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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.8 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.83 by root, Tue May 6 16:55:26 2008 UTC

1
2/* 1/*
3 * static char *rcsid_spell_effect_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: spell_effect.C,v 1.8 2006/09/10 15:59:57 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 22 */
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen
13
14 This program is free software; you can redistribute it and/or modify
15 it under the terms of the GNU General Public License as published by
16 the Free Software Foundation; either version 2 of the License, or
17 (at your option) any later version.
18
19 This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details.
23
24 You should have received a copy of the GNU General Public License
25 along with this program; if not, write to the Free Software
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
27
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/
30 23
31#include <global.h> 24#include <global.h>
32#include <object.h> 25#include <object.h>
33#include <living.h> 26#include <living.h>
34#ifndef __CEXTRACT__
35# include <sproto.h> 27#include <sproto.h>
36#endif
37#include <spells.h> 28#include <spells.h>
38#include <sounds.h> 29#include <sounds.h>
39 30
40/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
41 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
44void 35void
45cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
46{ 37{
47 if (!tmp) 38 if (!tmp)
48 return; /* error */ 39 return; /* error */
40
49 tmp->level = op->level; 41 tmp->level = op->level;
50 tmp->x = op->x;
51 tmp->y = op->y;
52 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
53 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
54 44
55 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
56 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
57 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
58 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
59 */ 49 */
60 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
61 tmp->duration = 40; 51 tmp->duration = 40;
52
62 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
63 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
64 insert_ob_in_map (tmp, op->map, op, 0);
65 55
56 tmp->insert_at (op, op);
66} 57}
67
68 58
69int 59int
70recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
71{ 61{
72 object *wand, *tmp; 62 object *wand, *tmp;
79 return 0; 69 return 0;
80 } 70 }
81 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
82 { 72 {
83 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
84 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
85 esrv_del_item (op->contr, wand->count); 75 wand->destroy ();
86 remove_ob (wand);
87 free_object (wand);
88 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
89 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
90 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
91 tmp->stats.dam = 1; 80 tmp->stats.dam = 1;
81
92 tmp->stats.hp = tmp->stats.dam / 2; 82 tmp->stats.hp = tmp->stats.dam / 2;
83
93 if (tmp->stats.hp < 2) 84 if (tmp->stats.hp < 2)
94 tmp->stats.hp = 2; 85 tmp->stats.hp = 2;
95 tmp->x = op->x; 86
96 tmp->y = op->y; 87 tmp->insert_at (op);
97 insert_ob_in_map (tmp, op->map, NULL, 0);
98 return 1; 88 return 1;
99 } 89 }
100 90
101 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
102 if (wand->inv && wand->inv->level) 93 if (wand->inv && wand->inv->level)
103 ncharges /= wand->inv->level; 94 ncharges /= wand->inv->level;
104 else 95 else
105 { 96 {
106 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));
107 return 0; 98 return 0;
108 } 99 }
100
109 if (!ncharges) 101 if (!ncharges)
110 ncharges = 1; 102 ncharges = 1;
111 103
112 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
113 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
114 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
115 { 108 {
116 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
117 wand->speed = wand->arch->clone.speed; 110 wand->set_speed (wand->arch->speed);
118 update_ob_speed (wand);
119 } 111 }
112
120 return 1; 113 return 1;
121} 114}
122 115
123/* 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
124 * 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
128 * great a plus, the default is used. 121 * great a plus, the default is used.
129 * 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
130 * 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
131 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
132 */ 125 */
133
134int 126int
135cast_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)
136{ 128{
137 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
138 const char *missile_name; 130 const char *missile_name = "arrow";
139 object *tmp, *missile;
140 tag_t tag;
141 131
142 missile_name = "arrow";
143
144 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
145 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
146 {
147 missile_name = tmp->race; 134 missile_name = tmp->race;
148 }
149 135
150 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
151 137
152 if (find_archetype (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
153 { 141 {
154 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);
155 return 0; 143 return 0;
156 } 144 }
157 missile = get_archetype (missile_name); 145
146 object *missile = missile_arch->instance ();
158 147
159 if (stringarg) 148 if (stringarg)
160 { 149 {
161 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
162 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
163 { 152 {
164 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
165 154
166 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
167 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, stringarg))
168 break; 157 break;
169 158
170 if (!al) 159 if (!al)
171 { 160 {
172 free_object (missile); 161 missile->destroy ();
173 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);
174 return 0; 163 return 0;
175 } 164 }
165
176 if (al->item->slaying) 166 if (al->item->slaying)
177 { 167 {
178 free_object (missile); 168 missile->destroy ();
179 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);
180 return 0; 170 return 0;
181 } 171 }
172
182 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
183 /* 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 -
184 * 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
185 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
186 */ 177 */
187 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
188 missile_plus = 0; 179 missile_plus = 0;
189 } 180 }
190 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
191 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
192 } 183 }
193 if (missile_plus > 4) 184
194 missile_plus = 4; 185 missile_plus = clamp (missile_plus, -4, 4);
195 else if (missile_plus < -4)
196 missile_plus = -4;
197 186
198 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
199 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
189
200 if (missile->nrof < 1) 190 if (missile->nrof < 1)
201 missile->nrof = 1; 191 missile->nrof = 1;
202 192
203 missile->magic = missile_plus; 193 missile->magic = missile_plus;
204 /* Can't get any money for these objects */ 194 /* Can't get any money for these objects */
205 missile->value = 0; 195 missile->value = 0;
206 196
207 SET_FLAG (missile, FLAG_IDENTIFIED); 197 SET_FLAG (missile, FLAG_IDENTIFIED);
208 tag = missile->count;
209 198
210 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !was_destroyed (missile, tag)) 199 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
211 {
212 pick_up (op, missile); 200 pick_up (op, missile);
213 } 201
214 return 1; 202 return 1;
215} 203}
216 204
217 205
218/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
222{ 210{
223 int food_value; 211 int food_value;
224 archetype *at = NULL; 212 archetype *at = NULL;
225 object *new_op; 213 object *new_op;
226 214
227 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);
228 216
229 if (stringarg) 217 if (stringarg)
230 { 218 {
231 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
232 if (at == NULL) 220 if (at == NULL)
233 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
234 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
235 stringarg = NULL; 223 stringarg = NULL;
236 } 224 }
237 225
238 if (!stringarg) 226 if (!stringarg)
239 { 227 {
245 * 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
246 * to be altered from the donor. 234 * to be altered from the donor.
247 */ 235 */
248 236
249 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
250 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
251 { 239 {
252 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
253 { 241 {
254 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
255 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
256 * the item we have now, take it instead. 244 * the item we have now, take it instead.
257 */ 245 */
258 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)))
259 at = at_tmp; 251 at = at_tmp;
260 } 252 }
261 } 253 }
262 } 254 }
255
263 /* 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
264 * know 257 * know
265 */ 258 */
266 if (!at) 259 if (!at)
267 { 260 {
268 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.");
269 return 0; 262 return 0;
270 } 263 }
271 264
272 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
273 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
274 new_op->nrof = food_value; 267 new_op->nrof = food_value;
275 268
276 new_op->value = 0; 269 new_op->value = 0;
277 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
284int 277int
285probe (object *op, object *caster, object *spell_ob, int dir) 278probe (object *op, object *caster, object *spell_ob, int dir)
286{ 279{
287 int r, mflags, maxrange; 280 int r, mflags, maxrange;
288 object *tmp; 281 object *tmp;
289 mapstruct *m; 282 maptile *m;
290
291 283
292 if (!dir) 284 if (!dir)
293 { 285 {
294 examine_monster (op, op); 286 examine_monster (op, op);
295 return 1; 287 return 1;
296 } 288 }
289
297 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
298 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
299 { 292 {
300 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];
301 294
310 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
311 return 0; 304 return 0;
312 } 305 }
313 if (mflags & P_IS_ALIVE) 306 if (mflags & P_IS_ALIVE)
314 { 307 {
315 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)
316 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)))
317 { 310 {
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
319 if (tmp->head != NULL) 312 if (tmp->head != NULL)
320 tmp = tmp->head; 313 tmp = tmp->head;
321 examine_monster (op, tmp); 314 examine_monster (op, tmp);
322 return 1; 315 return 1;
323 } 316 }
324 } 317 }
325 } 318 }
319
326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 320 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
327 return 1; 321 return 1;
328} 322}
329
330 323
331/* This checks to see if 'pl' is invisible to 'mon'. 324/* This checks to see if 'pl' is invisible to 'mon'.
332 * does race check, undead check, etc 325 * does race check, undead check, etc
333 * Returns TRUE if mon can't see pl, false 326 * Returns TRUE if mon can't see pl, false
334 * otherwise. This doesn't check range, walls, etc. It 327 * otherwise. This doesn't check range, walls, etc. It
336 * pl is invisible. 329 * pl is invisible.
337 */ 330 */
338int 331int
339makes_invisible_to (object *pl, object *mon) 332makes_invisible_to (object *pl, object *mon)
340{ 333{
341
342 if (!pl->invisible) 334 if (!pl->invisible)
343 return 0; 335 return 0;
336
344 if (pl->type == PLAYER) 337 if (pl->type == PLAYER)
345 { 338 {
346 /* If race isn't set, then invisible unless it is undead */ 339 /* If race isn't set, then invisible unless it is undead */
347 if (!pl->contr->invis_race) 340 if (!pl->contr->invis_race)
348 { 341 {
349 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 342 if (QUERY_FLAG (mon, FLAG_UNDEAD))
350 return 0; 343 return 0;
344
351 return 1; 345 return 1;
352 } 346 }
347
353 /* invis_race is set if we get here */ 348 /* invis_race is set if we get here */
354 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
355 return 1; 350 return 1;
351
356 /* No race, can't be invisible to it */ 352 /* No race, can't be invisible to it */
357 if (!mon->race) 353 if (!mon->race)
358 return 0; 354 return 0;
355
359 if (strstr (mon->race, pl->contr->invis_race)) 356 if (strstr (mon->race, pl->contr->invis_race))
360 return 1; 357 return 1;
358
361 /* Nothing matched above, return 0 */ 359 /* Nothing matched above, return 0 */
362 return 0; 360 return 0;
363 } 361 }
364 else 362 else
365 { 363 {
378 * normal applies. 376 * normal applies.
379 */ 377 */
380int 378int
381cast_invisible (object *op, object *caster, object *spell_ob) 379cast_invisible (object *op, object *caster, object *spell_ob)
382{ 380{
383 object *tmp;
384
385 if (op->invisible > 1000) 381 if (op->invisible > 1000)
386 { 382 {
387 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");
388 return 0; 384 return 0;
389 } 385 }
405 else 401 else
406 op->contr->tmp_invis = 1; 402 op->contr->tmp_invis = 1;
407 403
408 op->contr->hidden = 0; 404 op->contr->hidden = 0;
409 } 405 }
406
410 if (makes_invisible_to (op, op)) 407 if (makes_invisible_to (op, op))
411 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!");
412 else 409 else
413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
414 411
415 update_object (op, UP_OBJ_FACE); 412 update_object (op, UP_OBJ_CHANGE);
416 413
417 /* Only search the active objects - only these should actually do 414 /* Only search the active objects - only these should actually do
418 * harm to the player. 415 * harm to the player.
419 */ 416 */
420 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 417 for_all_actives (tmp)
421 if (tmp->enemy == op) 418 if (tmp->enemy == op)
422 tmp->enemy = NULL; 419 tmp->enemy = 0;
420
423 return 1; 421 return 1;
424} 422}
425 423
426/* earth to dust spell. Basically destroys earthwalls in the area. 424/* earth to dust spell. Basically destroys earthwalls in the area.
427 */ 425 */
429cast_earth_to_dust (object *op, object *caster, object *spell_ob) 427cast_earth_to_dust (object *op, object *caster, object *spell_ob)
430{ 428{
431 object *tmp, *next; 429 object *tmp, *next;
432 int range, i, j, mflags; 430 int range, i, j, mflags;
433 sint16 sx, sy; 431 sint16 sx, sy;
434 mapstruct *m; 432 maptile *m;
435 433
436 if (op->type != PLAYER) 434 if (op->type != PLAYER)
437 return 0; 435 return 0;
438 436
439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
448 446
449 if (mflags & P_OUT_OF_MAP) 447 if (mflags & P_OUT_OF_MAP)
450 continue; 448 continue;
451 449
452 // earth to dust tears down everything that can be teared down 450 // earth to dust tears down everything that can be teared down
453 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)
454 { 452 {
455 next = tmp->above; 453 next = tmp->above;
456 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
458 } 456 }
459 } 457 }
458
460 return 1; 459 return 1;
461} 460}
462
463 461
464void 462void
465execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
466{ 464{
467 object *wor = op; 465 if (object *pl = op->in_player ())
468
469 while (op != NULL && op->type != PLAYER)
470 op = op->env;
471
472 if (op != NULL && op->map)
473 { 466 {
474 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) 467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
475 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.");
476 else 469 else
477 enter_exit (op, wor); 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
478 } 471 }
479 remove_ob (wor); 472
480 free_object (wor); 473 op->destroy ();
481} 474}
482 475
483/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
484 * 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
485 * time delay effect. 478 * time delay effect.
504 { 497 {
505 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
506 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
507 return 0; 500 return 0;
508 } 501 }
502
509 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
510 if (time < 1) 504 if (time < 1)
511 time = 1; 505 time = 1;
512 506
513 /* 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
514 * 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
515 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
516 */ 510 */
517 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
518 update_ob_speed (dummy);
519 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
520 dummy->type = SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
521 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
522 515
523 /* 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
524 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
525 */ 518 */
526 EXIT_PATH (dummy) = op->contr->savebed_map; 519 EXIT_PATH (dummy) = op->contr->savebed_map;
527 EXIT_X (dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
528 EXIT_Y (dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
529 522
530 (void) insert_ob_in_ob (dummy, op); 523 op->insert (dummy);
524
531 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
532 return 1; 527 return 1;
533} 528}
534 529
535/* cast_wonder 530/* cast_wonder
536 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
566 return cast_spell (op, caster, dir, newspell, NULL); 561 return cast_spell (op, caster, dir, newspell, NULL);
567 } 562 }
568 return 1; 563 return 1;
569} 564}
570 565
571
572int 566int
573perceive_self (object *op) 567perceive_self (object *op)
574{ 568{
575 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 const char *cp = describe_item (op, op);
576 archetype *at = find_archetype (ARCH_DEPLETION); 570 archetype *at = archetype::find (ARCH_DEPLETION);
577 object *tmp;
578 int i;
579 571
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
580 tmp = find_god (determine_god (op)); 578 if (object *god = find_god (determine_god (op)))
581 if (tmp) 579 buf << "You worship " << &god->name << ".\n";
582 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
583 else 580 else
584 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 581 buf << "You worship no god.\n";
585 582
586 tmp = present_arch_in_ob (at, op); 583 object *tmp = present_arch_in_ob (at, op);
587 584
588 if (*cp == '\0' && tmp == NULL) 585 if (*cp == '\0' && tmp == NULL)
589 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 586 buf << "You feel very mundane. ";
590 else 587 else
591 { 588 {
592 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 589 buf << "You have: " << cp << ".\n";
593 new_draw_info (NDI_UNIQUE, 0, op, cp); 590
594 if (tmp != NULL) 591 if (tmp)
595 {
596 for (i = 0; i < NUM_STATS; i++) 592 for (int i = 0; i < NUM_STATS; i++)
597 { 593 if (tmp->stats.stat (i) < 0)
598 if (get_attr_value (&tmp->stats, i) < 0) 594 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
599 {
600 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
601 }
602 }
603 }
604 } 595 }
605 596
606 if (is_dragon_pl (op)) 597 if (is_dragon_pl (op))
607 {
608 /* now grab the 'dragon_ability'-force from the player's inventory */ 598 /* now grab the 'dragon_ability'-force from the player's inventory */
609 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 599 for (tmp = op->inv; tmp; tmp = tmp->below)
610 { 600 {
611 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 601 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
612 { 602 {
613 if (tmp->stats.exp == 0) 603 if (tmp->stats.exp == 0)
614 {
615 sprintf (buf, "Your metabolism isn't focused on anything."); 604 buf << "Your metabolism isn't focused on anything.\n";
616 }
617 else 605 else
618 {
619 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";
620 } 607
621 new_draw_info (NDI_UNIQUE, 0, op, buf);
622 break; 608 break;
623 } 609 }
624 } 610 }
625 } 611
612 buf << '\0'; // zero-terminate
613
614 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
615
626 return 1; 616 return 1;
627} 617}
628
629/* int cast_create_town_portal (object *op, object *caster, int dir)
630 *
631 * This function cast the spell of town portal for op
632 *
633 * The spell operates in two passes. During the first one a place
634 * is marked as a destination for the portal. During the second one,
635 * 2 portals are created, one in the position the player cast it and
636 * one in the destination place. The portal are synchronized and 2 forces
637 * are inserted in the player to destruct the portal next time player
638 * creates a new portal pair.
639 * This spell has a side effect that it allows people to meet each other
640 * in a permanent, private, appartements by making a town portal from it
641 * to the town or another public place. So, check if the map is unique and if
642 * so return an error
643 *
644 * Code by Tchize (david.delbecq@usa.net)
645 */
646int
647cast_create_town_portal (object *op, object *caster, object *spell, int dir)
648{
649 object *dummy, *force, *old_force, *tmp;
650 archetype *perm_portal;
651 char portal_name[1024], portal_message[1024];
652 sint16 exitx, exity;
653 mapstruct *exitmap;
654 int op_level;
655
656
657 /* Check to see if the map the player is currently on is a per player unique
658 * map. This can be determined in that per player unique maps have the
659 * full pathname listed.
660 */
661 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
662 {
663 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
664 return 0;
665 }
666
667 /* The first thing to do is to check if we have a marked destination
668 * dummy is used to make a check inventory for the force
669 */
670 dummy = arch_to_object (spell->other_arch);
671 if (dummy == NULL)
672 {
673 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
674 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
675 return 0;
676 }
677 force = check_inv_recursive (op, dummy);
678
679 if (force == NULL)
680 {
681 /* Here we know there is no destination marked up.
682 * We have 2 things to do:
683 * 1. Mark the destination in the player inventory.
684 * 2. Let the player know it worked.
685 */
686 dummy->name = op->map->path;
687 EXIT_X (dummy) = op->x;
688 EXIT_Y (dummy) = op->y;
689 insert_ob_in_ob (dummy, op);
690 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
691 return 1;
692 }
693 free_object (dummy);
694
695 /* Here we know where the town portal should go to
696 * We should kill any existing portal associated with the player.
697 * Than we should create the 2 portals.
698 * For each of them, we need:
699 * - To create the portal with the name of the player+destination map
700 * - set the owner of the town portal
701 * - To mark the position of the portal in the player's inventory
702 * for easier destruction.
703 *
704 * The mark works has follow:
705 * slaying: Existing town portal
706 * hp, sp : x & y of the associated portal
707 * name : name of the portal
708 * race : map the portal is in
709 */
710
711 /* First step: killing existing town portals */
712 dummy = get_archetype (spell->race);
713 if (dummy == NULL)
714 {
715 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
716 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
717 return 0;
718 }
719 perm_portal = find_archetype (spell->slaying);
720
721 /* To kill a town portal, we go trough the player's inventory,
722 * for each marked portal in player's inventory,
723 * -We try load the associated map (if impossible, consider the portal destructed)
724 * -We find any portal in the specified location.
725 * If it has the good name, we destruct it.
726 * -We destruct the force indicating that portal.
727 */
728 while ((old_force = check_inv_recursive (op, dummy)))
729 {
730 exitx = EXIT_X (old_force);
731 exity = EXIT_Y (old_force);
732 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
733
734 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
735 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
736 else
737 exitmap = ready_map_name (old_force->race, 0);
738
739 if (exitmap)
740 {
741 tmp = present_arch (perm_portal, exitmap, exitx, exity);
742 while (tmp)
743 {
744 if (tmp->name == old_force->name)
745 {
746 remove_ob (tmp);
747 free_object (tmp);
748 break;
749 }
750 else
751 {
752 tmp = tmp->above;
753 }
754 }
755 }
756 remove_ob (old_force);
757 free_object (old_force);
758 LOG (llevDebug, "\n");
759 }
760 free_object (dummy);
761
762 /* Creating the portals.
763 * The very first thing to do is to ensure
764 * access to the destination map.
765 * If we can't, don't fizzle. Simply warn player.
766 * This ensure player pays his mana for the spell
767 * because HE is responsible of forgotting.
768 * 'force' is the destination of the town portal, which we got
769 * from the players inventory above.
770 */
771
772 /* Ensure exit map is loaded */
773 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
774 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
775 else
776 exitmap = ready_map_name (force->name, 0);
777
778 /* If we were unable to load (ex. random map deleted), warn player */
779 if (exitmap == NULL)
780 {
781 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
782 remove_ob (force);
783 free_object (force);
784 return 1;
785 }
786
787 op_level = caster_level (caster, spell);
788 if (op_level < 15)
789 snprintf (portal_message, 1024,
790 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
791 &op->name);
792 else if (op_level < 30)
793 snprintf (portal_message, 1024,
794 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
795 else if (op_level < 60)
796 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
797 else
798 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
799 &op->name);
800
801 /* Create a portal in front of player
802 * dummy contain the portal and
803 * force contain the track to kill it later
804 */
805
806 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
807 dummy = get_archetype (spell->slaying); /*The portal */
808 if (dummy == NULL)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
811 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
812 return 0;
813 }
814 EXIT_PATH (dummy) = force->name;
815 EXIT_X (dummy) = EXIT_X (force);
816 EXIT_Y (dummy) = EXIT_Y (force);
817 dummy->name = dummy->name_pl = portal_name;
818 dummy->msg = portal_message;
819 dummy->race = op->name; /*Save the owner of the portal */
820 cast_create_obj (op, caster, dummy, 0);
821
822 /* Now we need to to create a town portal marker inside the player
823 * object, so on future castings, we can know that he has an active
824 * town portal.
825 */
826 tmp = get_archetype (spell->race);
827 if (tmp == NULL)
828 {
829 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
830 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
831 return 0;
832 }
833 tmp->race = op->map->path;
834 tmp->name = portal_name;
835 EXIT_X (tmp) = dummy->x;
836 EXIT_Y (tmp) = dummy->y;
837 insert_ob_in_ob (tmp, op);
838
839 /* Create a portal in the destination map
840 * dummy contain the portal and
841 * force the track to kill it later
842 * the 'force' variable still contains the 'reminder' of
843 * where this portal goes to.
844 */
845 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
846 dummy = get_archetype (spell->slaying); /*The portal */
847 if (dummy == NULL)
848 {
849 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
850 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
851 return 0;
852 }
853 EXIT_PATH (dummy) = op->map->path;
854 EXIT_X (dummy) = op->x;
855 EXIT_Y (dummy) = op->y;
856 dummy->name = dummy->name_pl = portal_name;
857 dummy->msg = portal_message;
858 dummy->x = EXIT_X (force);
859 dummy->y = EXIT_Y (force);
860 dummy->race = op->name; /*Save the owner of the portal */
861 insert_ob_in_map (dummy, exitmap, op, 0);
862
863 /* Now we create another town portal marker that
864 * points back to the one we just made
865 */
866 tmp = get_archetype (spell->race);
867 if (tmp == NULL)
868 {
869 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
870 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
871 return 0;
872 }
873 tmp->race = force->name;
874 tmp->name = portal_name;
875 EXIT_X (tmp) = dummy->x;
876 EXIT_Y (tmp) = dummy->y;
877 insert_ob_in_ob (tmp, op);
878
879 /* Describe the player what happened
880 */
881 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
882 remove_ob (force); /* Delete the force inside the player */
883 free_object (force);
884 return 1;
885}
886
887 618
888/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
889 * within some reason. 620 * within some reason.
890 */ 621 */
891
892int 622int
893magic_wall (object *op, object *caster, int dir, object *spell_ob) 623magic_wall (object *op, object *caster, int dir, object *spell_ob)
894{ 624{
895 object *tmp, *tmp2; 625 object *tmp;
896 int i, posblocked, negblocked, maxrange; 626 int i, posblocked, negblocked, maxrange;
897 sint16 x, y; 627 sint16 x, y;
898 mapstruct *m; 628 maptile *m;
899 const char *name; 629 const char *name;
900 archetype *at; 630 archetype *at;
901 631
902 if (!dir) 632 if (!dir)
903 { 633 {
908 else 638 else
909 { 639 {
910 x = op->x + freearr_x[dir]; 640 x = op->x + freearr_x[dir];
911 y = op->y + freearr_y[dir]; 641 y = op->y + freearr_y[dir];
912 } 642 }
643
913 m = op->map; 644 m = op->map;
914 645
915 if ((spell_ob->move_block || x != op->x || y != op->y) && 646 if ((spell_ob->move_block || x != op->x || y != op->y) &&
916 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 647 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
917 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 648 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
918 { 649 {
919 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.");
920 return 0; 651 return 0;
921 } 652 }
653
922 if (spell_ob->other_arch) 654 if (spell_ob->other_arch)
923 {
924 tmp = arch_to_object (spell_ob->other_arch); 655 tmp = arch_to_object (spell_ob->other_arch);
925 }
926 else if (spell_ob->race) 656 else if (spell_ob->race)
927 { 657 {
928 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
929 659
930 sprintf (buf1, spell_ob->race, dir); 660 sprintf (buf1, spell_ob->race, dir);
931 at = find_archetype (buf1); 661 at = archetype::find (buf1);
932 if (!at) 662 if (!at)
933 { 663 {
934 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
935 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
936 return 0; 666 return 0;
937 } 667 }
668
938 tmp = arch_to_object (at); 669 tmp = arch_to_object (at);
939 } 670 }
940 else 671 else
941 { 672 {
942 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);
952 } 683 }
953 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 684 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
954 { 685 {
955 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);
956 tmp->stats.maxhp = tmp->stats.hp; 687 tmp->stats.maxhp = tmp->stats.hp;
957 set_owner (tmp, op);
958 set_spell_skill (op, caster, spell_ob, tmp);
959 } 688 }
689
960 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))
961 { 691 {
962 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);
963 SET_FLAG (tmp, FLAG_IS_USED_UP); 693 SET_FLAG (tmp, FLAG_IS_USED_UP);
964 } 694 }
695
965 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 696 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
966 { 697 {
967 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);
968 tmp->stats.maxhp = tmp->stats.hp; 699 tmp->stats.maxhp = tmp->stats.hp;
969 SET_FLAG (tmp, FLAG_TEAR_DOWN); 700 SET_FLAG (tmp, FLAG_TEAR_DOWN);
970 SET_FLAG (tmp, FLAG_ALIVE); 701 SET_FLAG (tmp, FLAG_ALIVE);
971 } 702 }
972 703
973 /* 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,
974 * 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.
975 */ 707 */
976 set_owner (tmp, op); 708 if (tmp->type != EARTHWALL) //TODO
709 tmp->set_owner (op);
710
977 set_spell_skill (op, caster, spell_ob, tmp); 711 set_spell_skill (op, caster, spell_ob, tmp);
978 tmp->x = x;
979 tmp->y = y;
980 tmp->level = caster_level (caster, spell_ob) / 2; 712 tmp->level = caster_level (caster, spell_ob) / 2;
981 713
982 name = tmp->name; 714 name = tmp->name;
983 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 715 if (!(tmp = m->insert (tmp, x, y, op)))
984 { 716 {
985 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);
986 return 0; 718 return 0;
987 } 719 }
720
988 /* 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 */
989 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
990 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
991 724
992 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
993 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
994 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
1010 m = tmp->map; 743 m = tmp->map;
1011 744
1012 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)) &&
1013 ((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)
1014 { 747 {
1015 tmp2 = get_object (); 748 object *tmp2 = tmp->clone ();
1016 copy_object (tmp, tmp2); 749 m->insert (tmp2, x, y, op);
1017 tmp2->x = x; 750
1018 tmp2->y = y;
1019 insert_ob_in_map (tmp2, m, op, 0);
1020 /* If this is a spellcasting wall, need to insert the spell object */ 751 /* If this is a spellcasting wall, need to insert the spell object */
1021 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1022 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1023 754
1024 } 755 }
1025 else 756 else
1026 posblocked = 1; 757 posblocked = 1;
1027 758
1030 m = tmp->map; 761 m = tmp->map;
1031 762
1032 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)) &&
1033 ((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)
1034 { 765 {
1035 tmp2 = get_object (); 766 object *tmp2 = tmp->clone ();
1036 copy_object (tmp, tmp2); 767 m->insert (tmp2, x, y, op);
1037 tmp2->x = x; 768
1038 tmp2->y = y;
1039 insert_ob_in_map (tmp2, m, op, 0);
1040 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1041 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1042 } 771 }
1043 else 772 else
1044 negblocked = 1; 773 negblocked = 1;
1045 } 774 }
1046 775
1053int 782int
1054dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir)
1055{ 784{
1056 uint32 dist, maxdist; 785 uint32 dist, maxdist;
1057 int mflags; 786 int mflags;
1058 mapstruct *m; 787 maptile *m;
1059 sint16 sx, sy; 788 sint16 sx, sy;
1060 789
1061 if (op->type != PLAYER) 790 if (op->type != PLAYER)
1062 return 0; 791 return 0;
1063 792
1095 { 824 {
1096 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");
1097 op->contr->count = 0; 826 op->contr->count = 0;
1098 return 0; 827 return 0;
1099 } 828 }
829
1100 op->contr->count = 0; 830 op->contr->count = 0;
1101 831
1102 /* Remove code that puts player on random space on maps. IMO, 832 /* Remove code that puts player on random space on maps. IMO,
1103 * a lot of maps probably have areas the player should not get to, 833 * a lot of maps probably have areas the player should not get to,
1104 * but may not be marked as NO_MAGIC (as they may be bounded 834 * but may not be marked as NO_MAGIC (as they may be bounded
1153 return 0; 883 return 0;
1154 } 884 }
1155 } 885 }
1156 886
1157 /* Actually move the player now */ 887 /* Actually move the player now */
1158 remove_ob (op); 888 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1159 op->x += freearr_x[dir] * dist;
1160 op->y += freearr_y[dir] * dist;
1161 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1162 return 1; 889 return 1;
1163 890
1164 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 */
1165 return 1; 892 return 1;
1166} 893}
1167
1168 894
1169/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1170 * op is the caster. 896 * op is the caster.
1171 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1172 * spell is the spell object. 898 * spell is the spell object.
1179 object *poison; 905 object *poison;
1180 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1181 907
1182 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1183 909
1184 if (tmp == NULL) 910 if (!tmp)
1185 return 0; 911 return 0;
1186 912
1187 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1188 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1189 */ 915 */
1192 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;
1193 919
1194 if (heal) 920 if (heal)
1195 { 921 {
1196 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 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.");
1199 }
1200 else 924 else
1201 { 925 {
1202 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1203 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1204 * on amount of damage healed. 928 * on amount of damage healed.
1205 */ 929 */
1206 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1207 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1208 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1209 934
1210 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1213 }
1214 else if (heal > 50) 937 else if (heal > 50)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1217 }
1218 else if (heal > 25) 939 else if (heal > 25)
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1221 }
1222 else if (heal > 10) 941 else if (heal > 10)
1223 {
1224 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.");
1225 }
1226 else 943 else
1227 {
1228 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.");
1229 } 945
1230 success = 1; 946 success = 1;
1231 } 947 }
1232 } 948 }
949
1233 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1234 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1235 success = 1; 952 success = 1;
1236 953
1237 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1238 { 955 {
1239 at = find_archetype ("poisoning"); 956 at = archetype::find ("poisoning");
1240 poison = present_arch_in_ob (at, tmp); 957 poison = present_arch_in_ob (at, tmp);
1241 if (poison) 958 if (poison)
1242 { 959 {
1243 success = 1; 960 success = 1;
1244 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1245 poison->stats.food = 1; 962 poison->stats.food = 1;
1246 } 963 }
1247 } 964 }
965
1248 if (spell->attacktype & AT_CONFUSION) 966 if (spell->attacktype & AT_CONFUSION)
1249 { 967 {
1250 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1251 if (poison) 969 if (poison)
1252 { 970 {
1253 success = 1; 971 success = 1;
1254 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1255 poison->duration = 1; 973 poison->duration = 1;
1256 } 974 }
1257 } 975 }
976
1258 if (spell->attacktype & AT_BLIND) 977 if (spell->attacktype & AT_BLIND)
1259 { 978 {
1260 at = find_archetype ("blindness"); 979 at = archetype::find ("blindness");
1261 poison = present_arch_in_ob (at, tmp); 980 poison = present_arch_in_ob (at, tmp);
1262 if (poison) 981 if (poison)
1263 { 982 {
1264 success = 1; 983 success = 1;
1265 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.");
1266 poison->stats.food = 1; 985 poison->stats.food = 1;
1267 } 986 }
1268 } 987 }
988
1269 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1270 { 990 {
1271 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1272 if (tmp->stats.sp > tmp->stats.maxsp) 992 if (tmp->stats.sp > tmp->stats.maxsp)
1273 tmp->stats.sp = tmp->stats.maxsp; 993 tmp->stats.sp = tmp->stats.maxsp;
1274 success = 1; 994 success = 1;
1275 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!");
1276 } 996 }
997
1277 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1278 { 999 {
1279 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1280 if (tmp->stats.grace > tmp->stats.maxgrace) 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1281 tmp->stats.grace = tmp->stats.maxgrace; 1002 tmp->stats.grace = tmp->stats.maxgrace;
1282 success = 1; 1003 success = 1;
1283 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!");
1284 } 1005 }
1006
1285 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1286 { 1008 {
1287 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1288 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1289 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1290 success = 1; 1014 success = 1;
1291 /* 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 */
1292 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");
1293 } 1017 }
1018
1294 return success; 1019 return success;
1295} 1020}
1296
1297 1021
1298/* 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
1299 * 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
1300 * good comments for those. 1024 * good comments for those.
1301 */ 1025 */
1302static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1303 "You grow no stronger.", 1027 "You grow no stronger.",
1304 "You grow no more agile.", 1028 "You grow no more agile.",
1305 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1306 "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."
1307 "You are no easier to look at.", 1033 "You are no easier to look at.",
1308 "no int",
1309 "no pow"
1310}; 1034};
1311 1035
1312int 1036int
1313cast_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)
1314{ 1038{
1315 object *tmp, *tmp2 = NULL;
1316 object *force = NULL; 1039 object *force = NULL;
1317 int i; 1040 int i;
1318 1041
1319 /* 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. */
1320 if (dir != 0) 1043 object *tmp = dir
1321 {
1322 tmp = find_target_for_friendly_spell (op, dir); 1044 ? find_target_for_friendly_spell (op, dir)
1323 } 1045 : op;
1324 else
1325 {
1326 tmp = op;
1327 }
1328 1046
1329 if (tmp == NULL) 1047 if (!tmp)
1330 return 0; 1048 return 0;
1331 1049
1332 /* 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. */
1333 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1051 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1334 { 1052 {
1335 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1053 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1336 { 1054 {
1337 if (tmp2->name == spell_ob->name) 1055 if (tmp2->name == spell_ob->name)
1338 { 1056 {
1371 } 1089 }
1372 else 1090 else
1373 { 1091 {
1374 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.");
1375 } 1093 }
1094
1376 return 1; 1095 return 1;
1377 } 1096 }
1097
1378 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;
1379 force->speed = 1.0; 1099 force->speed = 1.0;
1380 force->speed_left = -1.0; 1100 force->speed_left = -1.0;
1381 SET_FLAG (force, FLAG_APPLIED); 1101 SET_FLAG (force, FLAG_APPLIED);
1382 1102
1388 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);
1389 if (force->resist[i] > 100) 1109 if (force->resist[i] > 100)
1390 force->resist[i] = 100; 1110 force->resist[i] = 100;
1391 } 1111 }
1392 } 1112 }
1113
1393 if (spell_ob->stats.hp) 1114 if (spell_ob->stats.hp)
1394 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);
1395 1116
1396 if (tmp->type == PLAYER) 1117 if (tmp->type == PLAYER)
1397 { 1118 {
1398 /* Stat adjustment spells */ 1119 /* Stat adjustment spells */
1399 for (i = 0; i < NUM_STATS; i++) 1120 for (i = 0; i < NUM_STATS; i++)
1400 { 1121 {
1401 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1122 if (sint8 stat = spell_ob->stats.stat (i))
1402
1403 if (stat)
1404 { 1123 {
1405 sm = 0; 1124 sint8 sm = 0;
1406 for (k = 0; k < stat; k++) 1125 for (sint8 k = 0; k < stat; k++)
1407 sm += rndm (1, 3); 1126 sm += rndm (1, 3);
1408 1127
1409 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1128 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1410 { 1129 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1411 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1130
1412 if (sm < 0) 1131 force->stats.stat (i) = sm;
1413 sm = 0; 1132
1414 }
1415 set_attr_value (&force->stats, i, sm);
1416 if (!sm) 1133 if (!sm)
1417 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1134 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1418 } 1135 }
1419 } 1136 }
1420 } 1137 }
1440 force->stats.ac = spell_ob->stats.ac; 1157 force->stats.ac = spell_ob->stats.ac;
1441 force->attacktype = spell_ob->attacktype; 1158 force->attacktype = spell_ob->attacktype;
1442 1159
1443 insert_ob_in_ob (force, tmp); 1160 insert_ob_in_ob (force, tmp);
1444 change_abil (tmp, force); /* Mostly to display any messages */ 1161 change_abil (tmp, force); /* Mostly to display any messages */
1445 fix_player (tmp); 1162 tmp->update_stats ();
1163
1446 return 1; 1164 return 1;
1447} 1165}
1448 1166
1449/* 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
1450 * 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
1451 * of the caster. 1169 * of the caster.
1452 */ 1170 */
1453
1454int 1171int
1455cast_bless (object *op, object *caster, object *spell_ob, int dir) 1172cast_bless (object *op, object *caster, object *spell_ob, int dir)
1456{ 1173{
1457 int i; 1174 int i;
1458 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1175 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1549 force->stats.wc = spell_ob->stats.wc; 1266 force->stats.wc = spell_ob->stats.wc;
1550 force->stats.ac = spell_ob->stats.ac; 1267 force->stats.ac = spell_ob->stats.ac;
1551 1268
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1269 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1270 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1271 tmp->update_stats ();
1555 return 1; 1272 return 1;
1556} 1273}
1557
1558
1559 1274
1560/* Alchemy code by Mark Wedel 1275/* Alchemy code by Mark Wedel
1561 * 1276 *
1562 * This code adds a new spell, called alchemy. Alchemy will turn 1277 * This code adds a new spell, called alchemy. Alchemy will turn
1563 * objects to gold nuggets, the value of the gold nuggets being 1278 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1564 * about 90% of that of the item itself. It uses the value of the
1565 * object before charisma adjustments, because the nuggets themselves
1566 * will be will be adjusted by charisma when sold.
1567 * 1279 *
1568 * 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
1569 * the maximum number of large nuggets you could get. 1281 * itself. It uses the value of the object before charisma adjustments,
1570 * Small nuggets are worth 1 gp each (base). You will get from 0 1282 * because the nuggets themselves will be will be adjusted by charisma
1571 * to the max amount of small nuggets as you could get. 1283 * when sold.
1572 *
1573 * For example, if an item is worth 110 gold, you will get
1574 * 4 large nuggets, and from 0-10 small nuggets.
1575 * 1284 *
1576 * 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
1577 * 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
1578 * alchemied. 1287 * alchemised.
1579 */ 1288 */
1580
1581/* I didn't feel like passing these as arguements to the
1582 * two functions that need them. Real values are put in them
1583 * when the spell is cast, and these are freed when the spell
1584 * is finished.
1585 */
1586static object *small, *large;
1587
1588static void 1289static void
1589alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1290alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1590{ 1291{
1591 uint64 value = query_cost (obj, NULL, F_TRUE); 1292 uint64 value = query_cost (obj, NULL, F_TRUE);
1592 1293
1593 /* Give third price when we alchemy money (This should hopefully 1294 /* Give third price when we alchemy money (this should hopefully
1594 * 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
1595 * the nuggets, alchemy the gold from that, etc. 1296 * the nuggets, alchemy the gold from that, etc.
1596 * Otherwise, give 9 silver on the gold for other objects, 1297 * Otherwise, give 9 silver on the gold for other objects,
1597 * so that it would still be more affordable to haul 1298 * so that it would still be more affordable to haul
1598 * the stuff back to town. 1299 * the stuff back to town.
1599 */ 1300 */
1600
1601 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1301 if (QUERY_FLAG (obj, FLAG_UNPAID))
1602 value = 0; 1302 value = 0;
1603 else if (obj->type == MONEY || obj->type == GEM) 1303 else if (obj->type == MONEY || obj->type == GEM)
1604 value /= 3; 1304 value /= 3;
1605 else 1305 else
1606 value = (value * 9) / 10; 1306 value = value * 9 / 10;
1607 1307
1608 value /= 4; // fix by GHJ, don't understand, pcg
1609
1610 if ((obj->value > 0) && rndm (0, 29)) 1308 if (obj->value > 0 && rndm (0, 29))
1611 { 1309 total_value += value;
1612 int count;
1613 1310
1614 count = value / large->value;
1615 *large_nuggets += count;
1616 value -= (uint64) count *(uint64) large->value;
1617
1618 count = value / small->value;
1619 *small_nuggets += count;
1620 }
1621
1622 /* Turn 25 small nuggets into 1 large nugget. If the value
1623 * of large nuggets is not evenly divisable by the small nugget
1624 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1625 */
1626 if (*small_nuggets * small->value >= large->value)
1627 {
1628 (*large_nuggets)++;
1629 *small_nuggets -= large->value / small->value;
1630 if (*small_nuggets && large->value % small->value)
1631 (*small_nuggets)--;
1632 }
1633 weight += obj->weight; 1311 total_weight += obj->total_weight ();
1634 remove_ob (obj);
1635 free_object (obj);
1636}
1637 1312
1638static void 1313 obj->destroy ();
1639update_map (object *op, mapstruct *m, int small_nuggets, int large_nuggets, int x, int y)
1640{
1641 object *tmp;
1642 int flag = 0;
1643
1644 /* Put any nuggets below the player, but we can only pass this
1645 * flag if we are on the same space as the player
1646 */
1647 if (x == op->x && y == op->y && op->map == m)
1648 flag = INS_BELOW_ORIGINATOR;
1649
1650 if (small_nuggets)
1651 {
1652 tmp = get_object ();
1653 copy_object (small, tmp);
1654 tmp->nrof = small_nuggets;
1655 tmp->x = x;
1656 tmp->y = y;
1657 insert_ob_in_map (tmp, m, op, flag);
1658 }
1659 if (large_nuggets)
1660 {
1661 tmp = get_object ();
1662 copy_object (large, tmp);
1663 tmp->nrof = large_nuggets;
1664 tmp->x = x;
1665 tmp->y = y;
1666 insert_ob_in_map (tmp, m, op, flag);
1667 }
1668} 1314}
1669 1315
1670int 1316int
1671alchemy (object *op, object *caster, object *spell_ob) 1317alchemy (object *op, object *caster, object *spell_ob)
1672{ 1318{
1673 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1674 sint16 nx, ny;
1675 object *next, *tmp;
1676 mapstruct *mp;
1677
1678 if (op->type != PLAYER) 1319 if (op->type != PLAYER)
1679 return 0; 1320 return 0;
1680 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
1681 /* 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
1682 * some, and also prevents people from alcheming every table/chair/clock 1329 * some, and also prevents people from alchemising every table/chair/clock
1683 * in sight 1330 * in sight
1684 */ 1331 */
1685 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);
1686 weight_max *= 1000; 1333 int weight_max = duration * 1000;
1687 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1334 uint64 value_max = duration * 1000;
1688 1335
1336 int weight = 0;
1337
1689 for (y = op->y - 1; y <= op->y + 1; y++) 1338 for (int y = op->y - 1; y <= op->y + 1; y++)
1690 { 1339 {
1691 for (x = op->x - 1; x <= op->x + 1; x++) 1340 for (int x = op->x - 1; x <= op->x + 1; x++)
1692 { 1341 {
1342 uint64 value = 0;
1343
1693 nx = x; 1344 sint16 nx = x;
1694 ny = y; 1345 sint16 ny = y;
1695 1346
1696 mp = op->map; 1347 maptile *mp = op->map;
1697 1348
1698 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1349 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1699 1350
1700 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1351 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1701 continue; 1352 continue;
1702 1353
1703 /* Treat alchemy a little differently - most spell effects 1354 /* Treat alchemy a little differently - most spell effects
1705 * ground level effect. 1356 * ground level effect.
1706 */ 1357 */
1707 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1358 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1708 continue; 1359 continue;
1709 1360
1710 small_nuggets = 0; 1361 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1711 large_nuggets = 0;
1712
1713 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1714 { 1362 {
1715 next = tmp->above; 1363 next = tmp->above;
1364
1716 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1365 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1717 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1366 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1718 { 1367 {
1719
1720 if (tmp->inv) 1368 if (tmp->inv)
1721 { 1369 {
1722 object *next1, *tmp1; 1370 object *next1, *tmp1;
1723 1371
1724 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1372 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1725 { 1373 {
1726 next1 = tmp1->below; 1374 next1 = tmp1->below;
1727 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1375 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1728 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1376 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1729 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1377 alchemy_object (tmp1, value, weight);
1730 } 1378 }
1731 } 1379 }
1380
1732 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1381 alchemy_object (tmp, value, weight);
1733 1382
1734 if (weight > weight_max) 1383 if (weight > weight_max)
1735 { 1384 break;
1736 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1737 free_object (large);
1738 free_object (small);
1739 return 1;
1740 } 1385 }
1741 } /* is alchemable object */
1742 } /* process all objects on this space */
1743
1744 /* Insert all the nuggets at one time. This probably saves time, but
1745 * it also prevents us from alcheming nuggets that were just created
1746 * with this spell.
1747 */ 1386 }
1748 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);
1749 } 1400 }
1401
1402 if (weight > weight_max)
1403 goto bailout;
1404 }
1750 } 1405 }
1751 free_object (large); 1406
1752 free_object (small); 1407bailout:
1753 /* reset this so that if player standing on a big pile of stuff,
1754 * it is redrawn properly.
1755 */
1756 op->contr->socket.look_position = 0;
1757 return 1; 1408 return 1;
1758} 1409}
1759
1760 1410
1761/* This function removes the cursed/damned status on equipped 1411/* This function removes the cursed/damned status on equipped
1762 * items. 1412 * items.
1763 */ 1413 */
1764int 1414int
1770 for (tmp = op->inv; tmp; tmp = tmp->below) 1420 for (tmp = op->inv; tmp; tmp = tmp->below)
1771 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1421 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1772 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1773 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1774 { 1424 {
1775
1776 was_one++; 1425 was_one++;
1426
1777 if (tmp->level <= caster_level (caster, spell)) 1427 if (tmp->level <= caster_level (caster, spell))
1778 { 1428 {
1779 success++; 1429 success++;
1780 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1430 if (QUERY_FLAG (spell, FLAG_DAMNED))
1781 CLEAR_FLAG (tmp, FLAG_DAMNED); 1431 CLEAR_FLAG (tmp, FLAG_DAMNED);
1782 1432
1783 CLEAR_FLAG (tmp, FLAG_CURSED); 1433 CLEAR_FLAG (tmp, FLAG_CURSED);
1784 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1434 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1785 tmp->value = 0; /* Still can't sell it */ 1435 tmp->value = 0; /* Still can't sell it */
1786 if (op->type == PLAYER) 1436
1437 if (object *pl = tmp->visible_to ())
1787 esrv_send_item (op, tmp); 1438 esrv_update_item (UPD_FLAGS, pl, tmp);
1788 } 1439 }
1789 } 1440 }
1790 1441
1791 if (op->type == PLAYER) 1442 if (op->type == PLAYER)
1792 { 1443 {
1793 if (success) 1444 if (success)
1794 {
1795 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.");
1796 }
1797 else 1446 else
1798 { 1447 {
1799 if (was_one) 1448 if (was_one)
1800 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.");
1801 else 1450 else
1802 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.");
1803 } 1452 }
1804 } 1453 }
1454
1805 return success; 1455 return success;
1806} 1456}
1807 1457
1808/* Identifies objects in the players inventory/on the ground */ 1458/* Identifies objects in the players inventory/on the ground */
1809
1810int 1459int
1811cast_identify (object *op, object *caster, object *spell) 1460cast_identify (object *op, object *caster, object *spell)
1812{ 1461{
1462 dynbuf_text buf;
1813 object *tmp; 1463 object *tmp;
1814 int success = 0, num_ident;
1815 1464
1816 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1465 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1817 1466
1818 if (num_ident < 1) 1467 if (num_ident < 1)
1819 num_ident = 1; 1468 num_ident = 1;
1820 1469
1821
1822 for (tmp = op->inv; tmp; tmp = tmp->below) 1470 for (tmp = op->inv; tmp; tmp = tmp->below)
1823 { 1471 {
1824 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1472 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1825 { 1473 {
1826 identify (tmp); 1474 identify (tmp);
1475
1827 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1828 { 1477 {
1829 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
1830 if (tmp->msg) 1480 if (tmp->msg)
1831 { 1481 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1832 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1833 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1834 }
1835 } 1482 }
1483
1836 num_ident--; 1484 num_ident--;
1837 success = 1;
1838 if (!num_ident) 1485 if (!num_ident)
1839 break; 1486 break;
1840 } 1487 }
1841 } 1488 }
1489
1842 /* 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
1843 * 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
1844 * was not fully used. 1492 * was not fully used.
1845 */ 1493 */
1846 if (num_ident) 1494 if (num_ident)
1847 { 1495 {
1848 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)
1849 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1497 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1850 { 1498 {
1851
1852 identify (tmp); 1499 identify (tmp);
1853 if (op->type == PLAYER) 1500
1501 if (object *pl = tmp->visible_to ())
1854 { 1502 {
1855 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
1856 if (tmp->msg) 1505 if (tmp->msg)
1857 { 1506 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1858 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1859 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1860 }
1861 esrv_send_item (op, tmp);
1862 } 1507 }
1508
1863 num_ident--; 1509 num_ident--;
1864 success = 1;
1865 if (!num_ident) 1510 if (!num_ident)
1866 break; 1511 break;
1867 } 1512 }
1868 } 1513 }
1869 if (!success) 1514
1870 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 }
1871 else 1520 else
1872 { 1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1873 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1526 return 1;
1874 } 1527 }
1875 return success;
1876} 1528}
1877
1878 1529
1879int 1530int
1880cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1881{ 1532{
1882 object *tmp, *last, *god, *detect; 1533 object *tmp, *last, *god, *detect;
1883 int done_one, range, mflags, floor, level; 1534 int done_one, range, mflags, floor, level;
1884 sint16 x, y, nx, ny; 1535 sint16 x, y, nx, ny;
1885 mapstruct *m; 1536 maptile *m;
1886 1537
1887 /* We precompute some values here so that we don't have to keep 1538 /* We precompute some values here so that we don't have to keep
1888 * doing it over and over again. 1539 * doing it over and over again.
1889 */ 1540 */
1890 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1895 skill = caster; 1546 skill = caster;
1896 1547
1897 for (x = op->x - range; x <= op->x + range; x++) 1548 for (x = op->x - range; x <= op->x + range; x++)
1898 for (y = op->y - range; y <= op->y + range; y++) 1549 for (y = op->y - range; y <= op->y + range; y++)
1899 { 1550 {
1900
1901 m = op->map; 1551 m = op->map;
1902 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1552 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1903 if (mflags & P_OUT_OF_MAP) 1553 if (mflags & P_OUT_OF_MAP)
1904 continue; 1554 continue;
1905 1555
1907 * floor. But this is not true for show invisible. 1557 * floor. But this is not true for show invisible.
1908 * Basically, we just go and find the top object and work 1558 * Basically, we just go and find the top object and work
1909 * down - that is easier than working up. 1559 * down - that is easier than working up.
1910 */ 1560 */
1911 1561
1912 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)
1913 last = tmp; 1563 last = tmp;
1564
1914 /* 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
1915 * would happen. 1566 * would happen.
1916 */ 1567 */
1917 if (!last) 1568 if (!last)
1918 continue; 1569 continue;
1920 done_one = 0; 1571 done_one = 0;
1921 floor = 0; 1572 floor = 0;
1922 detect = NULL; 1573 detect = NULL;
1923 for (tmp = last; tmp; tmp = tmp->below) 1574 for (tmp = last; tmp; tmp = tmp->below)
1924 { 1575 {
1925
1926 /* show invisible */ 1576 /* show invisible */
1927 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1928 /* Might there be other objects that we can make visibile? */ 1578 /* Might there be other objects that we can make visible? */
1929 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1930 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1931 tmp->type == CF_HANDLE || 1581 tmp->type == CF_HANDLE ||
1932 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1582 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1933 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1940 { 1590 {
1941 tmp->invisible = 0; 1591 tmp->invisible = 0;
1942 done_one = 1; 1592 done_one = 1;
1943 } 1593 }
1944 } 1594 }
1595
1945 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1946 floor = 1; 1597 floor = 1;
1947 1598
1948 /* All detections below this point don't descend beneath the floor, 1599 /* All detections below this point don't descend beneath the floor,
1949 * so just continue on. We could be clever and look at the type of 1600 * so just continue on. We could be clever and look at the type of
2002 */ 1653 */
2003 if (done_one) 1654 if (done_one)
2004 { 1655 {
2005 object *detect_ob = arch_to_object (spell->other_arch); 1656 object *detect_ob = arch_to_object (spell->other_arch);
2006 1657
2007 detect_ob->x = nx;
2008 detect_ob->y = ny;
2009 /* if this is set, we want to copy the face */ 1658 /* if this is set, we want to copy the face */
2010 if (done_one == 2 && detect) 1659 if (done_one == 2 && detect)
2011 { 1660 {
2012 detect_ob->face = detect->face; 1661 detect_ob->face = detect->face;
2013 detect_ob->animation_id = detect->animation_id; 1662 detect_ob->animation_id = detect->animation_id;
2015 detect_ob->last_anim = 0; 1664 detect_ob->last_anim = 0;
2016 /* by default, the detect_ob is already animated */ 1665 /* by default, the detect_ob is already animated */
2017 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1666 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2018 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1667 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2019 } 1668 }
1669
2020 insert_ob_in_map (detect_ob, m, op, 0); 1670 m->insert (detect_ob, nx, ny, op);
2021 } 1671 }
2022 } /* for processing the surrounding spaces */ 1672 } /* for processing the surrounding spaces */
2023 1673
2024 1674
2025 /* 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 */
2026 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))
2027 { 1677 {
2028 done_one = 0; 1678 done_one = 0;
1679
2029 for (tmp = op->inv; tmp; tmp = tmp->below) 1680 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 { 1681 {
2031 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1682 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2032 { 1683 {
2033 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))
2034 { 1685 {
2035 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1686 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2036 if (op->type == PLAYER) 1687
1688 if (object *pl = tmp->visible_to ())
2037 esrv_send_item (op, tmp); 1689 esrv_update_item (UPD_FLAGS, pl, tmp);
2038 } 1690 }
1691
2039 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) &&
2040 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1693 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2041 { 1694 {
2042 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1695 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2043 if (op->type == PLAYER) 1696
1697 if (object *pl = tmp->visible_to ())
2044 esrv_send_item (op, tmp); 1698 esrv_update_item (UPD_FLAGS, pl, tmp);
2045 } 1699 }
2046 } /* if item is not identified */ 1700 } /* if item is not identified */
2047 } /* for the players inventory */ 1701 } /* for the players inventory */
2048 } /* if detect magic/curse and object is a player */ 1702 } /* if detect magic/curse and object is a player */
1703
2049 return 1; 1704 return 1;
2050} 1705}
2051 1706
2052 1707
2053/** 1708/**
2074 1729
2075 /* Explodes a fireball centered at player */ 1730 /* Explodes a fireball centered at player */
2076 tmp = get_archetype (EXPLODING_FIREBALL); 1731 tmp = get_archetype (EXPLODING_FIREBALL);
2077 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;
2078 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;
2079 tmp->x = victim->x; 1734
2080 tmp->y = victim->y; 1735 tmp->insert_at (victim);
2081 insert_ob_in_map (tmp, victim->map, NULL, 0);
2082 victim->stats.sp = 2 * victim->stats.maxsp; 1736 victim->stats.sp = 2 * victim->stats.maxsp;
2083 } 1737 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2085 {
2086 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1739 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2089 {
2090 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!");
2091 }
2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2093 { 1743 {
2094 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2095 confuse_player (victim, victim, 99); 1745 confuse_player (victim, victim, 99);
2096 } 1746 }
2097 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2098 {
2099 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2100 }
2101} 1749}
2102 1750
2103/* cast_transfer 1751/* cast_transfer
2104 * This spell transfers sp from the player to another person. 1752 * This spell transfers sp from the player to another person.
2105 * We let the target go above their normal maximum SP. 1753 * We let the target go above their normal maximum SP.
2108int 1756int
2109cast_transfer (object *op, object *caster, object *spell, int dir) 1757cast_transfer (object *op, object *caster, object *spell, int dir)
2110{ 1758{
2111 object *plyr = NULL; 1759 object *plyr = NULL;
2112 sint16 x, y; 1760 sint16 x, y;
2113 mapstruct *m; 1761 maptile *m;
2114 int mflags; 1762 int mflags;
2115 1763
2116 m = op->map; 1764 m = op->map;
2117 x = op->x + freearr_x[dir]; 1765 x = op->x + freearr_x[dir];
2118 y = op->y + freearr_y[dir]; 1766 y = op->y + freearr_y[dir];
2119 1767
2120 mflags = get_map_flags (m, &m, x, y, &x, &y); 1768 mflags = get_map_flags (m, &m, x, y, &x, &y);
2121 1769
2122 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1770 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2123 { 1771 {
2124 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)
2125 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1773 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2126 break; 1774 break;
2127 } 1775 }
2128 1776
2129 1777
2130 /* 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
2131 * 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.
2132 */ 1780 */
2133 if (plyr == NULL) 1781 if (plyr == NULL)
2134 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)
2135 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2136 break; 1784 break;
2137 1785
2138 if (!plyr) 1786 if (!plyr)
2139 { 1787 {
2184void 1832void
2185counterspell (object *op, int dir) 1833counterspell (object *op, int dir)
2186{ 1834{
2187 object *tmp, *head, *next; 1835 object *tmp, *head, *next;
2188 int mflags; 1836 int mflags;
2189 mapstruct *m; 1837 maptile *m;
2190 sint16 sx, sy; 1838 sint16 sx, sy;
2191 1839
2192 sx = op->x + freearr_x[dir]; 1840 sx = op->x + freearr_x[dir];
2193 sy = op->y + freearr_y[dir]; 1841 sy = op->y + freearr_y[dir];
2194 m = op->map; 1842 m = op->map;
2195 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1843 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2196 if (mflags & P_OUT_OF_MAP) 1844 if (mflags & P_OUT_OF_MAP)
2197 return; 1845 return;
2198 1846
2199 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)
2200 { 1848 {
2201 next = tmp->above; 1849 next = tmp->above;
2202 1850
2203 /* Need to look at the head object - otherwise, if tmp 1851 /* Need to look at the head object - otherwise, if tmp
2204 * points to a monster, we don't have all the necessary 1852 * points to a monster, we don't have all the necessary
2216 /* Basically, if the object is magical and not counterspell, 1864 /* Basically, if the object is magical and not counterspell,
2217 * we will more or less remove the object. Don't counterspell 1865 * we will more or less remove the object. Don't counterspell
2218 * monsters either. 1866 * monsters either.
2219 */ 1867 */
2220 1868
2221 if (head->attacktype & AT_MAGIC && 1869 if (head->attacktype & AT_MAGIC
2222 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1870 && !(head->attacktype & AT_COUNTERSPELL)
2223 { 1871 && !QUERY_FLAG (head, FLAG_MONSTER)
2224 remove_ob (head); 1872 && (op->level > head->level))
2225 free_object (head); 1873 head->destroy ();
2226 }
2227 else 1874 else
2228 switch (head->type) 1875 switch (head->type)
2229 { 1876 {
2230 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
2231 if (op->level > head->level) 1883 if (op->level > head->level)
2232 { 1884 head->destroy ();
2233 remove_ob (head); 1885
2234 free_object (head);
2235 }
2236 break; 1886 break;
2237 1887
2238 /* I really don't get this rune code that much - that 1888 /* I really don't get this rune code that much - that
2239 * random chance seems really low. 1889 * random chance seems really low.
2240 */ 1890 */
2241 case RUNE: 1891 case RUNE:
2242 if (rndm (0, 149) == 0) 1892 if (rndm (0, 149) == 0)
2243 { 1893 {
2244 head->stats.hp--; /* weaken the rune */ 1894 head->stats.hp--; /* weaken the rune */
2245 if (!head->stats.hp) 1895 if (!head->stats.hp)
2246 { 1896 head->destroy ();
2247 remove_ob (head);
2248 free_object (head);
2249 }
2250 } 1897 }
2251 break; 1898 break;
2252 } 1899 }
2253 } 1900 }
2254} 1901}
2255
2256
2257 1902
2258/* cast_consecrate() - a spell to make an altar your god's */ 1903/* cast_consecrate() - a spell to make an altar your god's */
2259int 1904int
2260cast_consecrate (object *op, object *caster, object *spell) 1905cast_consecrate (object *op, object *caster, object *spell)
2261{ 1906{
2286 /* If we got here, we are consecrating an altar */ 1931 /* If we got here, we are consecrating an altar */
2287 sprintf (buf, "Altar of %s", &god->name); 1932 sprintf (buf, "Altar of %s", &god->name);
2288 tmp->name = buf; 1933 tmp->name = buf;
2289 tmp->level = caster_level (caster, spell); 1934 tmp->level = caster_level (caster, spell);
2290 tmp->other_arch = god->arch; 1935 tmp->other_arch = god->arch;
1936
2291 if (op->type == PLAYER) 1937 if (op->type == PLAYER)
2292 esrv_update_item (UPD_NAME, op, tmp); 1938 esrv_update_item (UPD_NAME, op, tmp);
1939
2293 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);
2294 return 1; 1941 return 1;
2295 } 1942 }
2296 } 1943 }
2297 } 1944 }
2307 * 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,
2308 * 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
2309 * 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
2310 * player checks. MSW 2003-01-06 1957 * player checks. MSW 2003-01-06
2311 */ 1958 */
2312
2313int 1959int
2314animate_weapon (object *op, object *caster, object *spell, int dir) 1960animate_weapon (object *op, object *caster, object *spell, int dir)
2315{ 1961{
2316 object *weapon, *tmp; 1962 object *weapon, *tmp;
2317 char buf[MAX_BUF]; 1963 char buf[MAX_BUF];
2318 int a, i; 1964 int a, i;
2319 sint16 x, y; 1965 sint16 x, y;
2320 mapstruct *m; 1966 maptile *m;
2321 materialtype_t *mt;
2322 1967
2323 if (!spell->other_arch) 1968 if (!spell->other_arch)
2324 { 1969 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1970 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2326 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);
2329 /* exit if it's not a player using this spell. */ 1974 /* exit if it's not a player using this spell. */
2330 if (op->type != PLAYER) 1975 if (op->type != PLAYER)
2331 return 0; 1976 return 0;
2332 1977
2333 /* if player already has a golem, abort */ 1978 /* if player already has a golem, abort */
2334 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) 1979 if (object *golem = op->contr->golem)
2335 { 1980 {
2336 control_golem (op->contr->ranges[range_golem], dir); 1981 control_golem (golem, dir);
2337 return 0; 1982 return 0;
2338 } 1983 }
2339 1984
2340 /* if no direction specified, pick one */ 1985 /* if no direction specified, pick one */
2341 if (!dir) 1986 if (!dir)
2345 x = op->x + freearr_x[dir]; 1990 x = op->x + freearr_x[dir];
2346 y = op->y + freearr_y[dir]; 1991 y = op->y + freearr_y[dir];
2347 1992
2348 /* if there's no place to put the golem, abort */ 1993 /* if there's no place to put the golem, abort */
2349 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1994 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2350 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1995 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2351 { 1996 {
2352 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.");
2353 return 0; 1998 return 0;
2354 } 1999 }
2355 2000
2359 if (!weapon) 2004 if (!weapon)
2360 { 2005 {
2361 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!");
2362 return 0; 2007 return 0;
2363 } 2008 }
2364 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2009 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2365 { 2010 {
2366 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.");
2367 return 0; 2012 return 0;
2368 } 2013 }
2369 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2375 { 2020 {
2376 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));
2377 return 0; 2022 return 0;
2378 } 2023 }
2379 2024
2380 if (weapon->nrof > 1) 2025 weapon = weapon->split ();
2381 {
2382 tmp = get_split_ob (weapon, 1);
2383 esrv_send_item (op, weapon);
2384 weapon = tmp;
2385 }
2386 2026
2387 /* create the golem object */ 2027 /* create the golem object */
2388 tmp = arch_to_object (spell->other_arch); 2028 tmp = arch_to_object (spell->other_arch);
2389 2029
2390 /* 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 */
2391 CLEAR_FLAG (tmp, FLAG_MONSTER); 2031 CLEAR_FLAG (tmp, FLAG_MONSTER);
2392 SET_FLAG (tmp, FLAG_FRIENDLY);
2393 tmp->stats.exp = 0; 2032 tmp->stats.exp = 0;
2394 add_friendly_object (tmp); 2033 add_friendly_object (tmp);
2395 tmp->type = GOLEM; 2034 tmp->type = GOLEM;
2396 set_owner (tmp, op); 2035 tmp->set_owner (op);
2036 op->contr->golem = tmp;
2397 set_spell_skill (op, caster, spell, tmp); 2037 set_spell_skill (op, caster, spell, tmp);
2398 op->contr->ranges[range_golem] = tmp;
2399 op->contr->shoottype = range_golem;
2400 op->contr->golem_count = tmp->count;
2401 2038
2402 /* 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
2403 * removed flag - it should only be set if get_split_object was 2040 * removed flag - it should only be set if weapon->split was
2404 * used above. 2041 * used above.
2405 */ 2042 */
2406 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2043 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2407 remove_ob (weapon); 2044 weapon->remove ();
2408 insert_ob_in_ob (weapon, tmp); 2045
2409 esrv_send_item (op, weapon); 2046 tmp->insert (weapon);
2047
2410 /* 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,
2411 * 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
2412 * body_info, skills, etc) 2050 * body_info, skills, etc)
2413 */ 2051 */
2414 SET_FLAG (tmp, FLAG_USE_WEAPON); 2052 SET_FLAG (tmp, FLAG_USE_WEAPON);
2415 SET_FLAG (weapon, FLAG_APPLIED); 2053 SET_FLAG (weapon, FLAG_APPLIED);
2416 fix_player (tmp); 2054 tmp->update_stats ();
2417 2055
2418 /* 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
2419 * 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 -
2420 * 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.
2421 */ 2059 */
2440 2078
2441 /* attacktype */ 2079 /* attacktype */
2442 if (!tmp->attacktype) 2080 if (!tmp->attacktype)
2443 tmp->attacktype = AT_PHYSICAL; 2081 tmp->attacktype = AT_PHYSICAL;
2444 2082
2445 mt = NULL;
2446 if (op->materialname != NULL)
2447 mt = name_to_material (op->materialname); 2083 if (materialtype_t *mt = name_to_material (op->materialname))
2448 if (mt != NULL)
2449 { 2084 {
2450 for (i = 0; i < NROFATTACKS; i++) 2085 for (i = 0; i < NROFATTACKS; i++)
2451 tmp->resist[i] = 50 - (mt->save[i] * 5); 2086 tmp->resist[i] = 50 - (mt->save[i] * 5);
2452 a = mt->save[0]; 2087 a = mt->save[0];
2453 } 2088 }
2455 { 2090 {
2456 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2457 tmp->resist[i] = 5; 2092 tmp->resist[i] = 5;
2458 a = 10; 2093 a = 10;
2459 } 2094 }
2095
2460 /* Set weapon's immunity */ 2096 /* Set weapon's immunity */
2461 tmp->resist[ATNR_CONFUSION] = 100; 2097 tmp->resist[ATNR_CONFUSION] = 100;
2462 tmp->resist[ATNR_POISON] = 100; 2098 tmp->resist[ATNR_POISON] = 100;
2463 tmp->resist[ATNR_SLOW] = 100; 2099 tmp->resist[ATNR_SLOW] = 100;
2464 tmp->resist[ATNR_PARALYZE] = 100; 2100 tmp->resist[ATNR_PARALYZE] = 100;
2470 2106
2471 /* 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 */
2472 2108
2473 if (a > 14) 2109 if (a > 14)
2474 a = 14; 2110 a = 14;
2111
2475 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));
2476 2113
2477 /* Determine golem's speed */ 2114 /* Determine golem's speed */
2478 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)));
2479
2480 if (tmp->speed > 3.33)
2481 tmp->speed = 3.33;
2482 2116
2483 if (!spell->race) 2117 if (!spell->race)
2484 { 2118 {
2485 sprintf (buf, "animated %s", &weapon->name); 2119 sprintf (buf, "animated %s", &weapon->name);
2486 tmp->name = buf; 2120 tmp->name = buf;
2488 tmp->face = weapon->face; 2122 tmp->face = weapon->face;
2489 tmp->animation_id = weapon->animation_id; 2123 tmp->animation_id = weapon->animation_id;
2490 tmp->anim_speed = weapon->anim_speed; 2124 tmp->anim_speed = weapon->anim_speed;
2491 tmp->last_anim = weapon->last_anim; 2125 tmp->last_anim = weapon->last_anim;
2492 tmp->state = weapon->state; 2126 tmp->state = weapon->state;
2493 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2127 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2494 {
2495 SET_FLAG (tmp, FLAG_ANIMATE);
2496 }
2497 else
2498 {
2499 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2500 }
2501 update_ob_speed (tmp);
2502 } 2128 }
2503 2129
2504 /* 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. */
2505 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));
2506 2132
2507 tmp->speed_left = -1; 2133 tmp->speed_left = -1;
2508 tmp->x = x;
2509 tmp->y = y;
2510 tmp->direction = dir; 2134 tmp->direction = dir;
2511 insert_ob_in_map (tmp, m, op, 0); 2135
2136 m->insert (tmp, x, y, op);
2512 return 1; 2137 return 1;
2513} 2138}
2514 2139
2515/* cast_daylight() - changes the map darkness level *lower* */ 2140/* cast_daylight() - changes the map darkness level *lower* */
2516 2141
2524 int success; 2149 int success;
2525 2150
2526 if (!op->map) 2151 if (!op->map)
2527 return 0; /* shouldnt happen */ 2152 return 0; /* shouldnt happen */
2528 2153
2529 success = change_map_light (op->map, spell->stats.dam); 2154 success = op->map->change_map_light (spell->stats.dam);
2155
2530 if (!success) 2156 if (!success)
2531 { 2157 {
2532 if (spell->stats.dam < 0) 2158 if (spell->stats.dam < 0)
2533 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.");
2534 else 2160 else
2535 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.");
2536 } 2162 }
2537 return success; 2163 return success;
2538} 2164}
2539
2540
2541
2542
2543 2165
2544/* 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.
2545 * 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,
2546 * spell is the spell object itself. 2168 * spell is the spell object itself.
2547 */ 2169 */
2559 2181
2560 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);
2561 2183
2562 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);
2563 2185
2564 set_owner (new_aura, op);
2565 set_spell_skill (op, caster, spell, new_aura); 2186 set_spell_skill (op, caster, spell, new_aura);
2566 new_aura->attacktype = spell->attacktype; 2187 new_aura->attacktype = spell->attacktype;
2567 2188
2568 new_aura->level = caster_level (caster, spell); 2189 new_aura->level = caster_level (caster, spell);
2190
2569 if (refresh) 2191 if (refresh)
2570 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.");
2571 else 2193 else
2572 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
2573 insert_ob_in_ob (new_aura, op); 2196 insert_ob_in_ob (new_aura, op);
2197 new_aura->set_owner (op);
2198
2574 return 1; 2199 return 1;
2575} 2200}
2576
2577 2201
2578/* 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,
2579 * 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
2580 * around him. 2204 * around him.
2581 * Aura parameters: 2205 * Aura parameters:
2582 * duration: duration counter. 2206 * duration: duration counter.
2583 * attacktype: aura's attacktype 2207 * attacktype: aura's attacktype
2584 * other_arch: archetype to drop where we attack 2208 * other_arch: archetype to drop where we attack
2585 */ 2209 */
2586
2587void 2210void
2588move_aura (object *aura) 2211move_aura (object *aura)
2589{ 2212{
2590 int i, mflags;
2591 object *env;
2592 mapstruct *m;
2593
2594 /* auras belong in inventories */ 2213 /* auras belong in inventories */
2595 env = aura->env; 2214 object *env = aura->env;
2215 object *owner = aura->owner;
2596 2216
2597 /* no matter what we've gotta remove the aura... 2217 /* no matter what we've gotta remove the aura...
2598 * we'll put it back if its time isn't up. 2218 * we'll put it back if its time isn't up.
2599 */ 2219 */
2600 remove_ob (aura); 2220 aura->remove ();
2601 2221
2602 /* exit if we're out of gas */ 2222 /* exit if we're out of gas */
2603 if (aura->duration-- < 0) 2223 if (aura->duration-- < 0)
2604 { 2224 {
2605 free_object (aura); 2225 aura->destroy ();
2606 return; 2226 return;
2607 } 2227 }
2608 2228
2609 /* auras only exist in inventories */ 2229 /* auras only exist in inventories */
2610 if (env == NULL || env->map == NULL) 2230 if (!env || !env->map)
2611 { 2231 {
2612 free_object (aura); 2232 aura->destroy ();
2613 return; 2233 return;
2614 } 2234 }
2615 aura->x = env->x;
2616 aura->y = env->y;
2617 2235
2618 /* we need to jump out of the inventory for a bit 2236 /* we need to jump out of the inventory for a bit
2619 * in order to hit the map conveniently. 2237 * in order to hit the map conveniently.
2620 */ 2238 */
2621 insert_ob_in_map (aura, env->map, aura, 0); 2239 aura->insert_at (env, aura);
2622 2240
2623 for (i = 1; i < 9; i++) 2241 for (int i = 1; i < 9; i++)
2624 { 2242 {
2625 sint16 nx, ny; 2243 mapxy pos (env);
2244 pos.move (i);
2626 2245
2627 nx = aura->x + freearr_x[i];
2628 ny = aura->y + freearr_y[i];
2629 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2630
2631 /* Consider the movement tyep of the person with the aura as 2246 /* Consider the movement type of the person with the aura as
2632 * 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
2633 * 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.
2634 */ 2249 */
2635 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)))
2636 { 2251 {
2637 hit_map (aura, i, aura->attacktype, 0); 2252 hit_map (aura, i, aura->attacktype, 0);
2638 2253
2639 if (aura->other_arch) 2254 if (aura->other_arch)
2640 {
2641 object *new_ob;
2642
2643 new_ob = arch_to_object (aura->other_arch); 2255 pos.insert (arch_to_object (aura->other_arch), aura);
2644 new_ob->x = nx;
2645 new_ob->y = ny;
2646 insert_ob_in_map (new_ob, m, aura, 0);
2647 } 2256 }
2648 }
2649 } 2257 }
2258
2650 /* put the aura back in the player's inventory */ 2259 /* put the aura back in the player's inventory */
2651 remove_ob (aura); 2260 env->insert (aura);
2652 insert_ob_in_ob (aura, env); 2261 aura->set_owner (owner);
2653} 2262}
2654 2263
2655/* moves the peacemaker spell. 2264/* moves the peacemaker spell.
2656 * op is the piece object. 2265 * op is the piece object.
2657 */ 2266 */
2658
2659void 2267void
2660move_peacemaker (object *op) 2268move_peacemaker (object *op)
2661{ 2269{
2662 object *tmp; 2270 object *tmp;
2663 2271
2664 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)
2665 { 2273 {
2666 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2667 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2668 2276
2669 if (tmp->head)
2670 victim = tmp->head;
2671 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2277 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2672 continue; 2278 continue;
2279
2673 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2674 continue; 2281 continue;
2282
2675 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2676 continue; 2284 continue;
2677 2285
2678 def_lev = MAX (1, victim->level); 2286 def_lev = MAX (1, victim->level);
2679 atk_lev = MAX (1, op->level); 2287 atk_lev = MAX (1, op->level);
2680 2288
2681 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2682 { 2290 {
2683 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2684 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2685 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2686 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2687#if 0 2296#if 0
2688 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2689 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2690 */ 2299 */
2696 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2697 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2698 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 SET_FLAG (victim, FLAG_RUN_AWAY);
2699 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2700 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 CLEAR_FLAG (victim, FLAG_MONSTER);
2310
2701 if (victim->name) 2311 if (victim->name)
2702 {
2703 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);
2704 }
2705 } 2313 }
2706 } 2314 }
2707} 2315}
2708 2316
2709 2317
2730 return 0; 2338 return 0;
2731 } 2339 }
2732 if (!spell->other_arch) 2340 if (!spell->other_arch)
2733 return 0; 2341 return 0;
2734 tmp = arch_to_object (spell->other_arch); 2342 tmp = arch_to_object (spell->other_arch);
2735 strncpy (rune, msg, HUGE_BUF - 2); 2343
2736 rune[HUGE_BUF - 2] = 0; 2344 snprintf (rune, sizeof (rune), "%s\n", msg);
2737 strcat (rune, "\n"); 2345
2738 tmp->race = op->name; /*Save the owner of the rune */ 2346 tmp->race = op->name; /*Save the owner of the rune */
2739 tmp->msg = rune; 2347 tmp->msg = rune;
2740 tmp->x = op->x; 2348
2741 tmp->y = op->y; 2349 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2742 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2743 return 1; 2350 return 1;
2744} 2351}

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