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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.12 by root, Thu Sep 14 23:13:49 2006 UTC vs.
Revision 1.60 by root, Sun Jun 24 01:09:28 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
37void 36void
38cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
39{ 38{
40 if (!tmp) 39 if (!tmp)
41 return; /* error */ 40 return; /* error */
41
42 tmp->level = op->level; 42 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
47 45
48 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
52 */ 50 */
53 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
54 tmp->duration = 40; 52 tmp->duration = 40;
53
55 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 56
57 tmp->insert_at (op, op);
59} 58}
60
61 59
62int 60int
63recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
64{ 62{
65 object *wand, *tmp; 63 object *wand, *tmp;
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 73 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item (op->contr, wand->count); 76 esrv_del_item (op->contr, wand->count);
79 remove_ob (wand); 77 wand->destroy ();
80 free_object (wand);
81 tmp = get_archetype ("fireball"); 78 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80
83 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83
85 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85
86 if (tmp->stats.hp < 2) 86 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2; 87 tmp->stats.hp = 2;
88 tmp->x = op->x; 88
89 tmp->y = op->y; 89 tmp->insert_at (op);
90 insert_ob_in_map (tmp, op->map, NULL, 0);
91 return 1; 90 return 1;
92 } 91 }
93 92
94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
95 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
97 else 97 else
98 { 98 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
100 return 0; 100 return 0;
101 } 101 }
102
102 if (!ncharges) 103 if (!ncharges)
103 ncharges = 1; 104 ncharges = 1;
104 105
105 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108
107 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
108 { 110 {
109 SET_FLAG (wand, FLAG_ANIMATE); 111 SET_FLAG (wand, FLAG_ANIMATE);
110 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->speed);
111 update_ob_speed (wand);
112 } 113 }
114
113 return 1; 115 return 1;
114} 116}
115 117
116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 118/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
117 * based on whether a crossbow or bow is equiped. If neither, it defaults to 119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
152 /* If it starts with a letter, presume it is a description */ 154 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 155 if (isalpha (*stringarg))
154 { 156 {
155 artifact *al = find_artifactlist (missile->type)->items; 157 artifact *al = find_artifactlist (missile->type)->items;
156 158
157 for (; al != NULL; al = al->next) 159 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 160 if (!strcasecmp (al->item->name, stringarg))
159 break; 161 break;
160 162
161 if (!al) 163 if (!al)
162 { 164 {
163 free_object (missile); 165 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
165 return 0; 167 return 0;
166 } 168 }
167 169
168 if (al->item->slaying) 170 if (al->item->slaying)
169 { 171 {
170 free_object (missile); 172 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
172 return 0; 174 return 0;
173 } 175 }
174 176
175 give_artifact_abilities (missile, al->item); 177 give_artifact_abilities (missile, al->item);
222 if (stringarg) 224 if (stringarg)
223 { 225 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 226 at = find_archetype_by_object_type_name (FOOD, stringarg);
225 if (at == NULL) 227 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 228 at = find_archetype_by_object_type_name (DRINK, stringarg);
227 if (at == NULL || at->clone.stats.food > food_value) 229 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 230 stringarg = NULL;
229 } 231 }
230 232
231 if (!stringarg) 233 if (!stringarg)
232 { 234 {
238 * We don't use flesh types because the weight values of those need 240 * We don't use flesh types because the weight values of those need
239 * to be altered from the donor. 241 * to be altered from the donor.
240 */ 242 */
241 243
242 /* We assume the food items don't have multiple parts */ 244 /* We assume the food items don't have multiple parts */
243 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 245 for_all_archetypes (at_tmp)
244 { 246 {
245 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 247 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 { 248 {
247 /* Basically, if the food value is something that is creatable 249 /* Basically, if the food value is something that is creatable
248 * under the limits of the spell and it is higher than 250 * under the limits of the spell and it is higher than
249 * the item we have now, take it instead. 251 * the item we have now, take it instead.
250 */ 252 */
251 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 253 if (at_tmp->stats.food <= food_value
254 && (!at
255 || at_tmp->stats.food > at->stats.food
256 || (at_tmp->stats.food == at->stats.food
257 && at_tmp->weight < at->weight)))
252 at = at_tmp; 258 at = at_tmp;
253 } 259 }
254 } 260 }
255 } 261 }
256 /* Pretty unlikely (there are some very low food items), but you never 262 /* Pretty unlikely (there are some very low food items), but you never
260 { 266 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 267 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
262 return 0; 268 return 0;
263 } 269 }
264 270
265 food_value /= at->clone.stats.food; 271 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 272 new_op = arch_to_object (at);
267 new_op->nrof = food_value; 273 new_op->nrof = food_value;
268 274
269 new_op->value = 0; 275 new_op->value = 0;
270 if (new_op->nrof < 1) 276 if (new_op->nrof < 1)
277int 283int
278probe (object *op, object *caster, object *spell_ob, int dir) 284probe (object *op, object *caster, object *spell_ob, int dir)
279{ 285{
280 int r, mflags, maxrange; 286 int r, mflags, maxrange;
281 object *tmp; 287 object *tmp;
282 mapstruct *m; 288 maptile *m;
283 289
284 290
285 if (!dir) 291 if (!dir)
286 { 292 {
287 examine_monster (op, op); 293 examine_monster (op, op);
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 310 return 0;
305 } 311 }
306 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
307 { 313 {
308 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
309 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
310 { 316 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 318 if (tmp->head != NULL)
313 tmp = tmp->head; 319 tmp = tmp->head;
371 * normal applies. 377 * normal applies.
372 */ 378 */
373int 379int
374cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
375{ 381{
376 object *tmp;
377
378 if (op->invisible > 1000) 382 if (op->invisible > 1000)
379 { 383 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
381 return 0; 385 return 0;
382 } 386 }
398 else 402 else
399 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
400 404
401 op->contr->hidden = 0; 405 op->contr->hidden = 0;
402 } 406 }
407
403 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
404 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
405 else 410 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 412
408 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
409 414
410 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
411 * harm to the player. 416 * harm to the player.
412 */ 417 */
413 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
414 if (tmp->enemy == op) 419 if (tmp->enemy == op)
415 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
416 return 1; 422 return 1;
417} 423}
418 424
419/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
420 */ 426 */
422cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
423{ 429{
424 object *tmp, *next; 430 object *tmp, *next;
425 int range, i, j, mflags; 431 int range, i, j, mflags;
426 sint16 sx, sy; 432 sint16 sx, sy;
427 mapstruct *m; 433 maptile *m;
428 434
429 if (op->type != PLAYER) 435 if (op->type != PLAYER)
430 return 0; 436 return 0;
431 437
432 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
441 447
442 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
443 continue; 449 continue;
444 450
445 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be teared down
446 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
447 { 453 {
448 next = tmp->above; 454 next = tmp->above;
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 } 457 }
452 } 458 }
459
453 return 1; 460 return 1;
454} 461}
455
456 462
457void 463void
458execute_word_of_recall (object *op) 464execute_word_of_recall (object *op)
459{ 465{
460 object *wor = op; 466 if (object *pl = op->in_player ())
461
462 while (op != NULL && op->type != PLAYER)
463 op = op->env;
464
465 if (op != NULL && op->map)
466 { 467 {
467 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) 468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
468 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.");
469 else 470 else
471 {
472 // remove first so we do not call update_stats
473 op->remove ();
470 enter_exit (op, wor); 474 pl->enter_exit (op);
475 }
471 } 476 }
472 remove_ob (wor); 477
473 free_object (wor); 478 op->destroy ();
474} 479}
475 480
476/* Word of recall causes the player to return 'home'. 481/* Word of recall causes the player to return 'home'.
477 * we put a force into the player object, so that there is a 482 * we put a force into the player object, so that there is a
478 * time delay effect. 483 * time delay effect.
497 { 502 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500 return 0; 505 return 0;
501 } 506 }
507
502 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 508 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
503 if (time < 1) 509 if (time < 1)
504 time = 1; 510 time = 1;
505 511
506 /* value of speed really doesn't make much difference, as long as it is 512 /* value of speed really doesn't make much difference, as long as it is
507 * positive. Lower value may be useful so that the problem doesn't 513 * positive. Lower value may be useful so that the problem doesn't
508 * do anything really odd if it say a -1000 or something. 514 * do anything really odd if it say a -1000 or something.
509 */ 515 */
510 dummy->speed = 0.002; 516 dummy->set_speed (0.002);
511 update_ob_speed (dummy);
512 dummy->speed_left = -dummy->speed * time; 517 dummy->speed_left = -dummy->speed * time;
513 dummy->type = SPELL_EFFECT; 518 dummy->type = SPELL_EFFECT;
514 dummy->subtype = SP_WORD_OF_RECALL; 519 dummy->subtype = SP_WORD_OF_RECALL;
515 520
516 /* If we could take advantage of enter_player_savebed() here, it would be 521 /* If we could take advantage of enter_player_savebed() here, it would be
517 * nice, but until the map load fails, we can't. 522 * nice, but until the map load fails, we can't.
518 */ 523 */
519 EXIT_PATH (dummy) = op->contr->savebed_map; 524 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x; 525 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y; 526 EXIT_Y (dummy) = op->contr->bed_y;
522 527
523 (void) insert_ob_in_ob (dummy, op); 528 op->insert (dummy);
529
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 530 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
531
525 return 1; 532 return 1;
526} 533}
527 534
528/* cast_wonder 535/* cast_wonder
529 * wonder is really just a spell that will likely cast another 536 * wonder is really just a spell that will likely cast another
559 return cast_spell (op, caster, dir, newspell, NULL); 566 return cast_spell (op, caster, dir, newspell, NULL);
560 } 567 }
561 return 1; 568 return 1;
562} 569}
563 570
564
565int 571int
566perceive_self (object *op) 572perceive_self (object *op)
567{ 573{
568 char *cp = describe_item (op, op), buf[MAX_BUF]; 574 const char *cp = describe_item (op, op);
569 archetype *at = archetype::find (ARCH_DEPLETION); 575 archetype *at = archetype::find (ARCH_DEPLETION);
570 object *tmp;
571 int i;
572 576
577 dynbuf_text buf;
578
579 if (player *pl = op->contr)
580 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
582
573 tmp = find_god (determine_god (op)); 583 if (object *god = find_god (determine_god (op)))
574 if (tmp) 584 buf << "You worship " << &god->name << ".\n";
575 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
576 else 585 else
577 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 586 buf << "You worship no god.\n";
578 587
579 tmp = present_arch_in_ob (at, op); 588 object *tmp = present_arch_in_ob (at, op);
580 589
581 if (*cp == '\0' && tmp == NULL) 590 if (*cp == '\0' && tmp == NULL)
582 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 591 buf << "You feel very mundane. ";
583 else 592 else
584 { 593 {
585 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 594 buf << "You have: " << cp << ".\n";
586 new_draw_info (NDI_UNIQUE, 0, op, cp); 595
587 if (tmp != NULL) 596 if (tmp)
588 {
589 for (i = 0; i < NUM_STATS; i++) 597 for (int i = 0; i < NUM_STATS; i++)
590 { 598 if (tmp->stats.stat (i) < 0)
591 if (get_attr_value (&tmp->stats, i) < 0) 599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
592 {
593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
594 }
595 }
596 }
597 } 600 }
598 601
599 if (is_dragon_pl (op)) 602 if (is_dragon_pl (op))
600 {
601 /* now grab the 'dragon_ability'-force from the player's inventory */ 603 /* now grab the 'dragon_ability'-force from the player's inventory */
602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 604 for (tmp = op->inv; tmp; tmp = tmp->below)
603 { 605 {
604 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
605 { 607 {
606 if (tmp->stats.exp == 0) 608 if (tmp->stats.exp == 0)
607 {
608 sprintf (buf, "Your metabolism isn't focused on anything."); 609 buf << "Your metabolism isn't focused on anything.\n";
609 }
610 else 610 else
611 {
612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
613 } 612
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 613 break;
616 } 614 }
617 } 615 }
618 } 616
617 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
618
619 return 1; 619 return 1;
620} 620}
621
622/* int cast_create_town_portal (object *op, object *caster, int dir)
623 *
624 * This function cast the spell of town portal for op
625 *
626 * The spell operates in two passes. During the first one a place
627 * is marked as a destination for the portal. During the second one,
628 * 2 portals are created, one in the position the player cast it and
629 * one in the destination place. The portal are synchronized and 2 forces
630 * are inserted in the player to destruct the portal next time player
631 * creates a new portal pair.
632 * This spell has a side effect that it allows people to meet each other
633 * in a permanent, private, appartements by making a town portal from it
634 * to the town or another public place. So, check if the map is unique and if
635 * so return an error
636 *
637 * Code by Tchize (david.delbecq@usa.net)
638 */
639int
640cast_create_town_portal (object *op, object *caster, object *spell, int dir)
641{
642 object *dummy, *force, *old_force, *tmp;
643 archetype *perm_portal;
644 char portal_name[1024], portal_message[1024];
645 sint16 exitx, exity;
646 mapstruct *exitmap;
647 int op_level;
648
649
650 /* Check to see if the map the player is currently on is a per player unique
651 * map. This can be determined in that per player unique maps have the
652 * full pathname listed.
653 */
654 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
655 {
656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
657 return 0;
658 }
659
660 /* The first thing to do is to check if we have a marked destination
661 * dummy is used to make a check inventory for the force
662 */
663 dummy = arch_to_object (spell->other_arch);
664 if (dummy == NULL)
665 {
666 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
667 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
668 return 0;
669 }
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 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.");
684 return 1;
685 }
686 free_object (dummy);
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
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 remove_ob (tmp);
740 free_object (tmp);
741 break;
742 }
743 else
744 {
745 tmp = tmp->above;
746 }
747 }
748 }
749 remove_ob (old_force);
750 free_object (old_force);
751 LOG (llevDebug, "\n");
752 }
753 free_object (dummy);
754
755 /* Creating the portals.
756 * The very first thing to do is to ensure
757 * access to the destination map.
758 * If we can't, don't fizzle. Simply warn player.
759 * This ensure player pays his mana for the spell
760 * because HE is responsible of forgotting.
761 * 'force' is the destination of the town portal, which we got
762 * from the players inventory above.
763 */
764
765 /* Ensure exit map is loaded */
766 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
767 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
768 else
769 exitmap = ready_map_name (force->name, 0);
770
771 /* If we were unable to load (ex. random map deleted), warn player */
772 if (exitmap == NULL)
773 {
774 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
775 remove_ob (force);
776 free_object (force);
777 return 1;
778 }
779
780 op_level = caster_level (caster, spell);
781 if (op_level < 15)
782 snprintf (portal_message, 1024,
783 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
784 &op->name);
785 else if (op_level < 30)
786 snprintf (portal_message, 1024,
787 "\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);
788 else if (op_level < 60)
789 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
790 else
791 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
792 &op->name);
793
794 /* Create a portal in front of player
795 * dummy contain the portal and
796 * force contain the track to kill it later
797 */
798
799 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
800 dummy = get_archetype (spell->slaying); /*The portal */
801 if (dummy == NULL)
802 {
803 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
804 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
805 return 0;
806 }
807 EXIT_PATH (dummy) = force->name;
808 EXIT_X (dummy) = EXIT_X (force);
809 EXIT_Y (dummy) = EXIT_Y (force);
810 dummy->name = dummy->name_pl = portal_name;
811 dummy->msg = portal_message;
812 dummy->race = op->name; /*Save the owner of the portal */
813 cast_create_obj (op, caster, dummy, 0);
814
815 /* Now we need to to create a town portal marker inside the player
816 * object, so on future castings, we can know that he has an active
817 * town portal.
818 */
819 tmp = get_archetype (spell->race);
820 if (tmp == NULL)
821 {
822 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
823 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
824 return 0;
825 }
826 tmp->race = op->map->path;
827 tmp->name = portal_name;
828 EXIT_X (tmp) = dummy->x;
829 EXIT_Y (tmp) = dummy->y;
830 insert_ob_in_ob (tmp, op);
831
832 /* Create a portal in the destination map
833 * dummy contain the portal and
834 * force the track to kill it later
835 * the 'force' variable still contains the 'reminder' of
836 * where this portal goes to.
837 */
838 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
839 dummy = get_archetype (spell->slaying); /*The portal */
840 if (dummy == NULL)
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
843 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
844 return 0;
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, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
864 return 0;
865 }
866 tmp->race = force->name;
867 tmp->name = portal_name;
868 EXIT_X (tmp) = dummy->x;
869 EXIT_Y (tmp) = dummy->y;
870 insert_ob_in_ob (tmp, op);
871
872 /* Describe the player what happened
873 */
874 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
875 remove_ob (force); /* Delete the force inside the player */
876 free_object (force);
877 return 1;
878}
879
880 621
881/* This creates magic walls. Really, it can create most any object, 622/* This creates magic walls. Really, it can create most any object,
882 * within some reason. 623 * within some reason.
883 */ 624 */
884
885int 625int
886magic_wall (object *op, object *caster, int dir, object *spell_ob) 626magic_wall (object *op, object *caster, int dir, object *spell_ob)
887{ 627{
888 object *tmp, *tmp2; 628 object *tmp;
889 int i, posblocked, negblocked, maxrange; 629 int i, posblocked, negblocked, maxrange;
890 sint16 x, y; 630 sint16 x, y;
891 mapstruct *m; 631 maptile *m;
892 const char *name; 632 const char *name;
893 archetype *at; 633 archetype *at;
894 634
895 if (!dir) 635 if (!dir)
896 { 636 {
901 else 641 else
902 { 642 {
903 x = op->x + freearr_x[dir]; 643 x = op->x + freearr_x[dir];
904 y = op->y + freearr_y[dir]; 644 y = op->y + freearr_y[dir];
905 } 645 }
646
906 m = op->map; 647 m = op->map;
907 648
908 if ((spell_ob->move_block || x != op->x || y != op->y) && 649 if ((spell_ob->move_block || x != op->x || y != op->y) &&
909 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 650 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
910 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 651 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
911 { 652 {
912 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 653 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
913 return 0; 654 return 0;
914 } 655 }
656
915 if (spell_ob->other_arch) 657 if (spell_ob->other_arch)
916 {
917 tmp = arch_to_object (spell_ob->other_arch); 658 tmp = arch_to_object (spell_ob->other_arch);
918 }
919 else if (spell_ob->race) 659 else if (spell_ob->race)
920 { 660 {
921 char buf1[MAX_BUF]; 661 char buf1[MAX_BUF];
922 662
923 sprintf (buf1, spell_ob->race, dir); 663 sprintf (buf1, spell_ob->race, dir);
926 { 666 {
927 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 667 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
928 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 668 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
929 return 0; 669 return 0;
930 } 670 }
671
931 tmp = arch_to_object (at); 672 tmp = arch_to_object (at);
932 } 673 }
933 else 674 else
934 { 675 {
935 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 676 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
945 } 686 }
946 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 687 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
947 { 688 {
948 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 689 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
949 tmp->stats.maxhp = tmp->stats.hp; 690 tmp->stats.maxhp = tmp->stats.hp;
950 set_owner (tmp, op);
951 set_spell_skill (op, caster, spell_ob, tmp);
952 } 691 }
692
953 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 693 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
954 { 694 {
955 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 695 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
956 SET_FLAG (tmp, FLAG_IS_USED_UP); 696 SET_FLAG (tmp, FLAG_IS_USED_UP);
957 } 697 }
698
958 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 699 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
959 { 700 {
960 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 701 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
961 tmp->stats.maxhp = tmp->stats.hp; 702 tmp->stats.maxhp = tmp->stats.hp;
962 SET_FLAG (tmp, FLAG_TEAR_DOWN); 703 SET_FLAG (tmp, FLAG_TEAR_DOWN);
963 SET_FLAG (tmp, FLAG_ALIVE); 704 SET_FLAG (tmp, FLAG_ALIVE);
964 } 705 }
965 706
966 /* This can't really hurt - if the object doesn't kill anything, 707 /* This can't really hurt - if the object doesn't kill anything,
967 * these fields just won't be used. 708 * these fields just won't be used. Do not set the owner for
709 * earthwalls, though, so they survive restarts.
968 */ 710 */
969 set_owner (tmp, op); 711 if (tmp->type != EARTHWALL) //TODO
712 tmp->set_owner (op);
713
970 set_spell_skill (op, caster, spell_ob, tmp); 714 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->x = x;
972 tmp->y = y;
973 tmp->level = caster_level (caster, spell_ob) / 2; 715 tmp->level = caster_level (caster, spell_ob) / 2;
974 716
975 name = tmp->name; 717 name = tmp->name;
976 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 718 if (!(tmp = m->insert (tmp, x, y, op)))
977 { 719 {
978 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 720 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
979 return 0; 721 return 0;
980 } 722 }
723
981 /* If this is a spellcasting wall, need to insert the spell object */ 724 /* If this is a spellcasting wall, need to insert the spell object */
982 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 725 if (tmp->other_arch && tmp->other_arch->type == SPELL)
983 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 726 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
984 727
985 /* This code causes the wall to extend some distance in 728 /* This code causes the wall to extend some distance in
986 * each direction, or until an obstruction is encountered. 729 * each direction, or until an obstruction is encountered.
987 * posblocked and negblocked help determine how far the 730 * posblocked and negblocked help determine how far the
1003 m = tmp->map; 746 m = tmp->map;
1004 747
1005 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 748 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1006 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 749 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1007 { 750 {
1008 tmp2 = get_object (); 751 object *tmp2 = tmp->clone ();
1009 copy_object (tmp, tmp2); 752 m->insert (tmp2, x, y, op);
1010 tmp2->x = x; 753
1011 tmp2->y = y;
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 754 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 756 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 757
1017 } 758 }
1018 else 759 else
1019 posblocked = 1; 760 posblocked = 1;
1020 761
1023 m = tmp->map; 764 m = tmp->map;
1024 765
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 766 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1026 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 767 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 768 {
1028 tmp2 = get_object (); 769 object *tmp2 = tmp->clone ();
1029 copy_object (tmp, tmp2); 770 m->insert (tmp2, x, y, op);
1030 tmp2->x = x; 771
1031 tmp2->y = y;
1032 insert_ob_in_map (tmp2, m, op, 0);
1033 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 772 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1034 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 773 tmp2->insert (arch_to_object (tmp2->other_arch));
1035 } 774 }
1036 else 775 else
1037 negblocked = 1; 776 negblocked = 1;
1038 } 777 }
1039 778
1046int 785int
1047dimension_door (object *op, object *caster, object *spob, int dir) 786dimension_door (object *op, object *caster, object *spob, int dir)
1048{ 787{
1049 uint32 dist, maxdist; 788 uint32 dist, maxdist;
1050 int mflags; 789 int mflags;
1051 mapstruct *m; 790 maptile *m;
1052 sint16 sx, sy; 791 sint16 sx, sy;
1053 792
1054 if (op->type != PLAYER) 793 if (op->type != PLAYER)
1055 return 0; 794 return 0;
1056 795
1088 { 827 {
1089 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 828 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1090 op->contr->count = 0; 829 op->contr->count = 0;
1091 return 0; 830 return 0;
1092 } 831 }
832
1093 op->contr->count = 0; 833 op->contr->count = 0;
1094 834
1095 /* Remove code that puts player on random space on maps. IMO, 835 /* Remove code that puts player on random space on maps. IMO,
1096 * a lot of maps probably have areas the player should not get to, 836 * a lot of maps probably have areas the player should not get to,
1097 * but may not be marked as NO_MAGIC (as they may be bounded 837 * but may not be marked as NO_MAGIC (as they may be bounded
1146 return 0; 886 return 0;
1147 } 887 }
1148 } 888 }
1149 889
1150 /* Actually move the player now */ 890 /* Actually move the player now */
1151 remove_ob (op); 891 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1152 op->x += freearr_x[dir] * dist;
1153 op->y += freearr_y[dir] * dist;
1154 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1155 return 1; 892 return 1;
1156 893
1157 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 894 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1158 return 1; 895 return 1;
1159} 896}
1172 object *poison; 909 object *poison;
1173 int heal = 0, success = 0; 910 int heal = 0, success = 0;
1174 911
1175 tmp = find_target_for_friendly_spell (op, dir); 912 tmp = find_target_for_friendly_spell (op, dir);
1176 913
1177 if (tmp == NULL) 914 if (!tmp)
1178 return 0; 915 return 0;
1179 916
1180 /* Figure out how many hp this spell might cure. 917 /* Figure out how many hp this spell might cure.
1181 * could be zero if this spell heals effects, not damage. 918 * could be zero if this spell heals effects, not damage.
1182 */ 919 */
1185 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 922 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1186 923
1187 if (heal) 924 if (heal)
1188 { 925 {
1189 if (tmp->stats.hp >= tmp->stats.maxhp) 926 if (tmp->stats.hp >= tmp->stats.maxhp)
1190 {
1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 927 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1192 }
1193 else 928 else
1194 { 929 {
1195 /* See how many points we actually heal. Instead of messages 930 /* See how many points we actually heal. Instead of messages
1196 * based on type of spell, we instead do messages based 931 * based on type of spell, we instead do messages based
1197 * on amount of damage healed. 932 * on amount of damage healed.
1199 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 934 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1200 heal = tmp->stats.maxhp - tmp->stats.hp; 935 heal = tmp->stats.maxhp - tmp->stats.hp;
1201 tmp->stats.hp += heal; 936 tmp->stats.hp += heal;
1202 937
1203 if (tmp->stats.hp >= tmp->stats.maxhp) 938 if (tmp->stats.hp >= tmp->stats.maxhp)
1204 {
1205 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1206 }
1207 else if (heal > 50) 940 else if (heal > 50)
1208 {
1209 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1210 }
1211 else if (heal > 25) 942 else if (heal > 25)
1212 {
1213 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1214 }
1215 else if (heal > 10) 944 else if (heal > 10)
1216 {
1217 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1218 }
1219 else 946 else
1220 {
1221 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1222 } 948
1223 success = 1; 949 success = 1;
1224 } 950 }
1225 } 951 }
952
1226 if (spell->attacktype & AT_DISEASE) 953 if (spell->attacktype & AT_DISEASE)
1227 if (cure_disease (tmp, op)) 954 if (cure_disease (tmp, op))
1228 success = 1; 955 success = 1;
1229 956
1230 if (spell->attacktype & AT_POISON) 957 if (spell->attacktype & AT_POISON)
1236 success = 1; 963 success = 1;
1237 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1238 poison->stats.food = 1; 965 poison->stats.food = 1;
1239 } 966 }
1240 } 967 }
968
1241 if (spell->attacktype & AT_CONFUSION) 969 if (spell->attacktype & AT_CONFUSION)
1242 { 970 {
1243 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 971 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1244 if (poison) 972 if (poison)
1245 { 973 {
1246 success = 1; 974 success = 1;
1247 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 975 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1248 poison->duration = 1; 976 poison->duration = 1;
1249 } 977 }
1250 } 978 }
979
1251 if (spell->attacktype & AT_BLIND) 980 if (spell->attacktype & AT_BLIND)
1252 { 981 {
1253 at = archetype::find ("blindness"); 982 at = archetype::find ("blindness");
1254 poison = present_arch_in_ob (at, tmp); 983 poison = present_arch_in_ob (at, tmp);
1255 if (poison) 984 if (poison)
1257 success = 1; 986 success = 1;
1258 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 987 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1259 poison->stats.food = 1; 988 poison->stats.food = 1;
1260 } 989 }
1261 } 990 }
991
1262 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 992 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1263 { 993 {
1264 tmp->stats.sp += spell->last_sp; 994 tmp->stats.sp += spell->last_sp;
1265 if (tmp->stats.sp > tmp->stats.maxsp) 995 if (tmp->stats.sp > tmp->stats.maxsp)
1266 tmp->stats.sp = tmp->stats.maxsp; 996 tmp->stats.sp = tmp->stats.maxsp;
1267 success = 1; 997 success = 1;
1268 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 998 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1269 } 999 }
1000
1270 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1001 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1271 { 1002 {
1272 tmp->stats.grace += spell->last_grace; 1003 tmp->stats.grace += spell->last_grace;
1273 if (tmp->stats.grace > tmp->stats.maxgrace) 1004 if (tmp->stats.grace > tmp->stats.maxgrace)
1274 tmp->stats.grace = tmp->stats.maxgrace; 1005 tmp->stats.grace = tmp->stats.maxgrace;
1275 success = 1; 1006 success = 1;
1276 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1007 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1277 } 1008 }
1009
1278 if (spell->stats.food && tmp->stats.food < 999) 1010 if (spell->stats.food && tmp->stats.food < 999)
1279 { 1011 {
1280 tmp->stats.food += spell->stats.food; 1012 tmp->stats.food += spell->stats.food;
1281 if (tmp->stats.food > 999) 1013 if (tmp->stats.food > 999)
1282 tmp->stats.food = 999; 1014 tmp->stats.food = 999;
1283 success = 1; 1015 success = 1;
1284 /* We could do something a bit better like the messages for healing above */ 1016 /* We could do something a bit better like the messages for healing above */
1285 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1017 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1286 } 1018 }
1019
1287 return success; 1020 return success;
1288} 1021}
1289
1290 1022
1291/* This is used for the spells that gain stats. There are no spells 1023/* This is used for the spells that gain stats. There are no spells
1292 * right now that icnrease wis/int/pow on a temp basis, so no 1024 * right now that icnrease wis/int/pow on a temp basis, so no
1293 * good comments for those. 1025 * good comments for those.
1294 */ 1026 */
1295static const char *const no_gain_msgs[NUM_STATS] = { 1027static const char *const no_gain_msgs[NUM_STATS] = {
1296 "You grow no stronger.", 1028 "You grow no stronger.",
1297 "You grow no more agile.", 1029 "You grow no more agile.",
1298 "You don't feel any healthier.", 1030 "You don't feel any healthier.",
1299 "no wis", 1031 "You didn't grow any more intelligent.",
1032 "You do not feel any wiser.",
1033 "You don't feel any more powerful."
1300 "You are no easier to look at.", 1034 "You are no easier to look at.",
1301 "no int",
1302 "no pow"
1303}; 1035};
1304 1036
1305int 1037int
1306cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1038cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1307{ 1039{
1308 object *tmp, *tmp2 = NULL;
1309 object *force = NULL; 1040 object *force = NULL;
1310 int i; 1041 int i;
1311 1042
1312 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1043 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1313 if (dir != 0) 1044 object *tmp = dir
1314 {
1315 tmp = find_target_for_friendly_spell (op, dir); 1045 ? find_target_for_friendly_spell (op, dir)
1316 } 1046 : op;
1317 else
1318 {
1319 tmp = op;
1320 }
1321 1047
1322 if (tmp == NULL) 1048 if (!tmp)
1323 return 0; 1049 return 0;
1324 1050
1325 /* If we've already got a force of this type, don't add a new one. */ 1051 /* If we've already got a force of this type, don't add a new one. */
1326 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1052 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1327 { 1053 {
1328 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1054 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1329 { 1055 {
1330 if (tmp2->name == spell_ob->name) 1056 if (tmp2->name == spell_ob->name)
1331 { 1057 {
1364 } 1090 }
1365 else 1091 else
1366 { 1092 {
1367 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1093 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1368 } 1094 }
1095
1369 return 1; 1096 return 1;
1370 } 1097 }
1098
1371 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1099 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1372 force->speed = 1.0; 1100 force->speed = 1.0;
1373 force->speed_left = -1.0; 1101 force->speed_left = -1.0;
1374 SET_FLAG (force, FLAG_APPLIED); 1102 SET_FLAG (force, FLAG_APPLIED);
1375 1103
1381 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1109 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1382 if (force->resist[i] > 100) 1110 if (force->resist[i] > 100)
1383 force->resist[i] = 100; 1111 force->resist[i] = 100;
1384 } 1112 }
1385 } 1113 }
1114
1386 if (spell_ob->stats.hp) 1115 if (spell_ob->stats.hp)
1387 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1116 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1388 1117
1389 if (tmp->type == PLAYER) 1118 if (tmp->type == PLAYER)
1390 { 1119 {
1391 /* Stat adjustment spells */ 1120 /* Stat adjustment spells */
1392 for (i = 0; i < NUM_STATS; i++) 1121 for (i = 0; i < NUM_STATS; i++)
1393 { 1122 {
1394 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1123 if (sint8 stat = spell_ob->stats.stat (i))
1395
1396 if (stat)
1397 { 1124 {
1398 sm = 0; 1125 sint8 sm = 0;
1399 for (k = 0; k < stat; k++) 1126 for (sint8 k = 0; k < stat; k++)
1400 sm += rndm (1, 3); 1127 sm += rndm (1, 3);
1401 1128
1402 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1129 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1403 { 1130 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1404 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1131
1405 if (sm < 0) 1132 force->stats.stat (i) = sm;
1406 sm = 0; 1133
1407 }
1408 set_attr_value (&force->stats, i, sm);
1409 if (!sm) 1134 if (!sm)
1410 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1135 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1411 } 1136 }
1412 } 1137 }
1413 } 1138 }
1433 force->stats.ac = spell_ob->stats.ac; 1158 force->stats.ac = spell_ob->stats.ac;
1434 force->attacktype = spell_ob->attacktype; 1159 force->attacktype = spell_ob->attacktype;
1435 1160
1436 insert_ob_in_ob (force, tmp); 1161 insert_ob_in_ob (force, tmp);
1437 change_abil (tmp, force); /* Mostly to display any messages */ 1162 change_abil (tmp, force); /* Mostly to display any messages */
1438 fix_player (tmp); 1163 tmp->update_stats ();
1164
1439 return 1; 1165 return 1;
1440} 1166}
1441 1167
1442/* This used to be part of cast_change_ability, but it really didn't make 1168/* This used to be part of cast_change_ability, but it really didn't make
1443 * a lot of sense, since most of the values it derives are from the god 1169 * a lot of sense, since most of the values it derives are from the god
1444 * of the caster. 1170 * of the caster.
1445 */ 1171 */
1446
1447int 1172int
1448cast_bless (object *op, object *caster, object *spell_ob, int dir) 1173cast_bless (object *op, object *caster, object *spell_ob, int dir)
1449{ 1174{
1450 int i; 1175 int i;
1451 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1176 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1542 force->stats.wc = spell_ob->stats.wc; 1267 force->stats.wc = spell_ob->stats.wc;
1543 force->stats.ac = spell_ob->stats.ac; 1268 force->stats.ac = spell_ob->stats.ac;
1544 1269
1545 change_abil (tmp, force); /* Mostly to display any messages */ 1270 change_abil (tmp, force); /* Mostly to display any messages */
1546 insert_ob_in_ob (force, tmp); 1271 insert_ob_in_ob (force, tmp);
1547 fix_player (tmp); 1272 tmp->update_stats ();
1548 return 1; 1273 return 1;
1549} 1274}
1550
1551
1552 1275
1553/* Alchemy code by Mark Wedel 1276/* Alchemy code by Mark Wedel
1554 * 1277 *
1555 * This code adds a new spell, called alchemy. Alchemy will turn 1278 * This code adds a new spell, called alchemy. Alchemy will turn
1556 * objects to gold nuggets, the value of the gold nuggets being 1279 * objects to gold nuggets, the value of the gold nuggets being
1566 * For example, if an item is worth 110 gold, you will get 1289 * For example, if an item is worth 110 gold, you will get
1567 * 4 large nuggets, and from 0-10 small nuggets. 1290 * 4 large nuggets, and from 0-10 small nuggets.
1568 * 1291 *
1569 * There is also a chance (1:30) that you will get nothing at all 1292 * There is also a chance (1:30) that you will get nothing at all
1570 * for the object. There is also a maximum weight that will be 1293 * for the object. There is also a maximum weight that will be
1571 * alchemied. 1294 * alchemised.
1572 */ 1295 */
1573
1574/* I didn't feel like passing these as arguements to the
1575 * two functions that need them. Real values are put in them
1576 * when the spell is cast, and these are freed when the spell
1577 * is finished.
1578 */
1579static object *small, *large;
1580
1581static void 1296static void
1582alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1583{ 1298{
1584 uint64 value = query_cost (obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1585 1300
1586 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (This should hopefully
1587 * make it so that it isn't worth it to alchemy money, sell 1302 * make it so that it isn't worth it to alchemy money, sell
1588 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1589 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1590 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1591 * the stuff back to town. 1306 * the stuff back to town.
1592 */ 1307 */
1593
1594 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1308 if (QUERY_FLAG (obj, FLAG_UNPAID))
1595 value = 0; 1309 value = 0;
1596 else if (obj->type == MONEY || obj->type == GEM) 1310 else if (obj->type == MONEY || obj->type == GEM)
1597 value /= 3; 1311 value /= 3;
1598 else 1312 else
1599 value = (value * 9) / 10; 1313 value = value * 9 / 10;
1600 1314
1601 value /= 4; // fix by GHJ, don't understand, pcg
1602
1603 if ((obj->value > 0) && rndm (0, 29)) 1315 if (obj->value > 0 && rndm (0, 29))
1604 { 1316 total_value += value;
1605 int count;
1606 1317
1607 count = value / large->value;
1608 *large_nuggets += count;
1609 value -= (uint64) count *(uint64) large->value;
1610
1611 count = value / small->value;
1612 *small_nuggets += count;
1613 }
1614
1615 /* Turn 25 small nuggets into 1 large nugget. If the value
1616 * of large nuggets is not evenly divisable by the small nugget
1617 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1618 */
1619 if (*small_nuggets * small->value >= large->value)
1620 {
1621 (*large_nuggets)++;
1622 *small_nuggets -= large->value / small->value;
1623 if (*small_nuggets && large->value % small->value)
1624 (*small_nuggets)--;
1625 }
1626 weight += obj->weight; 1318 total_weight += obj->total_weight ();
1627 remove_ob (obj); 1319
1628 free_object (obj); 1320 obj->destroy ();
1629} 1321}
1630 1322
1631static void 1323static void
1632update_map (object *op, mapstruct *m, int small_nuggets, int large_nuggets, int x, int y) 1324update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1633{ 1325{
1634 object *tmp;
1635 int flag = 0; 1326 int flag = 0;
1636 1327
1637 /* Put any nuggets below the player, but we can only pass this 1328 /* Put any nuggets below the player, but we can only pass this
1638 * flag if we are on the same space as the player 1329 * flag if we are on the same space as the player
1639 */ 1330 */
1640 if (x == op->x && y == op->y && op->map == m) 1331 if (x == op->x && y == op->y && op->map == m)
1641 flag = INS_BELOW_ORIGINATOR; 1332 flag = INS_BELOW_ORIGINATOR;
1642 1333
1643 if (small_nuggets) 1334 if (small_nuggets)
1644 { 1335 {
1645 tmp = get_object (); 1336 object *tmp = small->clone ();
1646 copy_object (small, tmp);
1647 tmp->nrof = small_nuggets; 1337 tmp->nrof = small_nuggets;
1648 tmp->x = x;
1649 tmp->y = y;
1650 insert_ob_in_map (tmp, m, op, flag); 1338 m->insert (tmp, x, y, op, flag);
1651 } 1339 }
1340
1652 if (large_nuggets) 1341 if (large_nuggets)
1653 { 1342 {
1654 tmp = get_object (); 1343 object *tmp = large->clone ();
1655 copy_object (large, tmp);
1656 tmp->nrof = large_nuggets; 1344 tmp->nrof = large_nuggets;
1657 tmp->x = x;
1658 tmp->y = y;
1659 insert_ob_in_map (tmp, m, op, flag); 1345 m->insert (tmp, x, y, op, flag);
1660 } 1346 }
1347
1348 if (object *pl = m->at (x, y).player ())
1349 if (pl->contr->ns)
1350 pl->contr->ns->look_position = 0;
1661} 1351}
1662 1352
1663int 1353int
1664alchemy (object *op, object *caster, object *spell_ob) 1354alchemy (object *op, object *caster, object *spell_ob)
1665{ 1355{
1666 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1667 sint16 nx, ny;
1668 object *next, *tmp;
1669 mapstruct *mp;
1670
1671 if (op->type != PLAYER) 1356 if (op->type != PLAYER)
1672 return 0; 1357 return 0;
1673 1358
1359 object *large = get_archetype ("largenugget");
1360 object *small = get_archetype ("smallnugget");
1361
1674 /* Put a maximum weight of items that can be alchemied. Limits the power 1362 /* Put a maximum weight of items that can be alchemised. Limits the power
1675 * some, and also prevents people from alcheming every table/chair/clock 1363 * some, and also prevents people from alchemising every table/chair/clock
1676 * in sight 1364 * in sight
1677 */ 1365 */
1678 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1366 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1679 weight_max *= 1000; 1367 int weight_max = duration * 1000;
1680 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1368 uint64 value_max = duration * 1000;
1681 1369
1370 int weight = 0;
1371
1682 for (y = op->y - 1; y <= op->y + 1; y++) 1372 for (int y = op->y - 1; y <= op->y + 1; y++)
1683 { 1373 {
1684 for (x = op->x - 1; x <= op->x + 1; x++) 1374 for (int x = op->x - 1; x <= op->x + 1; x++)
1685 { 1375 {
1376 uint64 value = 0;
1377
1686 nx = x; 1378 sint16 nx = x;
1687 ny = y; 1379 sint16 ny = y;
1688 1380
1689 mp = op->map; 1381 maptile *mp = op->map;
1690 1382
1691 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1383 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1692 1384
1693 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1385 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1694 continue; 1386 continue;
1695 1387
1696 /* Treat alchemy a little differently - most spell effects 1388 /* Treat alchemy a little differently - most spell effects
1698 * ground level effect. 1390 * ground level effect.
1699 */ 1391 */
1700 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1392 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1701 continue; 1393 continue;
1702 1394
1703 small_nuggets = 0; 1395 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1704 large_nuggets = 0;
1705
1706 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1707 { 1396 {
1708 next = tmp->above; 1397 next = tmp->above;
1398
1709 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1399 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1710 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1400 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1711 { 1401 {
1712
1713 if (tmp->inv) 1402 if (tmp->inv)
1714 { 1403 {
1715 object *next1, *tmp1; 1404 object *next1, *tmp1;
1716 1405
1717 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1406 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1718 { 1407 {
1719 next1 = tmp1->below; 1408 next1 = tmp1->below;
1720 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1409 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1721 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1410 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1722 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1411 alchemy_object (tmp1, value, weight);
1723 } 1412 }
1724 } 1413 }
1414
1725 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1415 alchemy_object (tmp, value, weight);
1726 1416
1727 if (weight > weight_max) 1417 if (weight > weight_max)
1728 { 1418 break;
1729 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1730 free_object (large);
1731 free_object (small);
1732 return 1;
1733 } 1419 }
1734 } /* is alchemable object */ 1420 }
1735 } /* process all objects on this space */ 1421
1422 value = min (value, value_max);
1423
1424 uint64 count = value / large->value;
1425 int large_nuggets = count;
1426 value -= count * large->value;
1427
1428 count = value / small->value;
1429 int small_nuggets = count;
1736 1430
1737 /* Insert all the nuggets at one time. This probably saves time, but 1431 /* Insert all the nuggets at one time. This probably saves time, but
1738 * it also prevents us from alcheming nuggets that were just created 1432 * it also prevents us from alcheming nuggets that were just created
1739 * with this spell. 1433 * with this spell.
1740 */ 1434 */
1741 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1435 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1436
1437 if (weight > weight_max)
1438 goto bailout;
1742 } 1439 }
1743 } 1440 }
1744 free_object (large); 1441
1745 free_object (small); 1442bailout:
1746 /* reset this so that if player standing on a big pile of stuff, 1443 large->destroy ();
1747 * it is redrawn properly. 1444 small->destroy ();
1748 */
1749 op->contr->socket.look_position = 0;
1750 return 1; 1445 return 1;
1751} 1446}
1752 1447
1753 1448
1754/* This function removes the cursed/damned status on equipped 1449/* This function removes the cursed/damned status on equipped
1763 for (tmp = op->inv; tmp; tmp = tmp->below) 1458 for (tmp = op->inv; tmp; tmp = tmp->below)
1764 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1459 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1765 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1460 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1766 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1461 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1767 { 1462 {
1768
1769 was_one++; 1463 was_one++;
1770 if (tmp->level <= caster_level (caster, spell)) 1464 if (tmp->level <= caster_level (caster, spell))
1771 { 1465 {
1772 success++; 1466 success++;
1773 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1467 if (QUERY_FLAG (spell, FLAG_DAMNED))
1782 } 1476 }
1783 1477
1784 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1785 { 1479 {
1786 if (success) 1480 if (success)
1787 {
1788 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1481 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1789 }
1790 else 1482 else
1791 { 1483 {
1792 if (was_one) 1484 if (was_one)
1793 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1485 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1794 else 1486 else
1795 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1487 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1796 } 1488 }
1797 } 1489 }
1490
1798 return success; 1491 return success;
1799} 1492}
1800 1493
1801/* Identifies objects in the players inventory/on the ground */ 1494/* Identifies objects in the players inventory/on the ground */
1802 1495
1809 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1502 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1810 1503
1811 if (num_ident < 1) 1504 if (num_ident < 1)
1812 num_ident = 1; 1505 num_ident = 1;
1813 1506
1814
1815 for (tmp = op->inv; tmp; tmp = tmp->below) 1507 for (tmp = op->inv; tmp; tmp = tmp->below)
1816 { 1508 {
1817 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1818 { 1510 {
1819 identify (tmp); 1511 identify (tmp);
1512
1820 if (op->type == PLAYER) 1513 if (op->type == PLAYER)
1821 { 1514 {
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1515 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1516
1823 if (tmp->msg) 1517 if (tmp->msg)
1824 { 1518 {
1825 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1826 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1827 } 1521 }
1828 } 1522 }
1523
1829 num_ident--; 1524 num_ident--;
1830 success = 1; 1525 success = 1;
1831 if (!num_ident) 1526 if (!num_ident)
1832 break; 1527 break;
1833 } 1528 }
1834 } 1529 }
1530
1835 /* If all the power of the spell has been used up, don't go and identify 1531 /* If all the power of the spell has been used up, don't go and identify
1836 * stuff on the floor. Only identify stuff on the floor if the spell 1532 * stuff on the floor. Only identify stuff on the floor if the spell
1837 * was not fully used. 1533 * was not fully used.
1838 */ 1534 */
1839 if (num_ident) 1535 if (num_ident)
1840 { 1536 {
1841 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1537 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1842 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1538 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1843 { 1539 {
1844
1845 identify (tmp); 1540 identify (tmp);
1541
1846 if (op->type == PLAYER) 1542 if (op->type == PLAYER)
1847 { 1543 {
1848 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1544 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1545
1849 if (tmp->msg) 1546 if (tmp->msg)
1850 { 1547 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1852 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1549 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1853 } 1550 }
1551
1854 esrv_send_item (op, tmp); 1552 esrv_send_item (op, tmp);
1855 } 1553 }
1554
1856 num_ident--; 1555 num_ident--;
1857 success = 1; 1556 success = 1;
1858 if (!num_ident) 1557 if (!num_ident)
1859 break; 1558 break;
1860 } 1559 }
1861 } 1560 }
1561
1862 if (!success) 1562 if (!success)
1863 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1563 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1864 else 1564 else
1865 {
1866 spell_effect (spell, op->x, op->y, op->map, op); 1565 spell_effect (spell, op->x, op->y, op->map, op);
1867 } 1566
1868 return success; 1567 return success;
1869} 1568}
1870
1871 1569
1872int 1570int
1873cast_detection (object *op, object *caster, object *spell, object *skill) 1571cast_detection (object *op, object *caster, object *spell, object *skill)
1874{ 1572{
1875 object *tmp, *last, *god, *detect; 1573 object *tmp, *last, *god, *detect;
1876 int done_one, range, mflags, floor, level; 1574 int done_one, range, mflags, floor, level;
1877 sint16 x, y, nx, ny; 1575 sint16 x, y, nx, ny;
1878 mapstruct *m; 1576 maptile *m;
1879 1577
1880 /* We precompute some values here so that we don't have to keep 1578 /* We precompute some values here so that we don't have to keep
1881 * doing it over and over again. 1579 * doing it over and over again.
1882 */ 1580 */
1883 god = find_god (determine_god (op)); 1581 god = find_god (determine_god (op));
1888 skill = caster; 1586 skill = caster;
1889 1587
1890 for (x = op->x - range; x <= op->x + range; x++) 1588 for (x = op->x - range; x <= op->x + range; x++)
1891 for (y = op->y - range; y <= op->y + range; y++) 1589 for (y = op->y - range; y <= op->y + range; y++)
1892 { 1590 {
1893
1894 m = op->map; 1591 m = op->map;
1895 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1592 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1896 if (mflags & P_OUT_OF_MAP) 1593 if (mflags & P_OUT_OF_MAP)
1897 continue; 1594 continue;
1898 1595
1900 * floor. But this is not true for show invisible. 1597 * floor. But this is not true for show invisible.
1901 * Basically, we just go and find the top object and work 1598 * Basically, we just go and find the top object and work
1902 * down - that is easier than working up. 1599 * down - that is easier than working up.
1903 */ 1600 */
1904 1601
1905 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1602 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1906 last = tmp; 1603 last = tmp;
1604
1907 /* Shouldn't happen, but if there are no objects on a space, this 1605 /* Shouldn't happen, but if there are no objects on a space, this
1908 * would happen. 1606 * would happen.
1909 */ 1607 */
1910 if (!last) 1608 if (!last)
1911 continue; 1609 continue;
1913 done_one = 0; 1611 done_one = 0;
1914 floor = 0; 1612 floor = 0;
1915 detect = NULL; 1613 detect = NULL;
1916 for (tmp = last; tmp; tmp = tmp->below) 1614 for (tmp = last; tmp; tmp = tmp->below)
1917 { 1615 {
1918
1919 /* show invisible */ 1616 /* show invisible */
1920 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1617 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1921 /* Might there be other objects that we can make visibile? */ 1618 /* Might there be other objects that we can make visible? */
1922 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1619 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1923 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1620 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1924 tmp->type == CF_HANDLE || 1621 tmp->type == CF_HANDLE ||
1925 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1622 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1926 tmp->type == BUTTON || tmp->type == TELEPORTER || 1623 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1933 { 1630 {
1934 tmp->invisible = 0; 1631 tmp->invisible = 0;
1935 done_one = 1; 1632 done_one = 1;
1936 } 1633 }
1937 } 1634 }
1635
1938 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1636 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1939 floor = 1; 1637 floor = 1;
1940 1638
1941 /* All detections below this point don't descend beneath the floor, 1639 /* All detections below this point don't descend beneath the floor,
1942 * so just continue on. We could be clever and look at the type of 1640 * so just continue on. We could be clever and look at the type of
1995 */ 1693 */
1996 if (done_one) 1694 if (done_one)
1997 { 1695 {
1998 object *detect_ob = arch_to_object (spell->other_arch); 1696 object *detect_ob = arch_to_object (spell->other_arch);
1999 1697
2000 detect_ob->x = nx;
2001 detect_ob->y = ny;
2002 /* if this is set, we want to copy the face */ 1698 /* if this is set, we want to copy the face */
2003 if (done_one == 2 && detect) 1699 if (done_one == 2 && detect)
2004 { 1700 {
2005 detect_ob->face = detect->face; 1701 detect_ob->face = detect->face;
2006 detect_ob->animation_id = detect->animation_id; 1702 detect_ob->animation_id = detect->animation_id;
2008 detect_ob->last_anim = 0; 1704 detect_ob->last_anim = 0;
2009 /* by default, the detect_ob is already animated */ 1705 /* by default, the detect_ob is already animated */
2010 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1706 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2011 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1707 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2012 } 1708 }
1709
2013 insert_ob_in_map (detect_ob, m, op, 0); 1710 m->insert (detect_ob, nx, ny, op);
2014 } 1711 }
2015 } /* for processing the surrounding spaces */ 1712 } /* for processing the surrounding spaces */
2016 1713
2017 1714
2018 /* Now process objects in the players inventory if detect curse or magic */ 1715 /* Now process objects in the players inventory if detect curse or magic */
2067 1764
2068 /* Explodes a fireball centered at player */ 1765 /* Explodes a fireball centered at player */
2069 tmp = get_archetype (EXPLODING_FIREBALL); 1766 tmp = get_archetype (EXPLODING_FIREBALL);
2070 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1767 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2071 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; 1768 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2072 tmp->x = victim->x; 1769
2073 tmp->y = victim->y; 1770 tmp->insert_at (victim);
2074 insert_ob_in_map (tmp, victim->map, NULL, 0);
2075 victim->stats.sp = 2 * victim->stats.maxsp; 1771 victim->stats.sp = 2 * victim->stats.maxsp;
2076 } 1772 }
2077 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1773 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2078 {
2079 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1774 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2080 }
2081 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1775 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2082 {
2083 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1776 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2084 }
2085 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2086 { 1778 {
2087 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1779 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2088 confuse_player (victim, victim, 99); 1780 confuse_player (victim, victim, 99);
2089 } 1781 }
2090 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1782 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2091 {
2092 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1783 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2093 }
2094} 1784}
2095 1785
2096/* cast_transfer 1786/* cast_transfer
2097 * This spell transfers sp from the player to another person. 1787 * This spell transfers sp from the player to another person.
2098 * We let the target go above their normal maximum SP. 1788 * We let the target go above their normal maximum SP.
2101int 1791int
2102cast_transfer (object *op, object *caster, object *spell, int dir) 1792cast_transfer (object *op, object *caster, object *spell, int dir)
2103{ 1793{
2104 object *plyr = NULL; 1794 object *plyr = NULL;
2105 sint16 x, y; 1795 sint16 x, y;
2106 mapstruct *m; 1796 maptile *m;
2107 int mflags; 1797 int mflags;
2108 1798
2109 m = op->map; 1799 m = op->map;
2110 x = op->x + freearr_x[dir]; 1800 x = op->x + freearr_x[dir];
2111 y = op->y + freearr_y[dir]; 1801 y = op->y + freearr_y[dir];
2112 1802
2113 mflags = get_map_flags (m, &m, x, y, &x, &y); 1803 mflags = get_map_flags (m, &m, x, y, &x, &y);
2114 1804
2115 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1805 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2116 { 1806 {
2117 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1807 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2118 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1808 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2119 break; 1809 break;
2120 } 1810 }
2121 1811
2122 1812
2123 /* If we did not find a player in the specified direction, transfer 1813 /* If we did not find a player in the specified direction, transfer
2124 * to anyone on top of us. This is used for the rune of transference mostly. 1814 * to anyone on top of us. This is used for the rune of transference mostly.
2125 */ 1815 */
2126 if (plyr == NULL) 1816 if (plyr == NULL)
2127 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1817 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2128 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1818 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2129 break; 1819 break;
2130 1820
2131 if (!plyr) 1821 if (!plyr)
2132 { 1822 {
2177void 1867void
2178counterspell (object *op, int dir) 1868counterspell (object *op, int dir)
2179{ 1869{
2180 object *tmp, *head, *next; 1870 object *tmp, *head, *next;
2181 int mflags; 1871 int mflags;
2182 mapstruct *m; 1872 maptile *m;
2183 sint16 sx, sy; 1873 sint16 sx, sy;
2184 1874
2185 sx = op->x + freearr_x[dir]; 1875 sx = op->x + freearr_x[dir];
2186 sy = op->y + freearr_y[dir]; 1876 sy = op->y + freearr_y[dir];
2187 m = op->map; 1877 m = op->map;
2188 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1878 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2189 if (mflags & P_OUT_OF_MAP) 1879 if (mflags & P_OUT_OF_MAP)
2190 return; 1880 return;
2191 1881
2192 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1882 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2193 { 1883 {
2194 next = tmp->above; 1884 next = tmp->above;
2195 1885
2196 /* Need to look at the head object - otherwise, if tmp 1886 /* Need to look at the head object - otherwise, if tmp
2197 * points to a monster, we don't have all the necessary 1887 * points to a monster, we don't have all the necessary
2209 /* Basically, if the object is magical and not counterspell, 1899 /* Basically, if the object is magical and not counterspell,
2210 * we will more or less remove the object. Don't counterspell 1900 * we will more or less remove the object. Don't counterspell
2211 * monsters either. 1901 * monsters either.
2212 */ 1902 */
2213 1903
2214 if (head->attacktype & AT_MAGIC && 1904 if (head->attacktype & AT_MAGIC
2215 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1905 && !(head->attacktype & AT_COUNTERSPELL)
2216 { 1906 && !QUERY_FLAG (head, FLAG_MONSTER)
2217 remove_ob (head); 1907 && (op->level > head->level))
2218 free_object (head); 1908 head->destroy ();
2219 }
2220 else 1909 else
2221 switch (head->type) 1910 switch (head->type)
2222 { 1911 {
2223 case SPELL_EFFECT: 1912 case SPELL_EFFECT:
1913 // XXX: Don't affect floor spelleffects. See also XXX comment
1914 // about sanctuary in spell_util.C
1915 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1916 continue;
1917
2224 if (op->level > head->level) 1918 if (op->level > head->level)
2225 { 1919 head->destroy ();
2226 remove_ob (head); 1920
2227 free_object (head);
2228 }
2229 break; 1921 break;
2230 1922
2231 /* I really don't get this rune code that much - that 1923 /* I really don't get this rune code that much - that
2232 * random chance seems really low. 1924 * random chance seems really low.
2233 */ 1925 */
2234 case RUNE: 1926 case RUNE:
2235 if (rndm (0, 149) == 0) 1927 if (rndm (0, 149) == 0)
2236 { 1928 {
2237 head->stats.hp--; /* weaken the rune */ 1929 head->stats.hp--; /* weaken the rune */
2238 if (!head->stats.hp) 1930 if (!head->stats.hp)
2239 { 1931 head->destroy ();
2240 remove_ob (head);
2241 free_object (head);
2242 }
2243 } 1932 }
2244 break; 1933 break;
2245 } 1934 }
2246 } 1935 }
2247} 1936}
2300 * This code was very odd - code early on would only let players use the spell, 1989 * This code was very odd - code early on would only let players use the spell,
2301 * yet the code wass full of player checks. I've presumed that the code 1990 * yet the code wass full of player checks. I've presumed that the code
2302 * that only let players use it was correct, and removed all the other 1991 * that only let players use it was correct, and removed all the other
2303 * player checks. MSW 2003-01-06 1992 * player checks. MSW 2003-01-06
2304 */ 1993 */
2305
2306int 1994int
2307animate_weapon (object *op, object *caster, object *spell, int dir) 1995animate_weapon (object *op, object *caster, object *spell, int dir)
2308{ 1996{
2309 object *weapon, *tmp; 1997 object *weapon, *tmp;
2310 char buf[MAX_BUF]; 1998 char buf[MAX_BUF];
2311 int a, i; 1999 int a, i;
2312 sint16 x, y; 2000 sint16 x, y;
2313 mapstruct *m; 2001 maptile *m;
2314 materialtype_t *mt; 2002 materialtype_t *mt;
2315 2003
2316 if (!spell->other_arch) 2004 if (!spell->other_arch)
2317 { 2005 {
2318 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 2006 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2322 /* exit if it's not a player using this spell. */ 2010 /* exit if it's not a player using this spell. */
2323 if (op->type != PLAYER) 2011 if (op->type != PLAYER)
2324 return 0; 2012 return 0;
2325 2013
2326 /* if player already has a golem, abort */ 2014 /* if player already has a golem, abort */
2327 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) 2015 if (object *golem = op->contr->golem)
2328 { 2016 {
2329 control_golem (op->contr->ranges[range_golem], dir); 2017 control_golem (golem, dir);
2330 return 0; 2018 return 0;
2331 } 2019 }
2332 2020
2333 /* if no direction specified, pick one */ 2021 /* if no direction specified, pick one */
2334 if (!dir) 2022 if (!dir)
2338 x = op->x + freearr_x[dir]; 2026 x = op->x + freearr_x[dir];
2339 y = op->y + freearr_y[dir]; 2027 y = op->y + freearr_y[dir];
2340 2028
2341 /* if there's no place to put the golem, abort */ 2029 /* if there's no place to put the golem, abort */
2342 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2030 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2343 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2031 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2344 { 2032 {
2345 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2033 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2346 return 0; 2034 return 0;
2347 } 2035 }
2348 2036
2352 if (!weapon) 2040 if (!weapon)
2353 { 2041 {
2354 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2042 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2355 return 0; 2043 return 0;
2356 } 2044 }
2357 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2045 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2358 { 2046 {
2359 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2047 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2360 return 0; 2048 return 0;
2361 } 2049 }
2362 if (weapon->type != WEAPON) 2050 if (weapon->type != WEAPON)
2380 /* create the golem object */ 2068 /* create the golem object */
2381 tmp = arch_to_object (spell->other_arch); 2069 tmp = arch_to_object (spell->other_arch);
2382 2070
2383 /* if animated by a player, give the player control of the golem */ 2071 /* if animated by a player, give the player control of the golem */
2384 CLEAR_FLAG (tmp, FLAG_MONSTER); 2072 CLEAR_FLAG (tmp, FLAG_MONSTER);
2385 SET_FLAG (tmp, FLAG_FRIENDLY);
2386 tmp->stats.exp = 0; 2073 tmp->stats.exp = 0;
2387 add_friendly_object (tmp); 2074 add_friendly_object (tmp);
2388 tmp->type = GOLEM; 2075 tmp->type = GOLEM;
2389 set_owner (tmp, op); 2076 tmp->set_owner (op);
2077 op->contr->golem = tmp;
2390 set_spell_skill (op, caster, spell, tmp); 2078 set_spell_skill (op, caster, spell, tmp);
2391 op->contr->ranges[range_golem] = tmp;
2392 op->contr->shoottype = range_golem;
2393 op->contr->golem_count = tmp->count;
2394 2079
2395 /* Give the weapon to the golem now. A bit of a hack to check the 2080 /* Give the weapon to the golem now. A bit of a hack to check the
2396 * removed flag - it should only be set if get_split_object was 2081 * removed flag - it should only be set if get_split_object was
2397 * used above. 2082 * used above.
2398 */ 2083 */
2399 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2400 remove_ob (weapon); 2085 weapon->remove ();
2086
2401 insert_ob_in_ob (weapon, tmp); 2087 insert_ob_in_ob (weapon, tmp);
2402 esrv_send_item (op, weapon); 2088 esrv_send_item (op, weapon);
2403 /* To do everything necessary to let a golem use the weapon is a pain, 2089 /* To do everything necessary to let a golem use the weapon is a pain,
2404 * so instead, just set it as equipped (otherwise, we need to update 2090 * so instead, just set it as equipped (otherwise, we need to update
2405 * body_info, skills, etc) 2091 * body_info, skills, etc)
2406 */ 2092 */
2407 SET_FLAG (tmp, FLAG_USE_WEAPON); 2093 SET_FLAG (tmp, FLAG_USE_WEAPON);
2408 SET_FLAG (weapon, FLAG_APPLIED); 2094 SET_FLAG (weapon, FLAG_APPLIED);
2409 fix_player (tmp); 2095 tmp->update_stats ();
2410 2096
2411 /* There used to be 'odd' code that basically seemed to take the absolute 2097 /* There used to be 'odd' code that basically seemed to take the absolute
2412 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2098 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2413 * if you're using a crappy weapon, it shouldn't be as good. 2099 * if you're using a crappy weapon, it shouldn't be as good.
2414 */ 2100 */
2466 if (a > 14) 2152 if (a > 14)
2467 a = 14; 2153 a = 14;
2468 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2154 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2469 2155
2470 /* Determine golem's speed */ 2156 /* Determine golem's speed */
2471 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2157 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2472
2473 if (tmp->speed > 3.33)
2474 tmp->speed = 3.33;
2475 2158
2476 if (!spell->race) 2159 if (!spell->race)
2477 { 2160 {
2478 sprintf (buf, "animated %s", &weapon->name); 2161 sprintf (buf, "animated %s", &weapon->name);
2479 tmp->name = buf; 2162 tmp->name = buf;
2481 tmp->face = weapon->face; 2164 tmp->face = weapon->face;
2482 tmp->animation_id = weapon->animation_id; 2165 tmp->animation_id = weapon->animation_id;
2483 tmp->anim_speed = weapon->anim_speed; 2166 tmp->anim_speed = weapon->anim_speed;
2484 tmp->last_anim = weapon->last_anim; 2167 tmp->last_anim = weapon->last_anim;
2485 tmp->state = weapon->state; 2168 tmp->state = weapon->state;
2486 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2169 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2487 {
2488 SET_FLAG (tmp, FLAG_ANIMATE);
2489 }
2490 else
2491 {
2492 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2493 }
2494 update_ob_speed (tmp);
2495 } 2170 }
2496 2171
2497 /* make experience increase in proportion to the strength of the summoned creature. */ 2172 /* make experience increase in proportion to the strength of the summoned creature. */
2498 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2173 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2499 2174
2500 tmp->speed_left = -1; 2175 tmp->speed_left = -1;
2501 tmp->x = x;
2502 tmp->y = y;
2503 tmp->direction = dir; 2176 tmp->direction = dir;
2504 insert_ob_in_map (tmp, m, op, 0); 2177
2178 m->insert (tmp, x, y, op);
2505 return 1; 2179 return 1;
2506} 2180}
2507 2181
2508/* cast_daylight() - changes the map darkness level *lower* */ 2182/* cast_daylight() - changes the map darkness level *lower* */
2509 2183
2517 int success; 2191 int success;
2518 2192
2519 if (!op->map) 2193 if (!op->map)
2520 return 0; /* shouldnt happen */ 2194 return 0; /* shouldnt happen */
2521 2195
2522 success = change_map_light (op->map, spell->stats.dam); 2196 success = op->map->change_map_light (spell->stats.dam);
2197
2523 if (!success) 2198 if (!success)
2524 { 2199 {
2525 if (spell->stats.dam < 0) 2200 if (spell->stats.dam < 0)
2526 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2527 else 2202 else
2552 2227
2553 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2228 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2554 2229
2555 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2230 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2556 2231
2557 set_owner (new_aura, op); 2232 new_aura->set_owner (op);
2558 set_spell_skill (op, caster, spell, new_aura); 2233 set_spell_skill (op, caster, spell, new_aura);
2559 new_aura->attacktype = spell->attacktype; 2234 new_aura->attacktype = spell->attacktype;
2560 2235
2561 new_aura->level = caster_level (caster, spell); 2236 new_aura->level = caster_level (caster, spell);
2562 if (refresh) 2237 if (refresh)
2580void 2255void
2581move_aura (object *aura) 2256move_aura (object *aura)
2582{ 2257{
2583 int i, mflags; 2258 int i, mflags;
2584 object *env; 2259 object *env;
2585 mapstruct *m; 2260 maptile *m;
2586 2261
2587 /* auras belong in inventories */ 2262 /* auras belong in inventories */
2588 env = aura->env; 2263 env = aura->env;
2589 2264
2590 /* no matter what we've gotta remove the aura... 2265 /* no matter what we've gotta remove the aura...
2591 * we'll put it back if its time isn't up. 2266 * we'll put it back if its time isn't up.
2592 */ 2267 */
2593 remove_ob (aura); 2268 aura->remove ();
2594 2269
2595 /* exit if we're out of gas */ 2270 /* exit if we're out of gas */
2596 if (aura->duration-- < 0) 2271 if (aura->duration-- < 0)
2597 { 2272 {
2598 free_object (aura); 2273 aura->destroy ();
2599 return; 2274 return;
2600 } 2275 }
2601 2276
2602 /* auras only exist in inventories */ 2277 /* auras only exist in inventories */
2603 if (env == NULL || env->map == NULL) 2278 if (env == NULL || env->map == NULL)
2604 { 2279 {
2605 free_object (aura); 2280 aura->destroy ();
2606 return; 2281 return;
2607 } 2282 }
2608 aura->x = env->x;
2609 aura->y = env->y;
2610 2283
2611 /* we need to jump out of the inventory for a bit 2284 /* we need to jump out of the inventory for a bit
2612 * in order to hit the map conveniently. 2285 * in order to hit the map conveniently.
2613 */ 2286 */
2614 insert_ob_in_map (aura, env->map, aura, 0); 2287 aura->insert_at (env, aura);
2615 2288
2616 for (i = 1; i < 9; i++) 2289 for (i = 1; i < 9; i++)
2617 { 2290 {
2618 sint16 nx, ny; 2291 sint16 nx, ny;
2619 2292
2628 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2301 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2629 { 2302 {
2630 hit_map (aura, i, aura->attacktype, 0); 2303 hit_map (aura, i, aura->attacktype, 0);
2631 2304
2632 if (aura->other_arch) 2305 if (aura->other_arch)
2633 { 2306 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2634 object *new_ob;
2635
2636 new_ob = arch_to_object (aura->other_arch);
2637 new_ob->x = nx;
2638 new_ob->y = ny;
2639 insert_ob_in_map (new_ob, m, aura, 0);
2640 } 2307 }
2641 }
2642 } 2308 }
2309
2643 /* put the aura back in the player's inventory */ 2310 /* put the aura back in the player's inventory */
2644 remove_ob (aura); 2311 aura->remove ();
2645 insert_ob_in_ob (aura, env); 2312 insert_ob_in_ob (aura, env);
2646} 2313}
2647 2314
2648/* moves the peacemaker spell. 2315/* moves the peacemaker spell.
2649 * op is the piece object. 2316 * op is the piece object.
2652void 2319void
2653move_peacemaker (object *op) 2320move_peacemaker (object *op)
2654{ 2321{
2655 object *tmp; 2322 object *tmp;
2656 2323
2657 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2324 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2658 { 2325 {
2659 int atk_lev, def_lev; 2326 int atk_lev, def_lev;
2660 object *victim = tmp; 2327 object *victim = tmp;
2661 2328
2662 if (tmp->head) 2329 if (tmp->head)
2673 2340
2674 if (rndm (0, atk_lev - 1) > def_lev) 2341 if (rndm (0, atk_lev - 1) > def_lev)
2675 { 2342 {
2676 /* make this sucker peaceful. */ 2343 /* make this sucker peaceful. */
2677 2344
2678 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2345 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2679 victim->stats.exp = 0; 2346 victim->stats.exp = 0;
2680#if 0 2347#if 0
2681 /* No idea why these were all set to zero - if something 2348 /* No idea why these were all set to zero - if something
2682 * makes this creature agressive, he should still do damage. 2349 * makes this creature agressive, he should still do damage.
2683 */ 2350 */
2728 2395
2729 snprintf (rune, sizeof (rune), "%s\n", msg); 2396 snprintf (rune, sizeof (rune), "%s\n", msg);
2730 2397
2731 tmp->race = op->name; /*Save the owner of the rune */ 2398 tmp->race = op->name; /*Save the owner of the rune */
2732 tmp->msg = rune; 2399 tmp->msg = rune;
2733 tmp->x = op->x; 2400
2734 tmp->y = op->y; 2401 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2735 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2736 return 1; 2402 return 1;
2737} 2403}

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