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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.15 by root, Sat Dec 9 16:11:09 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;
133 131
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
138 missile_name = tmp->race; 134 missile_name = tmp->race;
139 135
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 137
142 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
143 { 141 {
144 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);
145 return 0; 143 return 0;
146 } 144 }
147 145
148 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
149 147
150 if (stringarg) 148 if (stringarg)
151 { 149 {
152 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
154 { 152 {
155 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
156 154
157 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, stringarg))
159 break; 157 break;
160 158
161 if (!al) 159 if (!al)
162 { 160 {
163 free_object (missile); 161 missile->destroy ();
164 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);
165 return 0; 163 return 0;
166 } 164 }
167 165
168 if (al->item->slaying) 166 if (al->item->slaying)
169 { 167 {
170 free_object (missile); 168 missile->destroy ();
171 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);
172 return 0; 170 return 0;
173 } 171 }
174 172
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 }
186 184
187 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 186
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 189
195 if (missile->nrof < 1) 190 if (missile->nrof < 1)
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)
279{ 279{
280 int r, mflags, maxrange; 280 int r, mflags, maxrange;
281 object *tmp; 281 object *tmp;
282 maptile *m; 282 maptile *m;
283 283
284
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 */
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 ())
461 466 {
462 while (op != NULL && op->type != PLAYER) 467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
463 op = op->env;
464
465 if (op != NULL && op->map)
466 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
467 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.");
468 else 469 else
469 enter_exit (op, wor); 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 }
470 472
471 remove_ob (wor); 473 op->destroy ();
472 free_object (wor);
473} 474}
474 475
475/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
476 * 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
477 * time delay effect. 478 * time delay effect.
496 { 497 {
497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
499 return 0; 500 return 0;
500 } 501 }
502
501 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
502 if (time < 1) 504 if (time < 1)
503 time = 1; 505 time = 1;
504 506
505 /* 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
506 * 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
507 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
508 */ 510 */
509 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
510 update_ob_speed (dummy);
511 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
512 dummy->type = SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
513 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
514 515
515 /* 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
516 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
517 */ 518 */
518 EXIT_PATH (dummy) = op->contr->savebed_map; 519 EXIT_PATH (dummy) = op->contr->savebed_map;
519 EXIT_X (dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
520 EXIT_Y (dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
521 522
522 (void) insert_ob_in_ob (dummy, op); 523 op->insert (dummy);
524
523 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
524 return 1; 527 return 1;
525} 528}
526 529
527/* cast_wonder 530/* cast_wonder
528 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
558 return cast_spell (op, caster, dir, newspell, NULL); 561 return cast_spell (op, caster, dir, newspell, NULL);
559 } 562 }
560 return 1; 563 return 1;
561} 564}
562 565
563
564int 566int
565perceive_self (object *op) 567perceive_self (object *op)
566{ 568{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (ARCH_DEPLETION);
569 object *tmp;
570 int i;
571 571
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
572 tmp = find_god (determine_god (op)); 578 if (object *god = find_god (determine_god (op)))
573 if (tmp) 579 buf << "You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 580 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 581 buf << "You worship no god.\n";
577 582
578 tmp = present_arch_in_ob (at, op); 583 object *tmp = present_arch_in_ob (at, op);
579 584
580 if (*cp == '\0' && tmp == NULL) 585 if (*cp == '\0' && tmp == NULL)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 586 buf << "You feel very mundane. ";
582 else 587 else
583 { 588 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 589 buf << "You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 590
586 if (tmp != NULL) 591 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 592 for (int i = 0; i < NUM_STATS; i++)
589 { 593 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 594 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
591 {
592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
593 }
594 }
595 }
596 } 595 }
597 596
598 if (is_dragon_pl (op)) 597 if (is_dragon_pl (op))
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 598 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 599 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 600 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 601 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 602 {
605 if (tmp->stats.exp == 0) 603 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 604 buf << "Your metabolism isn't focused on anything.\n";
608 }
609 else 605 else
610 {
611 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";
612 } 607
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 608 break;
615 } 609 }
616 } 610 }
617 } 611
612 buf << '\0'; // zero-terminate
613
614 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
615
618 return 1; 616 return 1;
619} 617}
620
621/* int cast_create_town_portal (object *op, object *caster, int dir)
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force, *tmp;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 sint16 exitx, exity;
645 maptile *exitmap;
646 int op_level;
647
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 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.");
683 return 1;
684 }
685 free_object (dummy);
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711 perm_portal = archetype::find (spell->slaying);
712
713 /* To kill a town portal, we go trough the player's inventory,
714 * for each marked portal in player's inventory,
715 * -We try load the associated map (if impossible, consider the portal destructed)
716 * -We find any portal in the specified location.
717 * If it has the good name, we destruct it.
718 * -We destruct the force indicating that portal.
719 */
720 while ((old_force = check_inv_recursive (op, dummy)))
721 {
722 exitx = EXIT_X (old_force);
723 exity = EXIT_Y (old_force);
724 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
725
726 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
727 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
728 else
729 exitmap = ready_map_name (old_force->race, 0);
730
731 if (exitmap)
732 {
733 tmp = present_arch (perm_portal, exitmap, exitx, exity);
734 while (tmp)
735 {
736 if (tmp->name == old_force->name)
737 {
738 remove_ob (tmp);
739 free_object (tmp);
740 break;
741 }
742 else
743 {
744 tmp = tmp->above;
745 }
746 }
747 }
748 remove_ob (old_force);
749 free_object (old_force);
750 LOG (llevDebug, "\n");
751 }
752 free_object (dummy);
753
754 /* Creating the portals.
755 * The very first thing to do is to ensure
756 * access to the destination map.
757 * If we can't, don't fizzle. Simply warn player.
758 * This ensure player pays his mana for the spell
759 * because HE is responsible of forgotting.
760 * 'force' is the destination of the town portal, which we got
761 * from the players inventory above.
762 */
763
764 /* Ensure exit map is loaded */
765 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
766 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
767 else
768 exitmap = ready_map_name (force->name, 0);
769
770 /* If we were unable to load (ex. random map deleted), warn player */
771 if (exitmap == NULL)
772 {
773 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
774 remove_ob (force);
775 free_object (force);
776 return 1;
777 }
778
779 op_level = caster_level (caster, spell);
780 if (op_level < 15)
781 snprintf (portal_message, 1024,
782 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
783 &op->name);
784 else if (op_level < 30)
785 snprintf (portal_message, 1024,
786 "\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);
787 else if (op_level < 60)
788 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
789 else
790 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
791 &op->name);
792
793 /* Create a portal in front of player
794 * dummy contain the portal and
795 * force contain the track to kill it later
796 */
797
798 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
799 dummy = get_archetype (spell->slaying); /*The portal */
800 if (dummy == NULL)
801 {
802 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
803 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
804 return 0;
805 }
806 EXIT_PATH (dummy) = force->name;
807 EXIT_X (dummy) = EXIT_X (force);
808 EXIT_Y (dummy) = EXIT_Y (force);
809 dummy->name = dummy->name_pl = portal_name;
810 dummy->msg = portal_message;
811 dummy->race = op->name; /*Save the owner of the portal */
812 cast_create_obj (op, caster, dummy, 0);
813
814 /* Now we need to to create a town portal marker inside the player
815 * object, so on future castings, we can know that he has an active
816 * town portal.
817 */
818 tmp = get_archetype (spell->race);
819 if (tmp == NULL)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825 tmp->race = op->map->path;
826 tmp->name = portal_name;
827 EXIT_X (tmp) = dummy->x;
828 EXIT_Y (tmp) = dummy->y;
829 insert_ob_in_ob (tmp, op);
830
831 /* Create a portal in the destination map
832 * dummy contain the portal and
833 * force the track to kill it later
834 * the 'force' variable still contains the 'reminder' of
835 * where this portal goes to.
836 */
837 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
838 dummy = get_archetype (spell->slaying); /*The portal */
839 if (dummy == NULL)
840 {
841 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
842 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
843 return 0;
844 }
845 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message;
850 dummy->x = EXIT_X (force);
851 dummy->y = EXIT_Y (force);
852 dummy->race = op->name; /*Save the owner of the portal */
853 insert_ob_in_map (dummy, exitmap, op, 0);
854
855 /* Now we create another town portal marker that
856 * points back to the one we just made
857 */
858 tmp = get_archetype (spell->race);
859 if (tmp == NULL)
860 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
862 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
863 return 0;
864 }
865 tmp->race = force->name;
866 tmp->name = portal_name;
867 EXIT_X (tmp) = dummy->x;
868 EXIT_Y (tmp) = dummy->y;
869 insert_ob_in_ob (tmp, op);
870
871 /* Describe the player what happened
872 */
873 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
874 remove_ob (force); /* Delete the force inside the player */
875 free_object (force);
876 return 1;
877}
878
879 618
880/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
881 * within some reason. 620 * within some reason.
882 */ 621 */
883
884int 622int
885magic_wall (object *op, object *caster, int dir, object *spell_ob) 623magic_wall (object *op, object *caster, int dir, object *spell_ob)
886{ 624{
887 object *tmp, *tmp2; 625 object *tmp;
888 int i, posblocked, negblocked, maxrange; 626 int i, posblocked, negblocked, maxrange;
889 sint16 x, y; 627 sint16 x, y;
890 maptile *m; 628 maptile *m;
891 const char *name; 629 const char *name;
892 archetype *at; 630 archetype *at;
900 else 638 else
901 { 639 {
902 x = op->x + freearr_x[dir]; 640 x = op->x + freearr_x[dir];
903 y = op->y + freearr_y[dir]; 641 y = op->y + freearr_y[dir];
904 } 642 }
643
905 m = op->map; 644 m = op->map;
906 645
907 if ((spell_ob->move_block || x != op->x || y != op->y) && 646 if ((spell_ob->move_block || x != op->x || y != op->y) &&
908 (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) ||
909 ((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)))
910 { 649 {
911 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.");
912 return 0; 651 return 0;
913 } 652 }
653
914 if (spell_ob->other_arch) 654 if (spell_ob->other_arch)
915 {
916 tmp = arch_to_object (spell_ob->other_arch); 655 tmp = arch_to_object (spell_ob->other_arch);
917 }
918 else if (spell_ob->race) 656 else if (spell_ob->race)
919 { 657 {
920 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
921 659
922 sprintf (buf1, spell_ob->race, dir); 660 sprintf (buf1, spell_ob->race, dir);
925 { 663 {
926 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
927 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
928 return 0; 666 return 0;
929 } 667 }
668
930 tmp = arch_to_object (at); 669 tmp = arch_to_object (at);
931 } 670 }
932 else 671 else
933 { 672 {
934 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);
944 } 683 }
945 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 684 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
946 { 685 {
947 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);
948 tmp->stats.maxhp = tmp->stats.hp; 687 tmp->stats.maxhp = tmp->stats.hp;
949 set_owner (tmp, op);
950 set_spell_skill (op, caster, spell_ob, tmp);
951 } 688 }
689
952 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))
953 { 691 {
954 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);
955 SET_FLAG (tmp, FLAG_IS_USED_UP); 693 SET_FLAG (tmp, FLAG_IS_USED_UP);
956 } 694 }
695
957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 696 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
958 { 697 {
959 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);
960 tmp->stats.maxhp = tmp->stats.hp; 699 tmp->stats.maxhp = tmp->stats.hp;
961 SET_FLAG (tmp, FLAG_TEAR_DOWN); 700 SET_FLAG (tmp, FLAG_TEAR_DOWN);
962 SET_FLAG (tmp, FLAG_ALIVE); 701 SET_FLAG (tmp, FLAG_ALIVE);
963 } 702 }
964 703
965 /* 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,
966 * 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.
967 */ 707 */
968 set_owner (tmp, op); 708 if (tmp->type != EARTHWALL) //TODO
709 tmp->set_owner (op);
710
969 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->x = x;
971 tmp->y = y;
972 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = caster_level (caster, spell_ob) / 2;
973 713
974 name = tmp->name; 714 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 715 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 716 {
977 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);
978 return 0; 718 return 0;
979 } 719 }
720
980 /* 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 */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
983 724
984 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
1002 m = tmp->map; 743 m = tmp->map;
1003 744
1004 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)) &&
1005 ((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)
1006 { 747 {
1007 tmp2 = get_object (); 748 object *tmp2 = tmp->clone ();
1008 copy_object (tmp, tmp2); 749 m->insert (tmp2, x, y, op);
1009 tmp2->x = x; 750
1010 tmp2->y = y;
1011 insert_ob_in_map (tmp2, m, op, 0);
1012 /* 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 */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 754
1016 } 755 }
1017 else 756 else
1018 posblocked = 1; 757 posblocked = 1;
1019 758
1022 m = tmp->map; 761 m = tmp->map;
1023 762
1024 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)) &&
1025 ((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)
1026 { 765 {
1027 tmp2 = get_object (); 766 object *tmp2 = tmp->clone ();
1028 copy_object (tmp, tmp2); 767 m->insert (tmp2, x, y, op);
1029 tmp2->x = x; 768
1030 tmp2->y = y;
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 771 }
1035 else 772 else
1036 negblocked = 1; 773 negblocked = 1;
1037 } 774 }
1038 775
1087 { 824 {
1088 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");
1089 op->contr->count = 0; 826 op->contr->count = 0;
1090 return 0; 827 return 0;
1091 } 828 }
829
1092 op->contr->count = 0; 830 op->contr->count = 0;
1093 831
1094 /* Remove code that puts player on random space on maps. IMO, 832 /* Remove code that puts player on random space on maps. IMO,
1095 * a lot of maps probably have areas the player should not get to, 833 * a lot of maps probably have areas the player should not get to,
1096 * but may not be marked as NO_MAGIC (as they may be bounded 834 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 883 return 0;
1146 } 884 }
1147 } 885 }
1148 886
1149 /* Actually move the player now */ 887 /* Actually move the player now */
1150 remove_ob (op); 888 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1; 889 return 1;
1155 890
1156 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 */
1157 return 1; 892 return 1;
1158} 893}
1159
1160 894
1161/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1162 * op is the caster. 896 * op is the caster.
1163 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1164 * spell is the spell object. 898 * spell is the spell object.
1171 object *poison; 905 object *poison;
1172 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1173 907
1174 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1175 909
1176 if (tmp == NULL) 910 if (!tmp)
1177 return 0; 911 return 0;
1178 912
1179 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1181 */ 915 */
1184 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;
1185 919
1186 if (heal) 920 if (heal)
1187 { 921 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 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.");
1191 }
1192 else 924 else
1193 { 925 {
1194 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 928 * on amount of damage healed.
1197 */ 929 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1200 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1201 934
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 937 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 939 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 941 else if (heal > 10)
1215 {
1216 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.");
1217 }
1218 else 943 else
1219 {
1220 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.");
1221 } 945
1222 success = 1; 946 success = 1;
1223 } 947 }
1224 } 948 }
949
1225 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1227 success = 1; 952 success = 1;
1228 953
1229 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1230 { 955 {
1231 at = archetype::find ("poisoning"); 956 at = archetype::find ("poisoning");
1235 success = 1; 960 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 962 poison->stats.food = 1;
1238 } 963 }
1239 } 964 }
965
1240 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1241 { 967 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 969 if (poison)
1244 { 970 {
1245 success = 1; 971 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 973 poison->duration = 1;
1248 } 974 }
1249 } 975 }
976
1250 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1251 { 978 {
1252 at = archetype::find ("blindness"); 979 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 981 if (poison)
1256 success = 1; 983 success = 1;
1257 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.");
1258 poison->stats.food = 1; 985 poison->stats.food = 1;
1259 } 986 }
1260 } 987 }
988
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 990 {
1263 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 992 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 993 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 994 success = 1;
1267 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!");
1268 } 996 }
997
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 999 {
1271 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1003 success = 1;
1275 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!");
1276 } 1005 }
1006
1277 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1008 {
1279 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1280 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1282 success = 1; 1014 success = 1;
1283 /* 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 */
1284 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");
1285 } 1017 }
1018
1286 return success; 1019 return success;
1287} 1020}
1288
1289 1021
1290/* 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
1291 * 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
1292 * good comments for those. 1024 * good comments for those.
1293 */ 1025 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1027 "You grow no stronger.",
1296 "You grow no more agile.", 1028 "You grow no more agile.",
1297 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1298 "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."
1299 "You are no easier to look at.", 1033 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1034};
1303 1035
1304int 1036int
1305cast_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)
1306{ 1038{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1039 object *force = NULL;
1309 int i; 1040 int i;
1310 1041
1311 /* 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. */
1312 if (dir != 0) 1043 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1044 ? find_target_for_friendly_spell (op, dir)
1315 } 1045 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1046
1321 if (tmp == NULL) 1047 if (!tmp)
1322 return 0; 1048 return 0;
1323 1049
1324 /* 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. */
1325 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1051 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1052 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1053 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1054 {
1329 if (tmp2->name == spell_ob->name) 1055 if (tmp2->name == spell_ob->name)
1330 { 1056 {
1363 } 1089 }
1364 else 1090 else
1365 { 1091 {
1366 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.");
1367 } 1093 }
1094
1368 return 1; 1095 return 1;
1369 } 1096 }
1097
1370 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;
1371 force->speed = 1.0; 1099 force->speed = 1.0;
1372 force->speed_left = -1.0; 1100 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1101 SET_FLAG (force, FLAG_APPLIED);
1374 1102
1380 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);
1381 if (force->resist[i] > 100) 1109 if (force->resist[i] > 100)
1382 force->resist[i] = 100; 1110 force->resist[i] = 100;
1383 } 1111 }
1384 } 1112 }
1113
1385 if (spell_ob->stats.hp) 1114 if (spell_ob->stats.hp)
1386 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);
1387 1116
1388 if (tmp->type == PLAYER) 1117 if (tmp->type == PLAYER)
1389 { 1118 {
1390 /* Stat adjustment spells */ 1119 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1120 for (i = 0; i < NUM_STATS; i++)
1392 { 1121 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1122 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1123 {
1397 sm = 0; 1124 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1125 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1126 sm += rndm (1, 3);
1400 1127
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1128 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1129 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1130
1404 if (sm < 0) 1131 force->stats.stat (i) = sm;
1405 sm = 0; 1132
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1133 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1134 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1135 }
1411 } 1136 }
1412 } 1137 }
1432 force->stats.ac = spell_ob->stats.ac; 1157 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1158 force->attacktype = spell_ob->attacktype;
1434 1159
1435 insert_ob_in_ob (force, tmp); 1160 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1161 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1162 tmp->update_stats ();
1163
1438 return 1; 1164 return 1;
1439} 1165}
1440 1166
1441/* 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
1442 * 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
1443 * of the caster. 1169 * of the caster.
1444 */ 1170 */
1445
1446int 1171int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1172cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1173{
1449 int i; 1174 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1175 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1541 force->stats.wc = spell_ob->stats.wc; 1266 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1267 force->stats.ac = spell_ob->stats.ac;
1543 1268
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1269 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1270 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1271 tmp->update_stats ();
1547 return 1; 1272 return 1;
1548} 1273}
1549
1550
1551 1274
1552/* Alchemy code by Mark Wedel 1275/* Alchemy code by Mark Wedel
1553 * 1276 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1277 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1278 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1556 * about 90% of that of the item itself. It uses the value of the
1557 * object before charisma adjustments, because the nuggets themselves
1558 * will be will be adjusted by charisma when sold.
1559 * 1279 *
1560 * 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
1561 * the maximum number of large nuggets you could get. 1281 * itself. It uses the value of the object before charisma adjustments,
1562 * Small nuggets are worth 1 gp each (base). You will get from 0 1282 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1283 * when sold.
1564 *
1565 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1284 *
1568 * 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
1569 * 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
1570 * alchemied. 1287 * alchemised.
1571 */ 1288 */
1572
1573/* I didn't feel like passing these as arguements to the
1574 * two functions that need them. Real values are put in them
1575 * when the spell is cast, and these are freed when the spell
1576 * is finished.
1577 */
1578static object *small, *large;
1579
1580static void 1289static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1290alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1291{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1292 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1293
1585 /* Give third price when we alchemy money (This should hopefully 1294 /* Give third price when we alchemy money (this should hopefully
1586 * 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
1587 * the nuggets, alchemy the gold from that, etc. 1296 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1297 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1298 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1299 * the stuff back to town.
1591 */ 1300 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1301 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1302 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1303 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1304 value /= 3;
1597 else 1305 else
1598 value = (value * 9) / 10; 1306 value = value * 9 / 10;
1599 1307
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1308 if (obj->value > 0 && rndm (0, 29))
1603 { 1309 total_value += value;
1604 int count;
1605 1310
1606 count = value / large->value;
1607 *large_nuggets += count;
1608 value -= (uint64) count *(uint64) large->value;
1609
1610 count = value / small->value;
1611 *small_nuggets += count;
1612 }
1613
1614 /* Turn 25 small nuggets into 1 large nugget. If the value
1615 * of large nuggets is not evenly divisable by the small nugget
1616 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1617 */
1618 if (*small_nuggets * small->value >= large->value)
1619 {
1620 (*large_nuggets)++;
1621 *small_nuggets -= large->value / small->value;
1622 if (*small_nuggets && large->value % small->value)
1623 (*small_nuggets)--;
1624 }
1625 weight += obj->weight; 1311 total_weight += obj->total_weight ();
1626 remove_ob (obj);
1627 free_object (obj);
1628}
1629 1312
1630static void 1313 obj->destroy ();
1631update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1632{
1633 object *tmp;
1634 int flag = 0;
1635
1636 /* Put any nuggets below the player, but we can only pass this
1637 * flag if we are on the same space as the player
1638 */
1639 if (x == op->x && y == op->y && op->map == m)
1640 flag = INS_BELOW_ORIGINATOR;
1641
1642 if (small_nuggets)
1643 {
1644 tmp = get_object ();
1645 copy_object (small, tmp);
1646 tmp->nrof = small_nuggets;
1647 tmp->x = x;
1648 tmp->y = y;
1649 insert_ob_in_map (tmp, m, op, flag);
1650 }
1651 if (large_nuggets)
1652 {
1653 tmp = get_object ();
1654 copy_object (large, tmp);
1655 tmp->nrof = large_nuggets;
1656 tmp->x = x;
1657 tmp->y = y;
1658 insert_ob_in_map (tmp, m, op, flag);
1659 }
1660} 1314}
1661 1315
1662int 1316int
1663alchemy (object *op, object *caster, object *spell_ob) 1317alchemy (object *op, object *caster, object *spell_ob)
1664{ 1318{
1665 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1666 sint16 nx, ny;
1667 object *next, *tmp;
1668 maptile *mp;
1669
1670 if (op->type != PLAYER) 1319 if (op->type != PLAYER)
1671 return 0; 1320 return 0;
1672 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
1673 /* 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
1674 * some, and also prevents people from alcheming every table/chair/clock 1329 * some, and also prevents people from alchemising every table/chair/clock
1675 * in sight 1330 * in sight
1676 */ 1331 */
1677 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);
1678 weight_max *= 1000; 1333 int weight_max = duration * 1000;
1679 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1334 uint64 value_max = duration * 1000;
1680 1335
1336 int weight = 0;
1337
1681 for (y = op->y - 1; y <= op->y + 1; y++) 1338 for (int y = op->y - 1; y <= op->y + 1; y++)
1682 { 1339 {
1683 for (x = op->x - 1; x <= op->x + 1; x++) 1340 for (int x = op->x - 1; x <= op->x + 1; x++)
1684 { 1341 {
1342 uint64 value = 0;
1343
1685 nx = x; 1344 sint16 nx = x;
1686 ny = y; 1345 sint16 ny = y;
1687 1346
1688 mp = op->map; 1347 maptile *mp = op->map;
1689 1348
1690 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1349 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1691 1350
1692 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1351 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1693 continue; 1352 continue;
1694 1353
1695 /* Treat alchemy a little differently - most spell effects 1354 /* Treat alchemy a little differently - most spell effects
1697 * ground level effect. 1356 * ground level effect.
1698 */ 1357 */
1699 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1358 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1700 continue; 1359 continue;
1701 1360
1702 small_nuggets = 0; 1361 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1703 large_nuggets = 0;
1704
1705 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1706 { 1362 {
1707 next = tmp->above; 1363 next = tmp->above;
1364
1708 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1365 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1709 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1366 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1710 { 1367 {
1711
1712 if (tmp->inv) 1368 if (tmp->inv)
1713 { 1369 {
1714 object *next1, *tmp1; 1370 object *next1, *tmp1;
1715 1371
1716 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1372 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1717 { 1373 {
1718 next1 = tmp1->below; 1374 next1 = tmp1->below;
1719 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1375 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1720 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1376 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1721 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1377 alchemy_object (tmp1, value, weight);
1722 } 1378 }
1723 } 1379 }
1380
1724 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1381 alchemy_object (tmp, value, weight);
1725 1382
1726 if (weight > weight_max) 1383 if (weight > weight_max)
1727 { 1384 break;
1728 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1729 free_object (large);
1730 free_object (small);
1731 return 1;
1732 } 1385 }
1733 } /* is alchemable object */
1734 } /* process all objects on this space */
1735
1736 /* Insert all the nuggets at one time. This probably saves time, but
1737 * it also prevents us from alcheming nuggets that were just created
1738 * with this spell.
1739 */ 1386 }
1740 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);
1741 } 1400 }
1401
1402 if (weight > weight_max)
1403 goto bailout;
1404 }
1742 } 1405 }
1743 free_object (large); 1406
1744 free_object (small); 1407bailout:
1745 /* reset this so that if player standing on a big pile of stuff,
1746 * it is redrawn properly.
1747 */
1748 op->contr->socket.look_position = 0;
1749 return 1; 1408 return 1;
1750} 1409}
1751
1752 1410
1753/* This function removes the cursed/damned status on equipped 1411/* This function removes the cursed/damned status on equipped
1754 * items. 1412 * items.
1755 */ 1413 */
1756int 1414int
1762 for (tmp = op->inv; tmp; tmp = tmp->below) 1420 for (tmp = op->inv; tmp; tmp = tmp->below)
1763 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1421 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1764 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1765 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1766 { 1424 {
1767
1768 was_one++; 1425 was_one++;
1426
1769 if (tmp->level <= caster_level (caster, spell)) 1427 if (tmp->level <= caster_level (caster, spell))
1770 { 1428 {
1771 success++; 1429 success++;
1772 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1430 if (QUERY_FLAG (spell, FLAG_DAMNED))
1773 CLEAR_FLAG (tmp, FLAG_DAMNED); 1431 CLEAR_FLAG (tmp, FLAG_DAMNED);
1774 1432
1775 CLEAR_FLAG (tmp, FLAG_CURSED); 1433 CLEAR_FLAG (tmp, FLAG_CURSED);
1776 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1434 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1777 tmp->value = 0; /* Still can't sell it */ 1435 tmp->value = 0; /* Still can't sell it */
1778 if (op->type == PLAYER) 1436
1437 if (object *pl = tmp->visible_to ())
1779 esrv_send_item (op, tmp); 1438 esrv_update_item (UPD_FLAGS, pl, tmp);
1780 } 1439 }
1781 } 1440 }
1782 1441
1783 if (op->type == PLAYER) 1442 if (op->type == PLAYER)
1784 { 1443 {
1785 if (success) 1444 if (success)
1786 {
1787 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.");
1788 }
1789 else 1446 else
1790 { 1447 {
1791 if (was_one) 1448 if (was_one)
1792 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.");
1793 else 1450 else
1794 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.");
1795 } 1452 }
1796 } 1453 }
1454
1797 return success; 1455 return success;
1798} 1456}
1799 1457
1800/* Identifies objects in the players inventory/on the ground */ 1458/* Identifies objects in the players inventory/on the ground */
1801
1802int 1459int
1803cast_identify (object *op, object *caster, object *spell) 1460cast_identify (object *op, object *caster, object *spell)
1804{ 1461{
1462 dynbuf_text buf;
1805 object *tmp; 1463 object *tmp;
1806 int success = 0, num_ident;
1807 1464
1808 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1465 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1809 1466
1810 if (num_ident < 1) 1467 if (num_ident < 1)
1811 num_ident = 1; 1468 num_ident = 1;
1812 1469
1813
1814 for (tmp = op->inv; tmp; tmp = tmp->below) 1470 for (tmp = op->inv; tmp; tmp = tmp->below)
1815 { 1471 {
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1472 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1817 { 1473 {
1818 identify (tmp); 1474 identify (tmp);
1475
1819 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1820 { 1477 {
1821 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
1822 if (tmp->msg) 1480 if (tmp->msg)
1823 { 1481 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 }
1827 } 1482 }
1483
1828 num_ident--; 1484 num_ident--;
1829 success = 1;
1830 if (!num_ident) 1485 if (!num_ident)
1831 break; 1486 break;
1832 } 1487 }
1833 } 1488 }
1489
1834 /* 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
1835 * 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
1836 * was not fully used. 1492 * was not fully used.
1837 */ 1493 */
1838 if (num_ident) 1494 if (num_ident)
1839 { 1495 {
1840 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)
1841 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1497 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1842 { 1498 {
1843
1844 identify (tmp); 1499 identify (tmp);
1845 if (op->type == PLAYER) 1500
1501 if (object *pl = tmp->visible_to ())
1846 { 1502 {
1847 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
1848 if (tmp->msg) 1505 if (tmp->msg)
1849 { 1506 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1850 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1851 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1852 }
1853 esrv_send_item (op, tmp);
1854 } 1507 }
1508
1855 num_ident--; 1509 num_ident--;
1856 success = 1;
1857 if (!num_ident) 1510 if (!num_ident)
1858 break; 1511 break;
1859 } 1512 }
1860 } 1513 }
1861 if (!success) 1514
1862 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 }
1863 else 1520 else
1864 { 1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1865 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1526 return 1;
1866 } 1527 }
1867 return success;
1868} 1528}
1869
1870 1529
1871int 1530int
1872cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1873{ 1532{
1874 object *tmp, *last, *god, *detect; 1533 object *tmp, *last, *god, *detect;
1887 skill = caster; 1546 skill = caster;
1888 1547
1889 for (x = op->x - range; x <= op->x + range; x++) 1548 for (x = op->x - range; x <= op->x + range; x++)
1890 for (y = op->y - range; y <= op->y + range; y++) 1549 for (y = op->y - range; y <= op->y + range; y++)
1891 { 1550 {
1892
1893 m = op->map; 1551 m = op->map;
1894 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1552 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1895 if (mflags & P_OUT_OF_MAP) 1553 if (mflags & P_OUT_OF_MAP)
1896 continue; 1554 continue;
1897 1555
1899 * floor. But this is not true for show invisible. 1557 * floor. But this is not true for show invisible.
1900 * Basically, we just go and find the top object and work 1558 * Basically, we just go and find the top object and work
1901 * down - that is easier than working up. 1559 * down - that is easier than working up.
1902 */ 1560 */
1903 1561
1904 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)
1905 last = tmp; 1563 last = tmp;
1564
1906 /* 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
1907 * would happen. 1566 * would happen.
1908 */ 1567 */
1909 if (!last) 1568 if (!last)
1910 continue; 1569 continue;
1912 done_one = 0; 1571 done_one = 0;
1913 floor = 0; 1572 floor = 0;
1914 detect = NULL; 1573 detect = NULL;
1915 for (tmp = last; tmp; tmp = tmp->below) 1574 for (tmp = last; tmp; tmp = tmp->below)
1916 { 1575 {
1917
1918 /* show invisible */ 1576 /* show invisible */
1919 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1920 /* Might there be other objects that we can make visibile? */ 1578 /* Might there be other objects that we can make visible? */
1921 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1922 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1923 tmp->type == CF_HANDLE || 1581 tmp->type == CF_HANDLE ||
1924 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1582 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1925 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1932 { 1590 {
1933 tmp->invisible = 0; 1591 tmp->invisible = 0;
1934 done_one = 1; 1592 done_one = 1;
1935 } 1593 }
1936 } 1594 }
1595
1937 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1938 floor = 1; 1597 floor = 1;
1939 1598
1940 /* All detections below this point don't descend beneath the floor, 1599 /* All detections below this point don't descend beneath the floor,
1941 * 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
1994 */ 1653 */
1995 if (done_one) 1654 if (done_one)
1996 { 1655 {
1997 object *detect_ob = arch_to_object (spell->other_arch); 1656 object *detect_ob = arch_to_object (spell->other_arch);
1998 1657
1999 detect_ob->x = nx;
2000 detect_ob->y = ny;
2001 /* if this is set, we want to copy the face */ 1658 /* if this is set, we want to copy the face */
2002 if (done_one == 2 && detect) 1659 if (done_one == 2 && detect)
2003 { 1660 {
2004 detect_ob->face = detect->face; 1661 detect_ob->face = detect->face;
2005 detect_ob->animation_id = detect->animation_id; 1662 detect_ob->animation_id = detect->animation_id;
2007 detect_ob->last_anim = 0; 1664 detect_ob->last_anim = 0;
2008 /* by default, the detect_ob is already animated */ 1665 /* by default, the detect_ob is already animated */
2009 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1666 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2010 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1667 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2011 } 1668 }
1669
2012 insert_ob_in_map (detect_ob, m, op, 0); 1670 m->insert (detect_ob, nx, ny, op);
2013 } 1671 }
2014 } /* for processing the surrounding spaces */ 1672 } /* for processing the surrounding spaces */
2015 1673
2016 1674
2017 /* 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 */
2018 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))
2019 { 1677 {
2020 done_one = 0; 1678 done_one = 0;
1679
2021 for (tmp = op->inv; tmp; tmp = tmp->below) 1680 for (tmp = op->inv; tmp; tmp = tmp->below)
2022 { 1681 {
2023 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1682 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2024 { 1683 {
2025 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))
2026 { 1685 {
2027 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1686 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2028 if (op->type == PLAYER) 1687
1688 if (object *pl = tmp->visible_to ())
2029 esrv_send_item (op, tmp); 1689 esrv_update_item (UPD_FLAGS, pl, tmp);
2030 } 1690 }
1691
2031 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) &&
2032 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1693 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2033 { 1694 {
2034 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1695 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2035 if (op->type == PLAYER) 1696
1697 if (object *pl = tmp->visible_to ())
2036 esrv_send_item (op, tmp); 1698 esrv_update_item (UPD_FLAGS, pl, tmp);
2037 } 1699 }
2038 } /* if item is not identified */ 1700 } /* if item is not identified */
2039 } /* for the players inventory */ 1701 } /* for the players inventory */
2040 } /* if detect magic/curse and object is a player */ 1702 } /* if detect magic/curse and object is a player */
1703
2041 return 1; 1704 return 1;
2042} 1705}
2043 1706
2044 1707
2045/** 1708/**
2066 1729
2067 /* Explodes a fireball centered at player */ 1730 /* Explodes a fireball centered at player */
2068 tmp = get_archetype (EXPLODING_FIREBALL); 1731 tmp = get_archetype (EXPLODING_FIREBALL);
2069 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;
2070 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;
2071 tmp->x = victim->x; 1734
2072 tmp->y = victim->y; 1735 tmp->insert_at (victim);
2073 insert_ob_in_map (tmp, victim->map, NULL, 0);
2074 victim->stats.sp = 2 * victim->stats.maxsp; 1736 victim->stats.sp = 2 * victim->stats.maxsp;
2075 } 1737 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2077 {
2078 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.");
2079 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2081 {
2082 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!");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2085 { 1743 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2087 confuse_player (victim, victim, 99); 1745 confuse_player (victim, victim, 99);
2088 } 1746 }
2089 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2090 {
2091 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2092 }
2093} 1749}
2094 1750
2095/* cast_transfer 1751/* cast_transfer
2096 * This spell transfers sp from the player to another person. 1752 * This spell transfers sp from the player to another person.
2097 * We let the target go above their normal maximum SP. 1753 * We let the target go above their normal maximum SP.
2111 1767
2112 mflags = get_map_flags (m, &m, x, y, &x, &y); 1768 mflags = get_map_flags (m, &m, x, y, &x, &y);
2113 1769
2114 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1770 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2115 { 1771 {
2116 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)
2117 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1773 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2118 break; 1774 break;
2119 } 1775 }
2120 1776
2121 1777
2122 /* 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
2123 * 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.
2124 */ 1780 */
2125 if (plyr == NULL) 1781 if (plyr == NULL)
2126 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)
2127 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2128 break; 1784 break;
2129 1785
2130 if (!plyr) 1786 if (!plyr)
2131 { 1787 {
2186 m = op->map; 1842 m = op->map;
2187 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1843 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2188 if (mflags & P_OUT_OF_MAP) 1844 if (mflags & P_OUT_OF_MAP)
2189 return; 1845 return;
2190 1846
2191 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)
2192 { 1848 {
2193 next = tmp->above; 1849 next = tmp->above;
2194 1850
2195 /* Need to look at the head object - otherwise, if tmp 1851 /* Need to look at the head object - otherwise, if tmp
2196 * points to a monster, we don't have all the necessary 1852 * points to a monster, we don't have all the necessary
2208 /* Basically, if the object is magical and not counterspell, 1864 /* Basically, if the object is magical and not counterspell,
2209 * we will more or less remove the object. Don't counterspell 1865 * we will more or less remove the object. Don't counterspell
2210 * monsters either. 1866 * monsters either.
2211 */ 1867 */
2212 1868
2213 if (head->attacktype & AT_MAGIC && 1869 if (head->attacktype & AT_MAGIC
2214 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1870 && !(head->attacktype & AT_COUNTERSPELL)
2215 { 1871 && !QUERY_FLAG (head, FLAG_MONSTER)
2216 remove_ob (head); 1872 && (op->level > head->level))
2217 free_object (head); 1873 head->destroy ();
2218 }
2219 else 1874 else
2220 switch (head->type) 1875 switch (head->type)
2221 { 1876 {
2222 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
2223 if (op->level > head->level) 1883 if (op->level > head->level)
2224 { 1884 head->destroy ();
2225 remove_ob (head); 1885
2226 free_object (head);
2227 }
2228 break; 1886 break;
2229 1887
2230 /* I really don't get this rune code that much - that 1888 /* I really don't get this rune code that much - that
2231 * random chance seems really low. 1889 * random chance seems really low.
2232 */ 1890 */
2233 case RUNE: 1891 case RUNE:
2234 if (rndm (0, 149) == 0) 1892 if (rndm (0, 149) == 0)
2235 { 1893 {
2236 head->stats.hp--; /* weaken the rune */ 1894 head->stats.hp--; /* weaken the rune */
2237 if (!head->stats.hp) 1895 if (!head->stats.hp)
2238 { 1896 head->destroy ();
2239 remove_ob (head);
2240 free_object (head);
2241 }
2242 } 1897 }
2243 break; 1898 break;
2244 } 1899 }
2245 } 1900 }
2246} 1901}
2247
2248
2249 1902
2250/* cast_consecrate() - a spell to make an altar your god's */ 1903/* cast_consecrate() - a spell to make an altar your god's */
2251int 1904int
2252cast_consecrate (object *op, object *caster, object *spell) 1905cast_consecrate (object *op, object *caster, object *spell)
2253{ 1906{
2278 /* If we got here, we are consecrating an altar */ 1931 /* If we got here, we are consecrating an altar */
2279 sprintf (buf, "Altar of %s", &god->name); 1932 sprintf (buf, "Altar of %s", &god->name);
2280 tmp->name = buf; 1933 tmp->name = buf;
2281 tmp->level = caster_level (caster, spell); 1934 tmp->level = caster_level (caster, spell);
2282 tmp->other_arch = god->arch; 1935 tmp->other_arch = god->arch;
1936
2283 if (op->type == PLAYER) 1937 if (op->type == PLAYER)
2284 esrv_update_item (UPD_NAME, op, tmp); 1938 esrv_update_item (UPD_NAME, op, tmp);
1939
2285 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);
2286 return 1; 1941 return 1;
2287 } 1942 }
2288 } 1943 }
2289 } 1944 }
2299 * 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,
2300 * 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
2301 * 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
2302 * player checks. MSW 2003-01-06 1957 * player checks. MSW 2003-01-06
2303 */ 1958 */
2304
2305int 1959int
2306animate_weapon (object *op, object *caster, object *spell, int dir) 1960animate_weapon (object *op, object *caster, object *spell, int dir)
2307{ 1961{
2308 object *weapon, *tmp; 1962 object *weapon, *tmp;
2309 char buf[MAX_BUF]; 1963 char buf[MAX_BUF];
2310 int a, i; 1964 int a, i;
2311 sint16 x, y; 1965 sint16 x, y;
2312 maptile *m; 1966 maptile *m;
2313 materialtype_t *mt;
2314 1967
2315 if (!spell->other_arch) 1968 if (!spell->other_arch)
2316 { 1969 {
2317 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1970 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2318 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);
2321 /* exit if it's not a player using this spell. */ 1974 /* exit if it's not a player using this spell. */
2322 if (op->type != PLAYER) 1975 if (op->type != PLAYER)
2323 return 0; 1976 return 0;
2324 1977
2325 /* if player already has a golem, abort */ 1978 /* if player already has a golem, abort */
2326 if (op->contr->ranges[range_golem]) 1979 if (object *golem = op->contr->golem)
2327 { 1980 {
2328 control_golem (op->contr->ranges[range_golem], dir); 1981 control_golem (golem, dir);
2329 return 0; 1982 return 0;
2330 } 1983 }
2331 1984
2332 /* if no direction specified, pick one */ 1985 /* if no direction specified, pick one */
2333 if (!dir) 1986 if (!dir)
2337 x = op->x + freearr_x[dir]; 1990 x = op->x + freearr_x[dir];
2338 y = op->y + freearr_y[dir]; 1991 y = op->y + freearr_y[dir];
2339 1992
2340 /* if there's no place to put the golem, abort */ 1993 /* if there's no place to put the golem, abort */
2341 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) ||
2342 ((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))
2343 { 1996 {
2344 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.");
2345 return 0; 1998 return 0;
2346 } 1999 }
2347 2000
2351 if (!weapon) 2004 if (!weapon)
2352 { 2005 {
2353 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!");
2354 return 0; 2007 return 0;
2355 } 2008 }
2356 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2009 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2357 { 2010 {
2358 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.");
2359 return 0; 2012 return 0;
2360 } 2013 }
2361 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2367 { 2020 {
2368 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));
2369 return 0; 2022 return 0;
2370 } 2023 }
2371 2024
2372 if (weapon->nrof > 1) 2025 weapon = weapon->split ();
2373 {
2374 tmp = get_split_ob (weapon, 1);
2375 esrv_send_item (op, weapon);
2376 weapon = tmp;
2377 }
2378 2026
2379 /* create the golem object */ 2027 /* create the golem object */
2380 tmp = arch_to_object (spell->other_arch); 2028 tmp = arch_to_object (spell->other_arch);
2381 2029
2382 /* 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 */
2383 CLEAR_FLAG (tmp, FLAG_MONSTER); 2031 CLEAR_FLAG (tmp, FLAG_MONSTER);
2384 SET_FLAG (tmp, FLAG_FRIENDLY);
2385 tmp->stats.exp = 0; 2032 tmp->stats.exp = 0;
2386 add_friendly_object (tmp); 2033 add_friendly_object (tmp);
2387 tmp->type = GOLEM; 2034 tmp->type = GOLEM;
2388 set_owner (tmp, op); 2035 tmp->set_owner (op);
2036 op->contr->golem = tmp;
2389 set_spell_skill (op, caster, spell, tmp); 2037 set_spell_skill (op, caster, spell, tmp);
2390 op->contr->ranges[range_golem] = tmp;
2391 op->contr->shoottype = range_golem;
2392 2038
2393 /* 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
2394 * removed flag - it should only be set if get_split_object was 2040 * removed flag - it should only be set if weapon->split was
2395 * used above. 2041 * used above.
2396 */ 2042 */
2397 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2043 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2398 remove_ob (weapon); 2044 weapon->remove ();
2399 insert_ob_in_ob (weapon, tmp); 2045
2400 esrv_send_item (op, weapon); 2046 tmp->insert (weapon);
2047
2401 /* 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,
2402 * 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
2403 * body_info, skills, etc) 2050 * body_info, skills, etc)
2404 */ 2051 */
2405 SET_FLAG (tmp, FLAG_USE_WEAPON); 2052 SET_FLAG (tmp, FLAG_USE_WEAPON);
2406 SET_FLAG (weapon, FLAG_APPLIED); 2053 SET_FLAG (weapon, FLAG_APPLIED);
2407 fix_player (tmp); 2054 tmp->update_stats ();
2408 2055
2409 /* 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
2410 * 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 -
2411 * 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.
2412 */ 2059 */
2431 2078
2432 /* attacktype */ 2079 /* attacktype */
2433 if (!tmp->attacktype) 2080 if (!tmp->attacktype)
2434 tmp->attacktype = AT_PHYSICAL; 2081 tmp->attacktype = AT_PHYSICAL;
2435 2082
2436 mt = NULL;
2437 if (op->materialname != NULL)
2438 mt = name_to_material (op->materialname); 2083 if (materialtype_t *mt = name_to_material (op->materialname))
2439 if (mt != NULL)
2440 { 2084 {
2441 for (i = 0; i < NROFATTACKS; i++) 2085 for (i = 0; i < NROFATTACKS; i++)
2442 tmp->resist[i] = 50 - (mt->save[i] * 5); 2086 tmp->resist[i] = 50 - (mt->save[i] * 5);
2443 a = mt->save[0]; 2087 a = mt->save[0];
2444 } 2088 }
2446 { 2090 {
2447 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2448 tmp->resist[i] = 5; 2092 tmp->resist[i] = 5;
2449 a = 10; 2093 a = 10;
2450 } 2094 }
2095
2451 /* Set weapon's immunity */ 2096 /* Set weapon's immunity */
2452 tmp->resist[ATNR_CONFUSION] = 100; 2097 tmp->resist[ATNR_CONFUSION] = 100;
2453 tmp->resist[ATNR_POISON] = 100; 2098 tmp->resist[ATNR_POISON] = 100;
2454 tmp->resist[ATNR_SLOW] = 100; 2099 tmp->resist[ATNR_SLOW] = 100;
2455 tmp->resist[ATNR_PARALYZE] = 100; 2100 tmp->resist[ATNR_PARALYZE] = 100;
2461 2106
2462 /* 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 */
2463 2108
2464 if (a > 14) 2109 if (a > 14)
2465 a = 14; 2110 a = 14;
2111
2466 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));
2467 2113
2468 /* Determine golem's speed */ 2114 /* Determine golem's speed */
2469 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)));
2470
2471 if (tmp->speed > 3.33)
2472 tmp->speed = 3.33;
2473 2116
2474 if (!spell->race) 2117 if (!spell->race)
2475 { 2118 {
2476 sprintf (buf, "animated %s", &weapon->name); 2119 sprintf (buf, "animated %s", &weapon->name);
2477 tmp->name = buf; 2120 tmp->name = buf;
2479 tmp->face = weapon->face; 2122 tmp->face = weapon->face;
2480 tmp->animation_id = weapon->animation_id; 2123 tmp->animation_id = weapon->animation_id;
2481 tmp->anim_speed = weapon->anim_speed; 2124 tmp->anim_speed = weapon->anim_speed;
2482 tmp->last_anim = weapon->last_anim; 2125 tmp->last_anim = weapon->last_anim;
2483 tmp->state = weapon->state; 2126 tmp->state = weapon->state;
2484 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2127 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2485 {
2486 SET_FLAG (tmp, FLAG_ANIMATE);
2487 }
2488 else
2489 {
2490 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2491 }
2492 update_ob_speed (tmp);
2493 } 2128 }
2494 2129
2495 /* 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. */
2496 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));
2497 2132
2498 tmp->speed_left = -1; 2133 tmp->speed_left = -1;
2499 tmp->x = x;
2500 tmp->y = y;
2501 tmp->direction = dir; 2134 tmp->direction = dir;
2502 insert_ob_in_map (tmp, m, op, 0); 2135
2136 m->insert (tmp, x, y, op);
2503 return 1; 2137 return 1;
2504} 2138}
2505 2139
2506/* cast_daylight() - changes the map darkness level *lower* */ 2140/* cast_daylight() - changes the map darkness level *lower* */
2507 2141
2515 int success; 2149 int success;
2516 2150
2517 if (!op->map) 2151 if (!op->map)
2518 return 0; /* shouldnt happen */ 2152 return 0; /* shouldnt happen */
2519 2153
2520 success = change_map_light (op->map, spell->stats.dam); 2154 success = op->map->change_map_light (spell->stats.dam);
2155
2521 if (!success) 2156 if (!success)
2522 { 2157 {
2523 if (spell->stats.dam < 0) 2158 if (spell->stats.dam < 0)
2524 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.");
2525 else 2160 else
2526 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.");
2527 } 2162 }
2528 return success; 2163 return success;
2529} 2164}
2530
2531
2532
2533
2534 2165
2535/* 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.
2536 * 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,
2537 * spell is the spell object itself. 2168 * spell is the spell object itself.
2538 */ 2169 */
2550 2181
2551 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);
2552 2183
2553 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);
2554 2185
2555 set_owner (new_aura, op);
2556 set_spell_skill (op, caster, spell, new_aura); 2186 set_spell_skill (op, caster, spell, new_aura);
2557 new_aura->attacktype = spell->attacktype; 2187 new_aura->attacktype = spell->attacktype;
2558 2188
2559 new_aura->level = caster_level (caster, spell); 2189 new_aura->level = caster_level (caster, spell);
2190
2560 if (refresh) 2191 if (refresh)
2561 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.");
2562 else 2193 else
2563 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
2564 insert_ob_in_ob (new_aura, op); 2196 insert_ob_in_ob (new_aura, op);
2197 new_aura->set_owner (op);
2198
2565 return 1; 2199 return 1;
2566} 2200}
2567
2568 2201
2569/* 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,
2570 * 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
2571 * around him. 2204 * around him.
2572 * Aura parameters: 2205 * Aura parameters:
2573 * duration: duration counter. 2206 * duration: duration counter.
2574 * attacktype: aura's attacktype 2207 * attacktype: aura's attacktype
2575 * other_arch: archetype to drop where we attack 2208 * other_arch: archetype to drop where we attack
2576 */ 2209 */
2577
2578void 2210void
2579move_aura (object *aura) 2211move_aura (object *aura)
2580{ 2212{
2581 int i, mflags;
2582 object *env;
2583 maptile *m;
2584
2585 /* auras belong in inventories */ 2213 /* auras belong in inventories */
2586 env = aura->env; 2214 object *env = aura->env;
2215 object *owner = aura->owner;
2587 2216
2588 /* no matter what we've gotta remove the aura... 2217 /* no matter what we've gotta remove the aura...
2589 * we'll put it back if its time isn't up. 2218 * we'll put it back if its time isn't up.
2590 */ 2219 */
2591 remove_ob (aura); 2220 aura->remove ();
2592 2221
2593 /* exit if we're out of gas */ 2222 /* exit if we're out of gas */
2594 if (aura->duration-- < 0) 2223 if (aura->duration-- < 0)
2595 { 2224 {
2596 free_object (aura); 2225 aura->destroy ();
2597 return; 2226 return;
2598 } 2227 }
2599 2228
2600 /* auras only exist in inventories */ 2229 /* auras only exist in inventories */
2601 if (env == NULL || env->map == NULL) 2230 if (!env || !env->map)
2602 { 2231 {
2603 free_object (aura); 2232 aura->destroy ();
2604 return; 2233 return;
2605 } 2234 }
2606 aura->x = env->x;
2607 aura->y = env->y;
2608 2235
2609 /* we need to jump out of the inventory for a bit 2236 /* we need to jump out of the inventory for a bit
2610 * in order to hit the map conveniently. 2237 * in order to hit the map conveniently.
2611 */ 2238 */
2612 insert_ob_in_map (aura, env->map, aura, 0); 2239 aura->insert_at (env, aura);
2613 2240
2614 for (i = 1; i < 9; i++) 2241 for (int i = 1; i < 9; i++)
2615 { 2242 {
2616 sint16 nx, ny; 2243 mapxy pos (env);
2244 pos.move (i);
2617 2245
2618 nx = aura->x + freearr_x[i];
2619 ny = aura->y + freearr_y[i];
2620 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2621
2622 /* Consider the movement tyep of the person with the aura as 2246 /* Consider the movement type of the person with the aura as
2623 * 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
2624 * 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.
2625 */ 2249 */
2626 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)))
2627 { 2251 {
2628 hit_map (aura, i, aura->attacktype, 0); 2252 hit_map (aura, i, aura->attacktype, 0);
2629 2253
2630 if (aura->other_arch) 2254 if (aura->other_arch)
2631 {
2632 object *new_ob;
2633
2634 new_ob = arch_to_object (aura->other_arch); 2255 pos.insert (arch_to_object (aura->other_arch), aura);
2635 new_ob->x = nx;
2636 new_ob->y = ny;
2637 insert_ob_in_map (new_ob, m, aura, 0);
2638 } 2256 }
2639 }
2640 } 2257 }
2258
2641 /* put the aura back in the player's inventory */ 2259 /* put the aura back in the player's inventory */
2642 remove_ob (aura); 2260 env->insert (aura);
2643 insert_ob_in_ob (aura, env); 2261 aura->set_owner (owner);
2644} 2262}
2645 2263
2646/* moves the peacemaker spell. 2264/* moves the peacemaker spell.
2647 * op is the piece object. 2265 * op is the piece object.
2648 */ 2266 */
2649
2650void 2267void
2651move_peacemaker (object *op) 2268move_peacemaker (object *op)
2652{ 2269{
2653 object *tmp; 2270 object *tmp;
2654 2271
2655 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)
2656 { 2273 {
2657 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2658 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2659 2276
2660 if (tmp->head)
2661 victim = tmp->head;
2662 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2277 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2663 continue; 2278 continue;
2279
2664 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2665 continue; 2281 continue;
2282
2666 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2667 continue; 2284 continue;
2668 2285
2669 def_lev = MAX (1, victim->level); 2286 def_lev = MAX (1, victim->level);
2670 atk_lev = MAX (1, op->level); 2287 atk_lev = MAX (1, op->level);
2671 2288
2672 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2673 { 2290 {
2674 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2675 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2676 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2677 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2678#if 0 2296#if 0
2679 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2680 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2681 */ 2299 */
2687 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2688 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2689 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 SET_FLAG (victim, FLAG_RUN_AWAY);
2690 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2691 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 CLEAR_FLAG (victim, FLAG_MONSTER);
2310
2692 if (victim->name) 2311 if (victim->name)
2693 {
2694 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);
2695 }
2696 } 2313 }
2697 } 2314 }
2698} 2315}
2699 2316
2700 2317
2726 2343
2727 snprintf (rune, sizeof (rune), "%s\n", msg); 2344 snprintf (rune, sizeof (rune), "%s\n", msg);
2728 2345
2729 tmp->race = op->name; /*Save the owner of the rune */ 2346 tmp->race = op->name; /*Save the owner of the rune */
2730 tmp->msg = rune; 2347 tmp->msg = rune;
2731 tmp->x = op->x; 2348
2732 tmp->y = op->y; 2349 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2733 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2734 return 1; 2350 return 1;
2735} 2351}

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