ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_effect.C
(Generate patch)

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.8 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.69 by root, Thu Aug 23 17:17:41 2007 UTC

1
2/* 1/*
3 * static char *rcsid_spell_effect_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: spell_effect.C,v 1.8 2006/09/10 15:59:57 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
5 */ 22 */
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen
13
14 This program is free software; you can redistribute it and/or modify
15 it under the terms of the GNU General Public License as published by
16 the Free Software Foundation; either version 2 of the License, or
17 (at your option) any later version.
18
19 This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details.
23
24 You should have received a copy of the GNU General Public License
25 along with this program; if not, write to the Free Software
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
27
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/
30 23
31#include <global.h> 24#include <global.h>
32#include <object.h> 25#include <object.h>
33#include <living.h> 26#include <living.h>
34#ifndef __CEXTRACT__
35# include <sproto.h> 27#include <sproto.h>
36#endif
37#include <spells.h> 28#include <spells.h>
38#include <sounds.h> 29#include <sounds.h>
39 30
40/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
41 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
44void 35void
45cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
46{ 37{
47 if (!tmp) 38 if (!tmp)
48 return; /* error */ 39 return; /* error */
40
49 tmp->level = op->level; 41 tmp->level = op->level;
50 tmp->x = op->x;
51 tmp->y = op->y;
52 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
53 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
54 44
55 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
56 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
57 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
58 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
59 */ 49 */
60 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
61 tmp->duration = 40; 51 tmp->duration = 40;
52
62 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
63 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
64 insert_ob_in_map (tmp, op->map, op, 0);
65 55
56 tmp->insert_at (op, op);
66} 57}
67
68 58
69int 59int
70recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
71{ 61{
72 object *wand, *tmp; 62 object *wand, *tmp;
79 return 0; 69 return 0;
80 } 70 }
81 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
82 { 72 {
83 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
84 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
85 esrv_del_item (op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
86 remove_ob (wand); 76 wand->destroy ();
87 free_object (wand);
88 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
89 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79
90 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
91 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
82
92 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
84
93 if (tmp->stats.hp < 2) 85 if (tmp->stats.hp < 2)
94 tmp->stats.hp = 2; 86 tmp->stats.hp = 2;
95 tmp->x = op->x; 87
96 tmp->y = op->y; 88 tmp->insert_at (op);
97 insert_ob_in_map (tmp, op->map, NULL, 0);
98 return 1; 89 return 1;
99 } 90 }
100 91
101 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93
102 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
103 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
104 else 96 else
105 { 97 {
106 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
107 return 0; 99 return 0;
108 } 100 }
101
109 if (!ncharges) 102 if (!ncharges)
110 ncharges = 1; 103 ncharges = 1;
111 104
112 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
113 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107
114 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
115 { 109 {
116 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
117 wand->speed = wand->arch->clone.speed; 111 wand->set_speed (wand->arch->speed);
118 update_ob_speed (wand);
119 } 112 }
113
120 return 1; 114 return 1;
121} 115}
122 116
123/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 117/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
124 * based on whether a crossbow or bow is equiped. If neither, it defaults to 118 * based on whether a crossbow or bow is equiped. If neither, it defaults to
128 * great a plus, the default is used. 122 * great a plus, the default is used.
129 * 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
130 * 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
131 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
132 */ 126 */
133
134int 127int
135cast_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)
136{ 129{
137 int missile_plus = 0, bonus_plus = 0; 130 int missile_plus = 0, bonus_plus = 0;
138 const char *missile_name; 131 const char *missile_name;
139 object *tmp, *missile; 132 object *tmp, *missile;
140 tag_t tag;
141 133
142 missile_name = "arrow"; 134 missile_name = "arrow";
143 135
144 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
145 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
146 {
147 missile_name = tmp->race; 138 missile_name = tmp->race;
148 }
149 139
150 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
151 141
152 if (find_archetype (missile_name) == NULL) 142 if (archetype::find (missile_name) == NULL)
153 { 143 {
154 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
155 return 0; 145 return 0;
156 } 146 }
147
157 missile = get_archetype (missile_name); 148 missile = get_archetype (missile_name);
158 149
159 if (stringarg) 150 if (stringarg)
160 { 151 {
161 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
162 if (isalpha (*stringarg)) 153 if (isalpha (*stringarg))
163 { 154 {
164 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
165 156
166 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
167 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, stringarg))
168 break; 159 break;
169 160
170 if (!al) 161 if (!al)
171 { 162 {
172 free_object (missile); 163 missile->destroy ();
173 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);
174 return 0; 165 return 0;
175 } 166 }
167
176 if (al->item->slaying) 168 if (al->item->slaying)
177 { 169 {
178 free_object (missile); 170 missile->destroy ();
179 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);
180 return 0; 172 return 0;
181 } 173 }
174
182 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
183 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
184 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
185 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
186 */ 179 */
188 missile_plus = 0; 181 missile_plus = 0;
189 } 182 }
190 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (stringarg) < missile_plus)
191 missile_plus = atoi (stringarg); 184 missile_plus = atoi (stringarg);
192 } 185 }
186
193 if (missile_plus > 4) 187 if (missile_plus > 4)
194 missile_plus = 4; 188 missile_plus = 4;
195 else if (missile_plus < -4) 189 else if (missile_plus < -4)
196 missile_plus = -4; 190 missile_plus = -4;
197 191
198 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
199 missile->nrof -= 3 * (missile_plus + bonus_plus); 193 missile->nrof -= 3 * (missile_plus + bonus_plus);
194
200 if (missile->nrof < 1) 195 if (missile->nrof < 1)
201 missile->nrof = 1; 196 missile->nrof = 1;
202 197
203 missile->magic = missile_plus; 198 missile->magic = missile_plus;
204 /* Can't get any money for these objects */ 199 /* Can't get any money for these objects */
205 missile->value = 0; 200 missile->value = 0;
206 201
207 SET_FLAG (missile, FLAG_IDENTIFIED); 202 SET_FLAG (missile, FLAG_IDENTIFIED);
208 tag = missile->count;
209 203
210 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !was_destroyed (missile, tag)) 204 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
211 {
212 pick_up (op, missile); 205 pick_up (op, missile);
213 } 206
214 return 1; 207 return 1;
215} 208}
216 209
217 210
218/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
229 if (stringarg) 222 if (stringarg)
230 { 223 {
231 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, stringarg);
232 if (at == NULL) 225 if (at == NULL)
233 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, stringarg);
234 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
235 stringarg = NULL; 228 stringarg = NULL;
236 } 229 }
237 230
238 if (!stringarg) 231 if (!stringarg)
239 { 232 {
245 * 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
246 * to be altered from the donor. 239 * to be altered from the donor.
247 */ 240 */
248 241
249 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
250 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
251 { 244 {
252 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
253 { 246 {
254 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
255 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
256 * the item we have now, take it instead. 249 * the item we have now, take it instead.
257 */ 250 */
258 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)))
259 at = at_tmp; 256 at = at_tmp;
260 } 257 }
261 } 258 }
262 } 259 }
260
263 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
264 * know 262 * know
265 */ 263 */
266 if (!at) 264 if (!at)
267 { 265 {
268 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
269 return 0; 267 return 0;
270 } 268 }
271 269
272 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
273 new_op = arch_to_object (at); 271 new_op = arch_to_object (at);
274 new_op->nrof = food_value; 272 new_op->nrof = food_value;
275 273
276 new_op->value = 0; 274 new_op->value = 0;
277 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
284int 282int
285probe (object *op, object *caster, object *spell_ob, int dir) 283probe (object *op, object *caster, object *spell_ob, int dir)
286{ 284{
287 int r, mflags, maxrange; 285 int r, mflags, maxrange;
288 object *tmp; 286 object *tmp;
289 mapstruct *m; 287 maptile *m;
290 288
291 289
292 if (!dir) 290 if (!dir)
293 { 291 {
294 examine_monster (op, op); 292 examine_monster (op, op);
295 return 1; 293 return 1;
296 } 294 }
295
297 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
298 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
299 { 298 {
300 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];
301 300
310 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
311 return 0; 310 return 0;
312 } 311 }
313 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
314 { 313 {
315 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)
316 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)))
317 { 316 {
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
319 if (tmp->head != NULL) 318 if (tmp->head != NULL)
320 tmp = tmp->head; 319 tmp = tmp->head;
321 examine_monster (op, tmp); 320 examine_monster (op, tmp);
322 return 1; 321 return 1;
323 } 322 }
324 } 323 }
325 } 324 }
325
326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
327 return 1; 327 return 1;
328} 328}
329
330 329
331/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
332 * does race check, undead check, etc 331 * does race check, undead check, etc
333 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
334 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
336 * pl is invisible. 335 * pl is invisible.
337 */ 336 */
338int 337int
339makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
340{ 339{
341
342 if (!pl->invisible) 340 if (!pl->invisible)
343 return 0; 341 return 0;
342
344 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
345 { 344 {
346 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
347 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
348 { 347 {
349 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (QUERY_FLAG (mon, FLAG_UNDEAD))
350 return 0; 349 return 0;
350
351 return 1; 351 return 1;
352 } 352 }
353
353 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
354 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
355 return 1; 356 return 1;
357
356 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
357 if (!mon->race) 359 if (!mon->race)
358 return 0; 360 return 0;
361
359 if (strstr (mon->race, pl->contr->invis_race)) 362 if (strstr (mon->race, pl->contr->invis_race))
360 return 1; 363 return 1;
364
361 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
362 return 0; 366 return 0;
363 } 367 }
364 else 368 else
365 { 369 {
378 * normal applies. 382 * normal applies.
379 */ 383 */
380int 384int
381cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
382{ 386{
383 object *tmp;
384
385 if (op->invisible > 1000) 387 if (op->invisible > 1000)
386 { 388 {
387 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 389 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
388 return 0; 390 return 0;
389 } 391 }
405 else 407 else
406 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
407 409
408 op->contr->hidden = 0; 410 op->contr->hidden = 0;
409 } 411 }
412
410 if (makes_invisible_to (op, op)) 413 if (makes_invisible_to (op, op))
411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 414 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
412 else 415 else
413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 416 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
414 417
415 update_object (op, UP_OBJ_FACE); 418 update_object (op, UP_OBJ_CHANGE);
416 419
417 /* Only search the active objects - only these should actually do 420 /* Only search the active objects - only these should actually do
418 * harm to the player. 421 * harm to the player.
419 */ 422 */
420 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 423 for_all_actives (tmp)
421 if (tmp->enemy == op) 424 if (tmp->enemy == op)
422 tmp->enemy = NULL; 425 tmp->enemy = 0;
426
423 return 1; 427 return 1;
424} 428}
425 429
426/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
427 */ 431 */
429cast_earth_to_dust (object *op, object *caster, object *spell_ob) 433cast_earth_to_dust (object *op, object *caster, object *spell_ob)
430{ 434{
431 object *tmp, *next; 435 object *tmp, *next;
432 int range, i, j, mflags; 436 int range, i, j, mflags;
433 sint16 sx, sy; 437 sint16 sx, sy;
434 mapstruct *m; 438 maptile *m;
435 439
436 if (op->type != PLAYER) 440 if (op->type != PLAYER)
437 return 0; 441 return 0;
438 442
439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 443 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
448 452
449 if (mflags & P_OUT_OF_MAP) 453 if (mflags & P_OUT_OF_MAP)
450 continue; 454 continue;
451 455
452 // earth to dust tears down everything that can be teared down 456 // earth to dust tears down everything that can be teared down
453 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 457 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
454 { 458 {
455 next = tmp->above; 459 next = tmp->above;
456 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 460 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 461 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
458 } 462 }
459 } 463 }
464
460 return 1; 465 return 1;
461} 466}
462
463 467
464void 468void
465execute_word_of_recall (object *op) 469execute_word_of_recall (object *op)
466{ 470{
467 object *wor = op; 471 if (object *pl = op->in_player ())
468
469 while (op != NULL && op->type != PLAYER)
470 op = op->env;
471
472 if (op != NULL && op->map)
473 { 472 {
474 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) 473 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
475 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 474 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
476 else 475 else
476 {
477 // remove first so we do not call update_stats
478 op->remove ();
477 enter_exit (op, wor); 479 pl->enter_exit (op);
480 }
478 } 481 }
479 remove_ob (wor); 482
480 free_object (wor); 483 op->destroy ();
481} 484}
482 485
483/* Word of recall causes the player to return 'home'. 486/* Word of recall causes the player to return 'home'.
484 * we put a force into the player object, so that there is a 487 * we put a force into the player object, so that there is a
485 * time delay effect. 488 * time delay effect.
504 { 507 {
505 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 508 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
506 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 509 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
507 return 0; 510 return 0;
508 } 511 }
512
509 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 513 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
510 if (time < 1) 514 if (time < 1)
511 time = 1; 515 time = 1;
512 516
513 /* value of speed really doesn't make much difference, as long as it is 517 /* value of speed really doesn't make much difference, as long as it is
514 * positive. Lower value may be useful so that the problem doesn't 518 * positive. Lower value may be useful so that the problem doesn't
515 * do anything really odd if it say a -1000 or something. 519 * do anything really odd if it say a -1000 or something.
516 */ 520 */
517 dummy->speed = 0.002; 521 dummy->set_speed (0.002);
518 update_ob_speed (dummy);
519 dummy->speed_left = -dummy->speed * time; 522 dummy->speed_left = -dummy->speed * time;
520 dummy->type = SPELL_EFFECT; 523 dummy->type = SPELL_EFFECT;
521 dummy->subtype = SP_WORD_OF_RECALL; 524 dummy->subtype = SP_WORD_OF_RECALL;
522 525
523 /* If we could take advantage of enter_player_savebed() here, it would be 526 /* If we could take advantage of enter_player_savebed() here, it would be
524 * nice, but until the map load fails, we can't. 527 * nice, but until the map load fails, we can't.
525 */ 528 */
526 EXIT_PATH (dummy) = op->contr->savebed_map; 529 EXIT_PATH (dummy) = op->contr->savebed_map;
527 EXIT_X (dummy) = op->contr->bed_x; 530 EXIT_X (dummy) = op->contr->bed_x;
528 EXIT_Y (dummy) = op->contr->bed_y; 531 EXIT_Y (dummy) = op->contr->bed_y;
529 532
530 (void) insert_ob_in_ob (dummy, op); 533 op->insert (dummy);
534
531 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 535 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
536
532 return 1; 537 return 1;
533} 538}
534 539
535/* cast_wonder 540/* cast_wonder
536 * wonder is really just a spell that will likely cast another 541 * wonder is really just a spell that will likely cast another
566 return cast_spell (op, caster, dir, newspell, NULL); 571 return cast_spell (op, caster, dir, newspell, NULL);
567 } 572 }
568 return 1; 573 return 1;
569} 574}
570 575
571
572int 576int
573perceive_self (object *op) 577perceive_self (object *op)
574{ 578{
575 char *cp = describe_item (op, op), buf[MAX_BUF]; 579 const char *cp = describe_item (op, op);
576 archetype *at = find_archetype (ARCH_DEPLETION); 580 archetype *at = archetype::find (ARCH_DEPLETION);
577 object *tmp;
578 int i;
579 581
582 dynbuf_text buf;
583
584 if (player *pl = op->contr)
585 if (object *race = archetype::find (op->race))
586 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
587
580 tmp = find_god (determine_god (op)); 588 if (object *god = find_god (determine_god (op)))
581 if (tmp) 589 buf << "You worship " << &god->name << ".\n";
582 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
583 else 590 else
584 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 591 buf << "You worship no god.\n";
585 592
586 tmp = present_arch_in_ob (at, op); 593 object *tmp = present_arch_in_ob (at, op);
587 594
588 if (*cp == '\0' && tmp == NULL) 595 if (*cp == '\0' && tmp == NULL)
589 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 596 buf << "You feel very mundane. ";
590 else 597 else
591 { 598 {
592 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 599 buf << "You have: " << cp << ".\n";
593 new_draw_info (NDI_UNIQUE, 0, op, cp); 600
594 if (tmp != NULL) 601 if (tmp)
595 {
596 for (i = 0; i < NUM_STATS; i++) 602 for (int i = 0; i < NUM_STATS; i++)
597 { 603 if (tmp->stats.stat (i) < 0)
598 if (get_attr_value (&tmp->stats, i) < 0) 604 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
599 {
600 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
601 }
602 }
603 }
604 } 605 }
605 606
606 if (is_dragon_pl (op)) 607 if (is_dragon_pl (op))
607 {
608 /* now grab the 'dragon_ability'-force from the player's inventory */ 608 /* now grab the 'dragon_ability'-force from the player's inventory */
609 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 609 for (tmp = op->inv; tmp; tmp = tmp->below)
610 { 610 {
611 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 611 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
612 { 612 {
613 if (tmp->stats.exp == 0) 613 if (tmp->stats.exp == 0)
614 {
615 sprintf (buf, "Your metabolism isn't focused on anything."); 614 buf << "Your metabolism isn't focused on anything.\n";
616 }
617 else 615 else
618 {
619 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 616 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
620 } 617
621 new_draw_info (NDI_UNIQUE, 0, op, buf);
622 break; 618 break;
623 } 619 }
624 } 620 }
625 } 621
622 buf << '\0'; // zero-terminate
623
624 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
625
626 return 1; 626 return 1;
627} 627}
628
629/* int cast_create_town_portal (object *op, object *caster, int dir)
630 *
631 * This function cast the spell of town portal for op
632 *
633 * The spell operates in two passes. During the first one a place
634 * is marked as a destination for the portal. During the second one,
635 * 2 portals are created, one in the position the player cast it and
636 * one in the destination place. The portal are synchronized and 2 forces
637 * are inserted in the player to destruct the portal next time player
638 * creates a new portal pair.
639 * This spell has a side effect that it allows people to meet each other
640 * in a permanent, private, appartements by making a town portal from it
641 * to the town or another public place. So, check if the map is unique and if
642 * so return an error
643 *
644 * Code by Tchize (david.delbecq@usa.net)
645 */
646int
647cast_create_town_portal (object *op, object *caster, object *spell, int dir)
648{
649 object *dummy, *force, *old_force, *tmp;
650 archetype *perm_portal;
651 char portal_name[1024], portal_message[1024];
652 sint16 exitx, exity;
653 mapstruct *exitmap;
654 int op_level;
655
656
657 /* Check to see if the map the player is currently on is a per player unique
658 * map. This can be determined in that per player unique maps have the
659 * full pathname listed.
660 */
661 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
662 {
663 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
664 return 0;
665 }
666
667 /* The first thing to do is to check if we have a marked destination
668 * dummy is used to make a check inventory for the force
669 */
670 dummy = arch_to_object (spell->other_arch);
671 if (dummy == NULL)
672 {
673 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
674 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
675 return 0;
676 }
677 force = check_inv_recursive (op, dummy);
678
679 if (force == NULL)
680 {
681 /* Here we know there is no destination marked up.
682 * We have 2 things to do:
683 * 1. Mark the destination in the player inventory.
684 * 2. Let the player know it worked.
685 */
686 dummy->name = op->map->path;
687 EXIT_X (dummy) = op->x;
688 EXIT_Y (dummy) = op->y;
689 insert_ob_in_ob (dummy, op);
690 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
691 return 1;
692 }
693 free_object (dummy);
694
695 /* Here we know where the town portal should go to
696 * We should kill any existing portal associated with the player.
697 * Than we should create the 2 portals.
698 * For each of them, we need:
699 * - To create the portal with the name of the player+destination map
700 * - set the owner of the town portal
701 * - To mark the position of the portal in the player's inventory
702 * for easier destruction.
703 *
704 * The mark works has follow:
705 * slaying: Existing town portal
706 * hp, sp : x & y of the associated portal
707 * name : name of the portal
708 * race : map the portal is in
709 */
710
711 /* First step: killing existing town portals */
712 dummy = get_archetype (spell->race);
713 if (dummy == NULL)
714 {
715 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
716 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
717 return 0;
718 }
719 perm_portal = find_archetype (spell->slaying);
720
721 /* To kill a town portal, we go trough the player's inventory,
722 * for each marked portal in player's inventory,
723 * -We try load the associated map (if impossible, consider the portal destructed)
724 * -We find any portal in the specified location.
725 * If it has the good name, we destruct it.
726 * -We destruct the force indicating that portal.
727 */
728 while ((old_force = check_inv_recursive (op, dummy)))
729 {
730 exitx = EXIT_X (old_force);
731 exity = EXIT_Y (old_force);
732 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
733
734 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
735 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
736 else
737 exitmap = ready_map_name (old_force->race, 0);
738
739 if (exitmap)
740 {
741 tmp = present_arch (perm_portal, exitmap, exitx, exity);
742 while (tmp)
743 {
744 if (tmp->name == old_force->name)
745 {
746 remove_ob (tmp);
747 free_object (tmp);
748 break;
749 }
750 else
751 {
752 tmp = tmp->above;
753 }
754 }
755 }
756 remove_ob (old_force);
757 free_object (old_force);
758 LOG (llevDebug, "\n");
759 }
760 free_object (dummy);
761
762 /* Creating the portals.
763 * The very first thing to do is to ensure
764 * access to the destination map.
765 * If we can't, don't fizzle. Simply warn player.
766 * This ensure player pays his mana for the spell
767 * because HE is responsible of forgotting.
768 * 'force' is the destination of the town portal, which we got
769 * from the players inventory above.
770 */
771
772 /* Ensure exit map is loaded */
773 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
774 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
775 else
776 exitmap = ready_map_name (force->name, 0);
777
778 /* If we were unable to load (ex. random map deleted), warn player */
779 if (exitmap == NULL)
780 {
781 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
782 remove_ob (force);
783 free_object (force);
784 return 1;
785 }
786
787 op_level = caster_level (caster, spell);
788 if (op_level < 15)
789 snprintf (portal_message, 1024,
790 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
791 &op->name);
792 else if (op_level < 30)
793 snprintf (portal_message, 1024,
794 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
795 else if (op_level < 60)
796 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
797 else
798 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
799 &op->name);
800
801 /* Create a portal in front of player
802 * dummy contain the portal and
803 * force contain the track to kill it later
804 */
805
806 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
807 dummy = get_archetype (spell->slaying); /*The portal */
808 if (dummy == NULL)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
811 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
812 return 0;
813 }
814 EXIT_PATH (dummy) = force->name;
815 EXIT_X (dummy) = EXIT_X (force);
816 EXIT_Y (dummy) = EXIT_Y (force);
817 dummy->name = dummy->name_pl = portal_name;
818 dummy->msg = portal_message;
819 dummy->race = op->name; /*Save the owner of the portal */
820 cast_create_obj (op, caster, dummy, 0);
821
822 /* Now we need to to create a town portal marker inside the player
823 * object, so on future castings, we can know that he has an active
824 * town portal.
825 */
826 tmp = get_archetype (spell->race);
827 if (tmp == NULL)
828 {
829 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
830 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
831 return 0;
832 }
833 tmp->race = op->map->path;
834 tmp->name = portal_name;
835 EXIT_X (tmp) = dummy->x;
836 EXIT_Y (tmp) = dummy->y;
837 insert_ob_in_ob (tmp, op);
838
839 /* Create a portal in the destination map
840 * dummy contain the portal and
841 * force the track to kill it later
842 * the 'force' variable still contains the 'reminder' of
843 * where this portal goes to.
844 */
845 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
846 dummy = get_archetype (spell->slaying); /*The portal */
847 if (dummy == NULL)
848 {
849 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
850 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
851 return 0;
852 }
853 EXIT_PATH (dummy) = op->map->path;
854 EXIT_X (dummy) = op->x;
855 EXIT_Y (dummy) = op->y;
856 dummy->name = dummy->name_pl = portal_name;
857 dummy->msg = portal_message;
858 dummy->x = EXIT_X (force);
859 dummy->y = EXIT_Y (force);
860 dummy->race = op->name; /*Save the owner of the portal */
861 insert_ob_in_map (dummy, exitmap, op, 0);
862
863 /* Now we create another town portal marker that
864 * points back to the one we just made
865 */
866 tmp = get_archetype (spell->race);
867 if (tmp == NULL)
868 {
869 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
870 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
871 return 0;
872 }
873 tmp->race = force->name;
874 tmp->name = portal_name;
875 EXIT_X (tmp) = dummy->x;
876 EXIT_Y (tmp) = dummy->y;
877 insert_ob_in_ob (tmp, op);
878
879 /* Describe the player what happened
880 */
881 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
882 remove_ob (force); /* Delete the force inside the player */
883 free_object (force);
884 return 1;
885}
886
887 628
888/* This creates magic walls. Really, it can create most any object, 629/* This creates magic walls. Really, it can create most any object,
889 * within some reason. 630 * within some reason.
890 */ 631 */
891
892int 632int
893magic_wall (object *op, object *caster, int dir, object *spell_ob) 633magic_wall (object *op, object *caster, int dir, object *spell_ob)
894{ 634{
895 object *tmp, *tmp2; 635 object *tmp;
896 int i, posblocked, negblocked, maxrange; 636 int i, posblocked, negblocked, maxrange;
897 sint16 x, y; 637 sint16 x, y;
898 mapstruct *m; 638 maptile *m;
899 const char *name; 639 const char *name;
900 archetype *at; 640 archetype *at;
901 641
902 if (!dir) 642 if (!dir)
903 { 643 {
908 else 648 else
909 { 649 {
910 x = op->x + freearr_x[dir]; 650 x = op->x + freearr_x[dir];
911 y = op->y + freearr_y[dir]; 651 y = op->y + freearr_y[dir];
912 } 652 }
653
913 m = op->map; 654 m = op->map;
914 655
915 if ((spell_ob->move_block || x != op->x || y != op->y) && 656 if ((spell_ob->move_block || x != op->x || y != op->y) &&
916 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 657 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
917 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 658 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
918 { 659 {
919 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 660 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
920 return 0; 661 return 0;
921 } 662 }
663
922 if (spell_ob->other_arch) 664 if (spell_ob->other_arch)
923 {
924 tmp = arch_to_object (spell_ob->other_arch); 665 tmp = arch_to_object (spell_ob->other_arch);
925 }
926 else if (spell_ob->race) 666 else if (spell_ob->race)
927 { 667 {
928 char buf1[MAX_BUF]; 668 char buf1[MAX_BUF];
929 669
930 sprintf (buf1, spell_ob->race, dir); 670 sprintf (buf1, spell_ob->race, dir);
931 at = find_archetype (buf1); 671 at = archetype::find (buf1);
932 if (!at) 672 if (!at)
933 { 673 {
934 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 674 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
935 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 675 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
936 return 0; 676 return 0;
937 } 677 }
678
938 tmp = arch_to_object (at); 679 tmp = arch_to_object (at);
939 } 680 }
940 else 681 else
941 { 682 {
942 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 683 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
952 } 693 }
953 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 694 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
954 { 695 {
955 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 696 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
956 tmp->stats.maxhp = tmp->stats.hp; 697 tmp->stats.maxhp = tmp->stats.hp;
957 set_owner (tmp, op);
958 set_spell_skill (op, caster, spell_ob, tmp);
959 } 698 }
699
960 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 700 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
961 { 701 {
962 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 702 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
963 SET_FLAG (tmp, FLAG_IS_USED_UP); 703 SET_FLAG (tmp, FLAG_IS_USED_UP);
964 } 704 }
705
965 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 706 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
966 { 707 {
967 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 708 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
968 tmp->stats.maxhp = tmp->stats.hp; 709 tmp->stats.maxhp = tmp->stats.hp;
969 SET_FLAG (tmp, FLAG_TEAR_DOWN); 710 SET_FLAG (tmp, FLAG_TEAR_DOWN);
970 SET_FLAG (tmp, FLAG_ALIVE); 711 SET_FLAG (tmp, FLAG_ALIVE);
971 } 712 }
972 713
973 /* This can't really hurt - if the object doesn't kill anything, 714 /* This can't really hurt - if the object doesn't kill anything,
974 * these fields just won't be used. 715 * these fields just won't be used. Do not set the owner for
716 * earthwalls, though, so they survive restarts.
975 */ 717 */
976 set_owner (tmp, op); 718 if (tmp->type != EARTHWALL) //TODO
719 tmp->set_owner (op);
720
977 set_spell_skill (op, caster, spell_ob, tmp); 721 set_spell_skill (op, caster, spell_ob, tmp);
978 tmp->x = x;
979 tmp->y = y;
980 tmp->level = caster_level (caster, spell_ob) / 2; 722 tmp->level = caster_level (caster, spell_ob) / 2;
981 723
982 name = tmp->name; 724 name = tmp->name;
983 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 725 if (!(tmp = m->insert (tmp, x, y, op)))
984 { 726 {
985 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 727 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
986 return 0; 728 return 0;
987 } 729 }
730
988 /* If this is a spellcasting wall, need to insert the spell object */ 731 /* If this is a spellcasting wall, need to insert the spell object */
989 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 732 if (tmp->other_arch && tmp->other_arch->type == SPELL)
990 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 733 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
991 734
992 /* This code causes the wall to extend some distance in 735 /* This code causes the wall to extend some distance in
993 * each direction, or until an obstruction is encountered. 736 * each direction, or until an obstruction is encountered.
994 * posblocked and negblocked help determine how far the 737 * posblocked and negblocked help determine how far the
1010 m = tmp->map; 753 m = tmp->map;
1011 754
1012 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 755 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1013 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 756 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1014 { 757 {
1015 tmp2 = get_object (); 758 object *tmp2 = tmp->clone ();
1016 copy_object (tmp, tmp2); 759 m->insert (tmp2, x, y, op);
1017 tmp2->x = x; 760
1018 tmp2->y = y;
1019 insert_ob_in_map (tmp2, m, op, 0);
1020 /* If this is a spellcasting wall, need to insert the spell object */ 761 /* If this is a spellcasting wall, need to insert the spell object */
1021 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 762 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1022 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 763 tmp2->insert (arch_to_object (tmp2->other_arch));
1023 764
1024 } 765 }
1025 else 766 else
1026 posblocked = 1; 767 posblocked = 1;
1027 768
1030 m = tmp->map; 771 m = tmp->map;
1031 772
1032 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 773 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1033 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 774 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1034 { 775 {
1035 tmp2 = get_object (); 776 object *tmp2 = tmp->clone ();
1036 copy_object (tmp, tmp2); 777 m->insert (tmp2, x, y, op);
1037 tmp2->x = x; 778
1038 tmp2->y = y;
1039 insert_ob_in_map (tmp2, m, op, 0);
1040 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 779 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1041 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 780 tmp2->insert (arch_to_object (tmp2->other_arch));
1042 } 781 }
1043 else 782 else
1044 negblocked = 1; 783 negblocked = 1;
1045 } 784 }
1046 785
1053int 792int
1054dimension_door (object *op, object *caster, object *spob, int dir) 793dimension_door (object *op, object *caster, object *spob, int dir)
1055{ 794{
1056 uint32 dist, maxdist; 795 uint32 dist, maxdist;
1057 int mflags; 796 int mflags;
1058 mapstruct *m; 797 maptile *m;
1059 sint16 sx, sy; 798 sint16 sx, sy;
1060 799
1061 if (op->type != PLAYER) 800 if (op->type != PLAYER)
1062 return 0; 801 return 0;
1063 802
1095 { 834 {
1096 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 835 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1097 op->contr->count = 0; 836 op->contr->count = 0;
1098 return 0; 837 return 0;
1099 } 838 }
839
1100 op->contr->count = 0; 840 op->contr->count = 0;
1101 841
1102 /* Remove code that puts player on random space on maps. IMO, 842 /* Remove code that puts player on random space on maps. IMO,
1103 * a lot of maps probably have areas the player should not get to, 843 * a lot of maps probably have areas the player should not get to,
1104 * but may not be marked as NO_MAGIC (as they may be bounded 844 * but may not be marked as NO_MAGIC (as they may be bounded
1153 return 0; 893 return 0;
1154 } 894 }
1155 } 895 }
1156 896
1157 /* Actually move the player now */ 897 /* Actually move the player now */
1158 remove_ob (op); 898 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1159 op->x += freearr_x[dir] * dist;
1160 op->y += freearr_y[dir] * dist;
1161 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1162 return 1; 899 return 1;
1163 900
1164 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 901 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1165 return 1; 902 return 1;
1166} 903}
1179 object *poison; 916 object *poison;
1180 int heal = 0, success = 0; 917 int heal = 0, success = 0;
1181 918
1182 tmp = find_target_for_friendly_spell (op, dir); 919 tmp = find_target_for_friendly_spell (op, dir);
1183 920
1184 if (tmp == NULL) 921 if (!tmp)
1185 return 0; 922 return 0;
1186 923
1187 /* Figure out how many hp this spell might cure. 924 /* Figure out how many hp this spell might cure.
1188 * could be zero if this spell heals effects, not damage. 925 * could be zero if this spell heals effects, not damage.
1189 */ 926 */
1192 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 929 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1193 930
1194 if (heal) 931 if (heal)
1195 { 932 {
1196 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1199 }
1200 else 935 else
1201 { 936 {
1202 /* See how many points we actually heal. Instead of messages 937 /* See how many points we actually heal. Instead of messages
1203 * based on type of spell, we instead do messages based 938 * based on type of spell, we instead do messages based
1204 * on amount of damage healed. 939 * on amount of damage healed.
1206 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 941 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1207 heal = tmp->stats.maxhp - tmp->stats.hp; 942 heal = tmp->stats.maxhp - tmp->stats.hp;
1208 tmp->stats.hp += heal; 943 tmp->stats.hp += heal;
1209 944
1210 if (tmp->stats.hp >= tmp->stats.maxhp) 945 if (tmp->stats.hp >= tmp->stats.maxhp)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1213 }
1214 else if (heal > 50) 947 else if (heal > 50)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 948 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1217 }
1218 else if (heal > 25) 949 else if (heal > 25)
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 950 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1221 }
1222 else if (heal > 10) 951 else if (heal > 10)
1223 {
1224 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 952 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1225 }
1226 else 953 else
1227 {
1228 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1229 } 955
1230 success = 1; 956 success = 1;
1231 } 957 }
1232 } 958 }
959
1233 if (spell->attacktype & AT_DISEASE) 960 if (spell->attacktype & AT_DISEASE)
1234 if (cure_disease (tmp, op)) 961 if (cure_disease (tmp, op))
1235 success = 1; 962 success = 1;
1236 963
1237 if (spell->attacktype & AT_POISON) 964 if (spell->attacktype & AT_POISON)
1238 { 965 {
1239 at = find_archetype ("poisoning"); 966 at = archetype::find ("poisoning");
1240 poison = present_arch_in_ob (at, tmp); 967 poison = present_arch_in_ob (at, tmp);
1241 if (poison) 968 if (poison)
1242 { 969 {
1243 success = 1; 970 success = 1;
1244 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1245 poison->stats.food = 1; 972 poison->stats.food = 1;
1246 } 973 }
1247 } 974 }
975
1248 if (spell->attacktype & AT_CONFUSION) 976 if (spell->attacktype & AT_CONFUSION)
1249 { 977 {
1250 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 978 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1251 if (poison) 979 if (poison)
1252 { 980 {
1253 success = 1; 981 success = 1;
1254 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1255 poison->duration = 1; 983 poison->duration = 1;
1256 } 984 }
1257 } 985 }
986
1258 if (spell->attacktype & AT_BLIND) 987 if (spell->attacktype & AT_BLIND)
1259 { 988 {
1260 at = find_archetype ("blindness"); 989 at = archetype::find ("blindness");
1261 poison = present_arch_in_ob (at, tmp); 990 poison = present_arch_in_ob (at, tmp);
1262 if (poison) 991 if (poison)
1263 { 992 {
1264 success = 1; 993 success = 1;
1265 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1266 poison->stats.food = 1; 995 poison->stats.food = 1;
1267 } 996 }
1268 } 997 }
998
1269 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 999 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1270 { 1000 {
1271 tmp->stats.sp += spell->last_sp; 1001 tmp->stats.sp += spell->last_sp;
1272 if (tmp->stats.sp > tmp->stats.maxsp) 1002 if (tmp->stats.sp > tmp->stats.maxsp)
1273 tmp->stats.sp = tmp->stats.maxsp; 1003 tmp->stats.sp = tmp->stats.maxsp;
1274 success = 1; 1004 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 1005 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1276 } 1006 }
1007
1277 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1008 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1278 { 1009 {
1279 tmp->stats.grace += spell->last_grace; 1010 tmp->stats.grace += spell->last_grace;
1280 if (tmp->stats.grace > tmp->stats.maxgrace) 1011 if (tmp->stats.grace > tmp->stats.maxgrace)
1281 tmp->stats.grace = tmp->stats.maxgrace; 1012 tmp->stats.grace = tmp->stats.maxgrace;
1282 success = 1; 1013 success = 1;
1283 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1284 } 1015 }
1016
1285 if (spell->stats.food && tmp->stats.food < 999) 1017 if (spell->stats.food && tmp->stats.food < 999)
1286 { 1018 {
1287 tmp->stats.food += spell->stats.food; 1019 tmp->stats.food += spell->stats.food;
1288 if (tmp->stats.food > 999) 1020 if (tmp->stats.food > 999)
1289 tmp->stats.food = 999; 1021 tmp->stats.food = 999;
1290 success = 1; 1022 success = 1;
1291 /* We could do something a bit better like the messages for healing above */ 1023 /* We could do something a bit better like the messages for healing above */
1292 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1024 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1293 } 1025 }
1026
1294 return success; 1027 return success;
1295} 1028}
1296
1297 1029
1298/* This is used for the spells that gain stats. There are no spells 1030/* This is used for the spells that gain stats. There are no spells
1299 * right now that icnrease wis/int/pow on a temp basis, so no 1031 * right now that icnrease wis/int/pow on a temp basis, so no
1300 * good comments for those. 1032 * good comments for those.
1301 */ 1033 */
1302static const char *const no_gain_msgs[NUM_STATS] = { 1034static const char *const no_gain_msgs[NUM_STATS] = {
1303 "You grow no stronger.", 1035 "You grow no stronger.",
1304 "You grow no more agile.", 1036 "You grow no more agile.",
1305 "You don't feel any healthier.", 1037 "You don't feel any healthier.",
1306 "no wis", 1038 "You didn't grow any more intelligent.",
1039 "You do not feel any wiser.",
1040 "You don't feel any more powerful."
1307 "You are no easier to look at.", 1041 "You are no easier to look at.",
1308 "no int",
1309 "no pow"
1310}; 1042};
1311 1043
1312int 1044int
1313cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1045cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1314{ 1046{
1315 object *tmp, *tmp2 = NULL;
1316 object *force = NULL; 1047 object *force = NULL;
1317 int i; 1048 int i;
1318 1049
1319 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1050 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1320 if (dir != 0) 1051 object *tmp = dir
1321 {
1322 tmp = find_target_for_friendly_spell (op, dir); 1052 ? find_target_for_friendly_spell (op, dir)
1323 } 1053 : op;
1324 else
1325 {
1326 tmp = op;
1327 }
1328 1054
1329 if (tmp == NULL) 1055 if (!tmp)
1330 return 0; 1056 return 0;
1331 1057
1332 /* If we've already got a force of this type, don't add a new one. */ 1058 /* If we've already got a force of this type, don't add a new one. */
1333 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1059 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1334 { 1060 {
1335 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1061 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1336 { 1062 {
1337 if (tmp2->name == spell_ob->name) 1063 if (tmp2->name == spell_ob->name)
1338 { 1064 {
1371 } 1097 }
1372 else 1098 else
1373 { 1099 {
1374 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1100 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1375 } 1101 }
1102
1376 return 1; 1103 return 1;
1377 } 1104 }
1105
1378 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1106 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1379 force->speed = 1.0; 1107 force->speed = 1.0;
1380 force->speed_left = -1.0; 1108 force->speed_left = -1.0;
1381 SET_FLAG (force, FLAG_APPLIED); 1109 SET_FLAG (force, FLAG_APPLIED);
1382 1110
1388 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1116 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1389 if (force->resist[i] > 100) 1117 if (force->resist[i] > 100)
1390 force->resist[i] = 100; 1118 force->resist[i] = 100;
1391 } 1119 }
1392 } 1120 }
1121
1393 if (spell_ob->stats.hp) 1122 if (spell_ob->stats.hp)
1394 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1123 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1395 1124
1396 if (tmp->type == PLAYER) 1125 if (tmp->type == PLAYER)
1397 { 1126 {
1398 /* Stat adjustment spells */ 1127 /* Stat adjustment spells */
1399 for (i = 0; i < NUM_STATS; i++) 1128 for (i = 0; i < NUM_STATS; i++)
1400 { 1129 {
1401 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1130 if (sint8 stat = spell_ob->stats.stat (i))
1402
1403 if (stat)
1404 { 1131 {
1405 sm = 0; 1132 sint8 sm = 0;
1406 for (k = 0; k < stat; k++) 1133 for (sint8 k = 0; k < stat; k++)
1407 sm += rndm (1, 3); 1134 sm += rndm (1, 3);
1408 1135
1409 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1136 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1410 { 1137 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1411 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1138
1412 if (sm < 0) 1139 force->stats.stat (i) = sm;
1413 sm = 0; 1140
1414 }
1415 set_attr_value (&force->stats, i, sm);
1416 if (!sm) 1141 if (!sm)
1417 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1142 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1418 } 1143 }
1419 } 1144 }
1420 } 1145 }
1440 force->stats.ac = spell_ob->stats.ac; 1165 force->stats.ac = spell_ob->stats.ac;
1441 force->attacktype = spell_ob->attacktype; 1166 force->attacktype = spell_ob->attacktype;
1442 1167
1443 insert_ob_in_ob (force, tmp); 1168 insert_ob_in_ob (force, tmp);
1444 change_abil (tmp, force); /* Mostly to display any messages */ 1169 change_abil (tmp, force); /* Mostly to display any messages */
1445 fix_player (tmp); 1170 tmp->update_stats ();
1171
1446 return 1; 1172 return 1;
1447} 1173}
1448 1174
1449/* This used to be part of cast_change_ability, but it really didn't make 1175/* This used to be part of cast_change_ability, but it really didn't make
1450 * a lot of sense, since most of the values it derives are from the god 1176 * a lot of sense, since most of the values it derives are from the god
1451 * of the caster. 1177 * of the caster.
1452 */ 1178 */
1453
1454int 1179int
1455cast_bless (object *op, object *caster, object *spell_ob, int dir) 1180cast_bless (object *op, object *caster, object *spell_ob, int dir)
1456{ 1181{
1457 int i; 1182 int i;
1458 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1183 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1549 force->stats.wc = spell_ob->stats.wc; 1274 force->stats.wc = spell_ob->stats.wc;
1550 force->stats.ac = spell_ob->stats.ac; 1275 force->stats.ac = spell_ob->stats.ac;
1551 1276
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1277 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1278 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1279 tmp->update_stats ();
1555 return 1; 1280 return 1;
1556} 1281}
1557
1558
1559 1282
1560/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1561 * 1284 *
1562 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1563 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1564 * about 90% of that of the item itself. It uses the value of the
1565 * object before charisma adjustments, because the nuggets themselves
1566 * will be will be adjusted by charisma when sold.
1567 * 1287 *
1568 * Large nuggets are worth 25 gp each (base). You will always get 1288 * The value of the gold nuggets being about 90% of that of the item
1569 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1570 * Small nuggets are worth 1 gp each (base). You will get from 0 1290 * because the nuggets themselves will be will be adjusted by charisma
1571 * to the max amount of small nuggets as you could get. 1291 * when sold.
1572 *
1573 * For example, if an item is worth 110 gold, you will get
1574 * 4 large nuggets, and from 0-10 small nuggets.
1575 * 1292 *
1576 * There is also a chance (1:30) that you will get nothing at all 1293 * There is also a chance (1:30) that you will get nothing at all
1577 * for the object. There is also a maximum weight that will be 1294 * for the object. There is also a maximum weight that will be
1578 * alchemied. 1295 * alchemised.
1579 */ 1296 */
1580
1581/* I didn't feel like passing these as arguements to the
1582 * two functions that need them. Real values are put in them
1583 * when the spell is cast, and these are freed when the spell
1584 * is finished.
1585 */
1586static object *small, *large;
1587
1588static void 1297static void
1589alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1590{ 1299{
1591 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1592 1301
1593 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (This should hopefully
1594 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1595 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1596 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1597 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1598 * the stuff back to town. 1307 * the stuff back to town.
1599 */ 1308 */
1600
1601 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1602 value = 0; 1310 value = 0;
1603 else if (obj->type == MONEY || obj->type == GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1604 value /= 3; 1312 value /= 3;
1605 else 1313 else
1606 value = (value * 9) / 10; 1314 value = value * 9 / 10;
1607 1315
1608 value /= 4; // fix by GHJ, don't understand, pcg
1609
1610 if ((obj->value > 0) && rndm (0, 29)) 1316 if (obj->value > 0 && rndm (0, 29))
1611 { 1317 total_value += value;
1612 int count;
1613 1318
1614 count = value / large->value;
1615 *large_nuggets += count;
1616 value -= (uint64) count *(uint64) large->value;
1617
1618 count = value / small->value;
1619 *small_nuggets += count;
1620 }
1621
1622 /* Turn 25 small nuggets into 1 large nugget. If the value
1623 * of large nuggets is not evenly divisable by the small nugget
1624 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1625 */
1626 if (*small_nuggets * small->value >= large->value)
1627 {
1628 (*large_nuggets)++;
1629 *small_nuggets -= large->value / small->value;
1630 if (*small_nuggets && large->value % small->value)
1631 (*small_nuggets)--;
1632 }
1633 weight += obj->weight; 1319 total_weight += obj->total_weight ();
1634 remove_ob (obj);
1635 free_object (obj);
1636}
1637 1320
1638static void 1321 obj->destroy ();
1639update_map (object *op, mapstruct *m, int small_nuggets, int large_nuggets, int x, int y)
1640{
1641 object *tmp;
1642 int flag = 0;
1643
1644 /* Put any nuggets below the player, but we can only pass this
1645 * flag if we are on the same space as the player
1646 */
1647 if (x == op->x && y == op->y && op->map == m)
1648 flag = INS_BELOW_ORIGINATOR;
1649
1650 if (small_nuggets)
1651 {
1652 tmp = get_object ();
1653 copy_object (small, tmp);
1654 tmp->nrof = small_nuggets;
1655 tmp->x = x;
1656 tmp->y = y;
1657 insert_ob_in_map (tmp, m, op, flag);
1658 }
1659 if (large_nuggets)
1660 {
1661 tmp = get_object ();
1662 copy_object (large, tmp);
1663 tmp->nrof = large_nuggets;
1664 tmp->x = x;
1665 tmp->y = y;
1666 insert_ob_in_map (tmp, m, op, flag);
1667 }
1668} 1322}
1669 1323
1670int 1324int
1671alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1672{ 1326{
1673 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1674 sint16 nx, ny;
1675 object *next, *tmp;
1676 mapstruct *mp;
1677
1678 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1679 return 0; 1328 return 0;
1680 1329
1330 archetype *nugget[3];
1331
1332 nugget[0] = archetype::find ("pyrite3");
1333 nugget[1] = archetype::find ("pyrite2");
1334 nugget[2] = archetype::find ("pyrite");
1335
1681 /* Put a maximum weight of items that can be alchemied. Limits the power 1336 /* Put a maximum weight of items that can be alchemised. Limits the power
1682 * some, and also prevents people from alcheming every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1683 * in sight 1338 * in sight
1684 */ 1339 */
1685 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1340 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1686 weight_max *= 1000; 1341 int weight_max = duration * 1000;
1687 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1342 uint64 value_max = duration * 1000;
1688 1343
1344 int weight = 0;
1345
1689 for (y = op->y - 1; y <= op->y + 1; y++) 1346 for (int y = op->y - 1; y <= op->y + 1; y++)
1690 { 1347 {
1691 for (x = op->x - 1; x <= op->x + 1; x++) 1348 for (int x = op->x - 1; x <= op->x + 1; x++)
1692 { 1349 {
1350 uint64 value = 0;
1351
1693 nx = x; 1352 sint16 nx = x;
1694 ny = y; 1353 sint16 ny = y;
1695 1354
1696 mp = op->map; 1355 maptile *mp = op->map;
1697 1356
1698 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1357 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1699 1358
1700 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1359 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1701 continue; 1360 continue;
1702 1361
1703 /* Treat alchemy a little differently - most spell effects 1362 /* Treat alchemy a little differently - most spell effects
1705 * ground level effect. 1364 * ground level effect.
1706 */ 1365 */
1707 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1366 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1708 continue; 1367 continue;
1709 1368
1710 small_nuggets = 0; 1369 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1711 large_nuggets = 0;
1712
1713 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1714 { 1370 {
1715 next = tmp->above; 1371 next = tmp->above;
1372
1716 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1717 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1718 { 1375 {
1719
1720 if (tmp->inv) 1376 if (tmp->inv)
1721 { 1377 {
1722 object *next1, *tmp1; 1378 object *next1, *tmp1;
1723 1379
1724 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1725 { 1381 {
1726 next1 = tmp1->below; 1382 next1 = tmp1->below;
1727 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1728 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1729 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1385 alchemy_object (tmp1, value, weight);
1730 } 1386 }
1731 } 1387 }
1388
1732 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1389 alchemy_object (tmp, value, weight);
1733 1390
1734 if (weight > weight_max) 1391 if (weight > weight_max)
1735 { 1392 break;
1736 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1737 free_object (large);
1738 free_object (small);
1739 return 1;
1740 } 1393 }
1741 } /* is alchemable object */
1742 } /* process all objects on this space */
1743
1744 /* Insert all the nuggets at one time. This probably saves time, but
1745 * it also prevents us from alcheming nuggets that were just created
1746 * with this spell.
1747 */ 1394 }
1748 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1395
1396 value -= rndm (value >> 4);
1397 value = min (value, value_max);
1398
1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1400 if (int nrof = value / nugget [i]->value)
1401 {
1402 value -= nrof * nugget[i]->value;
1403
1404 object *tmp = arch_to_object (nugget[i]);
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1749 } 1408 }
1409
1410 if (weight > weight_max)
1411 goto bailout;
1412 }
1750 } 1413 }
1751 free_object (large); 1414
1752 free_object (small); 1415bailout:
1753 /* reset this so that if player standing on a big pile of stuff,
1754 * it is redrawn properly.
1755 */
1756 op->contr->socket.look_position = 0;
1757 return 1; 1416 return 1;
1758} 1417}
1759 1418
1760 1419
1761/* This function removes the cursed/damned status on equipped 1420/* This function removes the cursed/damned status on equipped
1770 for (tmp = op->inv; tmp; tmp = tmp->below) 1429 for (tmp = op->inv; tmp; tmp = tmp->below)
1771 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1430 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1772 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1431 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1773 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1432 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1774 { 1433 {
1775
1776 was_one++; 1434 was_one++;
1777 if (tmp->level <= caster_level (caster, spell)) 1435 if (tmp->level <= caster_level (caster, spell))
1778 { 1436 {
1779 success++; 1437 success++;
1780 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1438 if (QUERY_FLAG (spell, FLAG_DAMNED))
1789 } 1447 }
1790 1448
1791 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1792 { 1450 {
1793 if (success) 1451 if (success)
1794 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1452 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1796 }
1797 else 1453 else
1798 { 1454 {
1799 if (was_one) 1455 if (was_one)
1800 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1801 else 1457 else
1802 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1458 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1803 } 1459 }
1804 } 1460 }
1461
1805 return success; 1462 return success;
1806} 1463}
1807 1464
1808/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1809 1466
1816 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1473 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1817 1474
1818 if (num_ident < 1) 1475 if (num_ident < 1)
1819 num_ident = 1; 1476 num_ident = 1;
1820 1477
1821
1822 for (tmp = op->inv; tmp; tmp = tmp->below) 1478 for (tmp = op->inv; tmp; tmp = tmp->below)
1823 { 1479 {
1824 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1825 { 1481 {
1826 identify (tmp); 1482 identify (tmp);
1483
1827 if (op->type == PLAYER) 1484 if (op->type == PLAYER)
1828 { 1485 {
1829 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1486 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1487
1830 if (tmp->msg) 1488 if (tmp->msg)
1831 { 1489 {
1832 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1490 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1833 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1491 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1834 } 1492 }
1835 } 1493 }
1494
1836 num_ident--; 1495 num_ident--;
1837 success = 1; 1496 success = 1;
1838 if (!num_ident) 1497 if (!num_ident)
1839 break; 1498 break;
1840 } 1499 }
1841 } 1500 }
1501
1842 /* If all the power of the spell has been used up, don't go and identify 1502 /* If all the power of the spell has been used up, don't go and identify
1843 * stuff on the floor. Only identify stuff on the floor if the spell 1503 * stuff on the floor. Only identify stuff on the floor if the spell
1844 * was not fully used. 1504 * was not fully used.
1845 */ 1505 */
1846 if (num_ident) 1506 if (num_ident)
1847 { 1507 {
1848 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1508 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1849 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1850 { 1510 {
1851
1852 identify (tmp); 1511 identify (tmp);
1512
1853 if (op->type == PLAYER) 1513 if (op->type == PLAYER)
1854 { 1514 {
1855 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1515 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1516
1856 if (tmp->msg) 1517 if (tmp->msg)
1857 { 1518 {
1858 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1859 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1860 } 1521 }
1522
1861 esrv_send_item (op, tmp); 1523 esrv_send_item (op, tmp);
1862 } 1524 }
1525
1863 num_ident--; 1526 num_ident--;
1864 success = 1; 1527 success = 1;
1865 if (!num_ident) 1528 if (!num_ident)
1866 break; 1529 break;
1867 } 1530 }
1868 } 1531 }
1532
1869 if (!success) 1533 if (!success)
1870 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1534 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1871 else 1535 else
1872 {
1873 spell_effect (spell, op->x, op->y, op->map, op); 1536 spell_effect (spell, op->x, op->y, op->map, op);
1874 } 1537
1875 return success; 1538 return success;
1876} 1539}
1877
1878 1540
1879int 1541int
1880cast_detection (object *op, object *caster, object *spell, object *skill) 1542cast_detection (object *op, object *caster, object *spell, object *skill)
1881{ 1543{
1882 object *tmp, *last, *god, *detect; 1544 object *tmp, *last, *god, *detect;
1883 int done_one, range, mflags, floor, level; 1545 int done_one, range, mflags, floor, level;
1884 sint16 x, y, nx, ny; 1546 sint16 x, y, nx, ny;
1885 mapstruct *m; 1547 maptile *m;
1886 1548
1887 /* We precompute some values here so that we don't have to keep 1549 /* We precompute some values here so that we don't have to keep
1888 * doing it over and over again. 1550 * doing it over and over again.
1889 */ 1551 */
1890 god = find_god (determine_god (op)); 1552 god = find_god (determine_god (op));
1895 skill = caster; 1557 skill = caster;
1896 1558
1897 for (x = op->x - range; x <= op->x + range; x++) 1559 for (x = op->x - range; x <= op->x + range; x++)
1898 for (y = op->y - range; y <= op->y + range; y++) 1560 for (y = op->y - range; y <= op->y + range; y++)
1899 { 1561 {
1900
1901 m = op->map; 1562 m = op->map;
1902 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1563 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1903 if (mflags & P_OUT_OF_MAP) 1564 if (mflags & P_OUT_OF_MAP)
1904 continue; 1565 continue;
1905 1566
1907 * floor. But this is not true for show invisible. 1568 * floor. But this is not true for show invisible.
1908 * Basically, we just go and find the top object and work 1569 * Basically, we just go and find the top object and work
1909 * down - that is easier than working up. 1570 * down - that is easier than working up.
1910 */ 1571 */
1911 1572
1912 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1573 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1913 last = tmp; 1574 last = tmp;
1575
1914 /* Shouldn't happen, but if there are no objects on a space, this 1576 /* Shouldn't happen, but if there are no objects on a space, this
1915 * would happen. 1577 * would happen.
1916 */ 1578 */
1917 if (!last) 1579 if (!last)
1918 continue; 1580 continue;
1920 done_one = 0; 1582 done_one = 0;
1921 floor = 0; 1583 floor = 0;
1922 detect = NULL; 1584 detect = NULL;
1923 for (tmp = last; tmp; tmp = tmp->below) 1585 for (tmp = last; tmp; tmp = tmp->below)
1924 { 1586 {
1925
1926 /* show invisible */ 1587 /* show invisible */
1927 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1588 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1928 /* Might there be other objects that we can make visibile? */ 1589 /* Might there be other objects that we can make visible? */
1929 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1590 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1930 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1591 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1931 tmp->type == CF_HANDLE || 1592 tmp->type == CF_HANDLE ||
1932 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1593 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1933 tmp->type == BUTTON || tmp->type == TELEPORTER || 1594 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1940 { 1601 {
1941 tmp->invisible = 0; 1602 tmp->invisible = 0;
1942 done_one = 1; 1603 done_one = 1;
1943 } 1604 }
1944 } 1605 }
1606
1945 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1607 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1946 floor = 1; 1608 floor = 1;
1947 1609
1948 /* All detections below this point don't descend beneath the floor, 1610 /* All detections below this point don't descend beneath the floor,
1949 * so just continue on. We could be clever and look at the type of 1611 * so just continue on. We could be clever and look at the type of
2002 */ 1664 */
2003 if (done_one) 1665 if (done_one)
2004 { 1666 {
2005 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
2006 1668
2007 detect_ob->x = nx;
2008 detect_ob->y = ny;
2009 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
2010 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
2011 { 1671 {
2012 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
2013 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
2015 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
2016 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
2017 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2018 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2019 } 1679 }
1680
2020 insert_ob_in_map (detect_ob, m, op, 0); 1681 m->insert (detect_ob, nx, ny, op);
2021 } 1682 }
2022 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
2023 1684
2024 1685
2025 /* Now process objects in the players inventory if detect curse or magic */ 1686 /* Now process objects in the players inventory if detect curse or magic */
2074 1735
2075 /* Explodes a fireball centered at player */ 1736 /* Explodes a fireball centered at player */
2076 tmp = get_archetype (EXPLODING_FIREBALL); 1737 tmp = get_archetype (EXPLODING_FIREBALL);
2077 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1738 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2078 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; 1739 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2079 tmp->x = victim->x; 1740
2080 tmp->y = victim->y; 1741 tmp->insert_at (victim);
2081 insert_ob_in_map (tmp, victim->map, NULL, 0);
2082 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
2083 } 1743 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2085 {
2086 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1745 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2089 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2091 }
2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2093 { 1749 {
2094 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2095 confuse_player (victim, victim, 99); 1751 confuse_player (victim, victim, 99);
2096 } 1752 }
2097 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1753 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2098 {
2099 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2100 }
2101} 1755}
2102 1756
2103/* cast_transfer 1757/* cast_transfer
2104 * This spell transfers sp from the player to another person. 1758 * This spell transfers sp from the player to another person.
2105 * We let the target go above their normal maximum SP. 1759 * We let the target go above their normal maximum SP.
2108int 1762int
2109cast_transfer (object *op, object *caster, object *spell, int dir) 1763cast_transfer (object *op, object *caster, object *spell, int dir)
2110{ 1764{
2111 object *plyr = NULL; 1765 object *plyr = NULL;
2112 sint16 x, y; 1766 sint16 x, y;
2113 mapstruct *m; 1767 maptile *m;
2114 int mflags; 1768 int mflags;
2115 1769
2116 m = op->map; 1770 m = op->map;
2117 x = op->x + freearr_x[dir]; 1771 x = op->x + freearr_x[dir];
2118 y = op->y + freearr_y[dir]; 1772 y = op->y + freearr_y[dir];
2119 1773
2120 mflags = get_map_flags (m, &m, x, y, &x, &y); 1774 mflags = get_map_flags (m, &m, x, y, &x, &y);
2121 1775
2122 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1776 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2123 { 1777 {
2124 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1778 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2125 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1779 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2126 break; 1780 break;
2127 } 1781 }
2128 1782
2129 1783
2130 /* If we did not find a player in the specified direction, transfer 1784 /* If we did not find a player in the specified direction, transfer
2131 * to anyone on top of us. This is used for the rune of transference mostly. 1785 * to anyone on top of us. This is used for the rune of transference mostly.
2132 */ 1786 */
2133 if (plyr == NULL) 1787 if (plyr == NULL)
2134 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1788 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2135 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1789 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2136 break; 1790 break;
2137 1791
2138 if (!plyr) 1792 if (!plyr)
2139 { 1793 {
2184void 1838void
2185counterspell (object *op, int dir) 1839counterspell (object *op, int dir)
2186{ 1840{
2187 object *tmp, *head, *next; 1841 object *tmp, *head, *next;
2188 int mflags; 1842 int mflags;
2189 mapstruct *m; 1843 maptile *m;
2190 sint16 sx, sy; 1844 sint16 sx, sy;
2191 1845
2192 sx = op->x + freearr_x[dir]; 1846 sx = op->x + freearr_x[dir];
2193 sy = op->y + freearr_y[dir]; 1847 sy = op->y + freearr_y[dir];
2194 m = op->map; 1848 m = op->map;
2195 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1849 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2196 if (mflags & P_OUT_OF_MAP) 1850 if (mflags & P_OUT_OF_MAP)
2197 return; 1851 return;
2198 1852
2199 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1853 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2200 { 1854 {
2201 next = tmp->above; 1855 next = tmp->above;
2202 1856
2203 /* Need to look at the head object - otherwise, if tmp 1857 /* Need to look at the head object - otherwise, if tmp
2204 * points to a monster, we don't have all the necessary 1858 * points to a monster, we don't have all the necessary
2216 /* Basically, if the object is magical and not counterspell, 1870 /* Basically, if the object is magical and not counterspell,
2217 * we will more or less remove the object. Don't counterspell 1871 * we will more or less remove the object. Don't counterspell
2218 * monsters either. 1872 * monsters either.
2219 */ 1873 */
2220 1874
2221 if (head->attacktype & AT_MAGIC && 1875 if (head->attacktype & AT_MAGIC
2222 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1876 && !(head->attacktype & AT_COUNTERSPELL)
2223 { 1877 && !QUERY_FLAG (head, FLAG_MONSTER)
2224 remove_ob (head); 1878 && (op->level > head->level))
2225 free_object (head); 1879 head->destroy ();
2226 }
2227 else 1880 else
2228 switch (head->type) 1881 switch (head->type)
2229 { 1882 {
2230 case SPELL_EFFECT: 1883 case SPELL_EFFECT:
1884 // XXX: Don't affect floor spelleffects. See also XXX comment
1885 // about sanctuary in spell_util.C
1886 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1887 continue;
1888
2231 if (op->level > head->level) 1889 if (op->level > head->level)
2232 { 1890 head->destroy ();
2233 remove_ob (head); 1891
2234 free_object (head);
2235 }
2236 break; 1892 break;
2237 1893
2238 /* I really don't get this rune code that much - that 1894 /* I really don't get this rune code that much - that
2239 * random chance seems really low. 1895 * random chance seems really low.
2240 */ 1896 */
2241 case RUNE: 1897 case RUNE:
2242 if (rndm (0, 149) == 0) 1898 if (rndm (0, 149) == 0)
2243 { 1899 {
2244 head->stats.hp--; /* weaken the rune */ 1900 head->stats.hp--; /* weaken the rune */
2245 if (!head->stats.hp) 1901 if (!head->stats.hp)
2246 { 1902 head->destroy ();
2247 remove_ob (head);
2248 free_object (head);
2249 }
2250 } 1903 }
2251 break; 1904 break;
2252 } 1905 }
2253 } 1906 }
2254} 1907}
2307 * This code was very odd - code early on would only let players use the spell, 1960 * This code was very odd - code early on would only let players use the spell,
2308 * yet the code wass full of player checks. I've presumed that the code 1961 * yet the code wass full of player checks. I've presumed that the code
2309 * that only let players use it was correct, and removed all the other 1962 * that only let players use it was correct, and removed all the other
2310 * player checks. MSW 2003-01-06 1963 * player checks. MSW 2003-01-06
2311 */ 1964 */
2312
2313int 1965int
2314animate_weapon (object *op, object *caster, object *spell, int dir) 1966animate_weapon (object *op, object *caster, object *spell, int dir)
2315{ 1967{
2316 object *weapon, *tmp; 1968 object *weapon, *tmp;
2317 char buf[MAX_BUF]; 1969 char buf[MAX_BUF];
2318 int a, i; 1970 int a, i;
2319 sint16 x, y; 1971 sint16 x, y;
2320 mapstruct *m; 1972 maptile *m;
2321 materialtype_t *mt;
2322 1973
2323 if (!spell->other_arch) 1974 if (!spell->other_arch)
2324 { 1975 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1976 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2326 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1977 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2329 /* exit if it's not a player using this spell. */ 1980 /* exit if it's not a player using this spell. */
2330 if (op->type != PLAYER) 1981 if (op->type != PLAYER)
2331 return 0; 1982 return 0;
2332 1983
2333 /* if player already has a golem, abort */ 1984 /* if player already has a golem, abort */
2334 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) 1985 if (object *golem = op->contr->golem)
2335 { 1986 {
2336 control_golem (op->contr->ranges[range_golem], dir); 1987 control_golem (golem, dir);
2337 return 0; 1988 return 0;
2338 } 1989 }
2339 1990
2340 /* if no direction specified, pick one */ 1991 /* if no direction specified, pick one */
2341 if (!dir) 1992 if (!dir)
2345 x = op->x + freearr_x[dir]; 1996 x = op->x + freearr_x[dir];
2346 y = op->y + freearr_y[dir]; 1997 y = op->y + freearr_y[dir];
2347 1998
2348 /* if there's no place to put the golem, abort */ 1999 /* if there's no place to put the golem, abort */
2349 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2000 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2350 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2001 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2351 { 2002 {
2352 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2353 return 0; 2004 return 0;
2354 } 2005 }
2355 2006
2359 if (!weapon) 2010 if (!weapon)
2360 { 2011 {
2361 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2012 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2362 return 0; 2013 return 0;
2363 } 2014 }
2364 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2015 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2365 { 2016 {
2366 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2367 return 0; 2018 return 0;
2368 } 2019 }
2369 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2387 /* create the golem object */ 2038 /* create the golem object */
2388 tmp = arch_to_object (spell->other_arch); 2039 tmp = arch_to_object (spell->other_arch);
2389 2040
2390 /* if animated by a player, give the player control of the golem */ 2041 /* if animated by a player, give the player control of the golem */
2391 CLEAR_FLAG (tmp, FLAG_MONSTER); 2042 CLEAR_FLAG (tmp, FLAG_MONSTER);
2392 SET_FLAG (tmp, FLAG_FRIENDLY);
2393 tmp->stats.exp = 0; 2043 tmp->stats.exp = 0;
2394 add_friendly_object (tmp); 2044 add_friendly_object (tmp);
2395 tmp->type = GOLEM; 2045 tmp->type = GOLEM;
2396 set_owner (tmp, op); 2046 tmp->set_owner (op);
2047 op->contr->golem = tmp;
2397 set_spell_skill (op, caster, spell, tmp); 2048 set_spell_skill (op, caster, spell, tmp);
2398 op->contr->ranges[range_golem] = tmp;
2399 op->contr->shoottype = range_golem;
2400 op->contr->golem_count = tmp->count;
2401 2049
2402 /* Give the weapon to the golem now. A bit of a hack to check the 2050 /* Give the weapon to the golem now. A bit of a hack to check the
2403 * removed flag - it should only be set if get_split_object was 2051 * removed flag - it should only be set if get_split_object was
2404 * used above. 2052 * used above.
2405 */ 2053 */
2406 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2054 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2407 remove_ob (weapon); 2055 weapon->remove ();
2056
2408 insert_ob_in_ob (weapon, tmp); 2057 insert_ob_in_ob (weapon, tmp);
2409 esrv_send_item (op, weapon); 2058 esrv_send_item (op, weapon);
2410 /* To do everything necessary to let a golem use the weapon is a pain, 2059 /* To do everything necessary to let a golem use the weapon is a pain,
2411 * so instead, just set it as equipped (otherwise, we need to update 2060 * so instead, just set it as equipped (otherwise, we need to update
2412 * body_info, skills, etc) 2061 * body_info, skills, etc)
2413 */ 2062 */
2414 SET_FLAG (tmp, FLAG_USE_WEAPON); 2063 SET_FLAG (tmp, FLAG_USE_WEAPON);
2415 SET_FLAG (weapon, FLAG_APPLIED); 2064 SET_FLAG (weapon, FLAG_APPLIED);
2416 fix_player (tmp); 2065 tmp->update_stats ();
2417 2066
2418 /* There used to be 'odd' code that basically seemed to take the absolute 2067 /* There used to be 'odd' code that basically seemed to take the absolute
2419 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2068 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2420 * if you're using a crappy weapon, it shouldn't be as good. 2069 * if you're using a crappy weapon, it shouldn't be as good.
2421 */ 2070 */
2440 2089
2441 /* attacktype */ 2090 /* attacktype */
2442 if (!tmp->attacktype) 2091 if (!tmp->attacktype)
2443 tmp->attacktype = AT_PHYSICAL; 2092 tmp->attacktype = AT_PHYSICAL;
2444 2093
2445 mt = NULL;
2446 if (op->materialname != NULL)
2447 mt = name_to_material (op->materialname); 2094 if (materialtype_t *mt = name_to_material (op->materialname))
2448 if (mt != NULL)
2449 { 2095 {
2450 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2451 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (mt->save[i] * 5);
2452 a = mt->save[0]; 2098 a = mt->save[0];
2453 } 2099 }
2455 { 2101 {
2456 for (i = 0; i < NROFATTACKS; i++) 2102 for (i = 0; i < NROFATTACKS; i++)
2457 tmp->resist[i] = 5; 2103 tmp->resist[i] = 5;
2458 a = 10; 2104 a = 10;
2459 } 2105 }
2106
2460 /* Set weapon's immunity */ 2107 /* Set weapon's immunity */
2461 tmp->resist[ATNR_CONFUSION] = 100; 2108 tmp->resist[ATNR_CONFUSION] = 100;
2462 tmp->resist[ATNR_POISON] = 100; 2109 tmp->resist[ATNR_POISON] = 100;
2463 tmp->resist[ATNR_SLOW] = 100; 2110 tmp->resist[ATNR_SLOW] = 100;
2464 tmp->resist[ATNR_PARALYZE] = 100; 2111 tmp->resist[ATNR_PARALYZE] = 100;
2470 2117
2471 /* Improve weapon's armour value according to best save vs. physical of its material */ 2118 /* Improve weapon's armour value according to best save vs. physical of its material */
2472 2119
2473 if (a > 14) 2120 if (a > 14)
2474 a = 14; 2121 a = 14;
2122
2475 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2123 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2476 2124
2477 /* Determine golem's speed */ 2125 /* Determine golem's speed */
2478 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2126 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2479
2480 if (tmp->speed > 3.33)
2481 tmp->speed = 3.33;
2482 2127
2483 if (!spell->race) 2128 if (!spell->race)
2484 { 2129 {
2485 sprintf (buf, "animated %s", &weapon->name); 2130 sprintf (buf, "animated %s", &weapon->name);
2486 tmp->name = buf; 2131 tmp->name = buf;
2488 tmp->face = weapon->face; 2133 tmp->face = weapon->face;
2489 tmp->animation_id = weapon->animation_id; 2134 tmp->animation_id = weapon->animation_id;
2490 tmp->anim_speed = weapon->anim_speed; 2135 tmp->anim_speed = weapon->anim_speed;
2491 tmp->last_anim = weapon->last_anim; 2136 tmp->last_anim = weapon->last_anim;
2492 tmp->state = weapon->state; 2137 tmp->state = weapon->state;
2493 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2138 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2494 {
2495 SET_FLAG (tmp, FLAG_ANIMATE);
2496 }
2497 else
2498 {
2499 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2500 }
2501 update_ob_speed (tmp);
2502 } 2139 }
2503 2140
2504 /* make experience increase in proportion to the strength of the summoned creature. */ 2141 /* make experience increase in proportion to the strength of the summoned creature. */
2505 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2142 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2506 2143
2507 tmp->speed_left = -1; 2144 tmp->speed_left = -1;
2508 tmp->x = x;
2509 tmp->y = y;
2510 tmp->direction = dir; 2145 tmp->direction = dir;
2511 insert_ob_in_map (tmp, m, op, 0); 2146
2147 m->insert (tmp, x, y, op);
2512 return 1; 2148 return 1;
2513} 2149}
2514 2150
2515/* cast_daylight() - changes the map darkness level *lower* */ 2151/* cast_daylight() - changes the map darkness level *lower* */
2516 2152
2524 int success; 2160 int success;
2525 2161
2526 if (!op->map) 2162 if (!op->map)
2527 return 0; /* shouldnt happen */ 2163 return 0; /* shouldnt happen */
2528 2164
2529 success = change_map_light (op->map, spell->stats.dam); 2165 success = op->map->change_map_light (spell->stats.dam);
2166
2530 if (!success) 2167 if (!success)
2531 { 2168 {
2532 if (spell->stats.dam < 0) 2169 if (spell->stats.dam < 0)
2533 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2170 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2534 else 2171 else
2559 2196
2560 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2197 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2561 2198
2562 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2199 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2563 2200
2564 set_owner (new_aura, op); 2201 new_aura->set_owner (op);
2565 set_spell_skill (op, caster, spell, new_aura); 2202 set_spell_skill (op, caster, spell, new_aura);
2566 new_aura->attacktype = spell->attacktype; 2203 new_aura->attacktype = spell->attacktype;
2567 2204
2568 new_aura->level = caster_level (caster, spell); 2205 new_aura->level = caster_level (caster, spell);
2569 if (refresh) 2206 if (refresh)
2587void 2224void
2588move_aura (object *aura) 2225move_aura (object *aura)
2589{ 2226{
2590 int i, mflags; 2227 int i, mflags;
2591 object *env; 2228 object *env;
2592 mapstruct *m; 2229 maptile *m;
2593 2230
2594 /* auras belong in inventories */ 2231 /* auras belong in inventories */
2595 env = aura->env; 2232 env = aura->env;
2596 2233
2597 /* no matter what we've gotta remove the aura... 2234 /* no matter what we've gotta remove the aura...
2598 * we'll put it back if its time isn't up. 2235 * we'll put it back if its time isn't up.
2599 */ 2236 */
2600 remove_ob (aura); 2237 aura->remove ();
2601 2238
2602 /* exit if we're out of gas */ 2239 /* exit if we're out of gas */
2603 if (aura->duration-- < 0) 2240 if (aura->duration-- < 0)
2604 { 2241 {
2605 free_object (aura); 2242 aura->destroy ();
2606 return; 2243 return;
2607 } 2244 }
2608 2245
2609 /* auras only exist in inventories */ 2246 /* auras only exist in inventories */
2610 if (env == NULL || env->map == NULL) 2247 if (env == NULL || env->map == NULL)
2611 { 2248 {
2612 free_object (aura); 2249 aura->destroy ();
2613 return; 2250 return;
2614 } 2251 }
2615 aura->x = env->x;
2616 aura->y = env->y;
2617 2252
2618 /* we need to jump out of the inventory for a bit 2253 /* we need to jump out of the inventory for a bit
2619 * in order to hit the map conveniently. 2254 * in order to hit the map conveniently.
2620 */ 2255 */
2621 insert_ob_in_map (aura, env->map, aura, 0); 2256 aura->insert_at (env, aura);
2622 2257
2623 for (i = 1; i < 9; i++) 2258 for (i = 1; i < 9; i++)
2624 { 2259 {
2625 sint16 nx, ny; 2260 sint16 nx, ny;
2626 2261
2635 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2270 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2636 { 2271 {
2637 hit_map (aura, i, aura->attacktype, 0); 2272 hit_map (aura, i, aura->attacktype, 0);
2638 2273
2639 if (aura->other_arch) 2274 if (aura->other_arch)
2640 { 2275 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2641 object *new_ob;
2642
2643 new_ob = arch_to_object (aura->other_arch);
2644 new_ob->x = nx;
2645 new_ob->y = ny;
2646 insert_ob_in_map (new_ob, m, aura, 0);
2647 } 2276 }
2648 }
2649 } 2277 }
2278
2650 /* put the aura back in the player's inventory */ 2279 /* put the aura back in the player's inventory */
2651 remove_ob (aura); 2280 aura->remove ();
2652 insert_ob_in_ob (aura, env); 2281 insert_ob_in_ob (aura, env);
2653} 2282}
2654 2283
2655/* moves the peacemaker spell. 2284/* moves the peacemaker spell.
2656 * op is the piece object. 2285 * op is the piece object.
2659void 2288void
2660move_peacemaker (object *op) 2289move_peacemaker (object *op)
2661{ 2290{
2662 object *tmp; 2291 object *tmp;
2663 2292
2664 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2293 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2665 { 2294 {
2666 int atk_lev, def_lev; 2295 int atk_lev, def_lev;
2667 object *victim = tmp; 2296 object *victim = tmp;
2668 2297
2669 if (tmp->head) 2298 if (tmp->head)
2680 2309
2681 if (rndm (0, atk_lev - 1) > def_lev) 2310 if (rndm (0, atk_lev - 1) > def_lev)
2682 { 2311 {
2683 /* make this sucker peaceful. */ 2312 /* make this sucker peaceful. */
2684 2313
2685 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2314 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2686 victim->stats.exp = 0; 2315 victim->stats.exp = 0;
2687#if 0 2316#if 0
2688 /* No idea why these were all set to zero - if something 2317 /* No idea why these were all set to zero - if something
2689 * makes this creature agressive, he should still do damage. 2318 * makes this creature agressive, he should still do damage.
2690 */ 2319 */
2730 return 0; 2359 return 0;
2731 } 2360 }
2732 if (!spell->other_arch) 2361 if (!spell->other_arch)
2733 return 0; 2362 return 0;
2734 tmp = arch_to_object (spell->other_arch); 2363 tmp = arch_to_object (spell->other_arch);
2735 strncpy (rune, msg, HUGE_BUF - 2); 2364
2736 rune[HUGE_BUF - 2] = 0; 2365 snprintf (rune, sizeof (rune), "%s\n", msg);
2737 strcat (rune, "\n"); 2366
2738 tmp->race = op->name; /*Save the owner of the rune */ 2367 tmp->race = op->name; /*Save the owner of the rune */
2739 tmp->msg = rune; 2368 tmp->msg = rune;
2740 tmp->x = op->x; 2369
2741 tmp->y = op->y; 2370 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2742 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2743 return 1; 2371 return 1;
2744} 2372}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines