (op, tmp);
1862 } 1554 }
1555
1863 num_ident--; 1556 num_ident--;
1864 success = 1; 1557 success = 1;
1865 if (!num_ident) 1558 if (!num_ident)
1866 break; 1559 break;
1867 } 1560 }
1868 } 1561 }
1562
1869 if (!success) 1563 if (!success)
1870 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1564 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1871 else 1565 else
1872 {
1873 spell_effect (spell, op->x, op->y, op->map, op); 1566 spell_effect (spell, op->x, op->y, op->map, op);
1874 } 1567
1875 return success; 1568 return success;
1876} 1569}
1877
1878 1570
1879int 1571int
1880cast_detection (object *op, object *caster, object *spell, object *skill) 1572cast_detection (object *op, object *caster, object *spell, object *skill)
1881{ 1573{
1882 object *tmp, *last, *god, *detect; 1574 object *tmp, *last, *god, *detect;
1883 int done_one, range, mflags, floor, level; 1575 int done_one, range, mflags, floor, level;
1884 sint16 x, y, nx, ny; 1576 sint16 x, y, nx, ny;
1885 mapstruct *m; 1577 maptile *m;
1886 1578
1887 /* We precompute some values here so that we don't have to keep 1579 /* We precompute some values here so that we don't have to keep
1888 * doing it over and over again. 1580 * doing it over and over again.
1889 */ 1581 */
1890 god = find_god (determine_god (op)); 1582 god = find_god (determine_god (op));
1895 skill = caster; 1587 skill = caster;
1896 1588
1897 for (x = op->x - range; x <= op->x + range; x++) 1589 for (x = op->x - range; x <= op->x + range; x++)
1898 for (y = op->y - range; y <= op->y + range; y++) 1590 for (y = op->y - range; y <= op->y + range; y++)
1899 { 1591 {
1900
1901 m = op->map; 1592 m = op->map;
1902 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1593 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1903 if (mflags & P_OUT_OF_MAP) 1594 if (mflags & P_OUT_OF_MAP)
1904 continue; 1595 continue;
1905 1596
1907 * floor. But this is not true for show invisible. 1598 * floor. But this is not true for show invisible.
1908 * Basically, we just go and find the top object and work 1599 * Basically, we just go and find the top object and work
1909 * down - that is easier than working up. 1600 * down - that is easier than working up.
1910 */ 1601 */
1911 1602
1912 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1603 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1913 last = tmp; 1604 last = tmp;
1605
1914 /* Shouldn't happen, but if there are no objects on a space, this 1606 /* Shouldn't happen, but if there are no objects on a space, this
1915 * would happen. 1607 * would happen.
1916 */ 1608 */
1917 if (!last) 1609 if (!last)
1918 continue; 1610 continue;
1920 done_one = 0; 1612 done_one = 0;
1921 floor = 0; 1613 floor = 0;
1922 detect = NULL; 1614 detect = NULL;
1923 for (tmp = last; tmp; tmp = tmp->below) 1615 for (tmp = last; tmp; tmp = tmp->below)
1924 { 1616 {
1925
1926 /* show invisible */ 1617 /* show invisible */
1927 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1618 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1928 /* Might there be other objects that we can make visibile? */ 1619 /* Might there be other objects that we can make visible? */
1929 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1620 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1930 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1621 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1931 tmp->type == CF_HANDLE || 1622 tmp->type == CF_HANDLE ||
1932 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1623 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1933 tmp->type == BUTTON || tmp->type == TELEPORTER || 1624 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1940 { 1631 {
1941 tmp->invisible = 0; 1632 tmp->invisible = 0;
1942 done_one = 1; 1633 done_one = 1;
1943 } 1634 }
1944 } 1635 }
1636
1945 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1637 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1946 floor = 1; 1638 floor = 1;
1947 1639
1948 /* All detections below this point don't descend beneath the floor, 1640 /* 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 1641 * so just continue on. We could be clever and look at the type of
2002 */ 1694 */
2003 if (done_one) 1695 if (done_one)
2004 { 1696 {
2005 object *detect_ob = arch_to_object (spell->other_arch); 1697 object *detect_ob = arch_to_object (spell->other_arch);
2006 1698
2007 detect_ob->x = nx;
2008 detect_ob->y = ny;
2009 /* if this is set, we want to copy the face */ 1699 /* if this is set, we want to copy the face */
2010 if (done_one == 2 && detect) 1700 if (done_one == 2 && detect)
2011 { 1701 {
2012 detect_ob->face = detect->face; 1702 detect_ob->face = detect->face;
2013 detect_ob->animation_id = detect->animation_id; 1703 detect_ob->animation_id = detect->animation_id;
2015 detect_ob->last_anim = 0; 1705 detect_ob->last_anim = 0;
2016 /* by default, the detect_ob is already animated */ 1706 /* by default, the detect_ob is already animated */
2017 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1707 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2018 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1708 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2019 } 1709 }
1710
2020 insert_ob_in_map (detect_ob, m, op, 0); 1711 m->insert (detect_ob, nx, ny, op);
2021 } 1712 }
2022 } /* for processing the surrounding spaces */ 1713 } /* for processing the surrounding spaces */
2023 1714
2024 1715
2025 /* Now process objects in the players inventory if detect curse or magic */ 1716 /* Now process objects in the players inventory if detect curse or magic */
2074 1765
2075 /* Explodes a fireball centered at player */ 1766 /* Explodes a fireball centered at player */
2076 tmp = get_archetype (EXPLODING_FIREBALL); 1767 tmp = get_archetype (EXPLODING_FIREBALL);
2077 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1768 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; 1769 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2079 tmp->x = victim->x; 1770
2080 tmp->y = victim->y; 1771 tmp->insert_at (victim);
2081 insert_ob_in_map (tmp, victim->map, NULL, 0);
2082 victim->stats.sp = 2 * victim->stats.maxsp; 1772 victim->stats.sp = 2 * victim->stats.maxsp;
2083 } 1773 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1774 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."); 1775 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) 1776 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2089 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1777 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2091 }
2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1778 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2093 { 1779 {
2094 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1780 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2095 confuse_player (victim, victim, 99); 1781 confuse_player (victim, victim, 99);
2096 } 1782 }
2097 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1783 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2098 {
2099 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1784 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2100 }
2101} 1785}
2102 1786
2103/* cast_transfer 1787/* cast_transfer
2104 * This spell transfers sp from the player to another person. 1788 * This spell transfers sp from the player to another person.
2105 * We let the target go above their normal maximum SP. 1789 * We let the target go above their normal maximum SP.
2108int 1792int
2109cast_transfer (object *op, object *caster, object *spell, int dir) 1793cast_transfer (object *op, object *caster, object *spell, int dir)
2110{ 1794{
2111 object *plyr = NULL; 1795 object *plyr = NULL;
2112 sint16 x, y; 1796 sint16 x, y;
2113 mapstruct *m; 1797 maptile *m;
2114 int mflags; 1798 int mflags;
2115 1799
2116 m = op->map; 1800 m = op->map;
2117 x = op->x + freearr_x[dir]; 1801 x = op->x + freearr_x[dir];
2118 y = op->y + freearr_y[dir]; 1802 y = op->y + freearr_y[dir];
2119 1803
2120 mflags = get_map_flags (m, &m, x, y, &x, &y); 1804 mflags = get_map_flags (m, &m, x, y, &x, &y);
2121 1805
2122 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1806 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2123 { 1807 {
2124 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1808 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2125 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1809 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2126 break; 1810 break;
2127 } 1811 }
2128 1812
2129 1813
2130 /* If we did not find a player in the specified direction, transfer 1814 /* 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. 1815 * to anyone on top of us. This is used for the rune of transference mostly.
2132 */ 1816 */
2133 if (plyr == NULL) 1817 if (plyr == NULL)
2134 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1818 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)) 1819 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2136 break; 1820 break;
2137 1821
2138 if (!plyr) 1822 if (!plyr)
2139 { 1823 {
2184void 1868void
2185counterspell (object *op, int dir) 1869counterspell (object *op, int dir)
2186{ 1870{
2187 object *tmp, *head, *next; 1871 object *tmp, *head, *next;
2188 int mflags; 1872 int mflags;
2189 mapstruct *m; 1873 maptile *m;
2190 sint16 sx, sy; 1874 sint16 sx, sy;
2191 1875
2192 sx = op->x + freearr_x[dir]; 1876 sx = op->x + freearr_x[dir];
2193 sy = op->y + freearr_y[dir]; 1877 sy = op->y + freearr_y[dir];
2194 m = op->map; 1878 m = op->map;
2195 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1879 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2196 if (mflags & P_OUT_OF_MAP) 1880 if (mflags & P_OUT_OF_MAP)
2197 return; 1881 return;
2198 1882
2199 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1883 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2200 { 1884 {
2201 next = tmp->above; 1885 next = tmp->above;
2202 1886
2203 /* Need to look at the head object - otherwise, if tmp 1887 /* Need to look at the head object - otherwise, if tmp
2204 * points to a monster, we don't have all the necessary 1888 * points to a monster, we don't have all the necessary
2216 /* Basically, if the object is magical and not counterspell, 1900 /* Basically, if the object is magical and not counterspell,
2217 * we will more or less remove the object. Don't counterspell 1901 * we will more or less remove the object. Don't counterspell
2218 * monsters either. 1902 * monsters either.
2219 */ 1903 */
2220 1904
2221 if (head->attacktype & AT_MAGIC && 1905 if (head->attacktype & AT_MAGIC
2222 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1906 && !(head->attacktype & AT_COUNTERSPELL)
2223 { 1907 && !QUERY_FLAG (head, FLAG_MONSTER)
2224 remove_ob (head); 1908 && (op->level > head->level))
2225 free_object (head); 1909 head->destroy ();
2226 }
2227 else 1910 else
2228 switch (head->type) 1911 switch (head->type)
2229 { 1912 {
2230 case SPELL_EFFECT: 1913 case SPELL_EFFECT:
1914 // XXX: Don't affect floor spelleffects. See also XXX comment
1915 // about sanctuary in spell_util.C
1916 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1917 continue;
1918
2231 if (op->level > head->level) 1919 if (op->level > head->level)
2232 { 1920 head->destroy ();
2233 remove_ob (head); 1921
2234 free_object (head);
2235 }
2236 break; 1922 break;
2237 1923
2238 /* I really don't get this rune code that much - that 1924 /* I really don't get this rune code that much - that
2239 * random chance seems really low. 1925 * random chance seems really low.
2240 */ 1926 */
2241 case RUNE: 1927 case RUNE:
2242 if (rndm (0, 149) == 0) 1928 if (rndm (0, 149) == 0)
2243 { 1929 {
2244 head->stats.hp--; /* weaken the rune */ 1930 head->stats.hp--; /* weaken the rune */
2245 if (!head->stats.hp) 1931 if (!head->stats.hp)
2246 { 1932 head->destroy ();
2247 remove_ob (head);
2248 free_object (head);
2249 }
2250 } 1933 }
2251 break; 1934 break;
2252 } 1935 }
2253 } 1936 }
2254} 1937}
2307 * This code was very odd - code early on would only let players use the spell, 1990 * 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 1991 * 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 1992 * that only let players use it was correct, and removed all the other
2310 * player checks. MSW 2003-01-06 1993 * player checks. MSW 2003-01-06
2311 */ 1994 */
2312
2313int 1995int
2314animate_weapon (object *op, object *caster, object *spell, int dir) 1996animate_weapon (object *op, object *caster, object *spell, int dir)
2315{ 1997{
2316 object *weapon, *tmp; 1998 object *weapon, *tmp;
2317 char buf[MAX_BUF]; 1999 char buf[MAX_BUF];
2318 int a, i; 2000 int a, i;
2319 sint16 x, y; 2001 sint16 x, y;
2320 mapstruct *m; 2002 maptile *m;
2321 materialtype_t *mt; 2003 materialtype_t *mt;
2322 2004
2323 if (!spell->other_arch) 2005 if (!spell->other_arch)
2324 { 2006 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 2007 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2329 /* exit if it's not a player using this spell. */ 2011 /* exit if it's not a player using this spell. */
2330 if (op->type != PLAYER) 2012 if (op->type != PLAYER)
2331 return 0; 2013 return 0;
2332 2014
2333 /* if player already has a golem, abort */ 2015 /* 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) 2016 if (object *golem = op->contr->golem)
2335 { 2017 {
2336 control_golem (op->contr->ranges[range_golem], dir); 2018 control_golem (golem, dir);
2337 return 0; 2019 return 0;
2338 } 2020 }
2339 2021
2340 /* if no direction specified, pick one */ 2022 /* if no direction specified, pick one */
2341 if (!dir) 2023 if (!dir)
2345 x = op->x + freearr_x[dir]; 2027 x = op->x + freearr_x[dir];
2346 y = op->y + freearr_y[dir]; 2028 y = op->y + freearr_y[dir];
2347 2029
2348 /* if there's no place to put the golem, abort */ 2030 /* 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) || 2031 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)) 2032 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2351 { 2033 {
2352 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2034 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2353 return 0; 2035 return 0;
2354 } 2036 }
2355 2037
2359 if (!weapon) 2041 if (!weapon)
2360 { 2042 {
2361 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2043 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2362 return 0; 2044 return 0;
2363 } 2045 }
2364 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2046 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2365 { 2047 {
2366 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2048 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2367 return 0; 2049 return 0;
2368 } 2050 }
2369 if (weapon->type != WEAPON) 2051 if (weapon->type != WEAPON)
2387 /* create the golem object */ 2069 /* create the golem object */
2388 tmp = arch_to_object (spell->other_arch); 2070 tmp = arch_to_object (spell->other_arch);
2389 2071
2390 /* if animated by a player, give the player control of the golem */ 2072 /* if animated by a player, give the player control of the golem */
2391 CLEAR_FLAG (tmp, FLAG_MONSTER); 2073 CLEAR_FLAG (tmp, FLAG_MONSTER);
2392 SET_FLAG (tmp, FLAG_FRIENDLY);
2393 tmp->stats.exp = 0; 2074 tmp->stats.exp = 0;
2394 add_friendly_object (tmp); 2075 add_friendly_object (tmp);
2395 tmp->type = GOLEM; 2076 tmp->type = GOLEM;
2396 set_owner (tmp, op); 2077 tmp->set_owner (op);
2078 op->contr->golem = tmp;
2397 set_spell_skill (op, caster, spell, tmp); 2079 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 2080
2402 /* Give the weapon to the golem now. A bit of a hack to check the 2081 /* 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 2082 * removed flag - it should only be set if get_split_object was
2404 * used above. 2083 * used above.
2405 */ 2084 */
2406 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2085 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2407 remove_ob (weapon); 2086 weapon->remove ();
2087
2408 insert_ob_in_ob (weapon, tmp); 2088 insert_ob_in_ob (weapon, tmp);
2409 esrv_send_item (op, weapon); 2089 esrv_send_item (op, weapon);
2410 /* To do everything necessary to let a golem use the weapon is a pain, 2090 /* 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 2091 * so instead, just set it as equipped (otherwise, we need to update
2412 * body_info, skills, etc) 2092 * body_info, skills, etc)
2413 */ 2093 */
2414 SET_FLAG (tmp, FLAG_USE_WEAPON); 2094 SET_FLAG (tmp, FLAG_USE_WEAPON);
2415 SET_FLAG (weapon, FLAG_APPLIED); 2095 SET_FLAG (weapon, FLAG_APPLIED);
2416 fix_player (tmp); 2096 tmp->update_stats ();
2417 2097
2418 /* There used to be 'odd' code that basically seemed to take the absolute 2098 /* 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 - 2099 * 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. 2100 * if you're using a crappy weapon, it shouldn't be as good.
2421 */ 2101 */
2473 if (a > 14) 2153 if (a > 14)
2474 a = 14; 2154 a = 14;
2475 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2155 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2476 2156
2477 /* Determine golem's speed */ 2157 /* Determine golem's speed */
2478 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2158 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 2159
2483 if (!spell->race) 2160 if (!spell->race)
2484 { 2161 {
2485 sprintf (buf, "animated %s", &weapon->name); 2162 sprintf (buf, "animated %s", &weapon->name);
2486 tmp->name = buf; 2163 tmp->name = buf;
2488 tmp->face = weapon->face; 2165 tmp->face = weapon->face;
2489 tmp->animation_id = weapon->animation_id; 2166 tmp->animation_id = weapon->animation_id;
2490 tmp->anim_speed = weapon->anim_speed; 2167 tmp->anim_speed = weapon->anim_speed;
2491 tmp->last_anim = weapon->last_anim; 2168 tmp->last_anim = weapon->last_anim;
2492 tmp->state = weapon->state; 2169 tmp->state = weapon->state;
2493 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2170 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 } 2171 }
2503 2172
2504 /* make experience increase in proportion to the strength of the summoned creature. */ 2173 /* 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)); 2174 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2506 2175
2507 tmp->speed_left = -1; 2176 tmp->speed_left = -1;
2508 tmp->x = x;
2509 tmp->y = y;
2510 tmp->direction = dir; 2177 tmp->direction = dir;
2511 insert_ob_in_map (tmp, m, op, 0); 2178
2179 m->insert (tmp, x, y, op);
2512 return 1; 2180 return 1;
2513} 2181}
2514 2182
2515/* cast_daylight() - changes the map darkness level *lower* */ 2183/* cast_daylight() - changes the map darkness level *lower* */
2516 2184
2524 int success; 2192 int success;
2525 2193
2526 if (!op->map) 2194 if (!op->map)
2527 return 0; /* shouldnt happen */ 2195 return 0; /* shouldnt happen */
2528 2196
2529 success = change_map_light (op->map, spell->stats.dam); 2197 success = op->map->change_map_light (spell->stats.dam);
2198
2530 if (!success) 2199 if (!success)
2531 { 2200 {
2532 if (spell->stats.dam < 0) 2201 if (spell->stats.dam < 0)
2533 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2202 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2534 else 2203 else
2559 2228
2560 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2229 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2561 2230
2562 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2231 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2563 2232
2564 set_owner (new_aura, op); 2233 new_aura->set_owner (op);
2565 set_spell_skill (op, caster, spell, new_aura); 2234 set_spell_skill (op, caster, spell, new_aura);
2566 new_aura->attacktype = spell->attacktype; 2235 new_aura->attacktype = spell->attacktype;
2567 2236
2568 new_aura->level = caster_level (caster, spell); 2237 new_aura->level = caster_level (caster, spell);
2569 if (refresh) 2238 if (refresh)
2587void 2256void
2588move_aura (object *aura) 2257move_aura (object *aura)
2589{ 2258{
2590 int i, mflags; 2259 int i, mflags;
2591 object *env; 2260 object *env;
2592 mapstruct *m; 2261 maptile *m;
2593 2262
2594 /* auras belong in inventories */ 2263 /* auras belong in inventories */
2595 env = aura->env; 2264 env = aura->env;
2596 2265
2597 /* no matter what we've gotta remove the aura... 2266 /* no matter what we've gotta remove the aura...
2598 * we'll put it back if its time isn't up. 2267 * we'll put it back if its time isn't up.
2599 */ 2268 */
2600 remove_ob (aura); 2269 aura->remove ();
2601 2270
2602 /* exit if we're out of gas */ 2271 /* exit if we're out of gas */
2603 if (aura->duration-- < 0) 2272 if (aura->duration-- < 0)
2604 { 2273 {
2605 free_object (aura); 2274 aura->destroy ();
2606 return; 2275 return;
2607 } 2276 }
2608 2277
2609 /* auras only exist in inventories */ 2278 /* auras only exist in inventories */
2610 if (env == NULL || env->map == NULL) 2279 if (env == NULL || env->map == NULL)
2611 { 2280 {
2612 free_object (aura); 2281 aura->destroy ();
2613 return; 2282 return;
2614 } 2283 }
2615 aura->x = env->x;
2616 aura->y = env->y;
2617 2284
2618 /* we need to jump out of the inventory for a bit 2285 /* we need to jump out of the inventory for a bit
2619 * in order to hit the map conveniently. 2286 * in order to hit the map conveniently.
2620 */ 2287 */
2621 insert_ob_in_map (aura, env->map, aura, 0); 2288 aura->insert_at (env, aura);
2622 2289
2623 for (i = 1; i < 9; i++) 2290 for (i = 1; i < 9; i++)
2624 { 2291 {
2625 sint16 nx, ny; 2292 sint16 nx, ny;
2626 2293
2635 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2302 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2636 { 2303 {
2637 hit_map (aura, i, aura->attacktype, 0); 2304 hit_map (aura, i, aura->attacktype, 0);
2638 2305
2639 if (aura->other_arch) 2306 if (aura->other_arch)
2640 { 2307 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 } 2308 }
2648 }
2649 } 2309 }
2310
2650 /* put the aura back in the player's inventory */ 2311 /* put the aura back in the player's inventory */
2651 remove_ob (aura); 2312 aura->remove ();
2652 insert_ob_in_ob (aura, env); 2313 insert_ob_in_ob (aura, env);
2653} 2314}
2654 2315
2655/* moves the peacemaker spell. 2316/* moves the peacemaker spell.
2656 * op is the piece object. 2317 * op is the piece object.
2659void 2320void
2660move_peacemaker (object *op) 2321move_peacemaker (object *op)
2661{ 2322{
2662 object *tmp; 2323 object *tmp;
2663 2324
2664 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2325 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2665 { 2326 {
2666 int atk_lev, def_lev; 2327 int atk_lev, def_lev;
2667 object *victim = tmp; 2328 object *victim = tmp;
2668 2329
2669 if (tmp->head) 2330 if (tmp->head)
2680 2341
2681 if (rndm (0, atk_lev - 1) > def_lev) 2342 if (rndm (0, atk_lev - 1) > def_lev)
2682 { 2343 {
2683 /* make this sucker peaceful. */ 2344 /* make this sucker peaceful. */
2684 2345
2685 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2346 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2686 victim->stats.exp = 0; 2347 victim->stats.exp = 0;
2687#if 0 2348#if 0
2688 /* No idea why these were all set to zero - if something 2349 /* No idea why these were all set to zero - if something
2689 * makes this creature agressive, he should still do damage. 2350 * makes this creature agressive, he should still do damage.
2690 */ 2351 */
2735 2396
2736 snprintf (rune, sizeof (rune), "%s\n", msg); 2397 snprintf (rune, sizeof (rune), "%s\n", msg);
2737 2398
2738 tmp->race = op->name; /*Save the owner of the rune */ 2399 tmp->race = op->name; /*Save the owner of the rune */
2739 tmp->msg = rune; 2400 tmp->msg = rune;
2740 tmp->x = op->x; 2401
2741 tmp->y = op->y; 2402 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2742 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2743 return 1; 2403 return 1;
2744} 2404}

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