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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.16 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.84 by root, Tue Jul 8 08:33:27 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
37void 35void
38cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
39{ 37{
40 if (!tmp) 38 if (!tmp)
41 return; /* error */ 39 return; /* error */
40
42 tmp->level = op->level; 41 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
47 44
48 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
52 */ 49 */
53 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
54 tmp->duration = 40; 51 tmp->duration = 40;
52
55 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 55
56 tmp->insert_at (op, op);
59} 57}
60
61 58
62int 59int
63recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
64{ 61{
65 object *wand, *tmp; 62 object *wand, *tmp;
66 int ncharges; 63 int ncharges;
67 64
68 wand = find_marked_object (op); 65 wand = find_marked_object (op);
69 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
70 { 67 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count);
79 wand->remove ();
80 wand->destroy (0); 75 wand->destroy ();
81 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
78
83 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 80 tmp->stats.dam = 1;
81
85 tmp->stats.hp = tmp->stats.dam / 2; 82 tmp->stats.hp = tmp->stats.dam / 2;
83
86 if (tmp->stats.hp < 2) 84 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2; 85 tmp->stats.hp = 2;
88 tmp->x = op->x; 86
89 tmp->y = op->y; 87 tmp->insert_at (op);
90 insert_ob_in_map (tmp, op->map, NULL, 0);
91 return 1; 88 return 1;
92 } 89 }
93 90
94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 91 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
92
95 if (wand->inv && wand->inv->level) 93 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 94 ncharges /= wand->inv->level;
97 else 95 else
98 { 96 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
100 return 0; 98 return 0;
101 } 99 }
100
102 if (!ncharges) 101 if (!ncharges)
103 ncharges = 1; 102 ncharges = 1;
104 103
105 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
106
107 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
108 { 108 {
109 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
110 wand->speed = wand->arch->clone.speed; 110 wand->set_speed (wand->arch->speed);
111 update_ob_speed (wand);
112 } 111 }
112
113 return 1; 113 return 1;
114} 114}
115 115
116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
117 * based on whether a crossbow or bow is equiped. If neither, it defaults to 117 * based on whether a crossbow or bow is equiped. If neither, it defaults to
121 * great a plus, the default is used. 121 * great a plus, the default is used.
122 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
123 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
125 */ 125 */
126
127int 126int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
129{ 128{
130 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
131 const char *missile_name; 130 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 131
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
138 missile_name = tmp->race; 134 missile_name = tmp->race;
139 135
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 137
142 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
143 { 141 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 143 return 0;
146 } 144 }
147 145
148 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
149 147
150 if (stringarg) 148 if (stringarg)
151 { 149 {
152 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
154 { 152 {
155 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
156 154
157 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, stringarg))
159 break; 157 break;
160 158
161 if (!al) 159 if (!al)
162 { 160 {
163 missile->destroy (0); 161 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
165 return 0; 163 return 0;
166 } 164 }
167 165
168 if (al->item->slaying) 166 if (al->item->slaying)
169 { 167 {
170 missile->destroy (0); 168 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
172 return 0; 170 return 0;
173 } 171 }
174 172
175 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
179 */ 177 */
180 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 179 missile_plus = 0;
182 } 180 }
183 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
184 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
185 } 183 }
186 184
187 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 186
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 189
195 if (missile->nrof < 1) 190 if (missile->nrof < 1)
215{ 210{
216 int food_value; 211 int food_value;
217 archetype *at = NULL; 212 archetype *at = NULL;
218 object *new_op; 213 object *new_op;
219 214
220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
221 216
222 if (stringarg) 217 if (stringarg)
223 { 218 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
225 if (at == NULL) 220 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
227 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 223 stringarg = NULL;
229 } 224 }
230 225
231 if (!stringarg) 226 if (!stringarg)
232 { 227 {
238 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
239 * to be altered from the donor. 234 * to be altered from the donor.
240 */ 235 */
241 236
242 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
243 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
244 { 239 {
245 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 { 241 {
247 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
248 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
249 * the item we have now, take it instead. 244 * the item we have now, take it instead.
250 */ 245 */
251 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
252 at = at_tmp; 251 at = at_tmp;
253 } 252 }
254 } 253 }
255 } 254 }
255
256 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
257 * know 257 * know
258 */ 258 */
259 if (!at) 259 if (!at)
260 { 260 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
262 return 0; 262 return 0;
263 } 263 }
264 264
265 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
267 new_op->nrof = food_value; 267 new_op->nrof = food_value;
268 268
269 new_op->value = 0; 269 new_op->value = 0;
270 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
279{ 279{
280 int r, mflags, maxrange; 280 int r, mflags, maxrange;
281 object *tmp; 281 object *tmp;
282 maptile *m; 282 maptile *m;
283 283
284
285 if (!dir) 284 if (!dir)
286 { 285 {
287 examine_monster (op, op); 286 examine_monster (op, op);
288 return 1; 287 return 1;
289 } 288 }
289
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
292 { 292 {
293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
294 294
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
302 { 302 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 304 return 0;
305 } 305 }
306
306 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
307 { 308 {
308 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
309 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
310 { 311 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 313 if (tmp->head != NULL)
313 tmp = tmp->head; 314 tmp = tmp->head;
314 examine_monster (op, tmp); 315 examine_monster (op, tmp);
315 return 1; 316 return 1;
316 } 317 }
317 } 318 }
318 } 319 }
320
319 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
320 return 1; 322 return 1;
321} 323}
322
323 324
324/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
325 * does race check, undead check, etc 326 * does race check, undead check, etc
326 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
327 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
329 * pl is invisible. 330 * pl is invisible.
330 */ 331 */
331int 332int
332makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
333{ 334{
334
335 if (!pl->invisible) 335 if (!pl->invisible)
336 return 0; 336 return 0;
337
337 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
338 { 339 {
339 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
340 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
341 { 342 {
342 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
343 return 0; 344 return 0;
345
344 return 1; 346 return 1;
345 } 347 }
348
346 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
347 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
348 return 1; 351 return 1;
352
349 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
350 if (!mon->race) 354 if (!mon->race)
351 return 0; 355 return 0;
356
352 if (strstr (mon->race, pl->contr->invis_race)) 357 if (strstr (mon->race, pl->contr->invis_race))
353 return 1; 358 return 1;
359
354 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
355 return 0; 361 return 0;
356 } 362 }
357 else 363 else
358 { 364 {
371 * normal applies. 377 * normal applies.
372 */ 378 */
373int 379int
374cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
375{ 381{
376 object *tmp;
377
378 if (op->invisible > 1000) 382 if (op->invisible > 1000)
379 { 383 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
381 return 0; 385 return 0;
382 } 386 }
398 else 402 else
399 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
400 404
401 op->contr->hidden = 0; 405 op->contr->hidden = 0;
402 } 406 }
407
403 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
404 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
405 else 410 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 412
408 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
409 414
410 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
411 * harm to the player. 416 * harm to the player.
412 */ 417 */
413 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
414 if (tmp->enemy == op) 419 if (tmp->enemy == op)
415 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
416 return 1; 422 return 1;
417} 423}
418 424
419/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
420 */ 426 */
441 447
442 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
443 continue; 449 continue;
444 450
445 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be teared down
446 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
447 { 453 {
448 next = tmp->above; 454 next = tmp->above;
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 } 457 }
452 } 458 }
459
453 return 1; 460 return 1;
454} 461}
455
456 462
457void 463void
458execute_word_of_recall (object *op) 464execute_word_of_recall (object *op)
459{ 465{
460 object *wor = op; 466 if (object *pl = op->in_player ())
461 467 {
462 while (op != NULL && op->type != PLAYER) 468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
463 op = op->env;
464
465 if (op != NULL && op->map)
466 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
467 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
468 else 470 else
469 enter_exit (op, wor); 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 }
470 473
471 wor->remove ();
472 wor->destroy (0); 474 op->destroy ();
473} 475}
474 476
475/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
476 * we put a force into the player object, so that there is a 478 * we put a force into the player object, so that there is a
477 * time delay effect. 479 * time delay effect.
490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
491 return 1; 493 return 1;
492 } 494 }
493 495
494 dummy = get_archetype (FORCE_NAME); 496 dummy = get_archetype (FORCE_NAME);
495 if (dummy == NULL) 497
498 if (!dummy)
496 { 499 {
497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
499 return 0; 502 return 0;
500 } 503 }
504
501 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 505 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
502 if (time < 1) 506 if (time < 1)
503 time = 1; 507 time = 1;
504 508
505 /* value of speed really doesn't make much difference, as long as it is 509 /* value of speed really doesn't make much difference, as long as it is
506 * positive. Lower value may be useful so that the problem doesn't 510 * positive. Lower value may be useful so that the problem doesn't
507 * do anything really odd if it say a -1000 or something. 511 * do anything really odd if it say a -1000 or something.
508 */ 512 */
509 dummy->speed = 0.002; 513 dummy->set_speed (0.002);
510 update_ob_speed (dummy);
511 dummy->speed_left = -dummy->speed * time; 514 dummy->speed_left = -dummy->speed * time;
512 dummy->type = SPELL_EFFECT; 515 dummy->type = SPELL_EFFECT;
513 dummy->subtype = SP_WORD_OF_RECALL; 516 dummy->subtype = SP_WORD_OF_RECALL;
514 517
515 /* If we could take advantage of enter_player_savebed() here, it would be 518 /* If we could take advantage of enter_player_savebed() here, it would be
516 * nice, but until the map load fails, we can't. 519 * nice, but until the map load fails, we can't.
517 */ 520 */
518 EXIT_PATH (dummy) = op->contr->savebed_map; 521 EXIT_PATH (dummy) = op->contr->savebed_map;
519 EXIT_X (dummy) = op->contr->bed_x; 522 EXIT_X (dummy) = op->contr->bed_x;
520 EXIT_Y (dummy) = op->contr->bed_y; 523 EXIT_Y (dummy) = op->contr->bed_y;
521 524
522 (void) insert_ob_in_ob (dummy, op); 525 op->insert (dummy);
526
523 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 527 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
528
524 return 1; 529 return 1;
525} 530}
526 531
527/* cast_wonder 532/* cast_wonder
528 * wonder is really just a spell that will likely cast another 533 * wonder is really just a spell that will likely cast another
558 return cast_spell (op, caster, dir, newspell, NULL); 563 return cast_spell (op, caster, dir, newspell, NULL);
559 } 564 }
560 return 1; 565 return 1;
561} 566}
562 567
563
564int 568int
565perceive_self (object *op) 569perceive_self (object *op)
566{ 570{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 571 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
569 object *tmp;
570 int i;
571 573
574 dynbuf_text buf;
575
576 if (player *pl = op->contr)
577 if (object *race = archetype::find (op->race))
578 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
579
572 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
573 if (tmp) 581 buf << "You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 582 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << "You worship no god.\n";
577 584
578 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
579 586
580 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && tmp == NULL)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << "You feel very mundane. ";
582 else 589 else
583 { 590 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << "You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 592
586 if (tmp != NULL) 593 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
589 { 595 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 596 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
591 {
592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
593 }
594 }
595 }
596 } 597 }
597 598
598 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 602 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 604 {
605 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << "Your metabolism isn't focused on anything.\n";
608 }
609 else 607 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 608 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 } 609
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 610 break;
615 } 611 }
616 } 612 }
617 } 613
614 buf << '\0'; // zero-terminate
615
616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
617
618 return 1; 618 return 1;
619} 619}
620
621/* int cast_create_town_portal (object *op, object *caster, int dir)
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force, *tmp;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 sint16 exitx, exity;
645 maptile *exitmap;
646 int op_level;
647
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
683 return 1;
684 }
685 dummy->destroy (0);
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711 perm_portal = archetype::find (spell->slaying);
712
713 /* To kill a town portal, we go trough the player's inventory,
714 * for each marked portal in player's inventory,
715 * -We try load the associated map (if impossible, consider the portal destructed)
716 * -We find any portal in the specified location.
717 * If it has the good name, we destruct it.
718 * -We destruct the force indicating that portal.
719 */
720 while ((old_force = check_inv_recursive (op, dummy)))
721 {
722 exitx = EXIT_X (old_force);
723 exity = EXIT_Y (old_force);
724 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
725
726 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
727 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
728 else
729 exitmap = ready_map_name (old_force->race, 0);
730
731 if (exitmap)
732 {
733 tmp = present_arch (perm_portal, exitmap, exitx, exity);
734 while (tmp)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->remove ();
739 tmp->destroy (0);
740 break;
741 }
742 else
743 {
744 tmp = tmp->above;
745 }
746 }
747 }
748 old_force->remove ();
749 old_force->destroy (0);
750 LOG (llevDebug, "\n");
751 }
752 dummy->destroy (0);
753
754 /* Creating the portals.
755 * The very first thing to do is to ensure
756 * access to the destination map.
757 * If we can't, don't fizzle. Simply warn player.
758 * This ensure player pays his mana for the spell
759 * because HE is responsible of forgotting.
760 * 'force' is the destination of the town portal, which we got
761 * from the players inventory above.
762 */
763
764 /* Ensure exit map is loaded */
765 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
766 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
767 else
768 exitmap = ready_map_name (force->name, 0);
769
770 /* If we were unable to load (ex. random map deleted), warn player */
771 if (exitmap == NULL)
772 {
773 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
774 force->remove ();
775 force->destroy (0);
776 return 1;
777 }
778
779 op_level = caster_level (caster, spell);
780 if (op_level < 15)
781 snprintf (portal_message, 1024,
782 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
783 &op->name);
784 else if (op_level < 30)
785 snprintf (portal_message, 1024,
786 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
787 else if (op_level < 60)
788 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
789 else
790 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
791 &op->name);
792
793 /* Create a portal in front of player
794 * dummy contain the portal and
795 * force contain the track to kill it later
796 */
797
798 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
799 dummy = get_archetype (spell->slaying); /*The portal */
800 if (dummy == NULL)
801 {
802 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
803 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
804 return 0;
805 }
806 EXIT_PATH (dummy) = force->name;
807 EXIT_X (dummy) = EXIT_X (force);
808 EXIT_Y (dummy) = EXIT_Y (force);
809 dummy->name = dummy->name_pl = portal_name;
810 dummy->msg = portal_message;
811 dummy->race = op->name; /*Save the owner of the portal */
812 cast_create_obj (op, caster, dummy, 0);
813
814 /* Now we need to to create a town portal marker inside the player
815 * object, so on future castings, we can know that he has an active
816 * town portal.
817 */
818 tmp = get_archetype (spell->race);
819 if (tmp == NULL)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825 tmp->race = op->map->path;
826 tmp->name = portal_name;
827 EXIT_X (tmp) = dummy->x;
828 EXIT_Y (tmp) = dummy->y;
829 insert_ob_in_ob (tmp, op);
830
831 /* Create a portal in the destination map
832 * dummy contain the portal and
833 * force the track to kill it later
834 * the 'force' variable still contains the 'reminder' of
835 * where this portal goes to.
836 */
837 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
838 dummy = get_archetype (spell->slaying); /*The portal */
839 if (dummy == NULL)
840 {
841 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
842 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
843 return 0;
844 }
845 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message;
850 dummy->x = EXIT_X (force);
851 dummy->y = EXIT_Y (force);
852 dummy->race = op->name; /*Save the owner of the portal */
853 insert_ob_in_map (dummy, exitmap, op, 0);
854
855 /* Now we create another town portal marker that
856 * points back to the one we just made
857 */
858 tmp = get_archetype (spell->race);
859 if (tmp == NULL)
860 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
862 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
863 return 0;
864 }
865 tmp->race = force->name;
866 tmp->name = portal_name;
867 EXIT_X (tmp) = dummy->x;
868 EXIT_Y (tmp) = dummy->y;
869 insert_ob_in_ob (tmp, op);
870
871 /* Describe the player what happened
872 */
873 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
874 force->remove (); /* Delete the force inside the player */
875 force->destroy (0);
876 return 1;
877}
878
879 620
880/* This creates magic walls. Really, it can create most any object, 621/* This creates magic walls. Really, it can create most any object,
881 * within some reason. 622 * within some reason.
882 */ 623 */
883
884int 624int
885magic_wall (object *op, object *caster, int dir, object *spell_ob) 625magic_wall (object *op, object *caster, int dir, object *spell_ob)
886{ 626{
887 object *tmp, *tmp2; 627 object *tmp;
888 int i, posblocked, negblocked, maxrange; 628 int i, posblocked, negblocked, maxrange;
889 sint16 x, y; 629 sint16 x, y;
890 maptile *m; 630 maptile *m;
891 const char *name; 631 const char *name;
892 archetype *at; 632 archetype *at;
900 else 640 else
901 { 641 {
902 x = op->x + freearr_x[dir]; 642 x = op->x + freearr_x[dir];
903 y = op->y + freearr_y[dir]; 643 y = op->y + freearr_y[dir];
904 } 644 }
645
905 m = op->map; 646 m = op->map;
906 647
907 if ((spell_ob->move_block || x != op->x || y != op->y) && 648 if ((spell_ob->move_block || x != op->x || y != op->y) &&
908 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 649 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
909 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 650 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
910 { 651 {
911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 652 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
912 return 0; 653 return 0;
913 } 654 }
655
914 if (spell_ob->other_arch) 656 if (spell_ob->other_arch)
915 {
916 tmp = arch_to_object (spell_ob->other_arch); 657 tmp = arch_to_object (spell_ob->other_arch);
917 }
918 else if (spell_ob->race) 658 else if (spell_ob->race)
919 { 659 {
920 char buf1[MAX_BUF]; 660 char buf1[MAX_BUF];
921 661
922 sprintf (buf1, spell_ob->race, dir); 662 sprintf (buf1, spell_ob->race, dir);
925 { 665 {
926 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 666 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
927 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 667 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
928 return 0; 668 return 0;
929 } 669 }
670
930 tmp = arch_to_object (at); 671 tmp = arch_to_object (at);
931 } 672 }
932 else 673 else
933 { 674 {
934 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 675 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
944 } 685 }
945 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 686 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
946 { 687 {
947 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 688 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
948 tmp->stats.maxhp = tmp->stats.hp; 689 tmp->stats.maxhp = tmp->stats.hp;
949 set_owner (tmp, op);
950 set_spell_skill (op, caster, spell_ob, tmp);
951 } 690 }
691
952 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 692 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
953 { 693 {
954 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 694 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
955 SET_FLAG (tmp, FLAG_IS_USED_UP); 695 SET_FLAG (tmp, FLAG_IS_USED_UP);
956 } 696 }
697
957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 698 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
958 { 699 {
959 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 700 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
960 tmp->stats.maxhp = tmp->stats.hp; 701 tmp->stats.maxhp = tmp->stats.hp;
961 SET_FLAG (tmp, FLAG_TEAR_DOWN); 702 SET_FLAG (tmp, FLAG_TEAR_DOWN);
962 SET_FLAG (tmp, FLAG_ALIVE); 703 SET_FLAG (tmp, FLAG_ALIVE);
963 } 704 }
964 705
965 /* This can't really hurt - if the object doesn't kill anything, 706 /* This can't really hurt - if the object doesn't kill anything,
966 * these fields just won't be used. 707 * these fields just won't be used. Do not set the owner for
708 * earthwalls, though, so they survive restarts.
967 */ 709 */
968 set_owner (tmp, op); 710 if (tmp->type != EARTHWALL) //TODO
711 tmp->set_owner (op);
712
969 set_spell_skill (op, caster, spell_ob, tmp); 713 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->x = x;
971 tmp->y = y;
972 tmp->level = caster_level (caster, spell_ob) / 2; 714 tmp->level = caster_level (caster, spell_ob) / 2;
973 715
974 name = tmp->name; 716 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 717 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 718 {
977 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 719 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
978 return 0; 720 return 0;
979 } 721 }
722
980 /* If this is a spellcasting wall, need to insert the spell object */ 723 /* If this is a spellcasting wall, need to insert the spell object */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 724 if (tmp->other_arch && tmp->other_arch->type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 725 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
983 726
984 /* This code causes the wall to extend some distance in 727 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered. 728 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the 729 * posblocked and negblocked help determine how far the
1002 m = tmp->map; 745 m = tmp->map;
1003 746
1004 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 747 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1005 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 748 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1006 { 749 {
1007 tmp2 = get_object (); 750 object *tmp2 = tmp->clone ();
1008 copy_object (tmp, tmp2); 751 m->insert (tmp2, x, y, op);
1009 tmp2->x = x; 752
1010 tmp2->y = y;
1011 insert_ob_in_map (tmp2, m, op, 0);
1012 /* If this is a spellcasting wall, need to insert the spell object */ 753 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 755 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 756
1016 } 757 }
1017 else 758 else
1018 posblocked = 1; 759 posblocked = 1;
1019 760
1022 m = tmp->map; 763 m = tmp->map;
1023 764
1024 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 765 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1025 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 766 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 { 767 {
1027 tmp2 = get_object (); 768 object *tmp2 = tmp->clone ();
1028 copy_object (tmp, tmp2); 769 m->insert (tmp2, x, y, op);
1029 tmp2->x = x; 770
1030 tmp2->y = y;
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 771 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 772 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 773 }
1035 else 774 else
1036 negblocked = 1; 775 negblocked = 1;
1037 } 776 }
1038 777
1087 { 826 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 828 op->contr->count = 0;
1090 return 0; 829 return 0;
1091 } 830 }
831
1092 op->contr->count = 0; 832 op->contr->count = 0;
1093 833
1094 /* Remove code that puts player on random space on maps. IMO, 834 /* Remove code that puts player on random space on maps. IMO,
1095 * a lot of maps probably have areas the player should not get to, 835 * a lot of maps probably have areas the player should not get to,
1096 * but may not be marked as NO_MAGIC (as they may be bounded 836 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 885 return 0;
1146 } 886 }
1147 } 887 }
1148 888
1149 /* Actually move the player now */ 889 /* Actually move the player now */
1150 op->remove (); 890 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1; 891 return 1;
1155 892
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 893 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 894 return 1;
1158} 895}
1159
1160 896
1161/* cast_heal: Heals something. 897/* cast_heal: Heals something.
1162 * op is the caster. 898 * op is the caster.
1163 * dir is the direction he is casting it in. 899 * dir is the direction he is casting it in.
1164 * spell is the spell object. 900 * spell is the spell object.
1171 object *poison; 907 object *poison;
1172 int heal = 0, success = 0; 908 int heal = 0, success = 0;
1173 909
1174 tmp = find_target_for_friendly_spell (op, dir); 910 tmp = find_target_for_friendly_spell (op, dir);
1175 911
1176 if (tmp == NULL) 912 if (!tmp)
1177 return 0; 913 return 0;
1178 914
1179 /* Figure out how many hp this spell might cure. 915 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 916 * could be zero if this spell heals effects, not damage.
1181 */ 917 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 920 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 921
1186 if (heal) 922 if (heal)
1187 { 923 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 924 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 926 else
1193 { 927 {
1194 /* See how many points we actually heal. Instead of messages 928 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 929 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 930 * on amount of damage healed.
1197 */ 931 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 932 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 933 heal = tmp->stats.maxhp - tmp->stats.hp;
934
1200 tmp->stats.hp += heal; 935 tmp->stats.hp += heal;
1201 936
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 937 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 939 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 941 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 943 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 945 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 947
1222 success = 1; 948 success = 1;
1223 } 949 }
1224 } 950 }
951
1225 if (spell->attacktype & AT_DISEASE) 952 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 953 if (cure_disease (tmp, op, spell))
1227 success = 1; 954 success = 1;
1228 955
1229 if (spell->attacktype & AT_POISON) 956 if (spell->attacktype & AT_POISON)
1230 { 957 {
1231 at = archetype::find ("poisoning"); 958 at = archetype::find ("poisoning");
1235 success = 1; 962 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 963 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 964 poison->stats.food = 1;
1238 } 965 }
1239 } 966 }
967
1240 if (spell->attacktype & AT_CONFUSION) 968 if (spell->attacktype & AT_CONFUSION)
1241 { 969 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 970 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 971 if (poison)
1244 { 972 {
1245 success = 1; 973 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 975 poison->duration = 1;
1248 } 976 }
1249 } 977 }
978
1250 if (spell->attacktype & AT_BLIND) 979 if (spell->attacktype & AT_BLIND)
1251 { 980 {
1252 at = archetype::find ("blindness"); 981 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 982 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 983 if (poison)
1256 success = 1; 985 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 986 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 987 poison->stats.food = 1;
1259 } 988 }
1260 } 989 }
990
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 991 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 992 {
1263 tmp->stats.sp += spell->last_sp; 993 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 994 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 995 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 996 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 997 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 998 }
999
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1000 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 1001 {
1271 tmp->stats.grace += spell->last_grace; 1002 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1003 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1004 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1005 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1006 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1007 }
1008
1277 if (spell->stats.food && tmp->stats.food < 999) 1009 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1010 {
1279 tmp->stats.food += spell->stats.food; 1011 tmp->stats.food += spell->stats.food;
1012
1280 if (tmp->stats.food > 999) 1013 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1014 tmp->stats.food = 999;
1015
1282 success = 1; 1016 success = 1;
1283 /* 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 */
1284 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");
1285 } 1019 }
1020
1286 return success; 1021 return success;
1287} 1022}
1288
1289 1023
1290/* 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
1291 * 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
1292 * good comments for those. 1026 * good comments for those.
1293 */ 1027 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1028static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1029 "You grow no stronger.",
1296 "You grow no more agile.", 1030 "You grow no more agile.",
1297 "You don't feel any healthier.", 1031 "You don't feel any healthier.",
1298 "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."
1299 "You are no easier to look at.", 1035 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1036};
1303 1037
1304int 1038int
1305cast_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)
1306{ 1040{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1041 object *force = NULL;
1309 int i; 1042 int i;
1310 1043
1311 /* 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. */
1312 if (dir != 0) 1045 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1046 ? find_target_for_friendly_spell (op, dir)
1315 } 1047 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1048
1321 if (tmp == NULL) 1049 if (!tmp)
1322 return 0; 1050 return 0;
1323 1051
1324 /* 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. */
1325 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1053 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1054 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1055 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1056 {
1329 if (tmp2->name == spell_ob->name) 1057 if (tmp2->name == spell_ob->name)
1330 { 1058 {
1363 } 1091 }
1364 else 1092 else
1365 { 1093 {
1366 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.");
1367 } 1095 }
1096
1368 return 1; 1097 return 1;
1369 } 1098 }
1099
1370 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;
1371 force->speed = 1.0; 1101 force->speed = 1.0;
1372 force->speed_left = -1.0; 1102 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1103 SET_FLAG (force, FLAG_APPLIED);
1374 1104
1380 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);
1381 if (force->resist[i] > 100) 1111 if (force->resist[i] > 100)
1382 force->resist[i] = 100; 1112 force->resist[i] = 100;
1383 } 1113 }
1384 } 1114 }
1115
1385 if (spell_ob->stats.hp) 1116 if (spell_ob->stats.hp)
1386 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);
1387 1118
1388 if (tmp->type == PLAYER) 1119 if (tmp->type == PLAYER)
1389 { 1120 {
1390 /* Stat adjustment spells */ 1121 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1122 for (i = 0; i < NUM_STATS; i++)
1392 { 1123 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1124 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1125 {
1397 sm = 0; 1126 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1127 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1128 sm += rndm (1, 3);
1400 1129
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1130 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1131 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1132
1404 if (sm < 0) 1133 force->stats.stat (i) = sm;
1405 sm = 0; 1134
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1135 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1136 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1137 }
1411 } 1138 }
1412 } 1139 }
1432 force->stats.ac = spell_ob->stats.ac; 1159 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1160 force->attacktype = spell_ob->attacktype;
1434 1161
1435 insert_ob_in_ob (force, tmp); 1162 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1163 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1164 tmp->update_stats ();
1165
1438 return 1; 1166 return 1;
1439} 1167}
1440 1168
1441/* 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
1442 * 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
1443 * of the caster. 1171 * of the caster.
1444 */ 1172 */
1445
1446int 1173int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1174cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1175{
1449 int i; 1176 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1177 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1541 force->stats.wc = spell_ob->stats.wc; 1268 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1269 force->stats.ac = spell_ob->stats.ac;
1543 1270
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1271 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1272 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1273 tmp->update_stats ();
1547 return 1; 1274 return 1;
1548} 1275}
1549
1550
1551 1276
1552/* Alchemy code by Mark Wedel 1277/* Alchemy code by Mark Wedel
1553 * 1278 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1279 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1280 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1556 * about 90% of that of the item itself. It uses the value of the
1557 * object before charisma adjustments, because the nuggets themselves
1558 * will be will be adjusted by charisma when sold.
1559 * 1281 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1282 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1283 * itself. It uses the value of the object before charisma adjustments,
1562 * Small nuggets are worth 1 gp each (base). You will get from 0 1284 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1285 * when sold.
1564 *
1565 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1286 *
1568 * There is also a chance (1:30) that you will get nothing at all 1287 * There is also a chance (1:30) that you will get nothing at all
1569 * for the object. There is also a maximum weight that will be 1288 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1289 * alchemised.
1571 */ 1290 */
1572
1573/* I didn't feel like passing these as arguements to the
1574 * two functions that need them. Real values are put in them
1575 * when the spell is cast, and these are freed when the spell
1576 * is finished.
1577 */
1578static object *small, *large;
1579
1580static void 1291static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1292alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1293{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1294 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1295
1585 /* Give third price when we alchemy money (This should hopefully 1296 /* Give third price when we alchemy money (this should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1297 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1298 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1299 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1300 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1301 * the stuff back to town.
1591 */ 1302 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1303 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1304 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1305 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1306 value /= 3;
1597 else 1307 else
1598 value = (value * 9) / 10; 1308 value = value * 9 / 10;
1599 1309
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1310 if (obj->value > 0 && rndm (0, 29))
1603 { 1311 total_value += value;
1604 int count;
1605 1312
1606 count = value / large->value;
1607 *large_nuggets += count;
1608 value -= (uint64) count *(uint64) large->value;
1609
1610 count = value / small->value;
1611 *small_nuggets += count;
1612 }
1613
1614 /* Turn 25 small nuggets into 1 large nugget. If the value
1615 * of large nuggets is not evenly divisable by the small nugget
1616 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1617 */
1618 if (*small_nuggets * small->value >= large->value)
1619 {
1620 (*large_nuggets)++;
1621 *small_nuggets -= large->value / small->value;
1622 if (*small_nuggets && large->value % small->value)
1623 (*small_nuggets)--;
1624 }
1625 weight += obj->weight; 1313 total_weight += obj->total_weight ();
1626 obj->remove (); 1314
1627 obj->destroy (0); 1315 obj->destroy ();
1628}
1629
1630static void
1631update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1632{
1633 object *tmp;
1634 int flag = 0;
1635
1636 /* Put any nuggets below the player, but we can only pass this
1637 * flag if we are on the same space as the player
1638 */
1639 if (x == op->x && y == op->y && op->map == m)
1640 flag = INS_BELOW_ORIGINATOR;
1641
1642 if (small_nuggets)
1643 {
1644 tmp = get_object ();
1645 copy_object (small, tmp);
1646 tmp->nrof = small_nuggets;
1647 tmp->x = x;
1648 tmp->y = y;
1649 insert_ob_in_map (tmp, m, op, flag);
1650 }
1651 if (large_nuggets)
1652 {
1653 tmp = get_object ();
1654 copy_object (large, tmp);
1655 tmp->nrof = large_nuggets;
1656 tmp->x = x;
1657 tmp->y = y;
1658 insert_ob_in_map (tmp, m, op, flag);
1659 }
1660} 1316}
1661 1317
1662int 1318int
1663alchemy (object *op, object *caster, object *spell_ob) 1319alchemy (object *op, object *caster, object *spell_ob)
1664{ 1320{
1665 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1666 sint16 nx, ny;
1667 object *next, *tmp;
1668 maptile *mp;
1669
1670 if (op->type != PLAYER) 1321 if (op->type != PLAYER)
1671 return 0; 1322 return 0;
1672 1323
1324 archetype *nugget[3];
1325
1326 nugget[0] = archetype::find ("pyrite3");
1327 nugget[1] = archetype::find ("pyrite2");
1328 nugget[2] = archetype::find ("pyrite");
1329
1673 /* Put a maximum weight of items that can be alchemied. Limits the power 1330 /* Put a maximum weight of items that can be alchemised. Limits the power
1674 * some, and also prevents people from alcheming every table/chair/clock 1331 * some, and also prevents people from alchemising every table/chair/clock
1675 * in sight 1332 * in sight
1676 */ 1333 */
1677 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1334 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1678 weight_max *= 1000; 1335 int weight_max = duration * 1000;
1679 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1336 uint64 value_max = duration * 1000;
1680 1337
1338 int weight = 0;
1339
1681 for (y = op->y - 1; y <= op->y + 1; y++) 1340 for (int y = op->y - 1; y <= op->y + 1; y++)
1682 { 1341 {
1683 for (x = op->x - 1; x <= op->x + 1; x++) 1342 for (int x = op->x - 1; x <= op->x + 1; x++)
1684 { 1343 {
1344 uint64 value = 0;
1345
1685 nx = x; 1346 sint16 nx = x;
1686 ny = y; 1347 sint16 ny = y;
1687 1348
1688 mp = op->map; 1349 maptile *mp = op->map;
1689 1350
1690 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1351 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1691 1352
1692 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1353 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1693 continue; 1354 continue;
1694 1355
1695 /* Treat alchemy a little differently - most spell effects 1356 /* Treat alchemy a little differently - most spell effects
1697 * ground level effect. 1358 * ground level effect.
1698 */ 1359 */
1699 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1360 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1700 continue; 1361 continue;
1701 1362
1702 small_nuggets = 0; 1363 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1703 large_nuggets = 0;
1704
1705 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1706 { 1364 {
1707 next = tmp->above; 1365 next = tmp->above;
1366
1708 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1367 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1709 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1368 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1710 { 1369 {
1711
1712 if (tmp->inv) 1370 if (tmp->inv)
1713 { 1371 {
1714 object *next1, *tmp1; 1372 object *next1, *tmp1;
1715 1373
1716 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1374 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1717 { 1375 {
1718 next1 = tmp1->below; 1376 next1 = tmp1->below;
1719 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1377 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1720 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1378 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1721 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1379 alchemy_object (tmp1, value, weight);
1722 } 1380 }
1723 } 1381 }
1382
1724 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1383 alchemy_object (tmp, value, weight);
1725 1384
1726 if (weight > weight_max) 1385 if (weight > weight_max)
1727 { 1386 break;
1728 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1729 large->destroy (0);
1730 small->destroy (0);
1731 return 1;
1732 } 1387 }
1733 } /* is alchemable object */
1734 } /* process all objects on this space */
1735
1736 /* Insert all the nuggets at one time. This probably saves time, but
1737 * it also prevents us from alcheming nuggets that were just created
1738 * with this spell.
1739 */ 1388 }
1740 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1389
1390 value -= rndm (value >> 4);
1391 value = min (value, value_max);
1392
1393 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1394 if (int nrof = value / nugget [i]->value)
1395 {
1396 value -= nrof * nugget[i]->value;
1397
1398 object *tmp = arch_to_object (nugget[i]);
1399 tmp->nrof = nrof;
1400 tmp->flag [FLAG_IDENTIFIED] = true;
1401 op->map->insert (tmp, x, y, op, 0);
1741 } 1402 }
1403
1404 if (weight > weight_max)
1405 goto bailout;
1406 }
1742 } 1407 }
1743 large->destroy (0); 1408
1744 small->destroy (0); 1409bailout:
1745 /* reset this so that if player standing on a big pile of stuff,
1746 * it is redrawn properly.
1747 */
1748 op->contr->socket.look_position = 0;
1749 return 1; 1410 return 1;
1750} 1411}
1751
1752 1412
1753/* This function removes the cursed/damned status on equipped 1413/* This function removes the cursed/damned status on equipped
1754 * items. 1414 * items.
1755 */ 1415 */
1756int 1416int
1762 for (tmp = op->inv; tmp; tmp = tmp->below) 1422 for (tmp = op->inv; tmp; tmp = tmp->below)
1763 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1423 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1764 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1424 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1765 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1425 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1766 { 1426 {
1767
1768 was_one++; 1427 was_one++;
1428
1769 if (tmp->level <= caster_level (caster, spell)) 1429 if (tmp->level <= caster_level (caster, spell))
1770 { 1430 {
1771 success++; 1431 success++;
1772 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1432 if (QUERY_FLAG (spell, FLAG_DAMNED))
1773 CLEAR_FLAG (tmp, FLAG_DAMNED); 1433 CLEAR_FLAG (tmp, FLAG_DAMNED);
1774 1434
1775 CLEAR_FLAG (tmp, FLAG_CURSED); 1435 CLEAR_FLAG (tmp, FLAG_CURSED);
1776 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1436 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1777 tmp->value = 0; /* Still can't sell it */ 1437 tmp->value = 0; /* Still can't sell it */
1778 if (op->type == PLAYER) 1438
1439 if (object *pl = tmp->visible_to ())
1779 esrv_send_item (op, tmp); 1440 esrv_update_item (UPD_FLAGS, pl, tmp);
1780 } 1441 }
1781 } 1442 }
1782 1443
1783 if (op->type == PLAYER) 1444 if (op->type == PLAYER)
1784 { 1445 {
1785 if (success) 1446 if (success)
1786 {
1787 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1447 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1788 }
1789 else 1448 else
1790 { 1449 {
1791 if (was_one) 1450 if (was_one)
1792 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1451 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1793 else 1452 else
1794 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1453 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1795 } 1454 }
1796 } 1455 }
1456
1797 return success; 1457 return success;
1798} 1458}
1799 1459
1800/* Identifies objects in the players inventory/on the ground */ 1460/* Identifies objects in the players inventory/on the ground */
1801
1802int 1461int
1803cast_identify (object *op, object *caster, object *spell) 1462cast_identify (object *op, object *caster, object *spell)
1804{ 1463{
1464 dynbuf_text buf;
1805 object *tmp; 1465 object *tmp;
1806 int success = 0, num_ident;
1807 1466
1808 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1467 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1809 1468
1810 if (num_ident < 1) 1469 if (num_ident < 1)
1811 num_ident = 1; 1470 num_ident = 1;
1812 1471
1813
1814 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1815 { 1473 {
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1817 { 1475 {
1818 identify (tmp); 1476 identify (tmp);
1477
1819 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1820 { 1479 {
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1480 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1481
1822 if (tmp->msg) 1482 if (tmp->msg)
1823 { 1483 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 }
1827 } 1484 }
1485
1828 num_ident--; 1486 num_ident--;
1829 success = 1;
1830 if (!num_ident) 1487 if (!num_ident)
1831 break; 1488 break;
1832 } 1489 }
1833 } 1490 }
1491
1834 /* If all the power of the spell has been used up, don't go and identify 1492 /* If all the power of the spell has been used up, don't go and identify
1835 * stuff on the floor. Only identify stuff on the floor if the spell 1493 * stuff on the floor. Only identify stuff on the floor if the spell
1836 * was not fully used. 1494 * was not fully used.
1837 */ 1495 */
1838 if (num_ident) 1496 if (num_ident)
1839 { 1497 {
1840 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1498 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1841 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1499 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1842 { 1500 {
1843
1844 identify (tmp); 1501 identify (tmp);
1845 if (op->type == PLAYER) 1502
1503 if (object *pl = tmp->visible_to ())
1846 { 1504 {
1847 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1505 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1506
1848 if (tmp->msg) 1507 if (tmp->msg)
1849 { 1508 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1850 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1851 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1852 }
1853 esrv_send_item (op, tmp);
1854 } 1509 }
1510
1855 num_ident--; 1511 num_ident--;
1856 success = 1;
1857 if (!num_ident) 1512 if (!num_ident)
1858 break; 1513 break;
1859 } 1514 }
1860 } 1515 }
1861 if (!success) 1516
1862 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1517 if (buf.empty ())
1518 {
1519 op->failmsg ("You can't reach anything unidentified.");
1520 return 0;
1521 }
1863 else 1522 else
1864 { 1523 {
1524 if (op->contr)
1525 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526
1865 spell_effect (spell, op->x, op->y, op->map, op); 1527 spell_effect (spell, op->x, op->y, op->map, op);
1528 return 1;
1866 } 1529 }
1867 return success;
1868} 1530}
1869
1870 1531
1871int 1532int
1872cast_detection (object *op, object *caster, object *spell, object *skill) 1533cast_detection (object *op, object *caster, object *spell, object *skill)
1873{ 1534{
1874 object *tmp, *last, *god, *detect; 1535 object *tmp, *last, *god, *detect;
1887 skill = caster; 1548 skill = caster;
1888 1549
1889 for (x = op->x - range; x <= op->x + range; x++) 1550 for (x = op->x - range; x <= op->x + range; x++)
1890 for (y = op->y - range; y <= op->y + range; y++) 1551 for (y = op->y - range; y <= op->y + range; y++)
1891 { 1552 {
1892
1893 m = op->map; 1553 m = op->map;
1894 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1554 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1895 if (mflags & P_OUT_OF_MAP) 1555 if (mflags & P_OUT_OF_MAP)
1896 continue; 1556 continue;
1897 1557
1899 * floor. But this is not true for show invisible. 1559 * floor. But this is not true for show invisible.
1900 * Basically, we just go and find the top object and work 1560 * Basically, we just go and find the top object and work
1901 * down - that is easier than working up. 1561 * down - that is easier than working up.
1902 */ 1562 */
1903 1563
1904 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1564 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1905 last = tmp; 1565 last = tmp;
1566
1906 /* Shouldn't happen, but if there are no objects on a space, this 1567 /* Shouldn't happen, but if there are no objects on a space, this
1907 * would happen. 1568 * would happen.
1908 */ 1569 */
1909 if (!last) 1570 if (!last)
1910 continue; 1571 continue;
1912 done_one = 0; 1573 done_one = 0;
1913 floor = 0; 1574 floor = 0;
1914 detect = NULL; 1575 detect = NULL;
1915 for (tmp = last; tmp; tmp = tmp->below) 1576 for (tmp = last; tmp; tmp = tmp->below)
1916 { 1577 {
1917
1918 /* show invisible */ 1578 /* show invisible */
1919 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1579 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1920 /* Might there be other objects that we can make visibile? */ 1580 /* Might there be other objects that we can make visible? */
1921 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1581 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1922 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1582 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1923 tmp->type == CF_HANDLE || 1583 tmp->type == CF_HANDLE ||
1924 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1584 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1925 tmp->type == BUTTON || tmp->type == TELEPORTER || 1585 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1932 { 1592 {
1933 tmp->invisible = 0; 1593 tmp->invisible = 0;
1934 done_one = 1; 1594 done_one = 1;
1935 } 1595 }
1936 } 1596 }
1597
1937 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1598 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1938 floor = 1; 1599 floor = 1;
1939 1600
1940 /* All detections below this point don't descend beneath the floor, 1601 /* All detections below this point don't descend beneath the floor,
1941 * so just continue on. We could be clever and look at the type of 1602 * so just continue on. We could be clever and look at the type of
1994 */ 1655 */
1995 if (done_one) 1656 if (done_one)
1996 { 1657 {
1997 object *detect_ob = arch_to_object (spell->other_arch); 1658 object *detect_ob = arch_to_object (spell->other_arch);
1998 1659
1999 detect_ob->x = nx;
2000 detect_ob->y = ny;
2001 /* if this is set, we want to copy the face */ 1660 /* if this is set, we want to copy the face */
2002 if (done_one == 2 && detect) 1661 if (done_one == 2 && detect)
2003 { 1662 {
2004 detect_ob->face = detect->face; 1663 detect_ob->face = detect->face;
2005 detect_ob->animation_id = detect->animation_id; 1664 detect_ob->animation_id = detect->animation_id;
2007 detect_ob->last_anim = 0; 1666 detect_ob->last_anim = 0;
2008 /* by default, the detect_ob is already animated */ 1667 /* by default, the detect_ob is already animated */
2009 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1668 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2010 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1669 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2011 } 1670 }
1671
2012 insert_ob_in_map (detect_ob, m, op, 0); 1672 m->insert (detect_ob, nx, ny, op);
2013 } 1673 }
2014 } /* for processing the surrounding spaces */ 1674 } /* for processing the surrounding spaces */
2015 1675
2016 1676
2017 /* Now process objects in the players inventory if detect curse or magic */ 1677 /* Now process objects in the players inventory if detect curse or magic */
2018 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1678 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2019 { 1679 {
2020 done_one = 0; 1680 done_one = 0;
1681
2021 for (tmp = op->inv; tmp; tmp = tmp->below) 1682 for (tmp = op->inv; tmp; tmp = tmp->below)
2022 { 1683 {
2023 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1684 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2024 { 1685 {
2025 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1686 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2026 { 1687 {
2027 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1688 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2028 if (op->type == PLAYER) 1689
1690 if (object *pl = tmp->visible_to ())
2029 esrv_send_item (op, tmp); 1691 esrv_update_item (UPD_FLAGS, pl, tmp);
2030 } 1692 }
1693
2031 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1694 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2032 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1695 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2033 { 1696 {
2034 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1697 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2035 if (op->type == PLAYER) 1698
1699 if (object *pl = tmp->visible_to ())
2036 esrv_send_item (op, tmp); 1700 esrv_update_item (UPD_FLAGS, pl, tmp);
2037 } 1701 }
2038 } /* if item is not identified */ 1702 } /* if item is not identified */
2039 } /* for the players inventory */ 1703 } /* for the players inventory */
2040 } /* if detect magic/curse and object is a player */ 1704 } /* if detect magic/curse and object is a player */
1705
2041 return 1; 1706 return 1;
2042} 1707}
2043 1708
2044 1709
2045/** 1710/**
2066 1731
2067 /* Explodes a fireball centered at player */ 1732 /* Explodes a fireball centered at player */
2068 tmp = get_archetype (EXPLODING_FIREBALL); 1733 tmp = get_archetype (EXPLODING_FIREBALL);
2069 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1734 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2070 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; 1735 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2071 tmp->x = victim->x; 1736
2072 tmp->y = victim->y; 1737 tmp->insert_at (victim);
2073 insert_ob_in_map (tmp, victim->map, NULL, 0);
2074 victim->stats.sp = 2 * victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
2075 } 1739 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2077 {
2078 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1741 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2079 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2081 {
2082 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2085 { 1745 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1746 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2087 confuse_player (victim, victim, 99); 1747 confuse_player (victim, victim, 99);
2088 } 1748 }
2089 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2090 {
2091 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2092 }
2093} 1751}
2094 1752
2095/* cast_transfer 1753/* cast_transfer
2096 * This spell transfers sp from the player to another person. 1754 * This spell transfers sp from the player to another person.
2097 * We let the target go above their normal maximum SP. 1755 * We let the target go above their normal maximum SP.
2111 1769
2112 mflags = get_map_flags (m, &m, x, y, &x, &y); 1770 mflags = get_map_flags (m, &m, x, y, &x, &y);
2113 1771
2114 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1772 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2115 { 1773 {
2116 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1774 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2117 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1775 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2118 break; 1776 break;
2119 } 1777 }
2120 1778
2121 1779
2122 /* If we did not find a player in the specified direction, transfer 1780 /* If we did not find a player in the specified direction, transfer
2123 * to anyone on top of us. This is used for the rune of transference mostly. 1781 * to anyone on top of us. This is used for the rune of transference mostly.
2124 */ 1782 */
2125 if (plyr == NULL) 1783 if (plyr == NULL)
2126 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1784 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2127 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1785 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2128 break; 1786 break;
2129 1787
2130 if (!plyr) 1788 if (!plyr)
2131 { 1789 {
2186 m = op->map; 1844 m = op->map;
2187 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1845 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2188 if (mflags & P_OUT_OF_MAP) 1846 if (mflags & P_OUT_OF_MAP)
2189 return; 1847 return;
2190 1848
2191 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1849 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2192 { 1850 {
2193 next = tmp->above; 1851 next = tmp->above;
2194 1852
2195 /* Need to look at the head object - otherwise, if tmp 1853 /* Need to look at the head object - otherwise, if tmp
2196 * points to a monster, we don't have all the necessary 1854 * points to a monster, we don't have all the necessary
2208 /* Basically, if the object is magical and not counterspell, 1866 /* Basically, if the object is magical and not counterspell,
2209 * we will more or less remove the object. Don't counterspell 1867 * we will more or less remove the object. Don't counterspell
2210 * monsters either. 1868 * monsters either.
2211 */ 1869 */
2212 1870
2213 if (head->attacktype & AT_MAGIC && 1871 if (head->attacktype & AT_MAGIC
2214 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1872 && !(head->attacktype & AT_COUNTERSPELL)
2215 { 1873 && !QUERY_FLAG (head, FLAG_MONSTER)
2216 head->remove (); 1874 && (op->level > head->level))
2217 head->destroy (0); 1875 head->destroy ();
2218 }
2219 else 1876 else
2220 switch (head->type) 1877 switch (head->type)
2221 { 1878 {
2222 case SPELL_EFFECT: 1879 case SPELL_EFFECT:
1880 // XXX: Don't affect floor spelleffects. See also XXX comment
1881 // about sanctuary in spell_util.C
1882 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1883 continue;
1884
2223 if (op->level > head->level) 1885 if (op->level > head->level)
2224 {
2225 head->remove ();
2226 head->destroy (0); 1886 head->destroy ();
2227 } 1887
2228 break; 1888 break;
2229 1889
2230 /* I really don't get this rune code that much - that 1890 /* I really don't get this rune code that much - that
2231 * random chance seems really low. 1891 * random chance seems really low.
2232 */ 1892 */
2233 case RUNE: 1893 case RUNE:
2234 if (rndm (0, 149) == 0) 1894 if (rndm (0, 149) == 0)
2235 { 1895 {
2236 head->stats.hp--; /* weaken the rune */ 1896 head->stats.hp--; /* weaken the rune */
2237 if (!head->stats.hp) 1897 if (!head->stats.hp)
2238 {
2239 head->remove ();
2240 head->destroy (0); 1898 head->destroy ();
2241 }
2242 } 1899 }
2243 break; 1900 break;
2244 } 1901 }
2245 } 1902 }
2246} 1903}
2247
2248
2249 1904
2250/* cast_consecrate() - a spell to make an altar your god's */ 1905/* cast_consecrate() - a spell to make an altar your god's */
2251int 1906int
2252cast_consecrate (object *op, object *caster, object *spell) 1907cast_consecrate (object *op, object *caster, object *spell)
2253{ 1908{
2278 /* If we got here, we are consecrating an altar */ 1933 /* If we got here, we are consecrating an altar */
2279 sprintf (buf, "Altar of %s", &god->name); 1934 sprintf (buf, "Altar of %s", &god->name);
2280 tmp->name = buf; 1935 tmp->name = buf;
2281 tmp->level = caster_level (caster, spell); 1936 tmp->level = caster_level (caster, spell);
2282 tmp->other_arch = god->arch; 1937 tmp->other_arch = god->arch;
1938
2283 if (op->type == PLAYER) 1939 if (op->type == PLAYER)
2284 esrv_update_item (UPD_NAME, op, tmp); 1940 esrv_update_item (UPD_NAME, op, tmp);
1941
2285 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1942 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2286 return 1; 1943 return 1;
2287 } 1944 }
2288 } 1945 }
2289 } 1946 }
2299 * This code was very odd - code early on would only let players use the spell, 1956 * This code was very odd - code early on would only let players use the spell,
2300 * yet the code wass full of player checks. I've presumed that the code 1957 * yet the code wass full of player checks. I've presumed that the code
2301 * that only let players use it was correct, and removed all the other 1958 * that only let players use it was correct, and removed all the other
2302 * player checks. MSW 2003-01-06 1959 * player checks. MSW 2003-01-06
2303 */ 1960 */
2304
2305int 1961int
2306animate_weapon (object *op, object *caster, object *spell, int dir) 1962animate_weapon (object *op, object *caster, object *spell, int dir)
2307{ 1963{
2308 object *weapon, *tmp; 1964 object *weapon, *tmp;
2309 char buf[MAX_BUF]; 1965 char buf[MAX_BUF];
2310 int a, i; 1966 int a, i;
2311 sint16 x, y; 1967 sint16 x, y;
2312 maptile *m; 1968 maptile *m;
2313 materialtype_t *mt;
2314 1969
2315 if (!spell->other_arch) 1970 if (!spell->other_arch)
2316 { 1971 {
2317 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1972 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2318 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1973 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2321 /* exit if it's not a player using this spell. */ 1976 /* exit if it's not a player using this spell. */
2322 if (op->type != PLAYER) 1977 if (op->type != PLAYER)
2323 return 0; 1978 return 0;
2324 1979
2325 /* if player already has a golem, abort */ 1980 /* if player already has a golem, abort */
2326 if (op->contr->ranges[range_golem]) 1981 if (object *golem = op->contr->golem)
2327 { 1982 {
2328 control_golem (op->contr->ranges[range_golem], dir); 1983 control_golem (golem, dir);
2329 return 0; 1984 return 0;
2330 } 1985 }
2331 1986
2332 /* if no direction specified, pick one */ 1987 /* if no direction specified, pick one */
2333 if (!dir) 1988 if (!dir)
2334 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1989 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2335 1990
2336 m = op->map; 1991 m = op->map;
2337 x = op->x + freearr_x[dir]; 1992 x = op->x + freearr_x[dir];
2338 y = op->y + freearr_y[dir]; 1993 y = op->y + freearr_y[dir];
2339 1994
2340 /* if there's no place to put the golem, abort */ 1995 /* if there's no place to put the golem, abort */
2341 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1996 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2342 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1997 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2343 { 1998 {
2344 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1999 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2345 return 0; 2000 return 0;
2346 } 2001 }
2347 2002
2351 if (!weapon) 2006 if (!weapon)
2352 { 2007 {
2353 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2008 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2354 return 0; 2009 return 0;
2355 } 2010 }
2356 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2011 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2357 { 2012 {
2358 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2013 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2359 return 0; 2014 return 0;
2360 } 2015 }
2361 if (weapon->type != WEAPON) 2016 if (weapon->type != WEAPON)
2367 { 2022 {
2368 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2023 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2369 return 0; 2024 return 0;
2370 } 2025 }
2371 2026
2372 if (weapon->nrof > 1) 2027 weapon = weapon->split ();
2373 {
2374 tmp = get_split_ob (weapon, 1);
2375 esrv_send_item (op, weapon);
2376 weapon = tmp;
2377 }
2378 2028
2379 /* create the golem object */ 2029 /* create the golem object */
2380 tmp = arch_to_object (spell->other_arch); 2030 tmp = arch_to_object (spell->other_arch);
2381 2031
2382 /* if animated by a player, give the player control of the golem */ 2032 /* if animated by a player, give the player control of the golem */
2383 CLEAR_FLAG (tmp, FLAG_MONSTER); 2033 CLEAR_FLAG (tmp, FLAG_MONSTER);
2384 SET_FLAG (tmp, FLAG_FRIENDLY);
2385 tmp->stats.exp = 0; 2034 tmp->stats.exp = 0;
2386 add_friendly_object (tmp); 2035 add_friendly_object (tmp);
2387 tmp->type = GOLEM; 2036 tmp->type = GOLEM;
2388 set_owner (tmp, op); 2037 tmp->set_owner (op);
2038 op->contr->golem = tmp;
2389 set_spell_skill (op, caster, spell, tmp); 2039 set_spell_skill (op, caster, spell, tmp);
2390 op->contr->ranges[range_golem] = tmp;
2391 op->contr->shoottype = range_golem;
2392 2040
2393 /* Give the weapon to the golem now. A bit of a hack to check the 2041 /* Give the weapon to the golem now. A bit of a hack to check the
2394 * removed flag - it should only be set if get_split_object was 2042 * removed flag - it should only be set if weapon->split was
2395 * used above. 2043 * used above.
2396 */ 2044 */
2397 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2045 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2398 weapon->remove (); 2046 weapon->remove ();
2399 insert_ob_in_ob (weapon, tmp); 2047
2400 esrv_send_item (op, weapon); 2048 tmp->insert (weapon);
2049
2401 /* To do everything necessary to let a golem use the weapon is a pain, 2050 /* To do everything necessary to let a golem use the weapon is a pain,
2402 * so instead, just set it as equipped (otherwise, we need to update 2051 * so instead, just set it as equipped (otherwise, we need to update
2403 * body_info, skills, etc) 2052 * body_info, skills, etc)
2404 */ 2053 */
2405 SET_FLAG (tmp, FLAG_USE_WEAPON); 2054 SET_FLAG (tmp, FLAG_USE_WEAPON);
2406 SET_FLAG (weapon, FLAG_APPLIED); 2055 SET_FLAG (weapon, FLAG_APPLIED);
2407 fix_player (tmp); 2056 tmp->update_stats ();
2408 2057
2409 /* There used to be 'odd' code that basically seemed to take the absolute 2058 /* There used to be 'odd' code that basically seemed to take the absolute
2410 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2059 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2411 * if you're using a crappy weapon, it shouldn't be as good. 2060 * if you're using a crappy weapon, it shouldn't be as good.
2412 */ 2061 */
2431 2080
2432 /* attacktype */ 2081 /* attacktype */
2433 if (!tmp->attacktype) 2082 if (!tmp->attacktype)
2434 tmp->attacktype = AT_PHYSICAL; 2083 tmp->attacktype = AT_PHYSICAL;
2435 2084
2436 mt = NULL;
2437 if (op->materialname != NULL)
2438 mt = name_to_material (op->materialname); 2085 if (materialtype_t *mt = name_to_material (op->materialname))
2439 if (mt != NULL)
2440 { 2086 {
2441 for (i = 0; i < NROFATTACKS; i++) 2087 for (i = 0; i < NROFATTACKS; i++)
2442 tmp->resist[i] = 50 - (mt->save[i] * 5); 2088 tmp->resist[i] = 50 - (mt->save[i] * 5);
2443 a = mt->save[0]; 2089 a = mt->save[0];
2444 } 2090 }
2446 { 2092 {
2447 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2448 tmp->resist[i] = 5; 2094 tmp->resist[i] = 5;
2449 a = 10; 2095 a = 10;
2450 } 2096 }
2097
2451 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2452 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2453 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2454 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2455 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2461 2108
2462 /* Improve weapon's armour value according to best save vs. physical of its material */ 2109 /* Improve weapon's armour value according to best save vs. physical of its material */
2463 2110
2464 if (a > 14) 2111 if (a > 14)
2465 a = 14; 2112 a = 14;
2113
2466 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2114 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2467 2115
2468 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2469 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2117 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2470
2471 if (tmp->speed > 3.33)
2472 tmp->speed = 3.33;
2473 2118
2474 if (!spell->race) 2119 if (!spell->race)
2475 { 2120 {
2476 sprintf (buf, "animated %s", &weapon->name); 2121 sprintf (buf, "animated %s", &weapon->name);
2477 tmp->name = buf; 2122 tmp->name = buf;
2479 tmp->face = weapon->face; 2124 tmp->face = weapon->face;
2480 tmp->animation_id = weapon->animation_id; 2125 tmp->animation_id = weapon->animation_id;
2481 tmp->anim_speed = weapon->anim_speed; 2126 tmp->anim_speed = weapon->anim_speed;
2482 tmp->last_anim = weapon->last_anim; 2127 tmp->last_anim = weapon->last_anim;
2483 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2484 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2485 {
2486 SET_FLAG (tmp, FLAG_ANIMATE);
2487 }
2488 else
2489 {
2490 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2491 }
2492 update_ob_speed (tmp);
2493 } 2130 }
2494 2131
2495 /* make experience increase in proportion to the strength of the summoned creature. */ 2132 /* make experience increase in proportion to the strength of the summoned creature. */
2496 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2133 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2497 2134
2498 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2499 tmp->x = x;
2500 tmp->y = y;
2501 tmp->direction = dir; 2136 tmp->direction = dir;
2502 insert_ob_in_map (tmp, m, op, 0); 2137
2138 m->insert (tmp, x, y, op);
2503 return 1; 2139 return 1;
2504} 2140}
2505 2141
2506/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2507 2143
2515 int success; 2151 int success;
2516 2152
2517 if (!op->map) 2153 if (!op->map)
2518 return 0; /* shouldnt happen */ 2154 return 0; /* shouldnt happen */
2519 2155
2520 success = change_map_light (op->map, spell->stats.dam); 2156 success = op->map->change_map_light (spell->stats.dam);
2157
2521 if (!success) 2158 if (!success)
2522 { 2159 {
2523 if (spell->stats.dam < 0) 2160 if (spell->stats.dam < 0)
2524 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2525 else 2162 else
2526 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2163 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2527 } 2164 }
2528 return success; 2165 return success;
2529} 2166}
2530
2531
2532
2533
2534 2167
2535/* create an aura spell object and put it in the player's inventory. 2168/* create an aura spell object and put it in the player's inventory.
2536 * as usual, op is player, caster is the object casting the spell, 2169 * as usual, op is player, caster is the object casting the spell,
2537 * spell is the spell object itself. 2170 * spell is the spell object itself.
2538 */ 2171 */
2550 2183
2551 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2184 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2552 2185
2553 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2186 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2554 2187
2555 set_owner (new_aura, op);
2556 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2557 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2558 2190
2559 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = caster_level (caster, spell);
2192
2560 if (refresh) 2193 if (refresh)
2561 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2562 else 2195 else
2563 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2197
2564 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2565 return 1; 2201 return 1;
2566} 2202}
2567
2568 2203
2569/* move aura function. An aura is a part of someone's inventory, 2204/* move aura function. An aura is a part of someone's inventory,
2570 * which he carries with him, but which acts on the map immediately 2205 * which he carries with him, but which acts on the map immediately
2571 * around him. 2206 * around him.
2572 * Aura parameters: 2207 * Aura parameters:
2573 * duration: duration counter. 2208 * duration: duration counter.
2574 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2575 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2576 */ 2211 */
2577
2578void 2212void
2579move_aura (object *aura) 2213move_aura (object *aura)
2580{ 2214{
2581 int i, mflags;
2582 object *env;
2583 maptile *m;
2584
2585 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2586 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2587 2218
2588 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2589 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2590 */ 2221 */
2591 aura->remove (); 2222 aura->remove ();
2592 2223
2593 /* exit if we're out of gas */ 2224 /* exit if we're out of gas */
2594 if (aura->duration-- < 0) 2225 if (aura->duration-- < 0)
2595 { 2226 {
2596 aura->destroy (0); 2227 aura->destroy ();
2597 return; 2228 return;
2598 } 2229 }
2599 2230
2600 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2601 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2602 { 2233 {
2603 aura->destroy (0); 2234 aura->destroy ();
2604 return; 2235 return;
2605 } 2236 }
2606 aura->x = env->x;
2607 aura->y = env->y;
2608 2237
2609 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2610 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2611 */ 2240 */
2612 insert_ob_in_map (aura, env->map, aura, 0); 2241 aura->insert_at (env, aura);
2613 2242
2614 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2615 { 2244 {
2616 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2617 2247
2618 nx = aura->x + freearr_x[i];
2619 ny = aura->y + freearr_y[i];
2620 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2621
2622 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2623 * movement type of the aura. Eg, if the player is flying, the aura 2249 * movement type of the aura. Eg, if the player is flying, the aura
2624 * is flying also, if player is walking, it is on the ground, etc. 2250 * is flying also, if player is walking, it is on the ground, etc.
2625 */ 2251 */
2626 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2252 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2627 { 2253 {
2628 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2629 2255
2630 if (aura->other_arch) 2256 if (aura->other_arch)
2631 {
2632 object *new_ob;
2633
2634 new_ob = arch_to_object (aura->other_arch); 2257 pos.insert (arch_to_object (aura->other_arch), aura);
2635 new_ob->x = nx;
2636 new_ob->y = ny;
2637 insert_ob_in_map (new_ob, m, aura, 0);
2638 } 2258 }
2639 }
2640 } 2259 }
2260
2641 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2642 aura->remove (); 2262 env->insert (aura);
2643 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2644} 2264}
2645 2265
2646/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2647 * op is the piece object. 2267 * op is the piece object.
2648 */ 2268 */
2649
2650void 2269void
2651move_peacemaker (object *op) 2270move_peacemaker (object *op)
2652{ 2271{
2653 object *tmp; 2272 object *tmp;
2654 2273
2655 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2274 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2656 { 2275 {
2657 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2658 object *victim = tmp; 2277 object *victim = tmp->head_ ();
2659 2278
2660 if (tmp->head)
2661 victim = tmp->head;
2662 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2279 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2663 continue; 2280 continue;
2281
2664 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2282 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2665 continue; 2283 continue;
2284
2666 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2667 continue; 2286 continue;
2668 2287
2669 def_lev = MAX (1, victim->level); 2288 def_lev = MAX (1, victim->level);
2670 atk_lev = MAX (1, op->level); 2289 atk_lev = MAX (1, op->level);
2671 2290
2672 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2673 { 2292 {
2674 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2675 2294
2295 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2676 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2296 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2677 victim->stats.exp = 0; 2297 victim->stats.exp = 0;
2678#if 0 2298#if 0
2679 /* No idea why these were all set to zero - if something 2299 /* No idea why these were all set to zero - if something
2680 * makes this creature agressive, he should still do damage. 2300 * makes this creature agressive, he should still do damage.
2681 */ 2301 */
2687 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2688 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2689 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 SET_FLAG (victim, FLAG_RUN_AWAY);
2690 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2691 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 CLEAR_FLAG (victim, FLAG_MONSTER);
2312
2692 if (victim->name) 2313 if (victim->name)
2693 {
2694 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2314 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2695 }
2696 } 2315 }
2697 } 2316 }
2698} 2317}
2699 2318
2700 2319
2726 2345
2727 snprintf (rune, sizeof (rune), "%s\n", msg); 2346 snprintf (rune, sizeof (rune), "%s\n", msg);
2728 2347
2729 tmp->race = op->name; /*Save the owner of the rune */ 2348 tmp->race = op->name; /*Save the owner of the rune */
2730 tmp->msg = rune; 2349 tmp->msg = rune;
2731 tmp->x = op->x; 2350
2732 tmp->y = op->y; 2351 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2733 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2734 return 1; 2352 return 1;
2735} 2353}

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