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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.21 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.86 by root, Fri Aug 29 06:47:16 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->destroy (); 75 wand->destroy ();
80 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
78
82 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 80 tmp->stats.dam = 1;
81
84 tmp->stats.hp = tmp->stats.dam / 2; 82 tmp->stats.hp = tmp->stats.dam / 2;
83
85 if (tmp->stats.hp < 2) 84 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 85 tmp->stats.hp = 2;
87 tmp->x = op->x; 86
88 tmp->y = op->y; 87 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 88 return 1;
91 } 89 }
92 90
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 91 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
92
94 if (wand->inv && wand->inv->level) 93 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 94 ncharges /= wand->inv->level;
96 else 95 else
97 { 96 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0; 98 return 0;
100 } 99 }
100
101 if (!ncharges) 101 if (!ncharges)
102 ncharges = 1; 102 ncharges = 1;
103 103
104 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
106
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
107 { 108 {
108 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->speed = wand->arch->clone.speed; 110 wand->set_speed (wand->arch->speed);
110 update_ob_speed (wand);
111 } 111 }
112
112 return 1; 113 return 1;
113} 114}
114 115
115/* 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
116 * 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
120 * great a plus, the default is used. 121 * great a plus, the default is used.
121 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
122 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
123 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
124 */ 125 */
125
126int 126int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
128{ 128{
129 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
130 const char *missile_name; 130 const char *missile_name = "arrow";
131 object *tmp, *missile;
132 131
133 missile_name = "arrow";
134
135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
136 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
137 missile_name = tmp->race; 134 missile_name = tmp->race;
138 135
139 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
140 137
141 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
142 { 141 {
143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
144 return 0; 143 return 0;
145 } 144 }
146 145
147 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
148 147
149 if (stringarg) 148 if (stringarg)
150 { 149 {
151 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
153 { 152 {
154 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
155 154
156 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, stringarg))
158 break; 157 break;
159 158
160 if (!al) 159 if (!al)
161 { 160 {
170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
171 return 0; 170 return 0;
172 } 171 }
173 172
174 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
175 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
176 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
177 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
178 */ 177 */
179 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0; 179 missile_plus = 0;
181 } 180 }
182 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
183 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
184 } 183 }
185 184
186 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
187 missile_plus = 4;
188 else if (missile_plus < -4)
189 missile_plus = -4;
190 186
191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
193 189
194 if (missile->nrof < 1) 190 if (missile->nrof < 1)
214{ 210{
215 int food_value; 211 int food_value;
216 archetype *at = NULL; 212 archetype *at = NULL;
217 object *new_op; 213 object *new_op;
218 214
219 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
220 216
221 if (stringarg) 217 if (stringarg)
222 { 218 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
224 if (at == NULL) 220 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
226 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
227 stringarg = NULL; 223 stringarg = NULL;
228 } 224 }
229 225
230 if (!stringarg) 226 if (!stringarg)
231 { 227 {
237 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
238 * to be altered from the donor. 234 * to be altered from the donor.
239 */ 235 */
240 236
241 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
243 { 239 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
245 { 241 {
246 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead. 244 * the item we have now, take it instead.
249 */ 245 */
250 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
251 at = at_tmp; 251 at = at_tmp;
252 } 252 }
253 } 253 }
254 } 254 }
255
255 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
256 * know 257 * know
257 */ 258 */
258 if (!at) 259 if (!at)
259 { 260 {
260 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
261 return 0; 262 return 0;
262 } 263 }
263 264
264 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
265 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
266 new_op->nrof = food_value; 267 new_op->nrof = food_value;
267 268
268 new_op->value = 0; 269 new_op->value = 0;
269 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
278{ 279{
279 int r, mflags, maxrange; 280 int r, mflags, maxrange;
280 object *tmp; 281 object *tmp;
281 maptile *m; 282 maptile *m;
282 283
283
284 if (!dir) 284 if (!dir)
285 { 285 {
286 examine_monster (op, op); 286 examine_monster (op, op);
287 return 1; 287 return 1;
288 } 288 }
289
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
291 { 292 {
292 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
293 294
300 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
301 { 302 {
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 304 return 0;
304 } 305 }
306
305 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
306 { 308 {
307 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)
308 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)))
309 { 311 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 313 if (tmp->head != NULL)
312 tmp = tmp->head; 314 tmp = tmp->head;
313 examine_monster (op, tmp); 315 examine_monster (op, tmp);
314 return 1; 316 return 1;
315 } 317 }
316 } 318 }
317 } 319 }
320
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1; 322 return 1;
320} 323}
321
322 324
323/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc 326 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
328 * pl is invisible. 330 * pl is invisible.
329 */ 331 */
330int 332int
331makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
332{ 334{
333
334 if (!pl->invisible) 335 if (!pl->invisible)
335 return 0; 336 return 0;
337
336 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
337 { 339 {
338 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
339 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
340 { 342 {
341 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
342 return 0; 344 return 0;
345
343 return 1; 346 return 1;
344 } 347 }
348
345 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
347 return 1; 351 return 1;
352
348 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
349 if (!mon->race) 354 if (!mon->race)
350 return 0; 355 return 0;
356
351 if (strstr (mon->race, pl->contr->invis_race)) 357 if (strstr (mon->race, pl->contr->invis_race))
352 return 1; 358 return 1;
359
353 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
354 return 0; 361 return 0;
355 } 362 }
356 else 363 else
357 { 364 {
370 * normal applies. 377 * normal applies.
371 */ 378 */
372int 379int
373cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
374{ 381{
375 object *tmp;
376
377 if (op->invisible > 1000) 382 if (op->invisible > 1000)
378 { 383 {
379 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");
380 return 0; 385 return 0;
381 } 386 }
397 else 402 else
398 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
399 404
400 op->contr->hidden = 0; 405 op->contr->hidden = 0;
401 } 406 }
407
402 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
403 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!");
404 else 410 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 412
407 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
408 414
409 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
410 * harm to the player. 416 * harm to the player.
411 */ 417 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
413 if (tmp->enemy == op) 419 if (tmp->enemy == op)
414 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
415 return 1; 422 return 1;
416} 423}
417 424
418/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 426 */
440 447
441 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
442 continue; 449 continue;
443 450
444 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be teared down
445 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)
446 { 453 {
447 next = tmp->above; 454 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 457 }
451 } 458 }
459
452 return 1; 460 return 1;
453} 461}
454
455 462
456void 463void
457execute_word_of_recall (object *op) 464execute_word_of_recall (object *op)
458{ 465{
459 object *wor = op; 466 if (object *pl = op->in_player ())
460 467 {
461 while (op != NULL && op->type != PLAYER) 468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
462 op = op->env;
463
464 if (op != NULL && op->map)
465 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
466 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 470 else
468 enter_exit (op, wor); 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 }
469 473
470 wor->destroy (); 474 op->destroy ();
471} 475}
472 476
473/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
474 * 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
475 * time delay effect. 479 * time delay effect.
488 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.");
489 return 1; 493 return 1;
490 } 494 }
491 495
492 dummy = get_archetype (FORCE_NAME); 496 dummy = get_archetype (FORCE_NAME);
493 if (dummy == NULL) 497
498 if (!dummy)
494 { 499 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 502 return 0;
498 } 503 }
504
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 505 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 506 if (time < 1)
501 time = 1; 507 time = 1;
502 508
503 /* 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
504 * 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
505 * do anything really odd if it say a -1000 or something. 511 * do anything really odd if it say a -1000 or something.
506 */ 512 */
507 dummy->speed = 0.002; 513 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 514 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 515 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL; 516 dummy->subtype = SP_WORD_OF_RECALL;
512 517
513 /* 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
514 * nice, but until the map load fails, we can't. 519 * nice, but until the map load fails, we can't.
515 */ 520 */
516 EXIT_PATH (dummy) = op->contr->savebed_map; 521 EXIT_PATH (dummy) = op->contr->savebed_map;
517 EXIT_X (dummy) = op->contr->bed_x; 522 EXIT_X (dummy) = op->contr->bed_x;
518 EXIT_Y (dummy) = op->contr->bed_y; 523 EXIT_Y (dummy) = op->contr->bed_y;
519 524
520 (void) insert_ob_in_ob (dummy, op); 525 op->insert (dummy);
526
521 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
522 return 1; 529 return 1;
523} 530}
524 531
525/* cast_wonder 532/* cast_wonder
526 * wonder is really just a spell that will likely cast another 533 * wonder is really just a spell that will likely cast another
556 return cast_spell (op, caster, dir, newspell, NULL); 563 return cast_spell (op, caster, dir, newspell, NULL);
557 } 564 }
558 return 1; 565 return 1;
559} 566}
560 567
561
562int 568int
563perceive_self (object *op) 569perceive_self (object *op)
564{ 570{
565 char *cp = describe_item (op, op), buf[MAX_BUF]; 571 const char *cp = describe_item (op, op);
566 archetype *at = archetype::find (ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
567 object *tmp;
568 int i;
569 573
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
570 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
571 if (tmp) 581 buf << "You worship " << &god->name << ".\n";
572 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
573 else 582 else
574 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << "You worship no god.\n";
575 584
576 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
577 586
578 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && tmp == NULL)
579 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << "You feel very mundane. ";
580 else 589 else
581 { 590 {
582 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << "You have: " << cp << ".\n";
583 new_draw_info (NDI_UNIQUE, 0, op, cp); 592
584 if (tmp != NULL) 593 if (tmp)
585 {
586 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
587 { 595 if (tmp->stats.stat (i) < 0)
588 if (get_attr_value (&tmp->stats, i) < 0) 596 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
589 {
590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
591 }
592 }
593 }
594 } 597 }
595 598
596 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
597 {
598 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
599 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
600 { 602 {
601 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
602 { 604 {
603 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
604 {
605 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << "Your metabolism isn't focused on anything.\n";
606 }
607 else 607 else
608 {
609 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";
610 } 609
611 new_draw_info (NDI_UNIQUE, 0, op, buf);
612 break; 610 break;
613 } 611 }
614 } 612 }
615 } 613
614 buf << '\0'; // zero-terminate
615
616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
617
616 return 1; 618 return 1;
617} 619}
618
619/* int cast_create_town_portal (object *op, object *caster, int dir)
620 *
621 * This function cast the spell of town portal for op
622 *
623 * The spell operates in two passes. During the first one a place
624 * is marked as a destination for the portal. During the second one,
625 * 2 portals are created, one in the position the player cast it and
626 * one in the destination place. The portal are synchronized and 2 forces
627 * are inserted in the player to destruct the portal next time player
628 * creates a new portal pair.
629 * This spell has a side effect that it allows people to meet each other
630 * in a permanent, private, appartements by making a town portal from it
631 * to the town or another public place. So, check if the map is unique and if
632 * so return an error
633 *
634 * Code by Tchize (david.delbecq@usa.net)
635 */
636int
637cast_create_town_portal (object *op, object *caster, object *spell, int dir)
638{
639 object *dummy, *force, *old_force, *tmp;
640 archetype *perm_portal;
641 char portal_name[1024], portal_message[1024];
642 sint16 exitx, exity;
643 maptile *exitmap;
644 int op_level;
645
646
647 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed.
650 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
652 {
653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
654 return 0;
655 }
656
657 /* The first thing to do is to check if we have a marked destination
658 * dummy is used to make a check inventory for the force
659 */
660 dummy = arch_to_object (spell->other_arch);
661 if (dummy == NULL)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0;
666 }
667
668 force = check_inv_recursive (op, dummy);
669
670 if (force == NULL)
671 {
672 /* Here we know there is no destination marked up.
673 * We have 2 things to do:
674 * 1. Mark the destination in the player inventory.
675 * 2. Let the player know it worked.
676 */
677 dummy->name = op->map->path;
678 EXIT_X (dummy) = op->x;
679 EXIT_Y (dummy) = op->y;
680 insert_ob_in_ob (dummy, op);
681 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.");
682 return 1;
683 }
684
685 dummy->destroy ();
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, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitx = EXIT_X (old_force);
724 exity = EXIT_Y (old_force);
725 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
726
727 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
728 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
729 else
730 exitmap = ready_map_name (old_force->race, 0);
731
732 if (exitmap)
733 {
734 tmp = present_arch (perm_portal, exitmap, exitx, exity);
735 while (tmp)
736 {
737 if (tmp->name == old_force->name)
738 {
739 tmp->destroy ();
740 break;
741 }
742
743 tmp = tmp->above;
744 }
745 }
746
747 old_force->destroy ();
748 LOG (llevDebug, "\n");
749 }
750
751 dummy->destroy ();
752
753 /* Creating the portals.
754 * The very first thing to do is to ensure
755 * access to the destination map.
756 * If we can't, don't fizzle. Simply warn player.
757 * This ensure player pays his mana for the spell
758 * because HE is responsible of forgotting.
759 * 'force' is the destination of the town portal, which we got
760 * from the players inventory above.
761 */
762
763 /* Ensure exit map is loaded */
764 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
765 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
766 else
767 exitmap = ready_map_name (force->name, 0);
768
769 /* If we were unable to load (ex. random map deleted), warn player */
770 if (exitmap == NULL)
771 {
772 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
773 force->destroy ();
774 return 1;
775 }
776
777 op_level = caster_level (caster, spell);
778 if (op_level < 15)
779 snprintf (portal_message, 1024,
780 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
781 &op->name);
782 else if (op_level < 30)
783 snprintf (portal_message, 1024,
784 "\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);
785 else if (op_level < 60)
786 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
787 else
788 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
789 &op->name);
790
791 /* Create a portal in front of player
792 * dummy contain the portal and
793 * force contain the track to kill it later
794 */
795
796 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
797 dummy = get_archetype (spell->slaying); /*The portal */
798 if (dummy == NULL)
799 {
800 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
801 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
802 return 0;
803 }
804
805 EXIT_PATH (dummy) = force->name;
806 EXIT_X (dummy) = EXIT_X (force);
807 EXIT_Y (dummy) = EXIT_Y (force);
808 dummy->name = dummy->name_pl = portal_name;
809 dummy->msg = portal_message;
810 dummy->race = op->name; /*Save the owner of the portal */
811 cast_create_obj (op, caster, dummy, 0);
812
813 /* Now we need to to create a town portal marker inside the player
814 * object, so on future castings, we can know that he has an active
815 * town portal.
816 */
817 tmp = get_archetype (spell->race);
818 if (tmp == NULL)
819 {
820 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
821 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
822 return 0;
823 }
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, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
843 return 0;
844 }
845
846 EXIT_PATH (dummy) = op->map->path;
847 EXIT_X (dummy) = op->x;
848 EXIT_Y (dummy) = op->y;
849 dummy->name = dummy->name_pl = portal_name;
850 dummy->msg = portal_message;
851 dummy->x = EXIT_X (force);
852 dummy->y = EXIT_Y (force);
853 dummy->race = op->name; /*Save the owner of the portal */
854 insert_ob_in_map (dummy, exitmap, op, 0);
855
856 /* Now we create another town portal marker that
857 * points back to the one we just made
858 */
859 tmp = get_archetype (spell->race);
860 if (tmp == NULL)
861 {
862 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
863 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
864 return 0;
865 }
866
867 tmp->race = force->name;
868 tmp->name = portal_name;
869 EXIT_X (tmp) = dummy->x;
870 EXIT_Y (tmp) = dummy->y;
871 insert_ob_in_ob (tmp, op);
872
873 /* Describe the player what happened
874 */
875 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
876 force->destroy ();
877
878 return 1;
879}
880
881 620
882/* This creates magic walls. Really, it can create most any object, 621/* This creates magic walls. Really, it can create most any object,
883 * within some reason. 622 * within some reason.
884 */ 623 */
885
886int 624int
887magic_wall (object *op, object *caster, int dir, object *spell_ob) 625magic_wall (object *op, object *caster, int dir, object *spell_ob)
888{ 626{
889 object *tmp, *tmp2; 627 object *tmp;
890 int i, posblocked, negblocked, maxrange; 628 int i, posblocked, negblocked, maxrange;
891 sint16 x, y; 629 sint16 x, y;
892 maptile *m; 630 maptile *m;
893 const char *name; 631 const char *name;
894 archetype *at; 632 archetype *at;
902 else 640 else
903 { 641 {
904 x = op->x + freearr_x[dir]; 642 x = op->x + freearr_x[dir];
905 y = op->y + freearr_y[dir]; 643 y = op->y + freearr_y[dir];
906 } 644 }
645
907 m = op->map; 646 m = op->map;
908 647
909 if ((spell_ob->move_block || x != op->x || y != op->y) && 648 if ((spell_ob->move_block || x != op->x || y != op->y) &&
910 (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) ||
911 ((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)))
912 { 651 {
913 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.");
914 return 0; 653 return 0;
915 } 654 }
655
916 if (spell_ob->other_arch) 656 if (spell_ob->other_arch)
917 {
918 tmp = arch_to_object (spell_ob->other_arch); 657 tmp = arch_to_object (spell_ob->other_arch);
919 }
920 else if (spell_ob->race) 658 else if (spell_ob->race)
921 { 659 {
922 char buf1[MAX_BUF]; 660 char buf1[MAX_BUF];
923 661
924 sprintf (buf1, spell_ob->race, dir); 662 sprintf (buf1, spell_ob->race, dir);
927 { 665 {
928 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 666 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
929 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 667 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
930 return 0; 668 return 0;
931 } 669 }
670
932 tmp = arch_to_object (at); 671 tmp = arch_to_object (at);
933 } 672 }
934 else 673 else
935 { 674 {
936 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);
946 } 685 }
947 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 686 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
948 { 687 {
949 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);
950 tmp->stats.maxhp = tmp->stats.hp; 689 tmp->stats.maxhp = tmp->stats.hp;
951 tmp->set_owner (op);
952 set_spell_skill (op, caster, spell_ob, tmp);
953 } 690 }
691
954 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))
955 { 693 {
956 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);
957 SET_FLAG (tmp, FLAG_IS_USED_UP); 695 SET_FLAG (tmp, FLAG_IS_USED_UP);
958 } 696 }
697
959 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 698 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
960 { 699 {
961 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);
962 tmp->stats.maxhp = tmp->stats.hp; 701 tmp->stats.maxhp = tmp->stats.hp;
963 SET_FLAG (tmp, FLAG_TEAR_DOWN); 702 SET_FLAG (tmp, FLAG_TEAR_DOWN);
964 SET_FLAG (tmp, FLAG_ALIVE); 703 SET_FLAG (tmp, FLAG_ALIVE);
965 } 704 }
966 705
967 /* 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,
968 * 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.
969 */ 709 */
710 if (tmp->type != EARTHWALL) //TODO
970 tmp->set_owner (op); 711 tmp->set_owner (op);
712
971 set_spell_skill (op, caster, spell_ob, tmp); 713 set_spell_skill (op, caster, spell_ob, tmp);
972 tmp->x = x;
973 tmp->y = y;
974 tmp->level = caster_level (caster, spell_ob) / 2; 714 tmp->level = caster_level (caster, spell_ob) / 2;
975 715
976 name = tmp->name; 716 name = tmp->name;
977 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 717 if (!(tmp = m->insert (tmp, x, y, op)))
978 { 718 {
979 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);
980 return 0; 720 return 0;
981 } 721 }
722
982 /* 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 */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 724 if (tmp->other_arch && tmp->other_arch->type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 725 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
985 726
986 /* This code causes the wall to extend some distance in 727 /* This code causes the wall to extend some distance in
987 * each direction, or until an obstruction is encountered. 728 * each direction, or until an obstruction is encountered.
988 * posblocked and negblocked help determine how far the 729 * posblocked and negblocked help determine how far the
1004 m = tmp->map; 745 m = tmp->map;
1005 746
1006 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)) &&
1007 ((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)
1008 { 749 {
1009 tmp2 = tmp->clone (); 750 object *tmp2 = tmp->clone ();
1010 tmp2->x = x; 751 m->insert (tmp2, x, y, op);
1011 tmp2->y = y; 752
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* 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 */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 755 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 756
1017 } 757 }
1018 else 758 else
1019 posblocked = 1; 759 posblocked = 1;
1020 760
1023 m = tmp->map; 763 m = tmp->map;
1024 764
1025 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)) &&
1026 ((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)
1027 { 767 {
1028 tmp2 = tmp->clone (); 768 object *tmp2 = tmp->clone ();
1029 tmp2->x = x; 769 m->insert (tmp2, x, y, op);
1030 tmp2->y = y; 770
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)), *force = NULL, *tmp;
1451 1178
1452 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1179 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1453 if (dir != 0) 1180 if (dir != 0)
1454 { 1181 {
1455 tmp = find_target_for_friendly_spell (op, dir); 1182 tmp = find_target_for_friendly_spell (op, dir);
1183
1184 if (!tmp)
1185 return 0;
1456 } 1186 }
1457 else 1187 else
1458 {
1459 tmp = op; 1188 tmp = op;
1460 }
1461 1189
1462 /* If we've already got a force of this type, don't add a new one. */ 1190 /* If we've already got a force of this type, don't add a new one. */
1463 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1191 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1464 { 1192 {
1465 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1193 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1466 { 1194 {
1467 if (tmp2->name == spell_ob->name) 1195 if (tmp2->name == spell_ob->name)
1468 { 1196 {
1474 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1475 return 0; 1203 return 0;
1476 } 1204 }
1477 } 1205 }
1478 } 1206 }
1207
1479 if (force == NULL) 1208 if (force == NULL)
1480 { 1209 {
1481 force = get_archetype (FORCE_NAME); 1210 force = get_archetype (FORCE_NAME);
1482 force->subtype = FORCE_CHANGE_ABILITY; 1211 force->subtype = FORCE_CHANGE_ABILITY;
1483 if (spell_ob->race) 1212 if (spell_ob->race)
1541 force->stats.wc = spell_ob->stats.wc; 1270 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1271 force->stats.ac = spell_ob->stats.ac;
1543 1272
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1273 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1274 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1275 tmp->update_stats ();
1547 return 1; 1276 return 1;
1548} 1277}
1549
1550
1551 1278
1552/* Alchemy code by Mark Wedel 1279/* Alchemy code by Mark Wedel
1553 * 1280 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1281 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1282 * 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 * 1283 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1284 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1285 * 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 1286 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1287 * 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 * 1288 *
1568 * There is also a chance (1:30) that you will get nothing at all 1289 * 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 1290 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1291 * alchemised.
1571 */ 1292 */
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 1293static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1294alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1295{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1296 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1297
1585 /* Give third price when we alchemy money (This should hopefully 1298 /* Give third price when we alchemy money (this should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1299 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1300 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1301 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1302 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1303 * the stuff back to town.
1591 */ 1304 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1305 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1306 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1307 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1308 value /= 3;
1597 else 1309 else
1598 value = (value * 9) / 10; 1310 value = value * 9 / 10;
1599 1311
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1312 if (obj->value > 0 && rndm (0, 29))
1603 { 1313 total_value += value;
1604 int count;
1605 1314
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; 1315 total_weight += obj->total_weight ();
1316
1626 obj->destroy (); 1317 obj->destroy ();
1627} 1318}
1628 1319
1629static void
1630update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1631{
1632 object *tmp;
1633 int flag = 0;
1634
1635 /* Put any nuggets below the player, but we can only pass this
1636 * flag if we are on the same space as the player
1637 */
1638 if (x == op->x && y == op->y && op->map == m)
1639 flag = INS_BELOW_ORIGINATOR;
1640
1641 if (small_nuggets)
1642 {
1643 tmp = small->clone ();
1644 tmp->nrof = small_nuggets;
1645 tmp->x = x;
1646 tmp->y = y;
1647 insert_ob_in_map (tmp, m, op, flag);
1648 }
1649
1650 if (large_nuggets)
1651 {
1652 tmp = large->clone ();
1653 tmp->nrof = large_nuggets;
1654 tmp->x = x;
1655 tmp->y = y;
1656 insert_ob_in_map (tmp, m, op, flag);
1657 }
1658}
1659
1660int 1320int
1661alchemy (object *op, object *caster, object *spell_ob) 1321alchemy (object *op, object *caster, object *spell_ob)
1662{ 1322{
1663 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1664 sint16 nx, ny;
1665 object *next, *tmp;
1666 maptile *mp;
1667
1668 if (op->type != PLAYER) 1323 if (op->type != PLAYER)
1669 return 0; 1324 return 0;
1670 1325
1326 archetype *nugget[3];
1327
1328 nugget[0] = archetype::find ("pyrite3");
1329 nugget[1] = archetype::find ("pyrite2");
1330 nugget[2] = archetype::find ("pyrite");
1331
1671 /* Put a maximum weight of items that can be alchemied. Limits the power 1332 /* Put a maximum weight of items that can be alchemised. Limits the power
1672 * some, and also prevents people from alcheming every table/chair/clock 1333 * some, and also prevents people from alchemising every table/chair/clock
1673 * in sight 1334 * in sight
1674 */ 1335 */
1675 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1336 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1676 weight_max *= 1000; 1337 int weight_max = duration * 1000;
1677 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1338 uint64 value_max = duration * 1000;
1678 1339
1340 int weight = 0;
1341
1679 for (y = op->y - 1; y <= op->y + 1; y++) 1342 for (int y = op->y - 1; y <= op->y + 1; y++)
1680 { 1343 {
1681 for (x = op->x - 1; x <= op->x + 1; x++) 1344 for (int x = op->x - 1; x <= op->x + 1; x++)
1682 { 1345 {
1346 uint64 value = 0;
1347
1683 nx = x; 1348 sint16 nx = x;
1684 ny = y; 1349 sint16 ny = y;
1685 1350
1686 mp = op->map; 1351 maptile *mp = op->map;
1687 1352
1688 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1353 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1689 1354
1690 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1355 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1691 continue; 1356 continue;
1692 1357
1693 /* Treat alchemy a little differently - most spell effects 1358 /* Treat alchemy a little differently - most spell effects
1695 * ground level effect. 1360 * ground level effect.
1696 */ 1361 */
1697 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1362 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1698 continue; 1363 continue;
1699 1364
1700 small_nuggets = 0; 1365 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1701 large_nuggets = 0;
1702
1703 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1704 { 1366 {
1705 next = tmp->above; 1367 next = tmp->above;
1368
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1369 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1370 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1708 { 1371 {
1709
1710 if (tmp->inv) 1372 if (tmp->inv)
1711 { 1373 {
1712 object *next1, *tmp1; 1374 object *next1, *tmp1;
1713 1375
1714 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1376 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1715 { 1377 {
1716 next1 = tmp1->below; 1378 next1 = tmp1->below;
1717 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1379 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1718 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1380 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1719 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1381 alchemy_object (tmp1, value, weight);
1720 } 1382 }
1721 } 1383 }
1384
1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1385 alchemy_object (tmp, value, weight);
1723 1386
1724 if (weight > weight_max) 1387 if (weight > weight_max)
1725 { 1388 break;
1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1727 large->destroy ();
1728 small->destroy ();
1729 return 1;
1730 } 1389 }
1731 } /* is alchemable object */
1732 } /* process all objects on this space */
1733
1734 /* Insert all the nuggets at one time. This probably saves time, but
1735 * it also prevents us from alcheming nuggets that were just created
1736 * with this spell.
1737 */ 1390 }
1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1391
1392 value -= rndm (value >> 4);
1393 value = min (value, value_max);
1394
1395 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1396 if (int nrof = value / nugget [i]->value)
1397 {
1398 value -= nrof * nugget[i]->value;
1399
1400 object *tmp = arch_to_object (nugget[i]);
1401 tmp->nrof = nrof;
1402 tmp->flag [FLAG_IDENTIFIED] = true;
1403 op->map->insert (tmp, x, y, op, 0);
1739 } 1404 }
1740 }
1741 1405
1742 large->destroy (); 1406 if (weight > weight_max)
1743 small->destroy (); 1407 goto bailout;
1744 /* reset this so that if player standing on a big pile of stuff, 1408 }
1745 * it is redrawn properly. 1409 }
1746 */ 1410
1747 op->contr->socket->look_position = 0; 1411bailout:
1748 return 1; 1412 return 1;
1749} 1413}
1750
1751 1414
1752/* This function removes the cursed/damned status on equipped 1415/* This function removes the cursed/damned status on equipped
1753 * items. 1416 * items.
1754 */ 1417 */
1755int 1418int
1762 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1425 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1763 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1764 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1765 { 1428 {
1766 was_one++; 1429 was_one++;
1430
1767 if (tmp->level <= caster_level (caster, spell)) 1431 if (tmp->level <= caster_level (caster, spell))
1768 { 1432 {
1769 success++; 1433 success++;
1770 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1434 if (QUERY_FLAG (spell, FLAG_DAMNED))
1771 CLEAR_FLAG (tmp, FLAG_DAMNED); 1435 CLEAR_FLAG (tmp, FLAG_DAMNED);
1772 1436
1773 CLEAR_FLAG (tmp, FLAG_CURSED); 1437 CLEAR_FLAG (tmp, FLAG_CURSED);
1774 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1438 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1775 tmp->value = 0; /* Still can't sell it */ 1439 tmp->value = 0; /* Still can't sell it */
1776 if (op->type == PLAYER) 1440
1441 if (object *pl = tmp->visible_to ())
1777 esrv_send_item (op, tmp); 1442 esrv_update_item (UPD_FLAGS, pl, tmp);
1778 } 1443 }
1779 } 1444 }
1780 1445
1781 if (op->type == PLAYER) 1446 if (op->type == PLAYER)
1782 { 1447 {
1783 if (success) 1448 if (success)
1784 {
1785 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1449 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1786 }
1787 else 1450 else
1788 { 1451 {
1789 if (was_one) 1452 if (was_one)
1790 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1453 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1791 else 1454 else
1795 1458
1796 return success; 1459 return success;
1797} 1460}
1798 1461
1799/* Identifies objects in the players inventory/on the ground */ 1462/* Identifies objects in the players inventory/on the ground */
1800
1801int 1463int
1802cast_identify (object *op, object *caster, object *spell) 1464cast_identify (object *op, object *caster, object *spell)
1803{ 1465{
1466 dynbuf_text buf;
1804 object *tmp; 1467 object *tmp;
1805 int success = 0, num_ident;
1806 1468
1807 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1469 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1808 1470
1809 if (num_ident < 1) 1471 if (num_ident < 1)
1810 num_ident = 1; 1472 num_ident = 1;
1811 1473
1812 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1815 { 1477 {
1816 identify (tmp); 1478 identify (tmp);
1817 1479
1818 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1819 { 1481 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1482 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1821 1483
1822 if (tmp->msg) 1484 if (tmp->msg)
1823 { 1485 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 } 1486 }
1828 1487
1829 num_ident--; 1488 num_ident--;
1830 success = 1;
1831 if (!num_ident) 1489 if (!num_ident)
1832 break; 1490 break;
1833 } 1491 }
1834 } 1492 }
1835 1493
1837 * stuff on the floor. Only identify stuff on the floor if the spell 1495 * stuff on the floor. Only identify stuff on the floor if the spell
1838 * was not fully used. 1496 * was not fully used.
1839 */ 1497 */
1840 if (num_ident) 1498 if (num_ident)
1841 { 1499 {
1842 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1500 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1843 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1501 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1844 { 1502 {
1845 identify (tmp); 1503 identify (tmp);
1846 1504
1847 if (op->type == PLAYER) 1505 if (object *pl = tmp->visible_to ())
1848 { 1506 {
1849 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1507 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1850 1508
1851 if (tmp->msg) 1509 if (tmp->msg)
1852 { 1510 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1853 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1854 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1855 }
1856
1857 esrv_send_item (op, tmp);
1858 } 1511 }
1859 1512
1860 num_ident--; 1513 num_ident--;
1861 success = 1;
1862 if (!num_ident) 1514 if (!num_ident)
1863 break; 1515 break;
1864 } 1516 }
1865 } 1517 }
1866 1518
1867 if (!success) 1519 if (buf.empty ())
1868 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1520 {
1521 op->failmsg ("You can't reach anything unidentified.");
1522 return 0;
1523 }
1869 else 1524 else
1525 {
1526 if (op->contr)
1527 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1528
1870 spell_effect (spell, op->x, op->y, op->map, op); 1529 spell_effect (spell, op->x, op->y, op->map, op);
1871 1530 return 1;
1872 return success; 1531 }
1873} 1532}
1874 1533
1875int 1534int
1876cast_detection (object *op, object *caster, object *spell, object *skill) 1535cast_detection (object *op, object *caster, object *spell, object *skill)
1877{ 1536{
1902 * floor. But this is not true for show invisible. 1561 * floor. But this is not true for show invisible.
1903 * Basically, we just go and find the top object and work 1562 * Basically, we just go and find the top object and work
1904 * down - that is easier than working up. 1563 * down - that is easier than working up.
1905 */ 1564 */
1906 1565
1907 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1566 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1908 last = tmp; 1567 last = tmp;
1909 1568
1910 /* Shouldn't happen, but if there are no objects on a space, this 1569 /* Shouldn't happen, but if there are no objects on a space, this
1911 * would happen. 1570 * would happen.
1912 */ 1571 */
1998 */ 1657 */
1999 if (done_one) 1658 if (done_one)
2000 { 1659 {
2001 object *detect_ob = arch_to_object (spell->other_arch); 1660 object *detect_ob = arch_to_object (spell->other_arch);
2002 1661
2003 detect_ob->x = nx;
2004 detect_ob->y = ny;
2005 /* if this is set, we want to copy the face */ 1662 /* if this is set, we want to copy the face */
2006 if (done_one == 2 && detect) 1663 if (done_one == 2 && detect)
2007 { 1664 {
2008 detect_ob->face = detect->face; 1665 detect_ob->face = detect->face;
2009 detect_ob->animation_id = detect->animation_id; 1666 detect_ob->animation_id = detect->animation_id;
2011 detect_ob->last_anim = 0; 1668 detect_ob->last_anim = 0;
2012 /* by default, the detect_ob is already animated */ 1669 /* by default, the detect_ob is already animated */
2013 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1670 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2014 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1671 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2015 } 1672 }
1673
2016 insert_ob_in_map (detect_ob, m, op, 0); 1674 m->insert (detect_ob, nx, ny, op);
2017 } 1675 }
2018 } /* for processing the surrounding spaces */ 1676 } /* for processing the surrounding spaces */
2019 1677
2020 1678
2021 /* Now process objects in the players inventory if detect curse or magic */ 1679 /* Now process objects in the players inventory if detect curse or magic */
2022 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1680 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2023 { 1681 {
2024 done_one = 0; 1682 done_one = 0;
1683
2025 for (tmp = op->inv; tmp; tmp = tmp->below) 1684 for (tmp = op->inv; tmp; tmp = tmp->below)
2026 { 1685 {
2027 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1686 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2028 { 1687 {
2029 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1688 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2030 { 1689 {
2031 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1690 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2032 if (op->type == PLAYER) 1691
1692 if (object *pl = tmp->visible_to ())
2033 esrv_send_item (op, tmp); 1693 esrv_update_item (UPD_FLAGS, pl, tmp);
2034 } 1694 }
1695
2035 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1696 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2036 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1697 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2037 { 1698 {
2038 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1699 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2039 if (op->type == PLAYER) 1700
1701 if (object *pl = tmp->visible_to ())
2040 esrv_send_item (op, tmp); 1702 esrv_update_item (UPD_FLAGS, pl, tmp);
2041 } 1703 }
2042 } /* if item is not identified */ 1704 } /* if item is not identified */
2043 } /* for the players inventory */ 1705 } /* for the players inventory */
2044 } /* if detect magic/curse and object is a player */ 1706 } /* if detect magic/curse and object is a player */
1707
2045 return 1; 1708 return 1;
2046} 1709}
2047 1710
2048 1711
2049/** 1712/**
2070 1733
2071 /* Explodes a fireball centered at player */ 1734 /* Explodes a fireball centered at player */
2072 tmp = get_archetype (EXPLODING_FIREBALL); 1735 tmp = get_archetype (EXPLODING_FIREBALL);
2073 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1736 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2074 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; 1737 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2075 tmp->x = victim->x; 1738
2076 tmp->y = victim->y; 1739 tmp->insert_at (victim);
2077 insert_ob_in_map (tmp, victim->map, NULL, 0);
2078 victim->stats.sp = 2 * victim->stats.maxsp; 1740 victim->stats.sp = 2 * victim->stats.maxsp;
2079 } 1741 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2081 {
2082 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1743 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2085 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1745 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2089 { 1747 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2091 confuse_player (victim, victim, 99); 1749 confuse_player (victim, victim, 99);
2092 } 1750 }
2093 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2094 {
2095 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1752 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2096 }
2097} 1753}
2098 1754
2099/* cast_transfer 1755/* cast_transfer
2100 * This spell transfers sp from the player to another person. 1756 * This spell transfers sp from the player to another person.
2101 * We let the target go above their normal maximum SP. 1757 * We let the target go above their normal maximum SP.
2115 1771
2116 mflags = get_map_flags (m, &m, x, y, &x, &y); 1772 mflags = get_map_flags (m, &m, x, y, &x, &y);
2117 1773
2118 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1774 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2119 { 1775 {
2120 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1776 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2121 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1777 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2122 break; 1778 break;
2123 } 1779 }
2124 1780
2125 1781
2126 /* If we did not find a player in the specified direction, transfer 1782 /* If we did not find a player in the specified direction, transfer
2127 * to anyone on top of us. This is used for the rune of transference mostly. 1783 * to anyone on top of us. This is used for the rune of transference mostly.
2128 */ 1784 */
2129 if (plyr == NULL) 1785 if (plyr == NULL)
2130 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1786 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2131 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1787 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2132 break; 1788 break;
2133 1789
2134 if (!plyr) 1790 if (!plyr)
2135 { 1791 {
2190 m = op->map; 1846 m = op->map;
2191 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1847 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2192 if (mflags & P_OUT_OF_MAP) 1848 if (mflags & P_OUT_OF_MAP)
2193 return; 1849 return;
2194 1850
2195 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1851 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2196 { 1852 {
2197 next = tmp->above; 1853 next = tmp->above;
2198 1854
2199 /* Need to look at the head object - otherwise, if tmp 1855 /* Need to look at the head object - otherwise, if tmp
2200 * points to a monster, we don't have all the necessary 1856 * points to a monster, we don't have all the necessary
2212 /* Basically, if the object is magical and not counterspell, 1868 /* Basically, if the object is magical and not counterspell,
2213 * we will more or less remove the object. Don't counterspell 1869 * we will more or less remove the object. Don't counterspell
2214 * monsters either. 1870 * monsters either.
2215 */ 1871 */
2216 1872
2217 if (head->attacktype & AT_MAGIC && 1873 if (head->attacktype & AT_MAGIC
2218 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1874 && !(head->attacktype & AT_COUNTERSPELL)
1875 && !QUERY_FLAG (head, FLAG_MONSTER)
1876 && (op->level > head->level))
2219 head->destroy (); 1877 head->destroy ();
2220 else 1878 else
2221 switch (head->type) 1879 switch (head->type)
2222 { 1880 {
2223 case SPELL_EFFECT: 1881 case SPELL_EFFECT:
1882 // XXX: Don't affect floor spelleffects. See also XXX comment
1883 // about sanctuary in spell_util.C
1884 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1885 continue;
1886
2224 if (op->level > head->level) 1887 if (op->level > head->level)
2225 head->destroy (); 1888 head->destroy ();
2226 1889
2227 break; 1890 break;
2228 1891
2239 break; 1902 break;
2240 } 1903 }
2241 } 1904 }
2242} 1905}
2243 1906
2244
2245
2246/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
2247int 1908int
2248cast_consecrate (object *op, object *caster, object *spell) 1909cast_consecrate (object *op, object *caster, object *spell)
2249{ 1910{
2250 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
2274 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
2275 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
2276 tmp->name = buf; 1937 tmp->name = buf;
2277 tmp->level = caster_level (caster, spell); 1938 tmp->level = caster_level (caster, spell);
2278 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1940
2279 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
2280 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1943
2281 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1944 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2282 return 1; 1945 return 1;
2283 } 1946 }
2284 } 1947 }
2285 } 1948 }
2295 * This code was very odd - code early on would only let players use the spell, 1958 * This code was very odd - code early on would only let players use the spell,
2296 * yet the code wass full of player checks. I've presumed that the code 1959 * yet the code wass full of player checks. I've presumed that the code
2297 * that only let players use it was correct, and removed all the other 1960 * that only let players use it was correct, and removed all the other
2298 * player checks. MSW 2003-01-06 1961 * player checks. MSW 2003-01-06
2299 */ 1962 */
2300
2301int 1963int
2302animate_weapon (object *op, object *caster, object *spell, int dir) 1964animate_weapon (object *op, object *caster, object *spell, int dir)
2303{ 1965{
2304 object *weapon, *tmp; 1966 object *weapon, *tmp;
2305 char buf[MAX_BUF]; 1967 char buf[MAX_BUF];
2306 int a, i; 1968 int a, i;
2307 sint16 x, y; 1969 sint16 x, y;
2308 maptile *m; 1970 maptile *m;
2309 materialtype_t *mt;
2310 1971
2311 if (!spell->other_arch) 1972 if (!spell->other_arch)
2312 { 1973 {
2313 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1974 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2314 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1975 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2317 /* exit if it's not a player using this spell. */ 1978 /* exit if it's not a player using this spell. */
2318 if (op->type != PLAYER) 1979 if (op->type != PLAYER)
2319 return 0; 1980 return 0;
2320 1981
2321 /* if player already has a golem, abort */ 1982 /* if player already has a golem, abort */
2322 if (op->contr->ranges[range_golem]) 1983 if (object *golem = op->contr->golem)
2323 { 1984 {
2324 control_golem (op->contr->ranges[range_golem], dir); 1985 control_golem (golem, dir);
2325 return 0; 1986 return 0;
2326 } 1987 }
2327 1988
2328 /* if no direction specified, pick one */ 1989 /* if no direction specified, pick one */
2329 if (!dir) 1990 if (!dir)
2330 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1991 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2331 1992
2332 m = op->map; 1993 m = op->map;
2333 x = op->x + freearr_x[dir]; 1994 x = op->x + freearr_x[dir];
2334 y = op->y + freearr_y[dir]; 1995 y = op->y + freearr_y[dir];
2335 1996
2336 /* if there's no place to put the golem, abort */ 1997 /* if there's no place to put the golem, abort */
2337 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1998 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2338 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1999 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2339 { 2000 {
2340 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2001 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2341 return 0; 2002 return 0;
2342 } 2003 }
2343 2004
2347 if (!weapon) 2008 if (!weapon)
2348 { 2009 {
2349 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2010 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2350 return 0; 2011 return 0;
2351 } 2012 }
2352 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2013 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2353 { 2014 {
2354 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2015 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2355 return 0; 2016 return 0;
2356 } 2017 }
2357 if (weapon->type != WEAPON) 2018 if (weapon->type != WEAPON)
2363 { 2024 {
2364 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2025 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2365 return 0; 2026 return 0;
2366 } 2027 }
2367 2028
2368 if (weapon->nrof > 1) 2029 weapon = weapon->split ();
2369 {
2370 tmp = get_split_ob (weapon, 1);
2371 esrv_send_item (op, weapon);
2372 weapon = tmp;
2373 }
2374 2030
2375 /* create the golem object */ 2031 /* create the golem object */
2376 tmp = arch_to_object (spell->other_arch); 2032 tmp = arch_to_object (spell->other_arch);
2377 2033
2378 /* if animated by a player, give the player control of the golem */ 2034 /* if animated by a player, give the player control of the golem */
2379 CLEAR_FLAG (tmp, FLAG_MONSTER); 2035 CLEAR_FLAG (tmp, FLAG_MONSTER);
2380 SET_FLAG (tmp, FLAG_FRIENDLY);
2381 tmp->stats.exp = 0; 2036 tmp->stats.exp = 0;
2382 add_friendly_object (tmp); 2037 add_friendly_object (tmp);
2383 tmp->type = GOLEM; 2038 tmp->type = GOLEM;
2384 tmp->set_owner (op); 2039 tmp->set_owner (op);
2040 op->contr->golem = tmp;
2385 set_spell_skill (op, caster, spell, tmp); 2041 set_spell_skill (op, caster, spell, tmp);
2386 op->contr->ranges[range_golem] = tmp;
2387 op->contr->shoottype = range_golem;
2388 2042
2389 /* Give the weapon to the golem now. A bit of a hack to check the 2043 /* Give the weapon to the golem now. A bit of a hack to check the
2390 * removed flag - it should only be set if get_split_object was 2044 * removed flag - it should only be set if weapon->split was
2391 * used above. 2045 * used above.
2392 */ 2046 */
2393 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2047 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2394 weapon->remove (); 2048 weapon->remove ();
2395 insert_ob_in_ob (weapon, tmp); 2049
2396 esrv_send_item (op, weapon); 2050 tmp->insert (weapon);
2051
2397 /* To do everything necessary to let a golem use the weapon is a pain, 2052 /* To do everything necessary to let a golem use the weapon is a pain,
2398 * so instead, just set it as equipped (otherwise, we need to update 2053 * so instead, just set it as equipped (otherwise, we need to update
2399 * body_info, skills, etc) 2054 * body_info, skills, etc)
2400 */ 2055 */
2401 SET_FLAG (tmp, FLAG_USE_WEAPON); 2056 SET_FLAG (tmp, FLAG_USE_WEAPON);
2402 SET_FLAG (weapon, FLAG_APPLIED); 2057 SET_FLAG (weapon, FLAG_APPLIED);
2403 fix_player (tmp); 2058 tmp->update_stats ();
2404 2059
2405 /* There used to be 'odd' code that basically seemed to take the absolute 2060 /* There used to be 'odd' code that basically seemed to take the absolute
2406 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2061 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2407 * if you're using a crappy weapon, it shouldn't be as good. 2062 * if you're using a crappy weapon, it shouldn't be as good.
2408 */ 2063 */
2427 2082
2428 /* attacktype */ 2083 /* attacktype */
2429 if (!tmp->attacktype) 2084 if (!tmp->attacktype)
2430 tmp->attacktype = AT_PHYSICAL; 2085 tmp->attacktype = AT_PHYSICAL;
2431 2086
2432 mt = NULL;
2433 if (op->materialname != NULL)
2434 mt = name_to_material (op->materialname); 2087 if (materialtype_t *mt = name_to_material (op->materialname))
2435 if (mt != NULL)
2436 { 2088 {
2437 for (i = 0; i < NROFATTACKS; i++) 2089 for (i = 0; i < NROFATTACKS; i++)
2438 tmp->resist[i] = 50 - (mt->save[i] * 5); 2090 tmp->resist[i] = 50 - (mt->save[i] * 5);
2439 a = mt->save[0]; 2091 a = mt->save[0];
2440 } 2092 }
2442 { 2094 {
2443 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2444 tmp->resist[i] = 5; 2096 tmp->resist[i] = 5;
2445 a = 10; 2097 a = 10;
2446 } 2098 }
2099
2447 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2448 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2449 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2450 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2451 tmp->resist[ATNR_PARALYZE] = 100; 2104 tmp->resist[ATNR_PARALYZE] = 100;
2457 2110
2458 /* Improve weapon's armour value according to best save vs. physical of its material */ 2111 /* Improve weapon's armour value according to best save vs. physical of its material */
2459 2112
2460 if (a > 14) 2113 if (a > 14)
2461 a = 14; 2114 a = 14;
2115
2462 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2116 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2463 2117
2464 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2465 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2119 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2466
2467 if (tmp->speed > 3.33)
2468 tmp->speed = 3.33;
2469 2120
2470 if (!spell->race) 2121 if (!spell->race)
2471 { 2122 {
2472 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2473 tmp->name = buf; 2124 tmp->name = buf;
2475 tmp->face = weapon->face; 2126 tmp->face = weapon->face;
2476 tmp->animation_id = weapon->animation_id; 2127 tmp->animation_id = weapon->animation_id;
2477 tmp->anim_speed = weapon->anim_speed; 2128 tmp->anim_speed = weapon->anim_speed;
2478 tmp->last_anim = weapon->last_anim; 2129 tmp->last_anim = weapon->last_anim;
2479 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2480 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2481 {
2482 SET_FLAG (tmp, FLAG_ANIMATE);
2483 }
2484 else
2485 {
2486 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2487 }
2488 update_ob_speed (tmp);
2489 } 2132 }
2490 2133
2491 /* make experience increase in proportion to the strength of the summoned creature. */ 2134 /* make experience increase in proportion to the strength of the summoned creature. */
2492 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2135 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2493 2136
2494 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2495 tmp->x = x;
2496 tmp->y = y;
2497 tmp->direction = dir; 2138 tmp->direction = dir;
2498 insert_ob_in_map (tmp, m, op, 0); 2139
2140 m->insert (tmp, x, y, op);
2499 return 1; 2141 return 1;
2500} 2142}
2501 2143
2502/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2503 2145
2511 int success; 2153 int success;
2512 2154
2513 if (!op->map) 2155 if (!op->map)
2514 return 0; /* shouldnt happen */ 2156 return 0; /* shouldnt happen */
2515 2157
2516 success = change_map_light (op->map, spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2159
2517 if (!success) 2160 if (!success)
2518 { 2161 {
2519 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2520 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2163 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2521 else 2164 else
2522 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2523 } 2166 }
2524 return success; 2167 return success;
2525} 2168}
2526
2527
2528
2529
2530 2169
2531/* create an aura spell object and put it in the player's inventory. 2170/* create an aura spell object and put it in the player's inventory.
2532 * as usual, op is player, caster is the object casting the spell, 2171 * as usual, op is player, caster is the object casting the spell,
2533 * spell is the spell object itself. 2172 * spell is the spell object itself.
2534 */ 2173 */
2546 2185
2547 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2186 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2548 2187
2549 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2188 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2550 2189
2551 new_aura->set_owner (op);
2552 set_spell_skill (op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2553 new_aura->attacktype = spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2554 2192
2555 new_aura->level = caster_level (caster, spell); 2193 new_aura->level = caster_level (caster, spell);
2194
2556 if (refresh) 2195 if (refresh)
2557 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2558 else 2197 else
2559 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2199
2560 insert_ob_in_ob (new_aura, op); 2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2561 return 1; 2203 return 1;
2562} 2204}
2563
2564 2205
2565/* move aura function. An aura is a part of someone's inventory, 2206/* move aura function. An aura is a part of someone's inventory,
2566 * which he carries with him, but which acts on the map immediately 2207 * which he carries with him, but which acts on the map immediately
2567 * around him. 2208 * around him.
2568 * Aura parameters: 2209 * Aura parameters:
2569 * duration: duration counter. 2210 * duration: duration counter.
2570 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2571 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2572 */ 2213 */
2573
2574void 2214void
2575move_aura (object *aura) 2215move_aura (object *aura)
2576{ 2216{
2577 int i, mflags;
2578 object *env;
2579 maptile *m;
2580
2581 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2582 env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner;
2583 2220
2584 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2585 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2586 */ 2223 */
2587 aura->remove (); 2224 aura->remove ();
2592 aura->destroy (); 2229 aura->destroy ();
2593 return; 2230 return;
2594 } 2231 }
2595 2232
2596 /* auras only exist in inventories */ 2233 /* auras only exist in inventories */
2597 if (env == NULL || env->map == NULL) 2234 if (!env || !env->map)
2598 { 2235 {
2599 aura->destroy (); 2236 aura->destroy ();
2600 return; 2237 return;
2601 } 2238 }
2602
2603 aura->x = env->x;
2604 aura->y = env->y;
2605 2239
2606 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2607 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2608 */ 2242 */
2609 insert_ob_in_map (aura, env->map, aura, 0); 2243 aura->insert_at (env, aura);
2610 2244
2611 for (i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2612 { 2246 {
2613 sint16 nx, ny; 2247 mapxy pos (env);
2248 pos.move (i);
2614 2249
2615 nx = aura->x + freearr_x[i];
2616 ny = aura->y + freearr_y[i];
2617 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2618
2619 /* Consider the movement tyep of the person with the aura as 2250 /* Consider the movement type of the person with the aura as
2620 * movement type of the aura. Eg, if the player is flying, the aura 2251 * movement type of the aura. Eg, if the player is flying, the aura
2621 * is flying also, if player is walking, it is on the ground, etc. 2252 * is flying also, if player is walking, it is on the ground, etc.
2622 */ 2253 */
2623 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2624 { 2255 {
2625 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2626 2257
2627 if (aura->other_arch) 2258 if (aura->other_arch)
2628 {
2629 object *new_ob;
2630
2631 new_ob = arch_to_object (aura->other_arch); 2259 pos.insert (arch_to_object (aura->other_arch), aura);
2632 new_ob->x = nx;
2633 new_ob->y = ny;
2634 insert_ob_in_map (new_ob, m, aura, 0);
2635 } 2260 }
2636 }
2637 } 2261 }
2262
2638 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2639 aura->remove (); 2264 env->insert (aura);
2640 insert_ob_in_ob (aura, env); 2265 aura->set_owner (owner);
2641} 2266}
2642 2267
2643/* moves the peacemaker spell. 2268/* moves the peacemaker spell.
2644 * op is the piece object. 2269 * op is the piece object.
2645 */ 2270 */
2646
2647void 2271void
2648move_peacemaker (object *op) 2272move_peacemaker (object *op)
2649{ 2273{
2650 object *tmp; 2274 object *tmp;
2651 2275
2652 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2276 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2653 { 2277 {
2654 int atk_lev, def_lev; 2278 int atk_lev, def_lev;
2655 object *victim = tmp; 2279 object *victim = tmp->head_ ();
2656 2280
2657 if (tmp->head)
2658 victim = tmp->head;
2659 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2281 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2660 continue; 2282 continue;
2283
2661 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2284 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2662 continue; 2285 continue;
2286
2663 if (victim->stats.exp == 0) 2287 if (victim->stats.exp == 0)
2664 continue; 2288 continue;
2665 2289
2666 def_lev = MAX (1, victim->level); 2290 def_lev = MAX (1, victim->level);
2667 atk_lev = MAX (1, op->level); 2291 atk_lev = MAX (1, op->level);
2668 2292
2669 if (rndm (0, atk_lev - 1) > def_lev) 2293 if (rndm (0, atk_lev - 1) > def_lev)
2670 { 2294 {
2671 /* make this sucker peaceful. */ 2295 /* make this sucker peaceful. */
2672 2296
2297 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2673 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2298 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2674 victim->stats.exp = 0; 2299 victim->stats.exp = 0;
2675#if 0 2300#if 0
2676 /* No idea why these were all set to zero - if something 2301 /* No idea why these were all set to zero - if something
2677 * makes this creature agressive, he should still do damage. 2302 * makes this creature agressive, he should still do damage.
2684 victim->attack_movement = RANDO2; 2309 victim->attack_movement = RANDO2;
2685 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2310 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2686 SET_FLAG (victim, FLAG_RUN_AWAY); 2311 SET_FLAG (victim, FLAG_RUN_AWAY);
2687 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2312 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2688 CLEAR_FLAG (victim, FLAG_MONSTER); 2313 CLEAR_FLAG (victim, FLAG_MONSTER);
2314
2689 if (victim->name) 2315 if (victim->name)
2690 {
2691 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2316 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2692 }
2693 } 2317 }
2694 } 2318 }
2695} 2319}
2696 2320
2697 2321
2723 2347
2724 snprintf (rune, sizeof (rune), "%s\n", msg); 2348 snprintf (rune, sizeof (rune), "%s\n", msg);
2725 2349
2726 tmp->race = op->name; /*Save the owner of the rune */ 2350 tmp->race = op->name; /*Save the owner of the rune */
2727 tmp->msg = rune; 2351 tmp->msg = rune;
2728 tmp->x = op->x; 2352
2729 tmp->y = op->y; 2353 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2730 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2731 return 1; 2354 return 1;
2732} 2355}

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