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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.11 by root, Thu Sep 14 22:34:05 2006 UTC vs.
Revision 1.83 by root, Tue May 6 16:55:26 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
37void 35void
38cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
39{ 37{
40 if (!tmp) 38 if (!tmp)
41 return; /* error */ 39 return; /* error */
40
42 tmp->level = op->level; 41 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
47 44
48 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
52 */ 49 */
53 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
54 tmp->duration = 40; 51 tmp->duration = 40;
52
55 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 55
56 tmp->insert_at (op, op);
59} 57}
60
61 58
62int 59int
63recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
64{ 61{
65 object *wand, *tmp; 62 object *wand, *tmp;
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count); 75 wand->destroy ();
79 remove_ob (wand);
80 free_object (wand);
81 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
78
83 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 80 tmp->stats.dam = 1;
81
85 tmp->stats.hp = tmp->stats.dam / 2; 82 tmp->stats.hp = tmp->stats.dam / 2;
83
86 if (tmp->stats.hp < 2) 84 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2; 85 tmp->stats.hp = 2;
88 tmp->x = op->x; 86
89 tmp->y = op->y; 87 tmp->insert_at (op);
90 insert_ob_in_map (tmp, op->map, NULL, 0);
91 return 1; 88 return 1;
92 } 89 }
93 90
94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 91 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
92
95 if (wand->inv && wand->inv->level) 93 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 94 ncharges /= wand->inv->level;
97 else 95 else
98 { 96 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
100 return 0; 98 return 0;
101 } 99 }
100
102 if (!ncharges) 101 if (!ncharges)
103 ncharges = 1; 102 ncharges = 1;
104 103
105 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
106
107 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
108 { 108 {
109 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
110 wand->speed = wand->arch->clone.speed; 110 wand->set_speed (wand->arch->speed);
111 update_ob_speed (wand);
112 } 111 }
112
113 return 1; 113 return 1;
114} 114}
115 115
116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
117 * based on whether a crossbow or bow is equiped. If neither, it defaults to 117 * based on whether a crossbow or bow is equiped. If neither, it defaults to
121 * great a plus, the default is used. 121 * great a plus, the default is used.
122 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
123 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
125 */ 125 */
126
127int 126int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
129{ 128{
130 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
131 const char *missile_name; 130 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 tag_t tag;
134 131
135 missile_name = "arrow";
136
137 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
138 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
139 {
140 missile_name = tmp->race; 134 missile_name = tmp->race;
141 }
142 135
143 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
144 137
145 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
146 { 141 {
147 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
148 return 0; 143 return 0;
149 } 144 }
150 missile = get_archetype (missile_name); 145
146 object *missile = missile_arch->instance ();
151 147
152 if (stringarg) 148 if (stringarg)
153 { 149 {
154 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
156 { 152 {
157 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
158 154
159 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, stringarg))
161 break; 157 break;
162 158
163 if (!al) 159 if (!al)
164 { 160 {
165 free_object (missile); 161 missile->destroy ();
166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
167 return 0; 163 return 0;
168 } 164 }
165
169 if (al->item->slaying) 166 if (al->item->slaying)
170 { 167 {
171 free_object (missile); 168 missile->destroy ();
172 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
173 return 0; 170 return 0;
174 } 171 }
172
175 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
179 */ 177 */
180 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 179 missile_plus = 0;
182 } 180 }
183 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
184 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
185 } 183 }
186 if (missile_plus > 4) 184
187 missile_plus = 4; 185 missile_plus = clamp (missile_plus, -4, 4);
188 else if (missile_plus < -4)
189 missile_plus = -4;
190 186
191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
189
193 if (missile->nrof < 1) 190 if (missile->nrof < 1)
194 missile->nrof = 1; 191 missile->nrof = 1;
195 192
196 missile->magic = missile_plus; 193 missile->magic = missile_plus;
197 /* Can't get any money for these objects */ 194 /* Can't get any money for these objects */
198 missile->value = 0; 195 missile->value = 0;
199 196
200 SET_FLAG (missile, FLAG_IDENTIFIED); 197 SET_FLAG (missile, FLAG_IDENTIFIED);
201 tag = missile->count;
202 198
203 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !was_destroyed (missile, tag)) 199 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
204 {
205 pick_up (op, missile); 200 pick_up (op, missile);
206 } 201
207 return 1; 202 return 1;
208} 203}
209 204
210 205
211/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
215{ 210{
216 int food_value; 211 int food_value;
217 archetype *at = NULL; 212 archetype *at = NULL;
218 object *new_op; 213 object *new_op;
219 214
220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
221 216
222 if (stringarg) 217 if (stringarg)
223 { 218 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
225 if (at == NULL) 220 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
227 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 223 stringarg = NULL;
229 } 224 }
230 225
231 if (!stringarg) 226 if (!stringarg)
232 { 227 {
238 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
239 * to be altered from the donor. 234 * to be altered from the donor.
240 */ 235 */
241 236
242 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
243 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
244 { 239 {
245 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 { 241 {
247 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
248 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
249 * the item we have now, take it instead. 244 * the item we have now, take it instead.
250 */ 245 */
251 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
252 at = at_tmp; 251 at = at_tmp;
253 } 252 }
254 } 253 }
255 } 254 }
255
256 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
257 * know 257 * know
258 */ 258 */
259 if (!at) 259 if (!at)
260 { 260 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
262 return 0; 262 return 0;
263 } 263 }
264 264
265 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
267 new_op->nrof = food_value; 267 new_op->nrof = food_value;
268 268
269 new_op->value = 0; 269 new_op->value = 0;
270 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
277int 277int
278probe (object *op, object *caster, object *spell_ob, int dir) 278probe (object *op, object *caster, object *spell_ob, int dir)
279{ 279{
280 int r, mflags, maxrange; 280 int r, mflags, maxrange;
281 object *tmp; 281 object *tmp;
282 mapstruct *m; 282 maptile *m;
283
284 283
285 if (!dir) 284 if (!dir)
286 { 285 {
287 examine_monster (op, op); 286 examine_monster (op, op);
288 return 1; 287 return 1;
289 } 288 }
289
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
292 { 292 {
293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
294 294
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 304 return 0;
305 } 305 }
306 if (mflags & P_IS_ALIVE) 306 if (mflags & P_IS_ALIVE)
307 { 307 {
308 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 308 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
309 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 309 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
310 { 310 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 312 if (tmp->head != NULL)
313 tmp = tmp->head; 313 tmp = tmp->head;
314 examine_monster (op, tmp); 314 examine_monster (op, tmp);
315 return 1; 315 return 1;
316 } 316 }
317 } 317 }
318 } 318 }
319
319 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 320 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
320 return 1; 321 return 1;
321} 322}
322
323 323
324/* This checks to see if 'pl' is invisible to 'mon'. 324/* This checks to see if 'pl' is invisible to 'mon'.
325 * does race check, undead check, etc 325 * does race check, undead check, etc
326 * Returns TRUE if mon can't see pl, false 326 * Returns TRUE if mon can't see pl, false
327 * otherwise. This doesn't check range, walls, etc. It 327 * otherwise. This doesn't check range, walls, etc. It
329 * pl is invisible. 329 * pl is invisible.
330 */ 330 */
331int 331int
332makes_invisible_to (object *pl, object *mon) 332makes_invisible_to (object *pl, object *mon)
333{ 333{
334
335 if (!pl->invisible) 334 if (!pl->invisible)
336 return 0; 335 return 0;
336
337 if (pl->type == PLAYER) 337 if (pl->type == PLAYER)
338 { 338 {
339 /* If race isn't set, then invisible unless it is undead */ 339 /* If race isn't set, then invisible unless it is undead */
340 if (!pl->contr->invis_race) 340 if (!pl->contr->invis_race)
341 { 341 {
342 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 342 if (QUERY_FLAG (mon, FLAG_UNDEAD))
343 return 0; 343 return 0;
344
344 return 1; 345 return 1;
345 } 346 }
347
346 /* invis_race is set if we get here */ 348 /* invis_race is set if we get here */
347 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
348 return 1; 350 return 1;
351
349 /* No race, can't be invisible to it */ 352 /* No race, can't be invisible to it */
350 if (!mon->race) 353 if (!mon->race)
351 return 0; 354 return 0;
355
352 if (strstr (mon->race, pl->contr->invis_race)) 356 if (strstr (mon->race, pl->contr->invis_race))
353 return 1; 357 return 1;
358
354 /* Nothing matched above, return 0 */ 359 /* Nothing matched above, return 0 */
355 return 0; 360 return 0;
356 } 361 }
357 else 362 else
358 { 363 {
371 * normal applies. 376 * normal applies.
372 */ 377 */
373int 378int
374cast_invisible (object *op, object *caster, object *spell_ob) 379cast_invisible (object *op, object *caster, object *spell_ob)
375{ 380{
376 object *tmp;
377
378 if (op->invisible > 1000) 381 if (op->invisible > 1000)
379 { 382 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
381 return 0; 384 return 0;
382 } 385 }
398 else 401 else
399 op->contr->tmp_invis = 1; 402 op->contr->tmp_invis = 1;
400 403
401 op->contr->hidden = 0; 404 op->contr->hidden = 0;
402 } 405 }
406
403 if (makes_invisible_to (op, op)) 407 if (makes_invisible_to (op, op))
404 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 408 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
405 else 409 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 411
408 update_object (op, UP_OBJ_FACE); 412 update_object (op, UP_OBJ_CHANGE);
409 413
410 /* Only search the active objects - only these should actually do 414 /* Only search the active objects - only these should actually do
411 * harm to the player. 415 * harm to the player.
412 */ 416 */
413 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 417 for_all_actives (tmp)
414 if (tmp->enemy == op) 418 if (tmp->enemy == op)
415 tmp->enemy = NULL; 419 tmp->enemy = 0;
420
416 return 1; 421 return 1;
417} 422}
418 423
419/* earth to dust spell. Basically destroys earthwalls in the area. 424/* earth to dust spell. Basically destroys earthwalls in the area.
420 */ 425 */
422cast_earth_to_dust (object *op, object *caster, object *spell_ob) 427cast_earth_to_dust (object *op, object *caster, object *spell_ob)
423{ 428{
424 object *tmp, *next; 429 object *tmp, *next;
425 int range, i, j, mflags; 430 int range, i, j, mflags;
426 sint16 sx, sy; 431 sint16 sx, sy;
427 mapstruct *m; 432 maptile *m;
428 433
429 if (op->type != PLAYER) 434 if (op->type != PLAYER)
430 return 0; 435 return 0;
431 436
432 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
441 446
442 if (mflags & P_OUT_OF_MAP) 447 if (mflags & P_OUT_OF_MAP)
443 continue; 448 continue;
444 449
445 // earth to dust tears down everything that can be teared down 450 // earth to dust tears down everything that can be teared down
446 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 451 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
447 { 452 {
448 next = tmp->above; 453 next = tmp->above;
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 } 456 }
452 } 457 }
458
453 return 1; 459 return 1;
454} 460}
455
456 461
457void 462void
458execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
459{ 464{
460 object *wor = op; 465 if (object *pl = op->in_player ())
461
462 while (op != NULL && op->type != PLAYER)
463 op = op->env;
464
465 if (op != NULL && op->map)
466 { 466 {
467 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) 467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
468 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
469 else 469 else
470 enter_exit (op, wor); 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 } 471 }
472 remove_ob (wor); 472
473 free_object (wor); 473 op->destroy ();
474} 474}
475 475
476/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
477 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
478 * time delay effect. 478 * time delay effect.
497 { 497 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500 return 0; 500 return 0;
501 } 501 }
502
502 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
503 if (time < 1) 504 if (time < 1)
504 time = 1; 505 time = 1;
505 506
506 /* value of speed really doesn't make much difference, as long as it is 507 /* value of speed really doesn't make much difference, as long as it is
507 * positive. Lower value may be useful so that the problem doesn't 508 * positive. Lower value may be useful so that the problem doesn't
508 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
509 */ 510 */
510 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
511 update_ob_speed (dummy);
512 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
513 dummy->type = SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
514 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
515 515
516 /* If we could take advantage of enter_player_savebed() here, it would be 516 /* If we could take advantage of enter_player_savebed() here, it would be
517 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
518 */ 518 */
519 EXIT_PATH (dummy) = op->contr->savebed_map; 519 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
522 522
523 (void) insert_ob_in_ob (dummy, op); 523 op->insert (dummy);
524
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526
525 return 1; 527 return 1;
526} 528}
527 529
528/* cast_wonder 530/* cast_wonder
529 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
559 return cast_spell (op, caster, dir, newspell, NULL); 561 return cast_spell (op, caster, dir, newspell, NULL);
560 } 562 }
561 return 1; 563 return 1;
562} 564}
563 565
564
565int 566int
566perceive_self (object *op) 567perceive_self (object *op)
567{ 568{
568 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 const char *cp = describe_item (op, op);
569 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (ARCH_DEPLETION);
570 object *tmp;
571 int i;
572 571
572 dynbuf_text buf;
573
574 if (player *pl = op->contr)
575 if (object *race = archetype::find (op->race))
576 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
577
573 tmp = find_god (determine_god (op)); 578 if (object *god = find_god (determine_god (op)))
574 if (tmp) 579 buf << "You worship " << &god->name << ".\n";
575 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
576 else 580 else
577 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 581 buf << "You worship no god.\n";
578 582
579 tmp = present_arch_in_ob (at, op); 583 object *tmp = present_arch_in_ob (at, op);
580 584
581 if (*cp == '\0' && tmp == NULL) 585 if (*cp == '\0' && tmp == NULL)
582 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 586 buf << "You feel very mundane. ";
583 else 587 else
584 { 588 {
585 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 589 buf << "You have: " << cp << ".\n";
586 new_draw_info (NDI_UNIQUE, 0, op, cp); 590
587 if (tmp != NULL) 591 if (tmp)
588 {
589 for (i = 0; i < NUM_STATS; i++) 592 for (int i = 0; i < NUM_STATS; i++)
590 { 593 if (tmp->stats.stat (i) < 0)
591 if (get_attr_value (&tmp->stats, i) < 0) 594 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
592 {
593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
594 }
595 }
596 }
597 } 595 }
598 596
599 if (is_dragon_pl (op)) 597 if (is_dragon_pl (op))
600 {
601 /* now grab the 'dragon_ability'-force from the player's inventory */ 598 /* now grab the 'dragon_ability'-force from the player's inventory */
602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 599 for (tmp = op->inv; tmp; tmp = tmp->below)
603 { 600 {
604 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 601 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
605 { 602 {
606 if (tmp->stats.exp == 0) 603 if (tmp->stats.exp == 0)
607 {
608 sprintf (buf, "Your metabolism isn't focused on anything."); 604 buf << "Your metabolism isn't focused on anything.\n";
609 }
610 else 605 else
611 {
612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 606 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
613 } 607
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 608 break;
616 } 609 }
617 } 610 }
618 } 611
612 buf << '\0'; // zero-terminate
613
614 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
615
619 return 1; 616 return 1;
620} 617}
621
622/* int cast_create_town_portal (object *op, object *caster, int dir)
623 *
624 * This function cast the spell of town portal for op
625 *
626 * The spell operates in two passes. During the first one a place
627 * is marked as a destination for the portal. During the second one,
628 * 2 portals are created, one in the position the player cast it and
629 * one in the destination place. The portal are synchronized and 2 forces
630 * are inserted in the player to destruct the portal next time player
631 * creates a new portal pair.
632 * This spell has a side effect that it allows people to meet each other
633 * in a permanent, private, appartements by making a town portal from it
634 * to the town or another public place. So, check if the map is unique and if
635 * so return an error
636 *
637 * Code by Tchize (david.delbecq@usa.net)
638 */
639int
640cast_create_town_portal (object *op, object *caster, object *spell, int dir)
641{
642 object *dummy, *force, *old_force, *tmp;
643 archetype *perm_portal;
644 char portal_name[1024], portal_message[1024];
645 sint16 exitx, exity;
646 mapstruct *exitmap;
647 int op_level;
648
649
650 /* Check to see if the map the player is currently on is a per player unique
651 * map. This can be determined in that per player unique maps have the
652 * full pathname listed.
653 */
654 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
655 {
656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
657 return 0;
658 }
659
660 /* The first thing to do is to check if we have a marked destination
661 * dummy is used to make a check inventory for the force
662 */
663 dummy = arch_to_object (spell->other_arch);
664 if (dummy == NULL)
665 {
666 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
667 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
668 return 0;
669 }
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
684 return 1;
685 }
686 free_object (dummy);
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitx = EXIT_X (old_force);
724 exity = EXIT_Y (old_force);
725 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
726
727 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
728 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
729 else
730 exitmap = ready_map_name (old_force->race, 0);
731
732 if (exitmap)
733 {
734 tmp = present_arch (perm_portal, exitmap, exitx, exity);
735 while (tmp)
736 {
737 if (tmp->name == old_force->name)
738 {
739 remove_ob (tmp);
740 free_object (tmp);
741 break;
742 }
743 else
744 {
745 tmp = tmp->above;
746 }
747 }
748 }
749 remove_ob (old_force);
750 free_object (old_force);
751 LOG (llevDebug, "\n");
752 }
753 free_object (dummy);
754
755 /* Creating the portals.
756 * The very first thing to do is to ensure
757 * access to the destination map.
758 * If we can't, don't fizzle. Simply warn player.
759 * This ensure player pays his mana for the spell
760 * because HE is responsible of forgotting.
761 * 'force' is the destination of the town portal, which we got
762 * from the players inventory above.
763 */
764
765 /* Ensure exit map is loaded */
766 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
767 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
768 else
769 exitmap = ready_map_name (force->name, 0);
770
771 /* If we were unable to load (ex. random map deleted), warn player */
772 if (exitmap == NULL)
773 {
774 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
775 remove_ob (force);
776 free_object (force);
777 return 1;
778 }
779
780 op_level = caster_level (caster, spell);
781 if (op_level < 15)
782 snprintf (portal_message, 1024,
783 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
784 &op->name);
785 else if (op_level < 30)
786 snprintf (portal_message, 1024,
787 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
788 else if (op_level < 60)
789 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
790 else
791 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
792 &op->name);
793
794 /* Create a portal in front of player
795 * dummy contain the portal and
796 * force contain the track to kill it later
797 */
798
799 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
800 dummy = get_archetype (spell->slaying); /*The portal */
801 if (dummy == NULL)
802 {
803 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
804 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
805 return 0;
806 }
807 EXIT_PATH (dummy) = force->name;
808 EXIT_X (dummy) = EXIT_X (force);
809 EXIT_Y (dummy) = EXIT_Y (force);
810 dummy->name = dummy->name_pl = portal_name;
811 dummy->msg = portal_message;
812 dummy->race = op->name; /*Save the owner of the portal */
813 cast_create_obj (op, caster, dummy, 0);
814
815 /* Now we need to to create a town portal marker inside the player
816 * object, so on future castings, we can know that he has an active
817 * town portal.
818 */
819 tmp = get_archetype (spell->race);
820 if (tmp == NULL)
821 {
822 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
823 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
824 return 0;
825 }
826 tmp->race = op->map->path;
827 tmp->name = portal_name;
828 EXIT_X (tmp) = dummy->x;
829 EXIT_Y (tmp) = dummy->y;
830 insert_ob_in_ob (tmp, op);
831
832 /* Create a portal in the destination map
833 * dummy contain the portal and
834 * force the track to kill it later
835 * the 'force' variable still contains the 'reminder' of
836 * where this portal goes to.
837 */
838 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
839 dummy = get_archetype (spell->slaying); /*The portal */
840 if (dummy == NULL)
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
843 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
844 return 0;
845 }
846 EXIT_PATH (dummy) = op->map->path;
847 EXIT_X (dummy) = op->x;
848 EXIT_Y (dummy) = op->y;
849 dummy->name = dummy->name_pl = portal_name;
850 dummy->msg = portal_message;
851 dummy->x = EXIT_X (force);
852 dummy->y = EXIT_Y (force);
853 dummy->race = op->name; /*Save the owner of the portal */
854 insert_ob_in_map (dummy, exitmap, op, 0);
855
856 /* Now we create another town portal marker that
857 * points back to the one we just made
858 */
859 tmp = get_archetype (spell->race);
860 if (tmp == NULL)
861 {
862 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
863 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
864 return 0;
865 }
866 tmp->race = force->name;
867 tmp->name = portal_name;
868 EXIT_X (tmp) = dummy->x;
869 EXIT_Y (tmp) = dummy->y;
870 insert_ob_in_ob (tmp, op);
871
872 /* Describe the player what happened
873 */
874 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
875 remove_ob (force); /* Delete the force inside the player */
876 free_object (force);
877 return 1;
878}
879
880 618
881/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
882 * within some reason. 620 * within some reason.
883 */ 621 */
884
885int 622int
886magic_wall (object *op, object *caster, int dir, object *spell_ob) 623magic_wall (object *op, object *caster, int dir, object *spell_ob)
887{ 624{
888 object *tmp, *tmp2; 625 object *tmp;
889 int i, posblocked, negblocked, maxrange; 626 int i, posblocked, negblocked, maxrange;
890 sint16 x, y; 627 sint16 x, y;
891 mapstruct *m; 628 maptile *m;
892 const char *name; 629 const char *name;
893 archetype *at; 630 archetype *at;
894 631
895 if (!dir) 632 if (!dir)
896 { 633 {
901 else 638 else
902 { 639 {
903 x = op->x + freearr_x[dir]; 640 x = op->x + freearr_x[dir];
904 y = op->y + freearr_y[dir]; 641 y = op->y + freearr_y[dir];
905 } 642 }
643
906 m = op->map; 644 m = op->map;
907 645
908 if ((spell_ob->move_block || x != op->x || y != op->y) && 646 if ((spell_ob->move_block || x != op->x || y != op->y) &&
909 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 647 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
910 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 648 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
911 { 649 {
912 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
913 return 0; 651 return 0;
914 } 652 }
653
915 if (spell_ob->other_arch) 654 if (spell_ob->other_arch)
916 {
917 tmp = arch_to_object (spell_ob->other_arch); 655 tmp = arch_to_object (spell_ob->other_arch);
918 }
919 else if (spell_ob->race) 656 else if (spell_ob->race)
920 { 657 {
921 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
922 659
923 sprintf (buf1, spell_ob->race, dir); 660 sprintf (buf1, spell_ob->race, dir);
926 { 663 {
927 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
928 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
929 return 0; 666 return 0;
930 } 667 }
668
931 tmp = arch_to_object (at); 669 tmp = arch_to_object (at);
932 } 670 }
933 else 671 else
934 { 672 {
935 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
945 } 683 }
946 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 684 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
947 { 685 {
948 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 686 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
949 tmp->stats.maxhp = tmp->stats.hp; 687 tmp->stats.maxhp = tmp->stats.hp;
950 set_owner (tmp, op);
951 set_spell_skill (op, caster, spell_ob, tmp);
952 } 688 }
689
953 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 690 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
954 { 691 {
955 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 692 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
956 SET_FLAG (tmp, FLAG_IS_USED_UP); 693 SET_FLAG (tmp, FLAG_IS_USED_UP);
957 } 694 }
695
958 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 696 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
959 { 697 {
960 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 698 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
961 tmp->stats.maxhp = tmp->stats.hp; 699 tmp->stats.maxhp = tmp->stats.hp;
962 SET_FLAG (tmp, FLAG_TEAR_DOWN); 700 SET_FLAG (tmp, FLAG_TEAR_DOWN);
963 SET_FLAG (tmp, FLAG_ALIVE); 701 SET_FLAG (tmp, FLAG_ALIVE);
964 } 702 }
965 703
966 /* This can't really hurt - if the object doesn't kill anything, 704 /* This can't really hurt - if the object doesn't kill anything,
967 * these fields just won't be used. 705 * these fields just won't be used. Do not set the owner for
706 * earthwalls, though, so they survive restarts.
968 */ 707 */
969 set_owner (tmp, op); 708 if (tmp->type != EARTHWALL) //TODO
709 tmp->set_owner (op);
710
970 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->x = x;
972 tmp->y = y;
973 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = caster_level (caster, spell_ob) / 2;
974 713
975 name = tmp->name; 714 name = tmp->name;
976 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 715 if (!(tmp = m->insert (tmp, x, y, op)))
977 { 716 {
978 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
979 return 0; 718 return 0;
980 } 719 }
720
981 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
982 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
983 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
984 724
985 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
986 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
987 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
1003 m = tmp->map; 743 m = tmp->map;
1004 744
1005 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 745 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1006 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 746 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1007 { 747 {
1008 tmp2 = get_object (); 748 object *tmp2 = tmp->clone ();
1009 copy_object (tmp, tmp2); 749 m->insert (tmp2, x, y, op);
1010 tmp2->x = x; 750
1011 tmp2->y = y;
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 751 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 754
1017 } 755 }
1018 else 756 else
1019 posblocked = 1; 757 posblocked = 1;
1020 758
1023 m = tmp->map; 761 m = tmp->map;
1024 762
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 763 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1026 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 764 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 765 {
1028 tmp2 = get_object (); 766 object *tmp2 = tmp->clone ();
1029 copy_object (tmp, tmp2); 767 m->insert (tmp2, x, y, op);
1030 tmp2->x = x; 768
1031 tmp2->y = y;
1032 insert_ob_in_map (tmp2, m, op, 0);
1033 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1034 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1035 } 771 }
1036 else 772 else
1037 negblocked = 1; 773 negblocked = 1;
1038 } 774 }
1039 775
1046int 782int
1047dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir)
1048{ 784{
1049 uint32 dist, maxdist; 785 uint32 dist, maxdist;
1050 int mflags; 786 int mflags;
1051 mapstruct *m; 787 maptile *m;
1052 sint16 sx, sy; 788 sint16 sx, sy;
1053 789
1054 if (op->type != PLAYER) 790 if (op->type != PLAYER)
1055 return 0; 791 return 0;
1056 792
1088 { 824 {
1089 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 825 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1090 op->contr->count = 0; 826 op->contr->count = 0;
1091 return 0; 827 return 0;
1092 } 828 }
829
1093 op->contr->count = 0; 830 op->contr->count = 0;
1094 831
1095 /* Remove code that puts player on random space on maps. IMO, 832 /* Remove code that puts player on random space on maps. IMO,
1096 * a lot of maps probably have areas the player should not get to, 833 * a lot of maps probably have areas the player should not get to,
1097 * but may not be marked as NO_MAGIC (as they may be bounded 834 * but may not be marked as NO_MAGIC (as they may be bounded
1146 return 0; 883 return 0;
1147 } 884 }
1148 } 885 }
1149 886
1150 /* Actually move the player now */ 887 /* Actually move the player now */
1151 remove_ob (op); 888 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1152 op->x += freearr_x[dir] * dist;
1153 op->y += freearr_y[dir] * dist;
1154 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1155 return 1; 889 return 1;
1156 890
1157 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 891 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1158 return 1; 892 return 1;
1159} 893}
1160
1161 894
1162/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1163 * op is the caster. 896 * op is the caster.
1164 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1165 * spell is the spell object. 898 * spell is the spell object.
1172 object *poison; 905 object *poison;
1173 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1174 907
1175 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1176 909
1177 if (tmp == NULL) 910 if (!tmp)
1178 return 0; 911 return 0;
1179 912
1180 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1181 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1182 */ 915 */
1185 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1186 919
1187 if (heal) 920 if (heal)
1188 { 921 {
1189 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1190 {
1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1192 }
1193 else 924 else
1194 { 925 {
1195 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1196 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1197 * on amount of damage healed. 928 * on amount of damage healed.
1198 */ 929 */
1199 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1200 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1201 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1202 934
1203 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1204 {
1205 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1206 }
1207 else if (heal > 50) 937 else if (heal > 50)
1208 {
1209 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1210 }
1211 else if (heal > 25) 939 else if (heal > 25)
1212 {
1213 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1214 }
1215 else if (heal > 10) 941 else if (heal > 10)
1216 {
1217 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1218 }
1219 else 943 else
1220 {
1221 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1222 } 945
1223 success = 1; 946 success = 1;
1224 } 947 }
1225 } 948 }
949
1226 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1227 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1228 success = 1; 952 success = 1;
1229 953
1230 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1231 { 955 {
1232 at = archetype::find ("poisoning"); 956 at = archetype::find ("poisoning");
1236 success = 1; 960 success = 1;
1237 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1238 poison->stats.food = 1; 962 poison->stats.food = 1;
1239 } 963 }
1240 } 964 }
965
1241 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1242 { 967 {
1243 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1244 if (poison) 969 if (poison)
1245 { 970 {
1246 success = 1; 971 success = 1;
1247 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1248 poison->duration = 1; 973 poison->duration = 1;
1249 } 974 }
1250 } 975 }
976
1251 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1252 { 978 {
1253 at = archetype::find ("blindness"); 979 at = archetype::find ("blindness");
1254 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1255 if (poison) 981 if (poison)
1257 success = 1; 983 success = 1;
1258 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1259 poison->stats.food = 1; 985 poison->stats.food = 1;
1260 } 986 }
1261 } 987 }
988
1262 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1263 { 990 {
1264 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1265 if (tmp->stats.sp > tmp->stats.maxsp) 992 if (tmp->stats.sp > tmp->stats.maxsp)
1266 tmp->stats.sp = tmp->stats.maxsp; 993 tmp->stats.sp = tmp->stats.maxsp;
1267 success = 1; 994 success = 1;
1268 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 995 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1269 } 996 }
997
1270 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1271 { 999 {
1272 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1273 if (tmp->stats.grace > tmp->stats.maxgrace) 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1274 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1275 success = 1; 1003 success = 1;
1276 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1277 } 1005 }
1006
1278 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1279 { 1008 {
1280 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1281 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1282 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1283 success = 1; 1014 success = 1;
1284 /* We could do something a bit better like the messages for healing above */ 1015 /* We could do something a bit better like the messages for healing above */
1285 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1286 } 1017 }
1018
1287 return success; 1019 return success;
1288} 1020}
1289
1290 1021
1291/* This is used for the spells that gain stats. There are no spells 1022/* This is used for the spells that gain stats. There are no spells
1292 * right now that icnrease wis/int/pow on a temp basis, so no 1023 * right now that icnrease wis/int/pow on a temp basis, so no
1293 * good comments for those. 1024 * good comments for those.
1294 */ 1025 */
1295static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1296 "You grow no stronger.", 1027 "You grow no stronger.",
1297 "You grow no more agile.", 1028 "You grow no more agile.",
1298 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1299 "no wis", 1030 "You didn't grow any more intelligent.",
1031 "You do not feel any wiser.",
1032 "You don't feel any more powerful."
1300 "You are no easier to look at.", 1033 "You are no easier to look at.",
1301 "no int",
1302 "no pow"
1303}; 1034};
1304 1035
1305int 1036int
1306cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1037cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1307{ 1038{
1308 object *tmp, *tmp2 = NULL;
1309 object *force = NULL; 1039 object *force = NULL;
1310 int i; 1040 int i;
1311 1041
1312 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1042 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1313 if (dir != 0) 1043 object *tmp = dir
1314 {
1315 tmp = find_target_for_friendly_spell (op, dir); 1044 ? find_target_for_friendly_spell (op, dir)
1316 } 1045 : op;
1317 else
1318 {
1319 tmp = op;
1320 }
1321 1046
1322 if (tmp == NULL) 1047 if (!tmp)
1323 return 0; 1048 return 0;
1324 1049
1325 /* If we've already got a force of this type, don't add a new one. */ 1050 /* If we've already got a force of this type, don't add a new one. */
1326 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1051 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1327 { 1052 {
1328 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1053 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1329 { 1054 {
1330 if (tmp2->name == spell_ob->name) 1055 if (tmp2->name == spell_ob->name)
1331 { 1056 {
1364 } 1089 }
1365 else 1090 else
1366 { 1091 {
1367 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1092 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1368 } 1093 }
1094
1369 return 1; 1095 return 1;
1370 } 1096 }
1097
1371 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1098 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1372 force->speed = 1.0; 1099 force->speed = 1.0;
1373 force->speed_left = -1.0; 1100 force->speed_left = -1.0;
1374 SET_FLAG (force, FLAG_APPLIED); 1101 SET_FLAG (force, FLAG_APPLIED);
1375 1102
1381 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1108 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1382 if (force->resist[i] > 100) 1109 if (force->resist[i] > 100)
1383 force->resist[i] = 100; 1110 force->resist[i] = 100;
1384 } 1111 }
1385 } 1112 }
1113
1386 if (spell_ob->stats.hp) 1114 if (spell_ob->stats.hp)
1387 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1115 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1388 1116
1389 if (tmp->type == PLAYER) 1117 if (tmp->type == PLAYER)
1390 { 1118 {
1391 /* Stat adjustment spells */ 1119 /* Stat adjustment spells */
1392 for (i = 0; i < NUM_STATS; i++) 1120 for (i = 0; i < NUM_STATS; i++)
1393 { 1121 {
1394 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1122 if (sint8 stat = spell_ob->stats.stat (i))
1395
1396 if (stat)
1397 { 1123 {
1398 sm = 0; 1124 sint8 sm = 0;
1399 for (k = 0; k < stat; k++) 1125 for (sint8 k = 0; k < stat; k++)
1400 sm += rndm (1, 3); 1126 sm += rndm (1, 3);
1401 1127
1402 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1128 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1403 { 1129 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1404 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1130
1405 if (sm < 0) 1131 force->stats.stat (i) = sm;
1406 sm = 0; 1132
1407 }
1408 set_attr_value (&force->stats, i, sm);
1409 if (!sm) 1133 if (!sm)
1410 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1134 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1411 } 1135 }
1412 } 1136 }
1413 } 1137 }
1433 force->stats.ac = spell_ob->stats.ac; 1157 force->stats.ac = spell_ob->stats.ac;
1434 force->attacktype = spell_ob->attacktype; 1158 force->attacktype = spell_ob->attacktype;
1435 1159
1436 insert_ob_in_ob (force, tmp); 1160 insert_ob_in_ob (force, tmp);
1437 change_abil (tmp, force); /* Mostly to display any messages */ 1161 change_abil (tmp, force); /* Mostly to display any messages */
1438 fix_player (tmp); 1162 tmp->update_stats ();
1163
1439 return 1; 1164 return 1;
1440} 1165}
1441 1166
1442/* This used to be part of cast_change_ability, but it really didn't make 1167/* This used to be part of cast_change_ability, but it really didn't make
1443 * a lot of sense, since most of the values it derives are from the god 1168 * a lot of sense, since most of the values it derives are from the god
1444 * of the caster. 1169 * of the caster.
1445 */ 1170 */
1446
1447int 1171int
1448cast_bless (object *op, object *caster, object *spell_ob, int dir) 1172cast_bless (object *op, object *caster, object *spell_ob, int dir)
1449{ 1173{
1450 int i; 1174 int i;
1451 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1175 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1542 force->stats.wc = spell_ob->stats.wc; 1266 force->stats.wc = spell_ob->stats.wc;
1543 force->stats.ac = spell_ob->stats.ac; 1267 force->stats.ac = spell_ob->stats.ac;
1544 1268
1545 change_abil (tmp, force); /* Mostly to display any messages */ 1269 change_abil (tmp, force); /* Mostly to display any messages */
1546 insert_ob_in_ob (force, tmp); 1270 insert_ob_in_ob (force, tmp);
1547 fix_player (tmp); 1271 tmp->update_stats ();
1548 return 1; 1272 return 1;
1549} 1273}
1550
1551
1552 1274
1553/* Alchemy code by Mark Wedel 1275/* Alchemy code by Mark Wedel
1554 * 1276 *
1555 * This code adds a new spell, called alchemy. Alchemy will turn 1277 * This code adds a new spell, called alchemy. Alchemy will turn
1556 * objects to gold nuggets, the value of the gold nuggets being 1278 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1557 * about 90% of that of the item itself. It uses the value of the
1558 * object before charisma adjustments, because the nuggets themselves
1559 * will be will be adjusted by charisma when sold.
1560 * 1279 *
1561 * Large nuggets are worth 25 gp each (base). You will always get 1280 * The value of the gold nuggets being about 90% of that of the item
1562 * the maximum number of large nuggets you could get. 1281 * itself. It uses the value of the object before charisma adjustments,
1563 * Small nuggets are worth 1 gp each (base). You will get from 0 1282 * because the nuggets themselves will be will be adjusted by charisma
1564 * to the max amount of small nuggets as you could get. 1283 * when sold.
1565 *
1566 * For example, if an item is worth 110 gold, you will get
1567 * 4 large nuggets, and from 0-10 small nuggets.
1568 * 1284 *
1569 * There is also a chance (1:30) that you will get nothing at all 1285 * There is also a chance (1:30) that you will get nothing at all
1570 * for the object. There is also a maximum weight that will be 1286 * for the object. There is also a maximum weight that will be
1571 * alchemied. 1287 * alchemised.
1572 */ 1288 */
1573
1574/* I didn't feel like passing these as arguements to the
1575 * two functions that need them. Real values are put in them
1576 * when the spell is cast, and these are freed when the spell
1577 * is finished.
1578 */
1579static object *small, *large;
1580
1581static void 1289static void
1582alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1290alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1583{ 1291{
1584 uint64 value = query_cost (obj, NULL, F_TRUE); 1292 uint64 value = query_cost (obj, NULL, F_TRUE);
1585 1293
1586 /* Give third price when we alchemy money (This should hopefully 1294 /* Give third price when we alchemy money (this should hopefully
1587 * make it so that it isn't worth it to alchemy money, sell 1295 * make it so that it isn't worth it to alchemy money, sell
1588 * the nuggets, alchemy the gold from that, etc. 1296 * the nuggets, alchemy the gold from that, etc.
1589 * Otherwise, give 9 silver on the gold for other objects, 1297 * Otherwise, give 9 silver on the gold for other objects,
1590 * so that it would still be more affordable to haul 1298 * so that it would still be more affordable to haul
1591 * the stuff back to town. 1299 * the stuff back to town.
1592 */ 1300 */
1593
1594 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1301 if (QUERY_FLAG (obj, FLAG_UNPAID))
1595 value = 0; 1302 value = 0;
1596 else if (obj->type == MONEY || obj->type == GEM) 1303 else if (obj->type == MONEY || obj->type == GEM)
1597 value /= 3; 1304 value /= 3;
1598 else 1305 else
1599 value = (value * 9) / 10; 1306 value = value * 9 / 10;
1600 1307
1601 value /= 4; // fix by GHJ, don't understand, pcg
1602
1603 if ((obj->value > 0) && rndm (0, 29)) 1308 if (obj->value > 0 && rndm (0, 29))
1604 { 1309 total_value += value;
1605 int count;
1606 1310
1607 count = value / large->value;
1608 *large_nuggets += count;
1609 value -= (uint64) count *(uint64) large->value;
1610
1611 count = value / small->value;
1612 *small_nuggets += count;
1613 }
1614
1615 /* Turn 25 small nuggets into 1 large nugget. If the value
1616 * of large nuggets is not evenly divisable by the small nugget
1617 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1618 */
1619 if (*small_nuggets * small->value >= large->value)
1620 {
1621 (*large_nuggets)++;
1622 *small_nuggets -= large->value / small->value;
1623 if (*small_nuggets && large->value % small->value)
1624 (*small_nuggets)--;
1625 }
1626 weight += obj->weight; 1311 total_weight += obj->total_weight ();
1627 remove_ob (obj);
1628 free_object (obj);
1629}
1630 1312
1631static void 1313 obj->destroy ();
1632update_map (object *op, mapstruct *m, int small_nuggets, int large_nuggets, int x, int y)
1633{
1634 object *tmp;
1635 int flag = 0;
1636
1637 /* Put any nuggets below the player, but we can only pass this
1638 * flag if we are on the same space as the player
1639 */
1640 if (x == op->x && y == op->y && op->map == m)
1641 flag = INS_BELOW_ORIGINATOR;
1642
1643 if (small_nuggets)
1644 {
1645 tmp = get_object ();
1646 copy_object (small, tmp);
1647 tmp->nrof = small_nuggets;
1648 tmp->x = x;
1649 tmp->y = y;
1650 insert_ob_in_map (tmp, m, op, flag);
1651 }
1652 if (large_nuggets)
1653 {
1654 tmp = get_object ();
1655 copy_object (large, tmp);
1656 tmp->nrof = large_nuggets;
1657 tmp->x = x;
1658 tmp->y = y;
1659 insert_ob_in_map (tmp, m, op, flag);
1660 }
1661} 1314}
1662 1315
1663int 1316int
1664alchemy (object *op, object *caster, object *spell_ob) 1317alchemy (object *op, object *caster, object *spell_ob)
1665{ 1318{
1666 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1667 sint16 nx, ny;
1668 object *next, *tmp;
1669 mapstruct *mp;
1670
1671 if (op->type != PLAYER) 1319 if (op->type != PLAYER)
1672 return 0; 1320 return 0;
1673 1321
1322 archetype *nugget[3];
1323
1324 nugget[0] = archetype::find ("pyrite3");
1325 nugget[1] = archetype::find ("pyrite2");
1326 nugget[2] = archetype::find ("pyrite");
1327
1674 /* Put a maximum weight of items that can be alchemied. Limits the power 1328 /* Put a maximum weight of items that can be alchemised. Limits the power
1675 * some, and also prevents people from alcheming every table/chair/clock 1329 * some, and also prevents people from alchemising every table/chair/clock
1676 * in sight 1330 * in sight
1677 */ 1331 */
1678 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1332 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1679 weight_max *= 1000; 1333 int weight_max = duration * 1000;
1680 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1334 uint64 value_max = duration * 1000;
1681 1335
1336 int weight = 0;
1337
1682 for (y = op->y - 1; y <= op->y + 1; y++) 1338 for (int y = op->y - 1; y <= op->y + 1; y++)
1683 { 1339 {
1684 for (x = op->x - 1; x <= op->x + 1; x++) 1340 for (int x = op->x - 1; x <= op->x + 1; x++)
1685 { 1341 {
1342 uint64 value = 0;
1343
1686 nx = x; 1344 sint16 nx = x;
1687 ny = y; 1345 sint16 ny = y;
1688 1346
1689 mp = op->map; 1347 maptile *mp = op->map;
1690 1348
1691 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1349 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1692 1350
1693 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1351 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1694 continue; 1352 continue;
1695 1353
1696 /* Treat alchemy a little differently - most spell effects 1354 /* Treat alchemy a little differently - most spell effects
1698 * ground level effect. 1356 * ground level effect.
1699 */ 1357 */
1700 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1358 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1701 continue; 1359 continue;
1702 1360
1703 small_nuggets = 0; 1361 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1704 large_nuggets = 0;
1705
1706 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1707 { 1362 {
1708 next = tmp->above; 1363 next = tmp->above;
1364
1709 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1365 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1710 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1366 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1711 { 1367 {
1712
1713 if (tmp->inv) 1368 if (tmp->inv)
1714 { 1369 {
1715 object *next1, *tmp1; 1370 object *next1, *tmp1;
1716 1371
1717 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1372 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1718 { 1373 {
1719 next1 = tmp1->below; 1374 next1 = tmp1->below;
1720 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1375 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1721 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1376 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1722 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1377 alchemy_object (tmp1, value, weight);
1723 } 1378 }
1724 } 1379 }
1380
1725 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1381 alchemy_object (tmp, value, weight);
1726 1382
1727 if (weight > weight_max) 1383 if (weight > weight_max)
1728 { 1384 break;
1729 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1730 free_object (large);
1731 free_object (small);
1732 return 1;
1733 } 1385 }
1734 } /* is alchemable object */
1735 } /* process all objects on this space */
1736
1737 /* Insert all the nuggets at one time. This probably saves time, but
1738 * it also prevents us from alcheming nuggets that were just created
1739 * with this spell.
1740 */ 1386 }
1741 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1387
1388 value -= rndm (value >> 4);
1389 value = min (value, value_max);
1390
1391 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1392 if (int nrof = value / nugget [i]->value)
1393 {
1394 value -= nrof * nugget[i]->value;
1395
1396 object *tmp = arch_to_object (nugget[i]);
1397 tmp->nrof = nrof;
1398 tmp->flag [FLAG_IDENTIFIED] = true;
1399 op->map->insert (tmp, x, y, op, 0);
1742 } 1400 }
1401
1402 if (weight > weight_max)
1403 goto bailout;
1404 }
1743 } 1405 }
1744 free_object (large); 1406
1745 free_object (small); 1407bailout:
1746 /* reset this so that if player standing on a big pile of stuff,
1747 * it is redrawn properly.
1748 */
1749 op->contr->socket.look_position = 0;
1750 return 1; 1408 return 1;
1751} 1409}
1752
1753 1410
1754/* This function removes the cursed/damned status on equipped 1411/* This function removes the cursed/damned status on equipped
1755 * items. 1412 * items.
1756 */ 1413 */
1757int 1414int
1763 for (tmp = op->inv; tmp; tmp = tmp->below) 1420 for (tmp = op->inv; tmp; tmp = tmp->below)
1764 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1421 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1765 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1766 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1767 { 1424 {
1768
1769 was_one++; 1425 was_one++;
1426
1770 if (tmp->level <= caster_level (caster, spell)) 1427 if (tmp->level <= caster_level (caster, spell))
1771 { 1428 {
1772 success++; 1429 success++;
1773 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1430 if (QUERY_FLAG (spell, FLAG_DAMNED))
1774 CLEAR_FLAG (tmp, FLAG_DAMNED); 1431 CLEAR_FLAG (tmp, FLAG_DAMNED);
1775 1432
1776 CLEAR_FLAG (tmp, FLAG_CURSED); 1433 CLEAR_FLAG (tmp, FLAG_CURSED);
1777 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1434 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1778 tmp->value = 0; /* Still can't sell it */ 1435 tmp->value = 0; /* Still can't sell it */
1779 if (op->type == PLAYER) 1436
1437 if (object *pl = tmp->visible_to ())
1780 esrv_send_item (op, tmp); 1438 esrv_update_item (UPD_FLAGS, pl, tmp);
1781 } 1439 }
1782 } 1440 }
1783 1441
1784 if (op->type == PLAYER) 1442 if (op->type == PLAYER)
1785 { 1443 {
1786 if (success) 1444 if (success)
1787 {
1788 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1445 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1789 }
1790 else 1446 else
1791 { 1447 {
1792 if (was_one) 1448 if (was_one)
1793 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1449 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1794 else 1450 else
1795 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1451 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1796 } 1452 }
1797 } 1453 }
1454
1798 return success; 1455 return success;
1799} 1456}
1800 1457
1801/* Identifies objects in the players inventory/on the ground */ 1458/* Identifies objects in the players inventory/on the ground */
1802
1803int 1459int
1804cast_identify (object *op, object *caster, object *spell) 1460cast_identify (object *op, object *caster, object *spell)
1805{ 1461{
1462 dynbuf_text buf;
1806 object *tmp; 1463 object *tmp;
1807 int success = 0, num_ident;
1808 1464
1809 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1465 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1810 1466
1811 if (num_ident < 1) 1467 if (num_ident < 1)
1812 num_ident = 1; 1468 num_ident = 1;
1813 1469
1814
1815 for (tmp = op->inv; tmp; tmp = tmp->below) 1470 for (tmp = op->inv; tmp; tmp = tmp->below)
1816 { 1471 {
1817 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1472 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1818 { 1473 {
1819 identify (tmp); 1474 identify (tmp);
1475
1820 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1821 { 1477 {
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1478 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1479
1823 if (tmp->msg) 1480 if (tmp->msg)
1824 { 1481 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1825 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1826 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1827 }
1828 } 1482 }
1483
1829 num_ident--; 1484 num_ident--;
1830 success = 1;
1831 if (!num_ident) 1485 if (!num_ident)
1832 break; 1486 break;
1833 } 1487 }
1834 } 1488 }
1489
1835 /* If all the power of the spell has been used up, don't go and identify 1490 /* If all the power of the spell has been used up, don't go and identify
1836 * stuff on the floor. Only identify stuff on the floor if the spell 1491 * stuff on the floor. Only identify stuff on the floor if the spell
1837 * was not fully used. 1492 * was not fully used.
1838 */ 1493 */
1839 if (num_ident) 1494 if (num_ident)
1840 { 1495 {
1841 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1496 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1842 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1497 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1843 { 1498 {
1844
1845 identify (tmp); 1499 identify (tmp);
1846 if (op->type == PLAYER) 1500
1501 if (object *pl = tmp->visible_to ())
1847 { 1502 {
1848 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1503 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1504
1849 if (tmp->msg) 1505 if (tmp->msg)
1850 { 1506 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1851 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1852 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1853 }
1854 esrv_send_item (op, tmp);
1855 } 1507 }
1508
1856 num_ident--; 1509 num_ident--;
1857 success = 1;
1858 if (!num_ident) 1510 if (!num_ident)
1859 break; 1511 break;
1860 } 1512 }
1861 } 1513 }
1862 if (!success) 1514
1863 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1515 if (buf.empty ())
1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1864 else 1520 else
1865 { 1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1866 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1526 return 1;
1867 } 1527 }
1868 return success;
1869} 1528}
1870
1871 1529
1872int 1530int
1873cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1874{ 1532{
1875 object *tmp, *last, *god, *detect; 1533 object *tmp, *last, *god, *detect;
1876 int done_one, range, mflags, floor, level; 1534 int done_one, range, mflags, floor, level;
1877 sint16 x, y, nx, ny; 1535 sint16 x, y, nx, ny;
1878 mapstruct *m; 1536 maptile *m;
1879 1537
1880 /* We precompute some values here so that we don't have to keep 1538 /* We precompute some values here so that we don't have to keep
1881 * doing it over and over again. 1539 * doing it over and over again.
1882 */ 1540 */
1883 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1888 skill = caster; 1546 skill = caster;
1889 1547
1890 for (x = op->x - range; x <= op->x + range; x++) 1548 for (x = op->x - range; x <= op->x + range; x++)
1891 for (y = op->y - range; y <= op->y + range; y++) 1549 for (y = op->y - range; y <= op->y + range; y++)
1892 { 1550 {
1893
1894 m = op->map; 1551 m = op->map;
1895 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1552 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1896 if (mflags & P_OUT_OF_MAP) 1553 if (mflags & P_OUT_OF_MAP)
1897 continue; 1554 continue;
1898 1555
1900 * floor. But this is not true for show invisible. 1557 * floor. But this is not true for show invisible.
1901 * Basically, we just go and find the top object and work 1558 * Basically, we just go and find the top object and work
1902 * down - that is easier than working up. 1559 * down - that is easier than working up.
1903 */ 1560 */
1904 1561
1905 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1562 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1906 last = tmp; 1563 last = tmp;
1564
1907 /* Shouldn't happen, but if there are no objects on a space, this 1565 /* Shouldn't happen, but if there are no objects on a space, this
1908 * would happen. 1566 * would happen.
1909 */ 1567 */
1910 if (!last) 1568 if (!last)
1911 continue; 1569 continue;
1913 done_one = 0; 1571 done_one = 0;
1914 floor = 0; 1572 floor = 0;
1915 detect = NULL; 1573 detect = NULL;
1916 for (tmp = last; tmp; tmp = tmp->below) 1574 for (tmp = last; tmp; tmp = tmp->below)
1917 { 1575 {
1918
1919 /* show invisible */ 1576 /* show invisible */
1920 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1921 /* Might there be other objects that we can make visibile? */ 1578 /* Might there be other objects that we can make visible? */
1922 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1923 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1924 tmp->type == CF_HANDLE || 1581 tmp->type == CF_HANDLE ||
1925 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1582 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1926 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1933 { 1590 {
1934 tmp->invisible = 0; 1591 tmp->invisible = 0;
1935 done_one = 1; 1592 done_one = 1;
1936 } 1593 }
1937 } 1594 }
1595
1938 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1939 floor = 1; 1597 floor = 1;
1940 1598
1941 /* All detections below this point don't descend beneath the floor, 1599 /* All detections below this point don't descend beneath the floor,
1942 * so just continue on. We could be clever and look at the type of 1600 * so just continue on. We could be clever and look at the type of
1995 */ 1653 */
1996 if (done_one) 1654 if (done_one)
1997 { 1655 {
1998 object *detect_ob = arch_to_object (spell->other_arch); 1656 object *detect_ob = arch_to_object (spell->other_arch);
1999 1657
2000 detect_ob->x = nx;
2001 detect_ob->y = ny;
2002 /* if this is set, we want to copy the face */ 1658 /* if this is set, we want to copy the face */
2003 if (done_one == 2 && detect) 1659 if (done_one == 2 && detect)
2004 { 1660 {
2005 detect_ob->face = detect->face; 1661 detect_ob->face = detect->face;
2006 detect_ob->animation_id = detect->animation_id; 1662 detect_ob->animation_id = detect->animation_id;
2008 detect_ob->last_anim = 0; 1664 detect_ob->last_anim = 0;
2009 /* by default, the detect_ob is already animated */ 1665 /* by default, the detect_ob is already animated */
2010 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1666 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2011 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1667 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2012 } 1668 }
1669
2013 insert_ob_in_map (detect_ob, m, op, 0); 1670 m->insert (detect_ob, nx, ny, op);
2014 } 1671 }
2015 } /* for processing the surrounding spaces */ 1672 } /* for processing the surrounding spaces */
2016 1673
2017 1674
2018 /* Now process objects in the players inventory if detect curse or magic */ 1675 /* Now process objects in the players inventory if detect curse or magic */
2019 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1676 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2020 { 1677 {
2021 done_one = 0; 1678 done_one = 0;
1679
2022 for (tmp = op->inv; tmp; tmp = tmp->below) 1680 for (tmp = op->inv; tmp; tmp = tmp->below)
2023 { 1681 {
2024 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1682 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2025 { 1683 {
2026 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1684 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2027 { 1685 {
2028 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1686 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2029 if (op->type == PLAYER) 1687
1688 if (object *pl = tmp->visible_to ())
2030 esrv_send_item (op, tmp); 1689 esrv_update_item (UPD_FLAGS, pl, tmp);
2031 } 1690 }
1691
2032 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1692 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2033 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1693 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2034 { 1694 {
2035 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1695 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2036 if (op->type == PLAYER) 1696
1697 if (object *pl = tmp->visible_to ())
2037 esrv_send_item (op, tmp); 1698 esrv_update_item (UPD_FLAGS, pl, tmp);
2038 } 1699 }
2039 } /* if item is not identified */ 1700 } /* if item is not identified */
2040 } /* for the players inventory */ 1701 } /* for the players inventory */
2041 } /* if detect magic/curse and object is a player */ 1702 } /* if detect magic/curse and object is a player */
1703
2042 return 1; 1704 return 1;
2043} 1705}
2044 1706
2045 1707
2046/** 1708/**
2067 1729
2068 /* Explodes a fireball centered at player */ 1730 /* Explodes a fireball centered at player */
2069 tmp = get_archetype (EXPLODING_FIREBALL); 1731 tmp = get_archetype (EXPLODING_FIREBALL);
2070 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1732 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2071 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; 1733 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2072 tmp->x = victim->x; 1734
2073 tmp->y = victim->y; 1735 tmp->insert_at (victim);
2074 insert_ob_in_map (tmp, victim->map, NULL, 0);
2075 victim->stats.sp = 2 * victim->stats.maxsp; 1736 victim->stats.sp = 2 * victim->stats.maxsp;
2076 } 1737 }
2077 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2078 {
2079 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1739 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2080 }
2081 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2082 {
2083 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2084 }
2085 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2086 { 1743 {
2087 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2088 confuse_player (victim, victim, 99); 1745 confuse_player (victim, victim, 99);
2089 } 1746 }
2090 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2091 {
2092 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2093 }
2094} 1749}
2095 1750
2096/* cast_transfer 1751/* cast_transfer
2097 * This spell transfers sp from the player to another person. 1752 * This spell transfers sp from the player to another person.
2098 * We let the target go above their normal maximum SP. 1753 * We let the target go above their normal maximum SP.
2101int 1756int
2102cast_transfer (object *op, object *caster, object *spell, int dir) 1757cast_transfer (object *op, object *caster, object *spell, int dir)
2103{ 1758{
2104 object *plyr = NULL; 1759 object *plyr = NULL;
2105 sint16 x, y; 1760 sint16 x, y;
2106 mapstruct *m; 1761 maptile *m;
2107 int mflags; 1762 int mflags;
2108 1763
2109 m = op->map; 1764 m = op->map;
2110 x = op->x + freearr_x[dir]; 1765 x = op->x + freearr_x[dir];
2111 y = op->y + freearr_y[dir]; 1766 y = op->y + freearr_y[dir];
2112 1767
2113 mflags = get_map_flags (m, &m, x, y, &x, &y); 1768 mflags = get_map_flags (m, &m, x, y, &x, &y);
2114 1769
2115 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1770 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2116 { 1771 {
2117 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1772 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2118 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1773 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2119 break; 1774 break;
2120 } 1775 }
2121 1776
2122 1777
2123 /* If we did not find a player in the specified direction, transfer 1778 /* If we did not find a player in the specified direction, transfer
2124 * to anyone on top of us. This is used for the rune of transference mostly. 1779 * to anyone on top of us. This is used for the rune of transference mostly.
2125 */ 1780 */
2126 if (plyr == NULL) 1781 if (plyr == NULL)
2127 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1782 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2128 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2129 break; 1784 break;
2130 1785
2131 if (!plyr) 1786 if (!plyr)
2132 { 1787 {
2177void 1832void
2178counterspell (object *op, int dir) 1833counterspell (object *op, int dir)
2179{ 1834{
2180 object *tmp, *head, *next; 1835 object *tmp, *head, *next;
2181 int mflags; 1836 int mflags;
2182 mapstruct *m; 1837 maptile *m;
2183 sint16 sx, sy; 1838 sint16 sx, sy;
2184 1839
2185 sx = op->x + freearr_x[dir]; 1840 sx = op->x + freearr_x[dir];
2186 sy = op->y + freearr_y[dir]; 1841 sy = op->y + freearr_y[dir];
2187 m = op->map; 1842 m = op->map;
2188 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1843 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2189 if (mflags & P_OUT_OF_MAP) 1844 if (mflags & P_OUT_OF_MAP)
2190 return; 1845 return;
2191 1846
2192 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1847 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2193 { 1848 {
2194 next = tmp->above; 1849 next = tmp->above;
2195 1850
2196 /* Need to look at the head object - otherwise, if tmp 1851 /* Need to look at the head object - otherwise, if tmp
2197 * points to a monster, we don't have all the necessary 1852 * points to a monster, we don't have all the necessary
2209 /* Basically, if the object is magical and not counterspell, 1864 /* Basically, if the object is magical and not counterspell,
2210 * we will more or less remove the object. Don't counterspell 1865 * we will more or less remove the object. Don't counterspell
2211 * monsters either. 1866 * monsters either.
2212 */ 1867 */
2213 1868
2214 if (head->attacktype & AT_MAGIC && 1869 if (head->attacktype & AT_MAGIC
2215 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1870 && !(head->attacktype & AT_COUNTERSPELL)
2216 { 1871 && !QUERY_FLAG (head, FLAG_MONSTER)
2217 remove_ob (head); 1872 && (op->level > head->level))
2218 free_object (head); 1873 head->destroy ();
2219 }
2220 else 1874 else
2221 switch (head->type) 1875 switch (head->type)
2222 { 1876 {
2223 case SPELL_EFFECT: 1877 case SPELL_EFFECT:
1878 // XXX: Don't affect floor spelleffects. See also XXX comment
1879 // about sanctuary in spell_util.C
1880 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1881 continue;
1882
2224 if (op->level > head->level) 1883 if (op->level > head->level)
2225 { 1884 head->destroy ();
2226 remove_ob (head); 1885
2227 free_object (head);
2228 }
2229 break; 1886 break;
2230 1887
2231 /* I really don't get this rune code that much - that 1888 /* I really don't get this rune code that much - that
2232 * random chance seems really low. 1889 * random chance seems really low.
2233 */ 1890 */
2234 case RUNE: 1891 case RUNE:
2235 if (rndm (0, 149) == 0) 1892 if (rndm (0, 149) == 0)
2236 { 1893 {
2237 head->stats.hp--; /* weaken the rune */ 1894 head->stats.hp--; /* weaken the rune */
2238 if (!head->stats.hp) 1895 if (!head->stats.hp)
2239 { 1896 head->destroy ();
2240 remove_ob (head);
2241 free_object (head);
2242 }
2243 } 1897 }
2244 break; 1898 break;
2245 } 1899 }
2246 } 1900 }
2247} 1901}
2248
2249
2250 1902
2251/* cast_consecrate() - a spell to make an altar your god's */ 1903/* cast_consecrate() - a spell to make an altar your god's */
2252int 1904int
2253cast_consecrate (object *op, object *caster, object *spell) 1905cast_consecrate (object *op, object *caster, object *spell)
2254{ 1906{
2279 /* If we got here, we are consecrating an altar */ 1931 /* If we got here, we are consecrating an altar */
2280 sprintf (buf, "Altar of %s", &god->name); 1932 sprintf (buf, "Altar of %s", &god->name);
2281 tmp->name = buf; 1933 tmp->name = buf;
2282 tmp->level = caster_level (caster, spell); 1934 tmp->level = caster_level (caster, spell);
2283 tmp->other_arch = god->arch; 1935 tmp->other_arch = god->arch;
1936
2284 if (op->type == PLAYER) 1937 if (op->type == PLAYER)
2285 esrv_update_item (UPD_NAME, op, tmp); 1938 esrv_update_item (UPD_NAME, op, tmp);
1939
2286 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1940 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2287 return 1; 1941 return 1;
2288 } 1942 }
2289 } 1943 }
2290 } 1944 }
2300 * This code was very odd - code early on would only let players use the spell, 1954 * This code was very odd - code early on would only let players use the spell,
2301 * yet the code wass full of player checks. I've presumed that the code 1955 * yet the code wass full of player checks. I've presumed that the code
2302 * that only let players use it was correct, and removed all the other 1956 * that only let players use it was correct, and removed all the other
2303 * player checks. MSW 2003-01-06 1957 * player checks. MSW 2003-01-06
2304 */ 1958 */
2305
2306int 1959int
2307animate_weapon (object *op, object *caster, object *spell, int dir) 1960animate_weapon (object *op, object *caster, object *spell, int dir)
2308{ 1961{
2309 object *weapon, *tmp; 1962 object *weapon, *tmp;
2310 char buf[MAX_BUF]; 1963 char buf[MAX_BUF];
2311 int a, i; 1964 int a, i;
2312 sint16 x, y; 1965 sint16 x, y;
2313 mapstruct *m; 1966 maptile *m;
2314 materialtype_t *mt;
2315 1967
2316 if (!spell->other_arch) 1968 if (!spell->other_arch)
2317 { 1969 {
2318 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1970 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2319 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1971 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2322 /* exit if it's not a player using this spell. */ 1974 /* exit if it's not a player using this spell. */
2323 if (op->type != PLAYER) 1975 if (op->type != PLAYER)
2324 return 0; 1976 return 0;
2325 1977
2326 /* if player already has a golem, abort */ 1978 /* if player already has a golem, abort */
2327 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) 1979 if (object *golem = op->contr->golem)
2328 { 1980 {
2329 control_golem (op->contr->ranges[range_golem], dir); 1981 control_golem (golem, dir);
2330 return 0; 1982 return 0;
2331 } 1983 }
2332 1984
2333 /* if no direction specified, pick one */ 1985 /* if no direction specified, pick one */
2334 if (!dir) 1986 if (!dir)
2338 x = op->x + freearr_x[dir]; 1990 x = op->x + freearr_x[dir];
2339 y = op->y + freearr_y[dir]; 1991 y = op->y + freearr_y[dir];
2340 1992
2341 /* if there's no place to put the golem, abort */ 1993 /* if there's no place to put the golem, abort */
2342 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1994 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2343 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1995 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2344 { 1996 {
2345 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1997 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2346 return 0; 1998 return 0;
2347 } 1999 }
2348 2000
2352 if (!weapon) 2004 if (!weapon)
2353 { 2005 {
2354 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2006 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2355 return 0; 2007 return 0;
2356 } 2008 }
2357 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2009 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2358 { 2010 {
2359 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2011 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2360 return 0; 2012 return 0;
2361 } 2013 }
2362 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2368 { 2020 {
2369 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2021 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2370 return 0; 2022 return 0;
2371 } 2023 }
2372 2024
2373 if (weapon->nrof > 1) 2025 weapon = weapon->split ();
2374 {
2375 tmp = get_split_ob (weapon, 1);
2376 esrv_send_item (op, weapon);
2377 weapon = tmp;
2378 }
2379 2026
2380 /* create the golem object */ 2027 /* create the golem object */
2381 tmp = arch_to_object (spell->other_arch); 2028 tmp = arch_to_object (spell->other_arch);
2382 2029
2383 /* if animated by a player, give the player control of the golem */ 2030 /* if animated by a player, give the player control of the golem */
2384 CLEAR_FLAG (tmp, FLAG_MONSTER); 2031 CLEAR_FLAG (tmp, FLAG_MONSTER);
2385 SET_FLAG (tmp, FLAG_FRIENDLY);
2386 tmp->stats.exp = 0; 2032 tmp->stats.exp = 0;
2387 add_friendly_object (tmp); 2033 add_friendly_object (tmp);
2388 tmp->type = GOLEM; 2034 tmp->type = GOLEM;
2389 set_owner (tmp, op); 2035 tmp->set_owner (op);
2036 op->contr->golem = tmp;
2390 set_spell_skill (op, caster, spell, tmp); 2037 set_spell_skill (op, caster, spell, tmp);
2391 op->contr->ranges[range_golem] = tmp;
2392 op->contr->shoottype = range_golem;
2393 op->contr->golem_count = tmp->count;
2394 2038
2395 /* Give the weapon to the golem now. A bit of a hack to check the 2039 /* Give the weapon to the golem now. A bit of a hack to check the
2396 * removed flag - it should only be set if get_split_object was 2040 * removed flag - it should only be set if weapon->split was
2397 * used above. 2041 * used above.
2398 */ 2042 */
2399 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2043 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2400 remove_ob (weapon); 2044 weapon->remove ();
2401 insert_ob_in_ob (weapon, tmp); 2045
2402 esrv_send_item (op, weapon); 2046 tmp->insert (weapon);
2047
2403 /* To do everything necessary to let a golem use the weapon is a pain, 2048 /* To do everything necessary to let a golem use the weapon is a pain,
2404 * so instead, just set it as equipped (otherwise, we need to update 2049 * so instead, just set it as equipped (otherwise, we need to update
2405 * body_info, skills, etc) 2050 * body_info, skills, etc)
2406 */ 2051 */
2407 SET_FLAG (tmp, FLAG_USE_WEAPON); 2052 SET_FLAG (tmp, FLAG_USE_WEAPON);
2408 SET_FLAG (weapon, FLAG_APPLIED); 2053 SET_FLAG (weapon, FLAG_APPLIED);
2409 fix_player (tmp); 2054 tmp->update_stats ();
2410 2055
2411 /* There used to be 'odd' code that basically seemed to take the absolute 2056 /* There used to be 'odd' code that basically seemed to take the absolute
2412 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2057 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2413 * if you're using a crappy weapon, it shouldn't be as good. 2058 * if you're using a crappy weapon, it shouldn't be as good.
2414 */ 2059 */
2433 2078
2434 /* attacktype */ 2079 /* attacktype */
2435 if (!tmp->attacktype) 2080 if (!tmp->attacktype)
2436 tmp->attacktype = AT_PHYSICAL; 2081 tmp->attacktype = AT_PHYSICAL;
2437 2082
2438 mt = NULL;
2439 if (op->materialname != NULL)
2440 mt = name_to_material (op->materialname); 2083 if (materialtype_t *mt = name_to_material (op->materialname))
2441 if (mt != NULL)
2442 { 2084 {
2443 for (i = 0; i < NROFATTACKS; i++) 2085 for (i = 0; i < NROFATTACKS; i++)
2444 tmp->resist[i] = 50 - (mt->save[i] * 5); 2086 tmp->resist[i] = 50 - (mt->save[i] * 5);
2445 a = mt->save[0]; 2087 a = mt->save[0];
2446 } 2088 }
2448 { 2090 {
2449 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2450 tmp->resist[i] = 5; 2092 tmp->resist[i] = 5;
2451 a = 10; 2093 a = 10;
2452 } 2094 }
2095
2453 /* Set weapon's immunity */ 2096 /* Set weapon's immunity */
2454 tmp->resist[ATNR_CONFUSION] = 100; 2097 tmp->resist[ATNR_CONFUSION] = 100;
2455 tmp->resist[ATNR_POISON] = 100; 2098 tmp->resist[ATNR_POISON] = 100;
2456 tmp->resist[ATNR_SLOW] = 100; 2099 tmp->resist[ATNR_SLOW] = 100;
2457 tmp->resist[ATNR_PARALYZE] = 100; 2100 tmp->resist[ATNR_PARALYZE] = 100;
2463 2106
2464 /* Improve weapon's armour value according to best save vs. physical of its material */ 2107 /* Improve weapon's armour value according to best save vs. physical of its material */
2465 2108
2466 if (a > 14) 2109 if (a > 14)
2467 a = 14; 2110 a = 14;
2111
2468 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2112 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2469 2113
2470 /* Determine golem's speed */ 2114 /* Determine golem's speed */
2471 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2115 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2472
2473 if (tmp->speed > 3.33)
2474 tmp->speed = 3.33;
2475 2116
2476 if (!spell->race) 2117 if (!spell->race)
2477 { 2118 {
2478 sprintf (buf, "animated %s", &weapon->name); 2119 sprintf (buf, "animated %s", &weapon->name);
2479 tmp->name = buf; 2120 tmp->name = buf;
2481 tmp->face = weapon->face; 2122 tmp->face = weapon->face;
2482 tmp->animation_id = weapon->animation_id; 2123 tmp->animation_id = weapon->animation_id;
2483 tmp->anim_speed = weapon->anim_speed; 2124 tmp->anim_speed = weapon->anim_speed;
2484 tmp->last_anim = weapon->last_anim; 2125 tmp->last_anim = weapon->last_anim;
2485 tmp->state = weapon->state; 2126 tmp->state = weapon->state;
2486 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2127 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2487 {
2488 SET_FLAG (tmp, FLAG_ANIMATE);
2489 }
2490 else
2491 {
2492 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2493 }
2494 update_ob_speed (tmp);
2495 } 2128 }
2496 2129
2497 /* make experience increase in proportion to the strength of the summoned creature. */ 2130 /* make experience increase in proportion to the strength of the summoned creature. */
2498 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2131 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2499 2132
2500 tmp->speed_left = -1; 2133 tmp->speed_left = -1;
2501 tmp->x = x;
2502 tmp->y = y;
2503 tmp->direction = dir; 2134 tmp->direction = dir;
2504 insert_ob_in_map (tmp, m, op, 0); 2135
2136 m->insert (tmp, x, y, op);
2505 return 1; 2137 return 1;
2506} 2138}
2507 2139
2508/* cast_daylight() - changes the map darkness level *lower* */ 2140/* cast_daylight() - changes the map darkness level *lower* */
2509 2141
2517 int success; 2149 int success;
2518 2150
2519 if (!op->map) 2151 if (!op->map)
2520 return 0; /* shouldnt happen */ 2152 return 0; /* shouldnt happen */
2521 2153
2522 success = change_map_light (op->map, spell->stats.dam); 2154 success = op->map->change_map_light (spell->stats.dam);
2155
2523 if (!success) 2156 if (!success)
2524 { 2157 {
2525 if (spell->stats.dam < 0) 2158 if (spell->stats.dam < 0)
2526 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2527 else 2160 else
2528 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2529 } 2162 }
2530 return success; 2163 return success;
2531} 2164}
2532
2533
2534
2535
2536 2165
2537/* create an aura spell object and put it in the player's inventory. 2166/* create an aura spell object and put it in the player's inventory.
2538 * as usual, op is player, caster is the object casting the spell, 2167 * as usual, op is player, caster is the object casting the spell,
2539 * spell is the spell object itself. 2168 * spell is the spell object itself.
2540 */ 2169 */
2552 2181
2553 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2182 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2554 2183
2555 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2184 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2556 2185
2557 set_owner (new_aura, op);
2558 set_spell_skill (op, caster, spell, new_aura); 2186 set_spell_skill (op, caster, spell, new_aura);
2559 new_aura->attacktype = spell->attacktype; 2187 new_aura->attacktype = spell->attacktype;
2560 2188
2561 new_aura->level = caster_level (caster, spell); 2189 new_aura->level = caster_level (caster, spell);
2190
2562 if (refresh) 2191 if (refresh)
2563 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2192 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2564 else 2193 else
2565 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2195
2566 insert_ob_in_ob (new_aura, op); 2196 insert_ob_in_ob (new_aura, op);
2197 new_aura->set_owner (op);
2198
2567 return 1; 2199 return 1;
2568} 2200}
2569
2570 2201
2571/* move aura function. An aura is a part of someone's inventory, 2202/* move aura function. An aura is a part of someone's inventory,
2572 * which he carries with him, but which acts on the map immediately 2203 * which he carries with him, but which acts on the map immediately
2573 * around him. 2204 * around him.
2574 * Aura parameters: 2205 * Aura parameters:
2575 * duration: duration counter. 2206 * duration: duration counter.
2576 * attacktype: aura's attacktype 2207 * attacktype: aura's attacktype
2577 * other_arch: archetype to drop where we attack 2208 * other_arch: archetype to drop where we attack
2578 */ 2209 */
2579
2580void 2210void
2581move_aura (object *aura) 2211move_aura (object *aura)
2582{ 2212{
2583 int i, mflags;
2584 object *env;
2585 mapstruct *m;
2586
2587 /* auras belong in inventories */ 2213 /* auras belong in inventories */
2588 env = aura->env; 2214 object *env = aura->env;
2215 object *owner = aura->owner;
2589 2216
2590 /* no matter what we've gotta remove the aura... 2217 /* no matter what we've gotta remove the aura...
2591 * we'll put it back if its time isn't up. 2218 * we'll put it back if its time isn't up.
2592 */ 2219 */
2593 remove_ob (aura); 2220 aura->remove ();
2594 2221
2595 /* exit if we're out of gas */ 2222 /* exit if we're out of gas */
2596 if (aura->duration-- < 0) 2223 if (aura->duration-- < 0)
2597 { 2224 {
2598 free_object (aura); 2225 aura->destroy ();
2599 return; 2226 return;
2600 } 2227 }
2601 2228
2602 /* auras only exist in inventories */ 2229 /* auras only exist in inventories */
2603 if (env == NULL || env->map == NULL) 2230 if (!env || !env->map)
2604 { 2231 {
2605 free_object (aura); 2232 aura->destroy ();
2606 return; 2233 return;
2607 } 2234 }
2608 aura->x = env->x;
2609 aura->y = env->y;
2610 2235
2611 /* we need to jump out of the inventory for a bit 2236 /* we need to jump out of the inventory for a bit
2612 * in order to hit the map conveniently. 2237 * in order to hit the map conveniently.
2613 */ 2238 */
2614 insert_ob_in_map (aura, env->map, aura, 0); 2239 aura->insert_at (env, aura);
2615 2240
2616 for (i = 1; i < 9; i++) 2241 for (int i = 1; i < 9; i++)
2617 { 2242 {
2618 sint16 nx, ny; 2243 mapxy pos (env);
2244 pos.move (i);
2619 2245
2620 nx = aura->x + freearr_x[i];
2621 ny = aura->y + freearr_y[i];
2622 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2623
2624 /* Consider the movement tyep of the person with the aura as 2246 /* Consider the movement type of the person with the aura as
2625 * movement type of the aura. Eg, if the player is flying, the aura 2247 * movement type of the aura. Eg, if the player is flying, the aura
2626 * is flying also, if player is walking, it is on the ground, etc. 2248 * is flying also, if player is walking, it is on the ground, etc.
2627 */ 2249 */
2628 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2250 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2629 { 2251 {
2630 hit_map (aura, i, aura->attacktype, 0); 2252 hit_map (aura, i, aura->attacktype, 0);
2631 2253
2632 if (aura->other_arch) 2254 if (aura->other_arch)
2633 {
2634 object *new_ob;
2635
2636 new_ob = arch_to_object (aura->other_arch); 2255 pos.insert (arch_to_object (aura->other_arch), aura);
2637 new_ob->x = nx;
2638 new_ob->y = ny;
2639 insert_ob_in_map (new_ob, m, aura, 0);
2640 } 2256 }
2641 }
2642 } 2257 }
2258
2643 /* put the aura back in the player's inventory */ 2259 /* put the aura back in the player's inventory */
2644 remove_ob (aura); 2260 env->insert (aura);
2645 insert_ob_in_ob (aura, env); 2261 aura->set_owner (owner);
2646} 2262}
2647 2263
2648/* moves the peacemaker spell. 2264/* moves the peacemaker spell.
2649 * op is the piece object. 2265 * op is the piece object.
2650 */ 2266 */
2651
2652void 2267void
2653move_peacemaker (object *op) 2268move_peacemaker (object *op)
2654{ 2269{
2655 object *tmp; 2270 object *tmp;
2656 2271
2657 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2272 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2658 { 2273 {
2659 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2660 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2661 2276
2662 if (tmp->head)
2663 victim = tmp->head;
2664 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2277 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2665 continue; 2278 continue;
2279
2666 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2667 continue; 2281 continue;
2282
2668 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2669 continue; 2284 continue;
2670 2285
2671 def_lev = MAX (1, victim->level); 2286 def_lev = MAX (1, victim->level);
2672 atk_lev = MAX (1, op->level); 2287 atk_lev = MAX (1, op->level);
2673 2288
2674 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2675 { 2290 {
2676 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2677 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2678 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2679 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2680#if 0 2296#if 0
2681 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2682 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2683 */ 2299 */
2689 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2690 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2691 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 SET_FLAG (victim, FLAG_RUN_AWAY);
2692 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2693 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 CLEAR_FLAG (victim, FLAG_MONSTER);
2310
2694 if (victim->name) 2311 if (victim->name)
2695 {
2696 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2697 }
2698 } 2313 }
2699 } 2314 }
2700} 2315}
2701 2316
2702 2317
2728 2343
2729 snprintf (rune, sizeof (rune), "%s\n", msg); 2344 snprintf (rune, sizeof (rune), "%s\n", msg);
2730 2345
2731 tmp->race = op->name; /*Save the owner of the rune */ 2346 tmp->race = op->name; /*Save the owner of the rune */
2732 tmp->msg = rune; 2347 tmp->msg = rune;
2733 tmp->x = op->x; 2348
2734 tmp->y = op->y; 2349 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2735 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2736 return 1; 2350 return 1;
2737} 2351}

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