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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 1.65 by root, Wed Aug 1 00:26:04 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
37void 35void
38cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
39{ 37{
40 if (!tmp) 38 if (!tmp)
41 return; /* error */ 39 return; /* error */
40
42 tmp->level = op->level; 41 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
47 44
48 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
52 */ 49 */
53 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
54 tmp->duration = 40; 51 tmp->duration = 40;
52
55 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 55
56 tmp->insert_at (op, op);
59} 57}
60
61 58
62int 59int
63recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
64{ 61{
65 object *wand, *tmp; 62 object *wand, *tmp;
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
79 remove_ob (wand); 76 wand->destroy ();
80 free_object (wand);
81 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79
83 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
82
85 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
84
86 if (tmp->stats.hp < 2) 85 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2; 86 tmp->stats.hp = 2;
88 tmp->x = op->x; 87
89 tmp->y = op->y; 88 tmp->insert_at (op);
90 insert_ob_in_map (tmp, op->map, NULL, 0);
91 return 1; 89 return 1;
92 } 90 }
93 91
94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93
95 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
97 else 96 else
98 { 97 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
100 return 0; 99 return 0;
101 } 100 }
101
102 if (!ncharges) 102 if (!ncharges)
103 ncharges = 1; 103 ncharges = 1;
104 104
105 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107
107 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
108 { 109 {
109 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
110 wand->speed = wand->arch->clone.speed; 111 wand->set_speed (wand->arch->speed);
111 update_ob_speed (wand);
112 } 112 }
113
113 return 1; 114 return 1;
114} 115}
115 116
116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 117/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
117 * based on whether a crossbow or bow is equiped. If neither, it defaults to 118 * based on whether a crossbow or bow is equiped. If neither, it defaults to
121 * great a plus, the default is used. 122 * great a plus, the default is used.
122 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
123 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
125 */ 126 */
126
127int 127int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
129{ 129{
130 int missile_plus = 0, bonus_plus = 0; 130 int missile_plus = 0, bonus_plus = 0;
131 const char *missile_name; 131 const char *missile_name;
152 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 153 if (isalpha (*stringarg))
154 { 154 {
155 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
156 156
157 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, stringarg))
159 break; 159 break;
160 160
161 if (!al) 161 if (!al)
162 { 162 {
163 free_object (missile); 163 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
165 return 0; 165 return 0;
166 } 166 }
167 167
168 if (al->item->slaying) 168 if (al->item->slaying)
169 { 169 {
170 free_object (missile); 170 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
172 return 0; 172 return 0;
173 } 173 }
174 174
175 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
222 if (stringarg) 222 if (stringarg)
223 { 223 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, stringarg);
225 if (at == NULL) 225 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, stringarg);
227 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 228 stringarg = NULL;
229 } 229 }
230 230
231 if (!stringarg) 231 if (!stringarg)
232 { 232 {
238 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
239 * to be altered from the donor. 239 * to be altered from the donor.
240 */ 240 */
241 241
242 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
243 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
244 { 244 {
245 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 { 246 {
247 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
248 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
249 * the item we have now, take it instead. 249 * the item we have now, take it instead.
250 */ 250 */
251 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 251 if (at_tmp->stats.food <= food_value
252 && (!at
253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
252 at = at_tmp; 256 at = at_tmp;
253 } 257 }
254 } 258 }
255 } 259 }
260
256 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
257 * know 262 * know
258 */ 263 */
259 if (!at) 264 if (!at)
260 { 265 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
262 return 0; 267 return 0;
263 } 268 }
264 269
265 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 271 new_op = arch_to_object (at);
267 new_op->nrof = food_value; 272 new_op->nrof = food_value;
268 273
269 new_op->value = 0; 274 new_op->value = 0;
270 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
277int 282int
278probe (object *op, object *caster, object *spell_ob, int dir) 283probe (object *op, object *caster, object *spell_ob, int dir)
279{ 284{
280 int r, mflags, maxrange; 285 int r, mflags, maxrange;
281 object *tmp; 286 object *tmp;
282 mapstruct *m; 287 maptile *m;
283 288
284 289
285 if (!dir) 290 if (!dir)
286 { 291 {
287 examine_monster (op, op); 292 examine_monster (op, op);
288 return 1; 293 return 1;
289 } 294 }
295
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
292 { 298 {
293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 299 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
294 300
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;
314 examine_monster (op, tmp); 320 examine_monster (op, tmp);
315 return 1; 321 return 1;
316 } 322 }
317 } 323 }
318 } 324 }
325
319 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
320 return 1; 327 return 1;
321} 328}
322
323 329
324/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
325 * does race check, undead check, etc 331 * does race check, undead check, etc
326 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
327 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
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 buf << '\0'; // zero-terminate
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620
619 return 1; 621 return 1;
620} 622}
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
880 623
881/* This creates magic walls. Really, it can create most any object, 624/* This creates magic walls. Really, it can create most any object,
882 * within some reason. 625 * within some reason.
883 */ 626 */
884
885int 627int
886magic_wall (object *op, object *caster, int dir, object *spell_ob) 628magic_wall (object *op, object *caster, int dir, object *spell_ob)
887{ 629{
888 object *tmp, *tmp2; 630 object *tmp;
889 int i, posblocked, negblocked, maxrange; 631 int i, posblocked, negblocked, maxrange;
890 sint16 x, y; 632 sint16 x, y;
891 mapstruct *m; 633 maptile *m;
892 const char *name; 634 const char *name;
893 archetype *at; 635 archetype *at;
894 636
895 if (!dir) 637 if (!dir)
896 { 638 {
901 else 643 else
902 { 644 {
903 x = op->x + freearr_x[dir]; 645 x = op->x + freearr_x[dir];
904 y = op->y + freearr_y[dir]; 646 y = op->y + freearr_y[dir];
905 } 647 }
648
906 m = op->map; 649 m = op->map;
907 650
908 if ((spell_ob->move_block || x != op->x || y != op->y) && 651 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) || 652 (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))) 653 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
911 { 654 {
912 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 655 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
913 return 0; 656 return 0;
914 } 657 }
658
915 if (spell_ob->other_arch) 659 if (spell_ob->other_arch)
916 {
917 tmp = arch_to_object (spell_ob->other_arch); 660 tmp = arch_to_object (spell_ob->other_arch);
918 }
919 else if (spell_ob->race) 661 else if (spell_ob->race)
920 { 662 {
921 char buf1[MAX_BUF]; 663 char buf1[MAX_BUF];
922 664
923 sprintf (buf1, spell_ob->race, dir); 665 sprintf (buf1, spell_ob->race, dir);
926 { 668 {
927 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 669 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
928 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 670 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
929 return 0; 671 return 0;
930 } 672 }
673
931 tmp = arch_to_object (at); 674 tmp = arch_to_object (at);
932 } 675 }
933 else 676 else
934 { 677 {
935 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 678 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
945 } 688 }
946 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 689 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
947 { 690 {
948 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 691 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
949 tmp->stats.maxhp = tmp->stats.hp; 692 tmp->stats.maxhp = tmp->stats.hp;
950 set_owner (tmp, op);
951 set_spell_skill (op, caster, spell_ob, tmp);
952 } 693 }
694
953 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 695 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
954 { 696 {
955 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 697 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
956 SET_FLAG (tmp, FLAG_IS_USED_UP); 698 SET_FLAG (tmp, FLAG_IS_USED_UP);
957 } 699 }
700
958 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 701 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
959 { 702 {
960 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 703 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
961 tmp->stats.maxhp = tmp->stats.hp; 704 tmp->stats.maxhp = tmp->stats.hp;
962 SET_FLAG (tmp, FLAG_TEAR_DOWN); 705 SET_FLAG (tmp, FLAG_TEAR_DOWN);
963 SET_FLAG (tmp, FLAG_ALIVE); 706 SET_FLAG (tmp, FLAG_ALIVE);
964 } 707 }
965 708
966 /* This can't really hurt - if the object doesn't kill anything, 709 /* This can't really hurt - if the object doesn't kill anything,
967 * these fields just won't be used. 710 * these fields just won't be used. Do not set the owner for
711 * earthwalls, though, so they survive restarts.
968 */ 712 */
969 set_owner (tmp, op); 713 if (tmp->type != EARTHWALL) //TODO
714 tmp->set_owner (op);
715
970 set_spell_skill (op, caster, spell_ob, tmp); 716 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; 717 tmp->level = caster_level (caster, spell_ob) / 2;
974 718
975 name = tmp->name; 719 name = tmp->name;
976 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 720 if (!(tmp = m->insert (tmp, x, y, op)))
977 { 721 {
978 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 722 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
979 return 0; 723 return 0;
980 } 724 }
725
981 /* If this is a spellcasting wall, need to insert the spell object */ 726 /* If this is a spellcasting wall, need to insert the spell object */
982 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 727 if (tmp->other_arch && tmp->other_arch->type == SPELL)
983 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
984 729
985 /* This code causes the wall to extend some distance in 730 /* This code causes the wall to extend some distance in
986 * each direction, or until an obstruction is encountered. 731 * each direction, or until an obstruction is encountered.
987 * posblocked and negblocked help determine how far the 732 * posblocked and negblocked help determine how far the
1003 m = tmp->map; 748 m = tmp->map;
1004 749
1005 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 750 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) 751 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1007 { 752 {
1008 tmp2 = get_object (); 753 object *tmp2 = tmp->clone ();
1009 copy_object (tmp, tmp2); 754 m->insert (tmp2, x, y, op);
1010 tmp2->x = x; 755
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 */ 756 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 758 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 759
1017 } 760 }
1018 else 761 else
1019 posblocked = 1; 762 posblocked = 1;
1020 763
1023 m = tmp->map; 766 m = tmp->map;
1024 767
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 768 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) 769 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 770 {
1028 tmp2 = get_object (); 771 object *tmp2 = tmp->clone ();
1029 copy_object (tmp, tmp2); 772 m->insert (tmp2, x, y, op);
1030 tmp2->x = x; 773
1031 tmp2->y = y;
1032 insert_ob_in_map (tmp2, m, op, 0);
1033 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 774 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1034 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 775 tmp2->insert (arch_to_object (tmp2->other_arch));
1035 } 776 }
1036 else 777 else
1037 negblocked = 1; 778 negblocked = 1;
1038 } 779 }
1039 780
1046int 787int
1047dimension_door (object *op, object *caster, object *spob, int dir) 788dimension_door (object *op, object *caster, object *spob, int dir)
1048{ 789{
1049 uint32 dist, maxdist; 790 uint32 dist, maxdist;
1050 int mflags; 791 int mflags;
1051 mapstruct *m; 792 maptile *m;
1052 sint16 sx, sy; 793 sint16 sx, sy;
1053 794
1054 if (op->type != PLAYER) 795 if (op->type != PLAYER)
1055 return 0; 796 return 0;
1056 797
1088 { 829 {
1089 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 830 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1090 op->contr->count = 0; 831 op->contr->count = 0;
1091 return 0; 832 return 0;
1092 } 833 }
834
1093 op->contr->count = 0; 835 op->contr->count = 0;
1094 836
1095 /* Remove code that puts player on random space on maps. IMO, 837 /* 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, 838 * 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 839 * but may not be marked as NO_MAGIC (as they may be bounded
1146 return 0; 888 return 0;
1147 } 889 }
1148 } 890 }
1149 891
1150 /* Actually move the player now */ 892 /* Actually move the player now */
1151 remove_ob (op); 893 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; 894 return 1;
1156 895
1157 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 896 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1158 return 1; 897 return 1;
1159} 898}
1172 object *poison; 911 object *poison;
1173 int heal = 0, success = 0; 912 int heal = 0, success = 0;
1174 913
1175 tmp = find_target_for_friendly_spell (op, dir); 914 tmp = find_target_for_friendly_spell (op, dir);
1176 915
1177 if (tmp == NULL) 916 if (!tmp)
1178 return 0; 917 return 0;
1179 918
1180 /* Figure out how many hp this spell might cure. 919 /* Figure out how many hp this spell might cure.
1181 * could be zero if this spell heals effects, not damage. 920 * could be zero if this spell heals effects, not damage.
1182 */ 921 */
1185 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 924 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1186 925
1187 if (heal) 926 if (heal)
1188 { 927 {
1189 if (tmp->stats.hp >= tmp->stats.maxhp) 928 if (tmp->stats.hp >= tmp->stats.maxhp)
1190 {
1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 929 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1192 }
1193 else 930 else
1194 { 931 {
1195 /* See how many points we actually heal. Instead of messages 932 /* See how many points we actually heal. Instead of messages
1196 * based on type of spell, we instead do messages based 933 * based on type of spell, we instead do messages based
1197 * on amount of damage healed. 934 * on amount of damage healed.
1199 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 936 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1200 heal = tmp->stats.maxhp - tmp->stats.hp; 937 heal = tmp->stats.maxhp - tmp->stats.hp;
1201 tmp->stats.hp += heal; 938 tmp->stats.hp += heal;
1202 939
1203 if (tmp->stats.hp >= tmp->stats.maxhp) 940 if (tmp->stats.hp >= tmp->stats.maxhp)
1204 {
1205 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1206 }
1207 else if (heal > 50) 942 else if (heal > 50)
1208 {
1209 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1210 }
1211 else if (heal > 25) 944 else if (heal > 25)
1212 {
1213 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1214 }
1215 else if (heal > 10) 946 else if (heal > 10)
1216 {
1217 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1218 }
1219 else 948 else
1220 {
1221 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 949 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1222 } 950
1223 success = 1; 951 success = 1;
1224 } 952 }
1225 } 953 }
954
1226 if (spell->attacktype & AT_DISEASE) 955 if (spell->attacktype & AT_DISEASE)
1227 if (cure_disease (tmp, op)) 956 if (cure_disease (tmp, op))
1228 success = 1; 957 success = 1;
1229 958
1230 if (spell->attacktype & AT_POISON) 959 if (spell->attacktype & AT_POISON)
1236 success = 1; 965 success = 1;
1237 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1238 poison->stats.food = 1; 967 poison->stats.food = 1;
1239 } 968 }
1240 } 969 }
970
1241 if (spell->attacktype & AT_CONFUSION) 971 if (spell->attacktype & AT_CONFUSION)
1242 { 972 {
1243 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 973 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1244 if (poison) 974 if (poison)
1245 { 975 {
1246 success = 1; 976 success = 1;
1247 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1248 poison->duration = 1; 978 poison->duration = 1;
1249 } 979 }
1250 } 980 }
981
1251 if (spell->attacktype & AT_BLIND) 982 if (spell->attacktype & AT_BLIND)
1252 { 983 {
1253 at = archetype::find ("blindness"); 984 at = archetype::find ("blindness");
1254 poison = present_arch_in_ob (at, tmp); 985 poison = present_arch_in_ob (at, tmp);
1255 if (poison) 986 if (poison)
1257 success = 1; 988 success = 1;
1258 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 989 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1259 poison->stats.food = 1; 990 poison->stats.food = 1;
1260 } 991 }
1261 } 992 }
993
1262 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 994 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1263 { 995 {
1264 tmp->stats.sp += spell->last_sp; 996 tmp->stats.sp += spell->last_sp;
1265 if (tmp->stats.sp > tmp->stats.maxsp) 997 if (tmp->stats.sp > tmp->stats.maxsp)
1266 tmp->stats.sp = tmp->stats.maxsp; 998 tmp->stats.sp = tmp->stats.maxsp;
1267 success = 1; 999 success = 1;
1268 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 1000 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1269 } 1001 }
1002
1270 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1003 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1271 { 1004 {
1272 tmp->stats.grace += spell->last_grace; 1005 tmp->stats.grace += spell->last_grace;
1273 if (tmp->stats.grace > tmp->stats.maxgrace) 1006 if (tmp->stats.grace > tmp->stats.maxgrace)
1274 tmp->stats.grace = tmp->stats.maxgrace; 1007 tmp->stats.grace = tmp->stats.maxgrace;
1275 success = 1; 1008 success = 1;
1276 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1009 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1277 } 1010 }
1011
1278 if (spell->stats.food && tmp->stats.food < 999) 1012 if (spell->stats.food && tmp->stats.food < 999)
1279 { 1013 {
1280 tmp->stats.food += spell->stats.food; 1014 tmp->stats.food += spell->stats.food;
1281 if (tmp->stats.food > 999) 1015 if (tmp->stats.food > 999)
1282 tmp->stats.food = 999; 1016 tmp->stats.food = 999;
1283 success = 1; 1017 success = 1;
1284 /* We could do something a bit better like the messages for healing above */ 1018 /* 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"); 1019 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1286 } 1020 }
1021
1287 return success; 1022 return success;
1288} 1023}
1289
1290 1024
1291/* This is used for the spells that gain stats. There are no spells 1025/* 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 1026 * right now that icnrease wis/int/pow on a temp basis, so no
1293 * good comments for those. 1027 * good comments for those.
1294 */ 1028 */
1295static const char *const no_gain_msgs[NUM_STATS] = { 1029static const char *const no_gain_msgs[NUM_STATS] = {
1296 "You grow no stronger.", 1030 "You grow no stronger.",
1297 "You grow no more agile.", 1031 "You grow no more agile.",
1298 "You don't feel any healthier.", 1032 "You don't feel any healthier.",
1299 "no wis", 1033 "You didn't grow any more intelligent.",
1034 "You do not feel any wiser.",
1035 "You don't feel any more powerful."
1300 "You are no easier to look at.", 1036 "You are no easier to look at.",
1301 "no int",
1302 "no pow"
1303}; 1037};
1304 1038
1305int 1039int
1306cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1040cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1307{ 1041{
1308 object *tmp, *tmp2 = NULL;
1309 object *force = NULL; 1042 object *force = NULL;
1310 int i; 1043 int i;
1311 1044
1312 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1045 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1313 if (dir != 0) 1046 object *tmp = dir
1314 {
1315 tmp = find_target_for_friendly_spell (op, dir); 1047 ? find_target_for_friendly_spell (op, dir)
1316 } 1048 : op;
1317 else
1318 {
1319 tmp = op;
1320 }
1321 1049
1322 if (tmp == NULL) 1050 if (!tmp)
1323 return 0; 1051 return 0;
1324 1052
1325 /* If we've already got a force of this type, don't add a new one. */ 1053 /* 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) 1054 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1327 { 1055 {
1328 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1056 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1329 { 1057 {
1330 if (tmp2->name == spell_ob->name) 1058 if (tmp2->name == spell_ob->name)
1331 { 1059 {
1364 } 1092 }
1365 else 1093 else
1366 { 1094 {
1367 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1095 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1368 } 1096 }
1097
1369 return 1; 1098 return 1;
1370 } 1099 }
1100
1371 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1101 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1372 force->speed = 1.0; 1102 force->speed = 1.0;
1373 force->speed_left = -1.0; 1103 force->speed_left = -1.0;
1374 SET_FLAG (force, FLAG_APPLIED); 1104 SET_FLAG (force, FLAG_APPLIED);
1375 1105
1381 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1111 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1382 if (force->resist[i] > 100) 1112 if (force->resist[i] > 100)
1383 force->resist[i] = 100; 1113 force->resist[i] = 100;
1384 } 1114 }
1385 } 1115 }
1116
1386 if (spell_ob->stats.hp) 1117 if (spell_ob->stats.hp)
1387 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1118 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1388 1119
1389 if (tmp->type == PLAYER) 1120 if (tmp->type == PLAYER)
1390 { 1121 {
1391 /* Stat adjustment spells */ 1122 /* Stat adjustment spells */
1392 for (i = 0; i < NUM_STATS; i++) 1123 for (i = 0; i < NUM_STATS; i++)
1393 { 1124 {
1394 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1125 if (sint8 stat = spell_ob->stats.stat (i))
1395
1396 if (stat)
1397 { 1126 {
1398 sm = 0; 1127 sint8 sm = 0;
1399 for (k = 0; k < stat; k++) 1128 for (sint8 k = 0; k < stat; k++)
1400 sm += rndm (1, 3); 1129 sm += rndm (1, 3);
1401 1130
1402 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1131 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1403 { 1132 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1404 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1133
1405 if (sm < 0) 1134 force->stats.stat (i) = sm;
1406 sm = 0; 1135
1407 }
1408 set_attr_value (&force->stats, i, sm);
1409 if (!sm) 1136 if (!sm)
1410 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1137 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1411 } 1138 }
1412 } 1139 }
1413 } 1140 }
1433 force->stats.ac = spell_ob->stats.ac; 1160 force->stats.ac = spell_ob->stats.ac;
1434 force->attacktype = spell_ob->attacktype; 1161 force->attacktype = spell_ob->attacktype;
1435 1162
1436 insert_ob_in_ob (force, tmp); 1163 insert_ob_in_ob (force, tmp);
1437 change_abil (tmp, force); /* Mostly to display any messages */ 1164 change_abil (tmp, force); /* Mostly to display any messages */
1438 fix_player (tmp); 1165 tmp->update_stats ();
1166
1439 return 1; 1167 return 1;
1440} 1168}
1441 1169
1442/* This used to be part of cast_change_ability, but it really didn't make 1170/* 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 1171 * a lot of sense, since most of the values it derives are from the god
1444 * of the caster. 1172 * of the caster.
1445 */ 1173 */
1446
1447int 1174int
1448cast_bless (object *op, object *caster, object *spell_ob, int dir) 1175cast_bless (object *op, object *caster, object *spell_ob, int dir)
1449{ 1176{
1450 int i; 1177 int i;
1451 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1542 force->stats.wc = spell_ob->stats.wc; 1269 force->stats.wc = spell_ob->stats.wc;
1543 force->stats.ac = spell_ob->stats.ac; 1270 force->stats.ac = spell_ob->stats.ac;
1544 1271
1545 change_abil (tmp, force); /* Mostly to display any messages */ 1272 change_abil (tmp, force); /* Mostly to display any messages */
1546 insert_ob_in_ob (force, tmp); 1273 insert_ob_in_ob (force, tmp);
1547 fix_player (tmp); 1274 tmp->update_stats ();
1548 return 1; 1275 return 1;
1549} 1276}
1550
1551
1552 1277
1553/* Alchemy code by Mark Wedel 1278/* Alchemy code by Mark Wedel
1554 * 1279 *
1555 * This code adds a new spell, called alchemy. Alchemy will turn 1280 * This code adds a new spell, called alchemy. Alchemy will turn
1556 * objects to gold nuggets, the value of the gold nuggets being 1281 * objects to gold nuggets, the value of the gold nuggets being
1566 * For example, if an item is worth 110 gold, you will get 1291 * For example, if an item is worth 110 gold, you will get
1567 * 4 large nuggets, and from 0-10 small nuggets. 1292 * 4 large nuggets, and from 0-10 small nuggets.
1568 * 1293 *
1569 * There is also a chance (1:30) that you will get nothing at all 1294 * 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 1295 * for the object. There is also a maximum weight that will be
1571 * alchemied. 1296 * alchemised.
1572 */ 1297 */
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 1298static void
1582alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1299alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1583{ 1300{
1584 uint64 value = query_cost (obj, NULL, F_TRUE); 1301 uint64 value = query_cost (obj, NULL, F_TRUE);
1585 1302
1586 /* Give third price when we alchemy money (This should hopefully 1303 /* Give third price when we alchemy money (This should hopefully
1587 * make it so that it isn't worth it to alchemy money, sell 1304 * make it so that it isn't worth it to alchemy money, sell
1588 * the nuggets, alchemy the gold from that, etc. 1305 * the nuggets, alchemy the gold from that, etc.
1589 * Otherwise, give 9 silver on the gold for other objects, 1306 * Otherwise, give 9 silver on the gold for other objects,
1590 * so that it would still be more affordable to haul 1307 * so that it would still be more affordable to haul
1591 * the stuff back to town. 1308 * the stuff back to town.
1592 */ 1309 */
1593
1594 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1310 if (QUERY_FLAG (obj, FLAG_UNPAID))
1595 value = 0; 1311 value = 0;
1596 else if (obj->type == MONEY || obj->type == GEM) 1312 else if (obj->type == MONEY || obj->type == GEM)
1597 value /= 3; 1313 value /= 3;
1598 else 1314 else
1599 value = (value * 9) / 10; 1315 value = value * 9 / 10;
1600 1316
1601 value /= 4; // fix by GHJ, don't understand, pcg
1602
1603 if ((obj->value > 0) && rndm (0, 29)) 1317 if (obj->value > 0 && rndm (0, 29))
1604 { 1318 total_value += value;
1605 int count;
1606 1319
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; 1320 total_weight += obj->total_weight ();
1627 remove_ob (obj); 1321
1628 free_object (obj); 1322 obj->destroy ();
1629} 1323}
1630 1324
1631static void 1325static void
1632update_map (object *op, mapstruct *m, int small_nuggets, int large_nuggets, int x, int y) 1326update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1633{ 1327{
1634 object *tmp;
1635 int flag = 0; 1328 int flag = 0;
1636 1329
1637 /* Put any nuggets below the player, but we can only pass this 1330 /* Put any nuggets below the player, but we can only pass this
1638 * flag if we are on the same space as the player 1331 * flag if we are on the same space as the player
1639 */ 1332 */
1640 if (x == op->x && y == op->y && op->map == m) 1333 if (x == op->x && y == op->y && op->map == m)
1641 flag = INS_BELOW_ORIGINATOR; 1334 flag = INS_BELOW_ORIGINATOR;
1642 1335
1643 if (small_nuggets) 1336 if (small_nuggets)
1644 { 1337 {
1645 tmp = get_object (); 1338 object *tmp = small->clone ();
1646 copy_object (small, tmp);
1647 tmp->nrof = small_nuggets; 1339 tmp->nrof = small_nuggets;
1648 tmp->x = x;
1649 tmp->y = y;
1650 insert_ob_in_map (tmp, m, op, flag); 1340 m->insert (tmp, x, y, op, flag);
1651 } 1341 }
1342
1652 if (large_nuggets) 1343 if (large_nuggets)
1653 { 1344 {
1654 tmp = get_object (); 1345 object *tmp = large->clone ();
1655 copy_object (large, tmp);
1656 tmp->nrof = large_nuggets; 1346 tmp->nrof = large_nuggets;
1657 tmp->x = x;
1658 tmp->y = y;
1659 insert_ob_in_map (tmp, m, op, flag); 1347 m->insert (tmp, x, y, op, flag);
1660 } 1348 }
1349
1350 if (object *pl = m->at (x, y).player ())
1351 if (pl->contr->ns)
1352 pl->contr->ns->look_position = 0;
1661} 1353}
1662 1354
1663int 1355int
1664alchemy (object *op, object *caster, object *spell_ob) 1356alchemy (object *op, object *caster, object *spell_ob)
1665{ 1357{
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) 1358 if (op->type != PLAYER)
1672 return 0; 1359 return 0;
1673 1360
1361 object *large = get_archetype ("largenugget");
1362 object *small = get_archetype ("smallnugget");
1363
1674 /* Put a maximum weight of items that can be alchemied. Limits the power 1364 /* 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 1365 * some, and also prevents people from alchemising every table/chair/clock
1676 * in sight 1366 * in sight
1677 */ 1367 */
1678 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1368 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1679 weight_max *= 1000; 1369 int weight_max = duration * 1000;
1680 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1370 uint64 value_max = duration * 1000;
1681 1371
1372 int weight = 0;
1373
1682 for (y = op->y - 1; y <= op->y + 1; y++) 1374 for (int y = op->y - 1; y <= op->y + 1; y++)
1683 { 1375 {
1684 for (x = op->x - 1; x <= op->x + 1; x++) 1376 for (int x = op->x - 1; x <= op->x + 1; x++)
1685 { 1377 {
1378 uint64 value = 0;
1379
1686 nx = x; 1380 sint16 nx = x;
1687 ny = y; 1381 sint16 ny = y;
1688 1382
1689 mp = op->map; 1383 maptile *mp = op->map;
1690 1384
1691 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1385 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1692 1386
1693 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1387 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1694 continue; 1388 continue;
1695 1389
1696 /* Treat alchemy a little differently - most spell effects 1390 /* Treat alchemy a little differently - most spell effects
1698 * ground level effect. 1392 * ground level effect.
1699 */ 1393 */
1700 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1394 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1701 continue; 1395 continue;
1702 1396
1703 small_nuggets = 0; 1397 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 { 1398 {
1708 next = tmp->above; 1399 next = tmp->above;
1400
1709 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1401 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1710 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1402 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1711 { 1403 {
1712
1713 if (tmp->inv) 1404 if (tmp->inv)
1714 { 1405 {
1715 object *next1, *tmp1; 1406 object *next1, *tmp1;
1716 1407
1717 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1408 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1718 { 1409 {
1719 next1 = tmp1->below; 1410 next1 = tmp1->below;
1720 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1411 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1721 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1412 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1722 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1413 alchemy_object (tmp1, value, weight);
1723 } 1414 }
1724 } 1415 }
1416
1725 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1417 alchemy_object (tmp, value, weight);
1726 1418
1727 if (weight > weight_max) 1419 if (weight > weight_max)
1728 { 1420 break;
1729 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1730 free_object (large);
1731 free_object (small);
1732 return 1;
1733 } 1421 }
1734 } /* is alchemable object */ 1422 }
1735 } /* process all objects on this space */ 1423
1424 value = min (value, value_max);
1425
1426 uint64 count = value / large->value;
1427 int large_nuggets = count;
1428 value -= count * large->value;
1429
1430 count = value / small->value;
1431 int small_nuggets = count;
1736 1432
1737 /* Insert all the nuggets at one time. This probably saves time, but 1433 /* Insert all the nuggets at one time. This probably saves time, but
1738 * it also prevents us from alcheming nuggets that were just created 1434 * it also prevents us from alcheming nuggets that were just created
1739 * with this spell. 1435 * with this spell.
1740 */ 1436 */
1741 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1437 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1438
1439 if (weight > weight_max)
1440 goto bailout;
1742 } 1441 }
1743 } 1442 }
1744 free_object (large); 1443
1745 free_object (small); 1444bailout:
1746 /* reset this so that if player standing on a big pile of stuff, 1445 large->destroy ();
1747 * it is redrawn properly. 1446 small->destroy ();
1748 */
1749 op->contr->socket.look_position = 0;
1750 return 1; 1447 return 1;
1751} 1448}
1752 1449
1753 1450
1754/* This function removes the cursed/damned status on equipped 1451/* This function removes the cursed/damned status on equipped
1763 for (tmp = op->inv; tmp; tmp = tmp->below) 1460 for (tmp = op->inv; tmp; tmp = tmp->below)
1764 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1461 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1765 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1462 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1766 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1463 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1767 { 1464 {
1768
1769 was_one++; 1465 was_one++;
1770 if (tmp->level <= caster_level (caster, spell)) 1466 if (tmp->level <= caster_level (caster, spell))
1771 { 1467 {
1772 success++; 1468 success++;
1773 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1469 if (QUERY_FLAG (spell, FLAG_DAMNED))
1782 } 1478 }
1783 1479
1784 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1785 { 1481 {
1786 if (success) 1482 if (success)
1787 {
1788 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1483 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1789 }
1790 else 1484 else
1791 { 1485 {
1792 if (was_one) 1486 if (was_one)
1793 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1487 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1794 else 1488 else
1795 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1489 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1796 } 1490 }
1797 } 1491 }
1492
1798 return success; 1493 return success;
1799} 1494}
1800 1495
1801/* Identifies objects in the players inventory/on the ground */ 1496/* Identifies objects in the players inventory/on the ground */
1802 1497
1809 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1504 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1810 1505
1811 if (num_ident < 1) 1506 if (num_ident < 1)
1812 num_ident = 1; 1507 num_ident = 1;
1813 1508
1814
1815 for (tmp = op->inv; tmp; tmp = tmp->below) 1509 for (tmp = op->inv; tmp; tmp = tmp->below)
1816 { 1510 {
1817 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1818 { 1512 {
1819 identify (tmp); 1513 identify (tmp);
1514
1820 if (op->type == PLAYER) 1515 if (op->type == PLAYER)
1821 { 1516 {
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1517 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1518
1823 if (tmp->msg) 1519 if (tmp->msg)
1824 { 1520 {
1825 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1826 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1827 } 1523 }
1828 } 1524 }
1525
1829 num_ident--; 1526 num_ident--;
1830 success = 1; 1527 success = 1;
1831 if (!num_ident) 1528 if (!num_ident)
1832 break; 1529 break;
1833 } 1530 }
1834 } 1531 }
1532
1835 /* If all the power of the spell has been used up, don't go and identify 1533 /* 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 1534 * stuff on the floor. Only identify stuff on the floor if the spell
1837 * was not fully used. 1535 * was not fully used.
1838 */ 1536 */
1839 if (num_ident) 1537 if (num_ident)
1840 { 1538 {
1841 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1539 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)) 1540 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1843 { 1541 {
1844
1845 identify (tmp); 1542 identify (tmp);
1543
1846 if (op->type == PLAYER) 1544 if (op->type == PLAYER)
1847 { 1545 {
1848 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1546 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1547
1849 if (tmp->msg) 1548 if (tmp->msg)
1850 { 1549 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1550 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1852 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1551 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1853 } 1552 }
1553
1854 esrv_send_item (op, tmp); 1554 esrv_send_item (op, tmp);
1855 } 1555 }
1556
1856 num_ident--; 1557 num_ident--;
1857 success = 1; 1558 success = 1;
1858 if (!num_ident) 1559 if (!num_ident)
1859 break; 1560 break;
1860 } 1561 }
1861 } 1562 }
1563
1862 if (!success) 1564 if (!success)
1863 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1565 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1864 else 1566 else
1865 {
1866 spell_effect (spell, op->x, op->y, op->map, op); 1567 spell_effect (spell, op->x, op->y, op->map, op);
1867 } 1568
1868 return success; 1569 return success;
1869} 1570}
1870
1871 1571
1872int 1572int
1873cast_detection (object *op, object *caster, object *spell, object *skill) 1573cast_detection (object *op, object *caster, object *spell, object *skill)
1874{ 1574{
1875 object *tmp, *last, *god, *detect; 1575 object *tmp, *last, *god, *detect;
1876 int done_one, range, mflags, floor, level; 1576 int done_one, range, mflags, floor, level;
1877 sint16 x, y, nx, ny; 1577 sint16 x, y, nx, ny;
1878 mapstruct *m; 1578 maptile *m;
1879 1579
1880 /* We precompute some values here so that we don't have to keep 1580 /* We precompute some values here so that we don't have to keep
1881 * doing it over and over again. 1581 * doing it over and over again.
1882 */ 1582 */
1883 god = find_god (determine_god (op)); 1583 god = find_god (determine_god (op));
1888 skill = caster; 1588 skill = caster;
1889 1589
1890 for (x = op->x - range; x <= op->x + range; x++) 1590 for (x = op->x - range; x <= op->x + range; x++)
1891 for (y = op->y - range; y <= op->y + range; y++) 1591 for (y = op->y - range; y <= op->y + range; y++)
1892 { 1592 {
1893
1894 m = op->map; 1593 m = op->map;
1895 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1594 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1896 if (mflags & P_OUT_OF_MAP) 1595 if (mflags & P_OUT_OF_MAP)
1897 continue; 1596 continue;
1898 1597
1900 * floor. But this is not true for show invisible. 1599 * floor. But this is not true for show invisible.
1901 * Basically, we just go and find the top object and work 1600 * Basically, we just go and find the top object and work
1902 * down - that is easier than working up. 1601 * down - that is easier than working up.
1903 */ 1602 */
1904 1603
1905 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1604 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1906 last = tmp; 1605 last = tmp;
1606
1907 /* Shouldn't happen, but if there are no objects on a space, this 1607 /* Shouldn't happen, but if there are no objects on a space, this
1908 * would happen. 1608 * would happen.
1909 */ 1609 */
1910 if (!last) 1610 if (!last)
1911 continue; 1611 continue;
1913 done_one = 0; 1613 done_one = 0;
1914 floor = 0; 1614 floor = 0;
1915 detect = NULL; 1615 detect = NULL;
1916 for (tmp = last; tmp; tmp = tmp->below) 1616 for (tmp = last; tmp; tmp = tmp->below)
1917 { 1617 {
1918
1919 /* show invisible */ 1618 /* show invisible */
1920 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1619 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1921 /* Might there be other objects that we can make visibile? */ 1620 /* Might there be other objects that we can make visible? */
1922 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1621 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1923 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1622 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1924 tmp->type == CF_HANDLE || 1623 tmp->type == CF_HANDLE ||
1925 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1624 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1926 tmp->type == BUTTON || tmp->type == TELEPORTER || 1625 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1933 { 1632 {
1934 tmp->invisible = 0; 1633 tmp->invisible = 0;
1935 done_one = 1; 1634 done_one = 1;
1936 } 1635 }
1937 } 1636 }
1637
1938 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1638 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1939 floor = 1; 1639 floor = 1;
1940 1640
1941 /* All detections below this point don't descend beneath the floor, 1641 /* 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 1642 * so just continue on. We could be clever and look at the type of
1995 */ 1695 */
1996 if (done_one) 1696 if (done_one)
1997 { 1697 {
1998 object *detect_ob = arch_to_object (spell->other_arch); 1698 object *detect_ob = arch_to_object (spell->other_arch);
1999 1699
2000 detect_ob->x = nx;
2001 detect_ob->y = ny;
2002 /* if this is set, we want to copy the face */ 1700 /* if this is set, we want to copy the face */
2003 if (done_one == 2 && detect) 1701 if (done_one == 2 && detect)
2004 { 1702 {
2005 detect_ob->face = detect->face; 1703 detect_ob->face = detect->face;
2006 detect_ob->animation_id = detect->animation_id; 1704 detect_ob->animation_id = detect->animation_id;
2008 detect_ob->last_anim = 0; 1706 detect_ob->last_anim = 0;
2009 /* by default, the detect_ob is already animated */ 1707 /* by default, the detect_ob is already animated */
2010 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1708 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2011 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1709 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2012 } 1710 }
1711
2013 insert_ob_in_map (detect_ob, m, op, 0); 1712 m->insert (detect_ob, nx, ny, op);
2014 } 1713 }
2015 } /* for processing the surrounding spaces */ 1714 } /* for processing the surrounding spaces */
2016 1715
2017 1716
2018 /* Now process objects in the players inventory if detect curse or magic */ 1717 /* Now process objects in the players inventory if detect curse or magic */
2067 1766
2068 /* Explodes a fireball centered at player */ 1767 /* Explodes a fireball centered at player */
2069 tmp = get_archetype (EXPLODING_FIREBALL); 1768 tmp = get_archetype (EXPLODING_FIREBALL);
2070 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1769 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; 1770 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2072 tmp->x = victim->x; 1771
2073 tmp->y = victim->y; 1772 tmp->insert_at (victim);
2074 insert_ob_in_map (tmp, victim->map, NULL, 0);
2075 victim->stats.sp = 2 * victim->stats.maxsp; 1773 victim->stats.sp = 2 * victim->stats.maxsp;
2076 } 1774 }
2077 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1775 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."); 1776 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) 1777 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2082 {
2083 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1778 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2084 }
2085 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1779 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2086 { 1780 {
2087 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1781 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2088 confuse_player (victim, victim, 99); 1782 confuse_player (victim, victim, 99);
2089 } 1783 }
2090 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1784 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2091 {
2092 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1785 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2093 }
2094} 1786}
2095 1787
2096/* cast_transfer 1788/* cast_transfer
2097 * This spell transfers sp from the player to another person. 1789 * This spell transfers sp from the player to another person.
2098 * We let the target go above their normal maximum SP. 1790 * We let the target go above their normal maximum SP.
2101int 1793int
2102cast_transfer (object *op, object *caster, object *spell, int dir) 1794cast_transfer (object *op, object *caster, object *spell, int dir)
2103{ 1795{
2104 object *plyr = NULL; 1796 object *plyr = NULL;
2105 sint16 x, y; 1797 sint16 x, y;
2106 mapstruct *m; 1798 maptile *m;
2107 int mflags; 1799 int mflags;
2108 1800
2109 m = op->map; 1801 m = op->map;
2110 x = op->x + freearr_x[dir]; 1802 x = op->x + freearr_x[dir];
2111 y = op->y + freearr_y[dir]; 1803 y = op->y + freearr_y[dir];
2112 1804
2113 mflags = get_map_flags (m, &m, x, y, &x, &y); 1805 mflags = get_map_flags (m, &m, x, y, &x, &y);
2114 1806
2115 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1807 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2116 { 1808 {
2117 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1809 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2118 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1810 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2119 break; 1811 break;
2120 } 1812 }
2121 1813
2122 1814
2123 /* If we did not find a player in the specified direction, transfer 1815 /* 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. 1816 * to anyone on top of us. This is used for the rune of transference mostly.
2125 */ 1817 */
2126 if (plyr == NULL) 1818 if (plyr == NULL)
2127 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1819 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)) 1820 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2129 break; 1821 break;
2130 1822
2131 if (!plyr) 1823 if (!plyr)
2132 { 1824 {
2177void 1869void
2178counterspell (object *op, int dir) 1870counterspell (object *op, int dir)
2179{ 1871{
2180 object *tmp, *head, *next; 1872 object *tmp, *head, *next;
2181 int mflags; 1873 int mflags;
2182 mapstruct *m; 1874 maptile *m;
2183 sint16 sx, sy; 1875 sint16 sx, sy;
2184 1876
2185 sx = op->x + freearr_x[dir]; 1877 sx = op->x + freearr_x[dir];
2186 sy = op->y + freearr_y[dir]; 1878 sy = op->y + freearr_y[dir];
2187 m = op->map; 1879 m = op->map;
2188 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1880 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2189 if (mflags & P_OUT_OF_MAP) 1881 if (mflags & P_OUT_OF_MAP)
2190 return; 1882 return;
2191 1883
2192 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1884 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2193 { 1885 {
2194 next = tmp->above; 1886 next = tmp->above;
2195 1887
2196 /* Need to look at the head object - otherwise, if tmp 1888 /* Need to look at the head object - otherwise, if tmp
2197 * points to a monster, we don't have all the necessary 1889 * points to a monster, we don't have all the necessary
2209 /* Basically, if the object is magical and not counterspell, 1901 /* Basically, if the object is magical and not counterspell,
2210 * we will more or less remove the object. Don't counterspell 1902 * we will more or less remove the object. Don't counterspell
2211 * monsters either. 1903 * monsters either.
2212 */ 1904 */
2213 1905
2214 if (head->attacktype & AT_MAGIC && 1906 if (head->attacktype & AT_MAGIC
2215 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1907 && !(head->attacktype & AT_COUNTERSPELL)
2216 { 1908 && !QUERY_FLAG (head, FLAG_MONSTER)
2217 remove_ob (head); 1909 && (op->level > head->level))
2218 free_object (head); 1910 head->destroy ();
2219 }
2220 else 1911 else
2221 switch (head->type) 1912 switch (head->type)
2222 { 1913 {
2223 case SPELL_EFFECT: 1914 case SPELL_EFFECT:
1915 // XXX: Don't affect floor spelleffects. See also XXX comment
1916 // about sanctuary in spell_util.C
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1918 continue;
1919
2224 if (op->level > head->level) 1920 if (op->level > head->level)
2225 { 1921 head->destroy ();
2226 remove_ob (head); 1922
2227 free_object (head);
2228 }
2229 break; 1923 break;
2230 1924
2231 /* I really don't get this rune code that much - that 1925 /* I really don't get this rune code that much - that
2232 * random chance seems really low. 1926 * random chance seems really low.
2233 */ 1927 */
2234 case RUNE: 1928 case RUNE:
2235 if (rndm (0, 149) == 0) 1929 if (rndm (0, 149) == 0)
2236 { 1930 {
2237 head->stats.hp--; /* weaken the rune */ 1931 head->stats.hp--; /* weaken the rune */
2238 if (!head->stats.hp) 1932 if (!head->stats.hp)
2239 { 1933 head->destroy ();
2240 remove_ob (head);
2241 free_object (head);
2242 }
2243 } 1934 }
2244 break; 1935 break;
2245 } 1936 }
2246 } 1937 }
2247} 1938}
2300 * This code was very odd - code early on would only let players use the spell, 1991 * 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 1992 * 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 1993 * that only let players use it was correct, and removed all the other
2303 * player checks. MSW 2003-01-06 1994 * player checks. MSW 2003-01-06
2304 */ 1995 */
2305
2306int 1996int
2307animate_weapon (object *op, object *caster, object *spell, int dir) 1997animate_weapon (object *op, object *caster, object *spell, int dir)
2308{ 1998{
2309 object *weapon, *tmp; 1999 object *weapon, *tmp;
2310 char buf[MAX_BUF]; 2000 char buf[MAX_BUF];
2311 int a, i; 2001 int a, i;
2312 sint16 x, y; 2002 sint16 x, y;
2313 mapstruct *m; 2003 maptile *m;
2314 materialtype_t *mt;
2315 2004
2316 if (!spell->other_arch) 2005 if (!spell->other_arch)
2317 { 2006 {
2318 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 2007 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2319 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 2008 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2322 /* exit if it's not a player using this spell. */ 2011 /* exit if it's not a player using this spell. */
2323 if (op->type != PLAYER) 2012 if (op->type != PLAYER)
2324 return 0; 2013 return 0;
2325 2014
2326 /* if player already has a golem, abort */ 2015 /* 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) 2016 if (object *golem = op->contr->golem)
2328 { 2017 {
2329 control_golem (op->contr->ranges[range_golem], dir); 2018 control_golem (golem, dir);
2330 return 0; 2019 return 0;
2331 } 2020 }
2332 2021
2333 /* if no direction specified, pick one */ 2022 /* if no direction specified, pick one */
2334 if (!dir) 2023 if (!dir)
2338 x = op->x + freearr_x[dir]; 2027 x = op->x + freearr_x[dir];
2339 y = op->y + freearr_y[dir]; 2028 y = op->y + freearr_y[dir];
2340 2029
2341 /* if there's no place to put the golem, abort */ 2030 /* 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) || 2031 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)) 2032 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2344 { 2033 {
2345 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2034 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2346 return 0; 2035 return 0;
2347 } 2036 }
2348 2037
2352 if (!weapon) 2041 if (!weapon)
2353 { 2042 {
2354 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2043 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2355 return 0; 2044 return 0;
2356 } 2045 }
2357 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2046 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2358 { 2047 {
2359 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2048 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2360 return 0; 2049 return 0;
2361 } 2050 }
2362 if (weapon->type != WEAPON) 2051 if (weapon->type != WEAPON)
2380 /* create the golem object */ 2069 /* create the golem object */
2381 tmp = arch_to_object (spell->other_arch); 2070 tmp = arch_to_object (spell->other_arch);
2382 2071
2383 /* if animated by a player, give the player control of the golem */ 2072 /* if animated by a player, give the player control of the golem */
2384 CLEAR_FLAG (tmp, FLAG_MONSTER); 2073 CLEAR_FLAG (tmp, FLAG_MONSTER);
2385 SET_FLAG (tmp, FLAG_FRIENDLY);
2386 tmp->stats.exp = 0; 2074 tmp->stats.exp = 0;
2387 add_friendly_object (tmp); 2075 add_friendly_object (tmp);
2388 tmp->type = GOLEM; 2076 tmp->type = GOLEM;
2389 set_owner (tmp, op); 2077 tmp->set_owner (op);
2078 op->contr->golem = tmp;
2390 set_spell_skill (op, caster, spell, tmp); 2079 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 2080
2395 /* Give the weapon to the golem now. A bit of a hack to check the 2081 /* Give the weapon to the golem now. A bit of a hack to check the
2396 * removed flag - it should only be set if get_split_object was 2082 * removed flag - it should only be set if get_split_object was
2397 * used above. 2083 * used above.
2398 */ 2084 */
2399 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2085 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2400 remove_ob (weapon); 2086 weapon->remove ();
2087
2401 insert_ob_in_ob (weapon, tmp); 2088 insert_ob_in_ob (weapon, tmp);
2402 esrv_send_item (op, weapon); 2089 esrv_send_item (op, weapon);
2403 /* To do everything necessary to let a golem use the weapon is a pain, 2090 /* To do everything necessary to let a golem use the weapon is a pain,
2404 * so instead, just set it as equipped (otherwise, we need to update 2091 * so instead, just set it as equipped (otherwise, we need to update
2405 * body_info, skills, etc) 2092 * body_info, skills, etc)
2406 */ 2093 */
2407 SET_FLAG (tmp, FLAG_USE_WEAPON); 2094 SET_FLAG (tmp, FLAG_USE_WEAPON);
2408 SET_FLAG (weapon, FLAG_APPLIED); 2095 SET_FLAG (weapon, FLAG_APPLIED);
2409 fix_player (tmp); 2096 tmp->update_stats ();
2410 2097
2411 /* There used to be 'odd' code that basically seemed to take the absolute 2098 /* There used to be 'odd' code that basically seemed to take the absolute
2412 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2099 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2413 * if you're using a crappy weapon, it shouldn't be as good. 2100 * if you're using a crappy weapon, it shouldn't be as good.
2414 */ 2101 */
2433 2120
2434 /* attacktype */ 2121 /* attacktype */
2435 if (!tmp->attacktype) 2122 if (!tmp->attacktype)
2436 tmp->attacktype = AT_PHYSICAL; 2123 tmp->attacktype = AT_PHYSICAL;
2437 2124
2438 mt = NULL;
2439 if (op->materialname != NULL)
2440 mt = name_to_material (op->materialname); 2125 if (materialtype_t *mt = name_to_material (op->materialname))
2441 if (mt != NULL)
2442 { 2126 {
2443 for (i = 0; i < NROFATTACKS; i++) 2127 for (i = 0; i < NROFATTACKS; i++)
2444 tmp->resist[i] = 50 - (mt->save[i] * 5); 2128 tmp->resist[i] = 50 - (mt->save[i] * 5);
2445 a = mt->save[0]; 2129 a = mt->save[0];
2446 } 2130 }
2448 { 2132 {
2449 for (i = 0; i < NROFATTACKS; i++) 2133 for (i = 0; i < NROFATTACKS; i++)
2450 tmp->resist[i] = 5; 2134 tmp->resist[i] = 5;
2451 a = 10; 2135 a = 10;
2452 } 2136 }
2137
2453 /* Set weapon's immunity */ 2138 /* Set weapon's immunity */
2454 tmp->resist[ATNR_CONFUSION] = 100; 2139 tmp->resist[ATNR_CONFUSION] = 100;
2455 tmp->resist[ATNR_POISON] = 100; 2140 tmp->resist[ATNR_POISON] = 100;
2456 tmp->resist[ATNR_SLOW] = 100; 2141 tmp->resist[ATNR_SLOW] = 100;
2457 tmp->resist[ATNR_PARALYZE] = 100; 2142 tmp->resist[ATNR_PARALYZE] = 100;
2463 2148
2464 /* Improve weapon's armour value according to best save vs. physical of its material */ 2149 /* Improve weapon's armour value according to best save vs. physical of its material */
2465 2150
2466 if (a > 14) 2151 if (a > 14)
2467 a = 14; 2152 a = 14;
2153
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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